Molten Whip: This morph now grants 5% damage done against monsters per stack, rather than 85-100 Weapon and Spell Damage. This effect only activates if you are a Dragonknight. Seething Fury no longer generates stacks if you have Engulfing Dragonfire slotted on either bar.
Developer Comment: We’re intentionally inflating some of the damage of the Dragonknight class in the short term to help the class stand up to snuff with other current meta options, while we find more long-term solutions and continue work on other class refreshes. Expect these values/effects to be adjusted over time!
So we're losing almost a full 5p set worth of damage/healing stats in PvP... for what reason? The developer comment seems to only consider PvE, overlooking how this skill is utilized in PvP entirely.
Corrosive Armor: Reduced the damage limit to 12% of your Max Health, rather than 8%, to better account for the raw offensive power this Ultimate provides. The damage over time effect now only targets monsters, rather than any enemy, to offer healthier PvP balance.
Developer Comment: We’re better differentiating some of the buffs made to this ultimate from PTS 1 in efforts to help still reach our goals of making the ability more effective in PvE, while toning down how much impact it brings in PvP by reducing the defensive capabilities further and removing the high damage over time.
Let's see how this affects a typical PvP fight in open world or battlegrounds:
Live
- 30k Health Build, pop Corrosive Armor and engage with your ultimate that is supposed to give you an offensive window by actually reducing incoming damage. Damage taken reduced to 3% of Maximum Health.
- Get CC'd by X.
- Get hit by random Nightblade, Light Attack (900 damage), Surprise Attack (900 damage), Sundered Proc (900 damage)
- Get hit by a random Crushing Shock from 28m away, take 3x 900 damage and another 3x 900 damage from status procs.
- Get hit by a random arcanist beam from someone doing PvP for the first time on their full damage PvE parse setup. 3 ticks for 900 damage.
- Take 9000 Damage total, less than 1/3rd of your health bar, you CC break and utilize that offensive window to get kills. Opponents have the counterplay of kiting, playing defensive, realizing you are in corrosive and waiting it out, same as right now on PTS.
Here's the problem... on PTS:
- 30k Health Build, pop Corrosive Armor and engage with your ultimate that is supposed to give you an offensive window by actually reducing incoming damage. Damage taken reduced to 12% of Maximum Health.
- Get CC'd by X.
- Get hit by random Nightblade, Light Attack (2000~ damage), Surprise Attack (3600 damage), Sundered Proc (1500~ damage)
- Get hit by a random Crushing Shock from 28m away, take 3x 3600 damage and another 3x 1000~ damage from status procs.
- Get hit by a random arcanist beam from someone doing PvP for the first time on their full damage PvE parse setup. 3 ticks for 3600 damage.
- Take 31 700 Damage total, your health bar. You are now dead.
This renders the ultimate completely unusable in most cases and only really worth it in dueling or when running down some poor outnumbered player who can't fight back. Most damage in the game will deal full damage to you with the changes currently on PTS.
So we're in a situation where two of the most fun things about Dragonknight (Whip and Corrosive) are getting massive unwarranted PvP nerfs in a patch where supposedly the opposite was supposed to happen:
As we noted in our PTS Week 1 Summary, we know there’s a desire to see the power level for Dragonknight increased.
It'd be nice to hear a bit more of an explanation on why the developers thought these changes needed to happen and why the
defensive aspect of Corrosive was targeted when it is something that no one really complained about.
Personally, this has massively dampened my enthusiasm for next patch. If anything, Dragonknight skill lines (outside of Ardent Flame) needed strong buffs overall to compete vs just slotting Aedric Spear, Storm Calling etc for better one shots in PvP and instead we're getting... nerfs?