Ragnarock41 wrote: »not that ill ever need it personally, but i also dont understand the need to nerf it from 10 sec.
u want to give the morph a damage boost that can stack, great. it affects any kind of damage, awesome. and u even lower the stun-effect to 3, instead of 5, which refresh the timer everytime, cool.
so why nerf the duration by half? its only 135 damage for gods sake. let us make the best of it with other skill too....
They dont want tanks using it.
If they want stamDKs to utilize the stagger mechanic then it should scale with weapon damage/max stam rather than being a flat amount. That would allow them to give it a proper uptime without the fear of Dk tanks overshadowing stamDk. And a max cap on the extra damage to make sure its balanced easily.
Just like how they did with engulfing flames, Idk why its so hard to figure out for them especially considering they did it well for magDk.
XRagnarock41 wrote: »not that ill ever need it personally, but i also dont understand the need to nerf it from 10 sec.
u want to give the morph a damage boost that can stack, great. it affects any kind of damage, awesome. and u even lower the stun-effect to 3, instead of 5, which refresh the timer everytime, cool.
so why nerf the duration by half? its only 135 damage for gods sake. let us make the best of it with other skill too....
They dont want tanks using it.
If they want stamDKs to utilize the stagger mechanic then it should scale with weapon damage/max stam rather than being a flat amount. That would allow them to give it a proper uptime without the fear of Dk tanks overshadowing stamDk. And a max cap on the extra damage to make sure its balanced easily.
Just like how they did with engulfing flames, Idk why its so hard to figure out for them especially considering they did it well for magDk.
That's actually a great idea. I wish the Alkosh debuff would scale with weapon damage as well.
JusticeSouldier wrote: »Nothing makes sense from their standardisation/audit etc:
- Fiery breath base cost 3510 and 5 meters range at base
- tick damage reduced by 47%
- Searing strike base cost 2970 and 10 meters at base
- tick damage reduced by 60%
Range DOT accessible to everyone:
- Entropy base cost 2700 and 28 meters range
- tick damage reduced by 50%
- Soul trap base cost 2700 28 meters range
- tick damage reduced by 50%
@ZOS_BrianWheeler @ZOS_Gilliam
DK's DOTs, despite being melee DOTs receive the same treatment than those range dots accessible to all, if not worse.
Is this because of the direct damage part of DK's DOT ? seriously ?
Why a cost increase ? Why ZOS is nerfing DK's melee DOTs as much as range DOTs if not worse ?
I'm always wondered when hear these "standarts".
Standart should count also another things, like is it Melee or Range one, secondary effects, what toolkit have current class with it in general and another things.
I'm absolutly sure, melee one should be always stronger than range one because of the real combat limits it means.
Also, should be couinted secondary effects.
if this is aoe, which apply single target dots on everyone (it's now Carve, Breath), it should:
1. deal less damage than single target one
2. have higher cost
3. bigger area - less damage
4. melee one stronger than range one
if to say about aoe, which ticks every minute and deal damage only while targets are inside - it should be:
1. higher damage than maybe even single target dots, because target can leave it easily
2. high cost to prevent spam of them everywhere by everyone (like frost aoe spamming wardens, which are last few years most hatefull creatures in PvP)
3. the bigger is area - the smaller damage per tick
4. with counting secondary effects as a things to regulate class balance and damage between different area of effect dots in general. here: buffs, debuffs, synergies, healing etc
@ZOS_BrianWheeler Read this thread please, it's topic is actual question from the first day when u used sentence "our aoe/dots etc standart"...
MartiniDaniels wrote: »JusticeSouldier wrote: »
JusticeSouldier wrote: »MartiniDaniels wrote: »JusticeSouldier wrote: »
i was thinking about Popeye the Sailor when illustrated this, yea:)
JusticeSouldier wrote: »Grandesdar wrote: »JusticeSouldier wrote: »Good example of nice designed animation. This one showed at .gif is nice for stamblade identity.GeorgeBlack wrote: »
Thnx to the person thst first posted this animation when the farse with poop fist started.
Yes, please make this skill for DKs, I'll use it no matter the cost or the damage! Boy, it's so cool to look at.
it doesn't fit dk's style. It's nightblade like thing
JusticeSouldier wrote: »MartiniDaniels wrote: »JusticeSouldier wrote: »
i was thinking about Popeye the Sailor when illustrated this, yea:)
BlackMadara wrote: »@Hotdog_23 The way the word the patch made it seem like the passive brought them up standard. I tested it though, and it wasn't the case. Not your fault, it is ZoS's wording that's confusing.
@Suryoyo The damage standard is based on total dps of the skill, including any initial damage. For example, a dot dealing straight 1000 damage per tick and a dot dealing 2000 initial damage and 800 per tick for 10s each would both deal 1000 dps. Since searing strike and fiery breath have initial damage, their dot portion was reduced further.
I agree that there should be other factors considered, such as range, ease of application, and buffs.
BlackMadara wrote: »@Hotdog_23 The way the word the patch made it seem like the passive brought them up standard. I tested it though, and it wasn't the case. Not your fault, it is ZoS's wording that's confusing.
@Suryoyo The damage standard is based on total dps of the skill, including any initial damage. For example, a dot dealing straight 1000 damage per tick and a dot dealing 2000 initial damage and 800 per tick for 10s each would both deal 1000 dps. Since searing strike and fiery breath have initial damage, their dot portion was reduced further.
I agree that there should be other factors considered, such as range, ease of application, and buffs.
Has anyone tried hitting multiple targets with fiery breath to see if the combustion return works on multiple targets? Either people are thinking it's broken and hush hush about it or no one's tried.
relentless_turnip wrote: »I would really like to see a change to Molten weapons, you already receive minor brutality passively for casting it. I would like one morph to be a self cast that also grants minor sorcery.
Just to reiterate this would not give either buff to the group or maybe it could change the passive dependent on the morph.
I just feel this is a PVE skill and isn't really viable in PvP unless in group play.
Everyone now says degeneration will be trash(which I don't really get because it is still stronger than any DK dot) Regardless I would rather have an overall buff to our damage. Considering we are losing 10% on all ardent flame skills apart from the dot element of searing strike and flames(a ninja of a nerf).
This also promotes build diversity as you can go for another 20k dot over 12 seconds or 10% buff to overall damage and heals.
I would love to hear your thoughts?
relentless_turnip wrote: »I would really like to see a change to Molten weapons, you already receive minor brutality passively for casting it. I would like one morph to be a self cast that also grants minor sorcery.
Just to reiterate this would not give either buff to the group or maybe it could change the passive dependent on the morph.
I just feel this is a PVE skill and isn't really viable in PvP unless in group play.
Everyone now says degeneration will be trash(which I don't really get because it is still stronger than any DK dot) Regardless I would rather have an overall buff to our damage. Considering we are losing 10% on all ardent flame skills apart from the dot element of searing strike and flames(a ninja of a nerf).
This also promotes build diversity as you can go for another 20k dot over 12 seconds or 10% buff to overall damage and heals.
I would love to hear your thoughts?
While I’m definitely in favor of molten/igneous buffs, I don’t think minor sorcery is the way to go considering that’s currently a unique offering from templars. Igneous could do something like grant your allies minor berserk as a damage-oriented counter to ice fortress. Armaments could do something like gain a stack of empower every time you damage an enemy with an earthen heart ability, encouraging dks to run eruption and stone giant despite the current states of these abilities.
(Empower could probably buff heavy attacks too with that change so that builds that relied on the increased heavy attack damage from armaments can still work relatively the same)
relentless_turnip wrote: »In its current state I don't think magdk will be viable.
relentless_turnip wrote: »In its current state I don't think magdk will be viable.
I think I'll probably go with another class and just wait this out, building for this patch is depressing me.
relentless_turnip wrote: »So if I understand the latest patch notes 5.2.4
you have finalised things by further buffing the stam DK and doing nothing for magDK?
Stam DK's already have far cheaper skill costs and have access to burst skills via the weapon skill lines.
MagDK has taken 25% loss to overall damage of DOTS and nerfed the entire (other than DOT and standard)ardent flame line by 10%.
You've increased the damage of venomous claw and ignored burning embers?
Our sustain is already in the bin... and we are supposed to compensate this by losing even more damage...
woot!