master_vanargand wrote: »Warden and Necromancer are overpowered.
Need nerf the OP skills.
And Blinding Flashes, the core defensive skill of Templars works still as it did on day one... oh, no wait instead of just nerfing it, they removed it entirely.To this day the only class that has had its core mechanic nerfed is DK. Goodbye wings R.I.P
lolo_01b16_ESO wrote: »And Blinding Flashes, the core defensive skill of Templars works still as it did on day one... oh, no wait instead of just nerfing it, they removed it entirely.To this day the only class that has had its core mechanic nerfed is DK. Goodbye wings R.I.P
But back to topic: I agree that deep breath deserves a damage buff. But in my opinion it should keep the aoe interrupt as that is quite handy for tanks in fights where a lot of adds need to be interrupted.
So the morph from inhale increases the damage of the ability. So instead of doing 80% less damage than the other time delayed AoE burst abilities it gets to do about 55% less damage then the other time delayed AoE burst abilities... and still costs twice as much... and it wont activate unless you hit someone with the initial cast...
Now call me crazy but I think that perhaps, just maaaaybe, this skill is complete garbage and no one uses it.
Perhaps it could like... oh, I don't know,
- No longer have a target requirement for activating the ability (I mean really... come on...)
- Increase the delayed damage by about 55%
- No longer stun/damage targets that are channeling when you make the initial cast (what a weird stun)
- Reduce the cost of this ability and it's other morph down to 2500-3000 magic
- Have some other effect when you cast the ability like "increase damage by x% for each person within X meters when you activate the ability" or literally any minor/major buff/debuff
Or maybe I'm just crazy and Mag DK's are totally fine with spending 4k magic on an ability that may not even do anything.
Ragnarock41 wrote: »
So the morph from inhale increases the damage of the ability. So instead of doing 80% less damage than the other time delayed AoE burst abilities it gets to do about 55% less damage then the other time delayed AoE burst abilities... and still costs twice as much... and it wont activate unless you hit someone with the initial cast...
Now call me crazy but I think that perhaps, just maaaaybe, this skill is complete garbage and no one uses it.
Perhaps it could like... oh, I don't know,
- No longer have a target requirement for activating the ability (I mean really... come on...)
- Increase the delayed damage by about 55%
- No longer stun/damage targets that are channeling when you make the initial cast (what a weird stun)
- Reduce the cost of this ability and it's other morph down to 2500-3000 magic
- Have some other effect when you cast the ability like "increase damage by x% for each person within X meters when you activate the ability" or literally any minor/major buff/debuff
Or maybe I'm just crazy and Mag DK's are totally fine with spending 4k magic on an ability that may not even do anything.
When the class rep program was first introduced a lot of players were very vocal about buffing this ability so it could compete with deep fissure and also make one morph a stamina ability. Interestingly one of the class reps was also really, really ''enthusiastic'' about pushing stonefist as a stamina spammable. With that word I mean he was more like ''this is probably the best I could convince them to do''.
Sure. Buff it.
But take the heal away. That's literally why it costs more and does less damage.
no nerf needed, an aoe dmg/heal doing less damage than pure damage, and delayed damage skills doing more pure cast is called balance, also, sometimes both bones and skalks just suck(stupid spear *** temps spamming nonstop stabs)
This skill does have a cost rebate dependent on the number of targets hit. This means you can spam the AOE skill and literally not die, if your resistances are sufficient to slow incoming damage. I've also made videos using this skill alone to clear trash mobs in veteran trials.
Despite this awesome fact. It could use some cost reduction but not too much. The removal of the target cap turned this skill into overdrive efficient in PVE game play.
LightYagami wrote: »That skill is good for cleaning PvE trash mobs, especially the healing morph.
BUT, the tiny bit of healing and low burst delayed damage isn't good for PvP at all, both morphs.
The biggest problem of this skill and its morphs is that players need to land the first hit in order to trigger the second hit. That makes the skill even more useless for highly dynamic PvP fights.
I'd rather remove the healing from the damage morph, but have a reduction in cost, a buff in damage, and not need to land the first hit in order to trigger he second.
Ippokrates wrote: »I am using it. It is great for opener and can provide quite nice dmg boost once every 3 sec and because it is a skill for killing mobs, with new CP system magicka costs is not a problem when you are killing mobs.
The only thing I always wanted to change is turn magic dmg to flame, so you could use BSV with a really great efficiency and here we are
Ippokrates wrote: »I am using it. It is great for opener and can provide quite nice dmg boost once every 3 sec and because it is a skill for killing mobs, with new CP system magicka costs is not a problem when you are killing mobs.
The only thing I always wanted to change is turn magic dmg to flame, so you could use BSV with a really great efficiency and here we are
There are no skills that are only meant for killing mobs. PvP does exist. It doesn't matter how much any skill costs when you're getting 3k+ magic return on each kill so you cant judge an ability purely by farming mobs. You never see Inhale or any of it's morphs being used in PvP because ability cost actually matters there and the cost to damage ratio on Deep Breath is about 2:1 while all the other AoE burst abilities are more like 1:2.
Also Deep Breath does do fire damage. If you're referring to the initial casts damage that heals you then there's really no point in changing it because its damage value is so low that the extra 6% damage from ardent flames passive wouldn't even add another 100 damage to the base value. Also BSW will activate on the 2.5s delayed AoE and will increase its damage on activation.
Ippokrates wrote: »Ippokrates wrote: »I am using it. It is great for opener and can provide quite nice dmg boost once every 3 sec and because it is a skill for killing mobs, with new CP system magicka costs is not a problem when you are killing mobs.
The only thing I always wanted to change is turn magic dmg to flame, so you could use BSV with a really great efficiency and here we are
There are no skills that are only meant for killing mobs. PvP does exist. It doesn't matter how much any skill costs when you're getting 3k+ magic return on each kill so you cant judge an ability purely by farming mobs. You never see Inhale or any of it's morphs being used in PvP because ability cost actually matters there and the cost to damage ratio on Deep Breath is about 2:1 while all the other AoE burst abilities are more like 1:2.
Also Deep Breath does do fire damage. If you're referring to the initial casts damage that heals you then there's really no point in changing it because its damage value is so low that the extra 6% damage from ardent flames passive wouldn't even add another 100 damage to the base value. Also BSW will activate on the 2.5s delayed AoE and will increase its damage on activation.
Yes, there are. And there is plenty of skills useful only in PvP.
Have you tried to use javelin or sorcerer's daggers in PvE?
And delayed burst is great cause:
1. You can get return of depleted magicka from BSW.
2. Works quite nice for combo, even in pvp.
Ippokrates wrote: »5K you say? Damn, my role-play char definitely goes out of line ^^ (not mentioning 67%+ crit dmg)
https://imgur.com/a/gpa7h16
No, i am using Combustion. You should know that, if you are making attempt to influence a change of class-base skill.
And no, this whole game is about grinding. Experience, equipment, motifs, etc. It is our everyday life, regardless if you are dung dweller, lone wolf or just want to furnish this damn house and have a nice outfit, it is neverending grinding for stuff or money.
I don't know from where you are taking information to make such a bold statements.
Ippokrates wrote: »5K you say? Damn, my role-play char definitely goes out of line ^^ (not mentioning 67%+ crit dmg)
https://imgur.com/a/gpa7h16
No, i am using Combustion. You should know that, if you are making attempt to influence a change of class-base skill.
And no, this whole game is about grinding. Experience, equipment, motifs, etc. It is our everyday life, regardless if you are dung dweller, lone wolf or just want to furnish this damn house and have a nice outfit, it is neverending grinding for stuff or money.
I don't know from where you are taking information to make such a bold statements.
I was talking about PvP. My tool tip also about 11k damage on my glass canon build. the damage you actually deal is cut in half by battle spirit and reduced by resistances. So the actual damage done will range from 3-6k damage. Now comparing this to Deep Fisher or Blast Bones and you start to see 9-13k damage being dealt to players.
The build in that screenshot is clearly meant for PVE. It wouldn't really work in PvP.
Here is an example of a 12k tooltip on Deep Breath.
https://imgur.com/1ov1OOD
tsaescishoeshiner wrote: »I'm down for a damage buff for this skill, but I don't think it makes sense to compare it to damage skills as far as balance, since it's a self-healing skill. They also have to consider the other class skills—magDKs are bursty already, and if this skill was AS bursty as blastbones or fissure, they'd be over the top.
I used this skill for my magDK's vMA clear, and it was very helpful and satisfying with the magicka return morph. Hopefully it can be buffed to be more useful, or maybe benefit struggling DK healers? I do agree there's something missing here to make it useful, even situationally.
Getting rid of the requirement to hit a target would be nice. Maybe that, a cost reduction, and a heal nerf would make it good? Idk if tanks use it for the heal at all.
ResidentContrarian wrote: »I might be the Contrarian here, but I happen to like the stun & interrupt on deep breath.
With that skill, I never have to bother running a hard CC ability on my bar and can fit otherwise useless DoTs. I only really need to stun a few kinds of people in the game to kill them anyway: mag sorcs, stam sorcs, time stop spammers in ball groups.
For everyone else, there's leap or meteor with a heavy attack to break the salt silo open, and then DoTs if they are lucky enough to survive that
After seeing Warden and Stamsorc being toned down, I think mag DK is not doing too bad. They could adjust the cost of some of these skills though; being forced to use an ult to sustain and then having the highest costing skills in the game is not exactly "balanced" to me.
ResidentContrarian wrote: »I might be the Contrarian here, but I happen to like the stun & interrupt on deep breath.
With that skill, I never have to bother running a hard CC ability on my bar and can fit otherwise useless DoTs. I only really need to stun a few kinds of people in the game to kill them anyway: mag sorcs, stam sorcs, time stop spammers in ball groups.
For everyone else, there's leap or meteor with a heavy attack to break the salt silo open, and then DoTs if they are lucky enough to survive that
After seeing Warden and Stamsorc being toned down, I think mag DK is not doing too bad. They could adjust the cost of some of these skills though; being forced to use an ult to sustain and then having the highest costing skills in the game is not exactly "balanced" to me.
So your wombo combo for PvP is a heavy attack, an ult and DoT effects that deal damage over 14 seconds (not even 1k per second on target). Ya i'm pretty sure Deep Breath needs these changes.
ResidentContrarian wrote: »ResidentContrarian wrote: »I might be the Contrarian here, but I happen to like the stun & interrupt on deep breath.
With that skill, I never have to bother running a hard CC ability on my bar and can fit otherwise useless DoTs. I only really need to stun a few kinds of people in the game to kill them anyway: mag sorcs, stam sorcs, time stop spammers in ball groups.
For everyone else, there's leap or meteor with a heavy attack to break the salt silo open, and then DoTs if they are lucky enough to survive that
After seeing Warden and Stamsorc being toned down, I think mag DK is not doing too bad. They could adjust the cost of some of these skills though; being forced to use an ult to sustain and then having the highest costing skills in the game is not exactly "balanced" to me.
So your wombo combo for PvP is a heavy attack, an ult and DoT effects that deal damage over 14 seconds (not even 1k per second on target). Ya i'm pretty sure Deep Breath needs these changes.
If you're actually built for damage, then it would do 1.5-2k per tick, but hey, better to pretend that's not the case and wearing heavy shouldn't have consequences...
ResidentContrarian wrote: »ResidentContrarian wrote: »I might be the Contrarian here, but I happen to like the stun & interrupt on deep breath.
With that skill, I never have to bother running a hard CC ability on my bar and can fit otherwise useless DoTs. I only really need to stun a few kinds of people in the game to kill them anyway: mag sorcs, stam sorcs, time stop spammers in ball groups.
For everyone else, there's leap or meteor with a heavy attack to break the salt silo open, and then DoTs if they are lucky enough to survive that
After seeing Warden and Stamsorc being toned down, I think mag DK is not doing too bad. They could adjust the cost of some of these skills though; being forced to use an ult to sustain and then having the highest costing skills in the game is not exactly "balanced" to me.
So your wombo combo for PvP is a heavy attack, an ult and DoT effects that deal damage over 14 seconds (not even 1k per second on target). Ya i'm pretty sure Deep Breath needs these changes.
If you're actually built for damage, then it would do 1.5-2k per tick, but hey, better to pretend that's not the case and wearing heavy shouldn't have consequences...
Heavy armor doesn't have any draw backs when your base damage values are almost twice as high as what Mag DK gets. That's why stam builds can run 5 heavy and still pop people with multiple 10k damage attacks.
Also if we take burning embers on a high damage PvP build you end up with a tooltip around 15k damage over 14 seconds. Now cut that in half then apply resistances. Bam, 600-800 damage per second. Great.
Now imagine you could put 6-8k damage on top of your Heavy attack + leap combo. Suddenly you can actually do something. Lets get Deep Breath back in the game.