Thanks for the very detailed write up and testing. Can I ask what gear are you using?
Eh? The entire endgame community said that at Morrowind when we got forced to start using heavies.Some intarwebz star mentioned “ugh! heavy attacks are like, soooooo booooring!” once and now a lot of people have taken to parroting that.
brandoncoffmannub18_ESO wrote: »The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.
kathandira wrote: »brandoncoffmannub18_ESO wrote: »The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.
What stuck out to me is:
Test 1
Mystic Orb: 218/338 = 556 hits
Eruption: 113/223 = 336 Hits
Mystic Orb hit 220 times more
Mystic Orb
- Avg Dmg: 3915
- Max Dmg: 6273
Eruption
- Avg Dmg: 5141
- Max Dmg: 8321
Test 2
Mystic Orb: 210/330 = 540 hits
Eruption: 141/225 = 366 Hits
Mystic Orb hit 174 times more
Mystic Orb
- Avg Dmg: 3657
- Max Dmg: 5680
Eruption
- Avg Dmg: 4989
- Max Dmg: 7827
Looking at this, Eruption does more damage per tick, however throughout their durations, Mystic Orbs totals more damage as it seems to hit more often. This should be examined.
kathandira wrote: »brandoncoffmannub18_ESO wrote: »The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.
What stuck out to me is:
Test 1
Mystic Orb: 218/338 = 556 hits
Eruption: 113/223 = 336 Hits
Mystic Orb hit 220 times more
Mystic Orb
- Avg Dmg: 3915
- Max Dmg: 6273
Eruption
- Avg Dmg: 5141
- Max Dmg: 8321
Test 2
Mystic Orb: 210/330 = 540 hits
Eruption: 141/225 = 366 Hits
Mystic Orb hit 174 times more
Mystic Orb
- Avg Dmg: 3657
- Max Dmg: 5680
Eruption
- Avg Dmg: 4989
- Max Dmg: 7827
Looking at this, Eruption does more damage per tick, however throughout their durations, Mystic Orbs totals more damage as it seems to hit more often. This should be examined.
Orbs tick every half second whereas eruption ticks every second.
kathandira wrote: »kathandira wrote: »brandoncoffmannub18_ESO wrote: »The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.
What stuck out to me is:
Test 1
Mystic Orb: 218/338 = 556 hits
Eruption: 113/223 = 336 Hits
Mystic Orb hit 220 times more
Mystic Orb
- Avg Dmg: 3915
- Max Dmg: 6273
Eruption
- Avg Dmg: 5141
- Max Dmg: 8321
Test 2
Mystic Orb: 210/330 = 540 hits
Eruption: 141/225 = 366 Hits
Mystic Orb hit 174 times more
Mystic Orb
- Avg Dmg: 3657
- Max Dmg: 5680
Eruption
- Avg Dmg: 4989
- Max Dmg: 7827
Looking at this, Eruption does more damage per tick, however throughout their durations, Mystic Orbs totals more damage as it seems to hit more often. This should be examined.
Orbs tick every half second whereas eruption ticks every second.
Seems to me, Orbs should either ticket every second, or have their duration shortened then. Damage Over Time was supposed to be standardized, and this feels like it deviates from that standardization.
Joy_Division wrote: »You get an awesome from me because of your toon name.
If I'm not mistaken, all class AoE DoTs are pretty much suffering the same thing.
The other thing I'd say, though this is just a personal preference, I did not make my DK back in April 2014 to be the "king of the DoTs" or what not. I'm not quite sure how that came to define what a DK identity is supposed to be, but I've never associated anything dragon related in any fantasy setting as damage over time specialists.
kathandira wrote: »kathandira wrote: »brandoncoffmannub18_ESO wrote: »The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.
What stuck out to me is:
Test 1
Mystic Orb: 218/338 = 556 hits
Eruption: 113/223 = 336 Hits
Mystic Orb hit 220 times more
Mystic Orb
- Avg Dmg: 3915
- Max Dmg: 6273
Eruption
- Avg Dmg: 5141
- Max Dmg: 8321
Test 2
Mystic Orb: 210/330 = 540 hits
Eruption: 141/225 = 366 Hits
Mystic Orb hit 174 times more
Mystic Orb
- Avg Dmg: 3657
- Max Dmg: 5680
Eruption
- Avg Dmg: 4989
- Max Dmg: 7827
Looking at this, Eruption does more damage per tick, however throughout their durations, Mystic Orbs totals more damage as it seems to hit more often. This should be examined.
Orbs tick every half second whereas eruption ticks every second.
Seems to me, Orbs should either ticket every second, or have their duration shortened then. Damage Over Time was supposed to be standardized, and this feels like it deviates from that standardization.
Waffennacht wrote: »
Why we can't have any good abilities
Waffennacht wrote: »kathandira wrote: »kathandira wrote: »brandoncoffmannub18_ESO wrote: »The TL;DR is that eruption is weak, 14 seconds engulfing/embers feels like a boring, prolonged, sad joke; the rotation is boring and I hate having to use mystic orb and the pathetic flexibility.
What stuck out to me is:
Test 1
Mystic Orb: 218/338 = 556 hits
Eruption: 113/223 = 336 Hits
Mystic Orb hit 220 times more
Mystic Orb
- Avg Dmg: 3915
- Max Dmg: 6273
Eruption
- Avg Dmg: 5141
- Max Dmg: 8321
Test 2
Mystic Orb: 210/330 = 540 hits
Eruption: 141/225 = 366 Hits
Mystic Orb hit 174 times more
Mystic Orb
- Avg Dmg: 3657
- Max Dmg: 5680
Eruption
- Avg Dmg: 4989
- Max Dmg: 7827
Looking at this, Eruption does more damage per tick, however throughout their durations, Mystic Orbs totals more damage as it seems to hit more often. This should be examined.
Orbs tick every half second whereas eruption ticks every second.
Seems to me, Orbs should either ticket every second, or have their duration shortened then. Damage Over Time was supposed to be standardized, and this feels like it deviates from that standardization.
Why we can't have any good abilities
Eh? The entire endgame community said that at Morrowind when we got forced to start using heavies.Some intarwebz star mentioned “ugh! heavy attacks are like, soooooo booooring!” once and now a lot of people have taken to parroting that.
Heavies don't feel as impactful as abilities, they are a DPS loss, they leave you vulnerable while charging, and most important, they feel slow and clunky. If you enjoy slowly pulling your staff back, we're happy for you, but many of us would rather get to keep using our actual abilities.
WrathOfInnos wrote: »What numbers are you seeing on live for comparison? And did you notice much difference between 5.2.0 and 5.2.3?
Eh? The entire endgame community said that at Morrowind when we got forced to start using heavies.Some intarwebz star mentioned “ugh! heavy attacks are like, soooooo booooring!” once and now a lot of people have taken to parroting that.
Heavies don't feel as impactful as abilities, they are a DPS loss, they leave you vulnerable while charging, and most important, they feel slow and clunky. If you enjoy slowly pulling your staff back, we're happy for you, but many of us would rather get to keep using our actual abilities.
Knock yourself out.
You can use an exclusively LA rotation. That’s your call. However, if you want to sustain it you’ll need to sacrifice somewhere else. I.E., use those previously mentioned recovery glyphs or a recovery set...which also result in a net DPS drop.
What you can’t have is high sustain and a purely LA rotation. You’re going to have to choose.
¯\_(ツ)_/¯
Heavy attacks are a primary mechanism we have been given to do damage and return resources. You may not like it, but that’s kind of a “you” problem.
Good points about most everything really, but I think eruption is one of the biggest remaining pain points (for me, anyway). Back in 5.2.0 when it was one of the only decent dots remaining I figured the high cost was justifiable in context. Now that other dots are being brought up again, I agree that it should probably be revisited and rebalanced somehow.
If they want to overhaul it entirely, I can’t say I’d mind. It’s been one of the staple, most consistent skills in the dk toolkit for years but in spite of that I’ve never been that attached to it. Using existing assets in game, I think it could be redesigned in one of the following ways:
1. Spreading lava (e.g., bloodroot forge dungeon). Either remains as a ground dot or becomes a targeted dot that spreads from the an enemy. Just a hurricane-like dot (ramps up in size and damage over time) would be fine. Some stun/immobilize effect could make sense to go along with the theme of being washed over by lava and might work similar to the new arctic blast (take damage x number of times from the ability and get CC’d), but imo dks already pack a lot of CC and a more unique effect would be welcome (maybe standing in the effect increases damage done, grants resistances, or grants a damage shield).
2. Erupting fireballs (e.g., bloodroot forge and moongrave fane dungeons). Targeted ground effect that could launch up to x fireballs at nearby enemies every x seconds. Could make it more unique by causing anything standing on top of the effect to either be targeted by all the fireballs or just take ramped up dot damage but prevent the fireballs from spawning, just like in BRF. It might become too similar to FoO in this iteration, but changing FoO into some melee-range aoe on the caster like OP suggested doesn’t sound bad either, which would resolve the issue of similarity as well.
But yeah, the little dust cloud we’ve had doesn’t really make me think “eruption,” and the skill could use some love with or without a complete overhaul.
Joy_Division wrote: »You get an awesome from me because of your toon name.
If I'm not mistaken, all class AoE DoTs are pretty much suffering the same thing.
The other thing I'd say, though this is just a personal preference, I did not make my DK back in April 2014 to be the "king of the DoTs" or what not. I'm not quite sure how that came to define what a DK identity is supposed to be, but I've never associated anything dragon related in any fantasy setting as damage over time specialists.