As we all know, abilities that restore resources by an amount equal to max pool percent were exterminated in the Morrowind patch. I guess, this was right decision to make, as these abilities and passives encouraged overpowered sustain at some point (permablocking stam-DK with 55k stamina) BUT breaking points where buff turns to nerf, in my opinion, were chosen wrong. Now let's get to each ability in particular.I hope someone will read this and take into consideration. Best regards.
- DK Battle Roar: 26k breaking point.
Well, this one is not that bad in comparsion to the following ones, but still too low to be a class-defining feature which it is now. I think, something around 35k should be enough to affect PvE sustain big time (as both mana and stamina DD have over 40k), but still be viable in PvP for comeback-style gameplay and won't kill overall mana-DKs sustain which happens on PTS now. Also it will become a good buff for PvE tanks, because changes to Constitution and blocking cooldown hit us hard.- DK Helping Hands: 20k breaking point.
This is where things got serious. This change is a buff only to mana-DKs and that's hilarious because they don't even use it. You will never even find a PvE tank with stamina under 20k. Which means that this passive has become completely useless. 990 stamina return is ridiculosly low (as I've already pointed out in Class Balance Thread Dark Deal gives sorcerers 5 times more stamina and amount of health equal to Igneous Shield at a 25% lower magicka cost). Right now, after several days of playtesting stam-DK on PTS I can tell you that its sustain is just impossibly terrible. My suggestion - double it 40k breaking point (2k stamina return), which means the same amount of resource for average stamina builds and nerf directly for stamina-stackers which you try to counter.- Templar Repentance: 30k breaking point
I don't know why did Zenimax decide to break this skill and make it useless in group play which really pissed me off, but this is a point for another discussion. Main thing is, healers will probably use this morph much less and main users of it will be stamplars. Keep in mind that stamplars have the worst sustain in the game already. And yes, it was greatly improved by new Luminous Shards, but in solo-play like vMA or open-world PvP it is still terrible. Knowing that, if ZOS has no intends to return this ability to the group-play (which, I hope, is not true), I think it really needs a buff to a 40k point.- Argonian Resourceful: 38k breaking point
Wow. That's a big one.- Redguard Adrenaline Rush: 15k breaking point
That was the funniest joke ever, until I realized it wasn't a joke. I haven't seen a redguard under 30k stamina ever. Honestly, you should increase it to 35k at least or just remove this passive and give redguards another one. It it's current state it is so useless that there's no point in picking a redguard anymore.
@ZOS_RichLambert @Wrobel
I perfectly understand what does these comments mean. I am not unhappy with the size of the nerf (well, I am, but not in the way you mean it). I'm trying to point out that these changes do not serve the purpose they are designed to.sodantokb16_ESO wrote: »You took the breaking point comments too seriously.
ZOS tell us they aim to tone down perfomance of characters with large resource pools but they strike down whole races and classes regardless of their resource pool size.ZOS_GinaBruno wrote: »As such, some significant changes to resource recovery are being made. In general, each of the changes falls into one of four major categories:
- Restores based on the maximum resource pool - These abilities were simply too effective once you obtained a significant pool size.
Wat?sodantokb16_ESO wrote: »In that case, get in line.
I perfectly understand what does these comments mean. I am not unhappy with the size of the nerf (well, I am, but not in the way you mean it). I'm trying to point out that these changes do not serve the purpose they are designed to.sodantokb16_ESO wrote: »You took the breaking point comments too seriously.ZOS tell us they aim to tone down perfomance of characters with large resource pools but they strike down whole races and classes regardless of their resource pool size.ZOS_GinaBruno wrote: »As such, some significant changes to resource recovery are being made. In general, each of the changes falls into one of four major categories:
- Restores based on the maximum resource pool - These abilities were simply too effective once you obtained a significant pool size.
Wat?sodantokb16_ESO wrote: »In that case, get in line.
The redguard nerf is actually the one good change. Redguard being mandatory for non-ganker stamina builds is not healthy for the game.
KramUzibra wrote: »
KramUzibra wrote: »
KramUzibra wrote: »
Yes and all stamina builds are based around close combat unless you use some really weird bow build that is way better off with other races. Redguard is the best race for stamina in the game as you get so much stamina and restore stamina. Redguard has built in helping hands you have around 40k stam on a redguard normally. That means 1200 stam every 5 seconds which is 480 stam regen that is insane. 3 gold stam regen glyphs give you about the same amount of stam regen before buffs.
The change was needed maybe increase the cap to 21000 but redguard will still be in a good position.
Nords should have gotten a buff as they are the weakest class in the entire game atm
Then ZOS should tell us straight: we want to nerf sustain, no matter what your pool is. This is not consistent to say you're affecting people with significant resource pools and affect people with more than 15k stamina. Is 15k a significant pool? 20k? 25k?sodantokb16_ESO wrote: »Are you reading just pieces without putting it in context? They are nerfing sustain and they are nerfing restores based on maximum resource pool. Case in point, redguard passive. If the only problem of this passive were 50k stam builds with huge restore, they would nerf it to values average stam pool of 30k gets. But it obviously was still too much.
Brutusmax1mus wrote: »You can't compare dark deal with helping hands!! One is a skill you must slot and cast that has a delay before you get any return which is also interruptible and can't be block casted. The other is a passive that you can benefit from while block casting!!!!! Tell me which you think should be stronger???? Good change imo.
Brutusmax1mus wrote: »You can't compare dark deal with helping hands!! One is a skill you must slot and cast that has a delay before you get any return which is also interruptible and can't be block casted. The other is a passive that you can benefit from while block casting!!!!! Tell me which you think should be stronger???? Good change imo.
D0ntevenL1ft wrote: »Brutusmax1mus wrote: »You can't compare dark deal with helping hands!! One is a skill you must slot and cast that has a delay before you get any return which is also interruptible and can't be block casted. The other is a passive that you can benefit from while block casting!!!!! Tell me which you think should be stronger???? Good change imo.
ROFL one gives back 2k stamina the other gives back 6k.
If you're casting dark deal in front of someones face you deserve to be bashed, minus the fact that by the time you see the animation its already completed.
Dark deal vs. Helping hands is not even close.
Then you have 50k stamina and you're the one who deserves this nerf. Not some dude with 32k stamina and miserable 1.6k returns.Brutusmax1mus wrote: »On live my dk returns 2.5k stamina with each igneous.
Then ZOS should tell us straight: we want to nerf sustain, no matter what your pool is. This is not consistent to say you're affecting people with significant resource pools and affect people with more than 15k stamina. Is 15k a significant pool? 20k? 25k?sodantokb16_ESO wrote: »Are you reading just pieces without putting it in context? They are nerfing sustain and they are nerfing restores based on maximum resource pool. Case in point, redguard passive. If the only problem of this passive were 50k stam builds with huge restore, they would nerf it to values average stam pool of 30k gets. But it obviously was still too much.
Only thing I want is Zenimax to tell us that we are screwed big time before we actually get screwed. Not saying: "Everything's all right, only people with significant pools get the nerf!" and then punching in the face all stamina builds out there.
Numbers in the opening post are coherent with the announced purpose. Numbers in the Patch Notes are not.
[*] DK Helping Hands: 20k breaking point.
This is where things got serious. This change is a buff only to mana-DKs and that's hilarious because they don't even use it.
(as I've already pointed out in Class Balance Thread Dark Deal gives sorcerers 5 times more stamina and amount of health equal to Igneous Shield at a 25% lower magicka cost).
Then you have 50k stamina and you're the one who deserves this nerf. Not some dude with 32k stamina and miserable 1.6k returns.Brutusmax1mus wrote: »On live my dk returns 2.5k stamina with each igneous.
Reply to me no more, please. This is going the wrong way.sodantokb16_ESO wrote: »Learn to read for f sake.
Most definetely. I meant that stamina return of Helping Hands is not the key feature of mDK sustain and I rarely spam it as a source of stamina. Well, maybe I'm playing my mDK wrong.NightbladeMechanics wrote: »Are we playing the same game?
And also we had softcaps on each character stat. Actually, return of softcaps will be a solution of many problems, but, I guess the community now just won't be able to embrace it.e.gamemarkb14_ESO wrote: »a max health pool of around 5-6k
Passive that is activated through using active abilities with 3,5k magicka cost minimum. This one can and should be compared to the Dark Deal ability. And when you put it into combo with Streak CC, cast time doesn't make any difference. I'm not asking for equal return, just to reduce the gap between them.Brutusmax1mus wrote: »1.6k is not miserable for a passive.
D0ntevenL1ft wrote: »Brutusmax1mus wrote: »You can't compare dark deal with helping hands!! One is a skill you must slot and cast that has a delay before you get any return which is also interruptible and can't be block casted. The other is a passive that you can benefit from while block casting!!!!! Tell me which you think should be stronger???? Good change imo.
ROFL one gives back 2k stamina the other gives back 6k.
If you're casting dark deal in front of someones face you deserve to be bashed, minus the fact that by the time you see the animation its already completed.
Dark deal vs. Helping hands is not even close.
NightbladeMechanics wrote: »
Good point. I guess if it restored 2.5 times more than Helping Hands it is still not anywhere near, right? But now on PTS servers we have 5 times difference (990 vs 4.9k).Helping Hands would be insanely overpowered if it restored anywhere near as much stamina as Dark Deal, because although Dark Deal has a not-so-reliable counter it at least HAS a counter.
Regular stuff for magDKs (Petrify, Ash Cloud, Igneous Shields). But for stamina you have to just regulary dump your magicka into Igneous to keep fighting while you have Spiked Armor to cast too, and Igneous costs 4.1k magicka every time. And if you don't have 40k+ stamina these returns are not so big as you claim them to be.Helping hands is pretty stupid, you get so much passive stamina for doing your regular stuff. Dark Exchange is an active skill that can be interrupted and makes your vulnerable, which is especially easy for melees and ranged chars can use crushing shock or this bow thingy.
Don't really know where did 6k numbers come from, it is really 4.7k for Conversion morph and 4.9k for Deal. And you're right that you can still block when casting it and it gives healing... on live, but that's where all the other nerfs come in. Firstly, you can't permablock anymore because you're gonna run dry in no time. Second, protection from shield is scaled from your max health and in usual medium armor build, which are now in favor, you're not gonna have much more than 30k health, which means this shield is 5k thick and that's far from good. And, moreover, you now get Major Mending only while this shield holds up and, I guess, in most of the fights this will be like 0.5s. You still think it's a clever deal?Also, dark exchange restores 4,6k, not 6k.
Helpings hands in combination with igneous shield is, imo, a much more clever deal. You get easy stam, can still permablock and you also get good protection from the shield+ healing. I honestly think helping hands deserved what has happened.