acastanza_ESO wrote: »If you're truly dead set on giving DKs a massive damage boost with Major Berserk (which again, you absolutely should not be doing) then at minimum, Chains needs the same escalating cost treatment as Streak and the new Mist Form.
Frankly, all the gap closers need this, but at minimum something giving a massive damage buff should.
TechMaybeHic wrote: »acastanza_ESO wrote: »If you're truly dead set on giving DKs a massive damage boost with Major Berserk (which again, you absolutely should not be doing) then at minimum, Chains needs the same escalating cost treatment as Streak and the new Mist Form.
Frankly, all the gap closers need this, but at minimum something giving a massive damage buff should.
That doesn't make any sense. The buff lasts 10 seconds. Recourse are what? 4 or 5? Pointless
Genuine question. If NBs are so OP in pvp (according to many comments in this thread), why do they appear to be one of the least played classes? On GH PCNA the vast majority is a DK to the point where “kill 20 dragon knights” is almost the same objective as “kill 40 players”. In my experience NBs are probably in the bottom 10% together with necros. But perhaps that is only my experience.
Genuine question. If NBs are so OP in pvp (according to many comments in this thread), why do they appear to be one of the least played classes? On GH PCNA the vast majority is a DK to the point where “kill 20 dragon knights” is almost the same objective as “kill 40 players”. In my experience NBs are probably in the bottom 10% together with necros. But perhaps that is only my experience.
Werewolves. I have a suggestion for changing them.
1) change the werewolf model. They look like a skinny monkey.
2) Give rage points in the form of a werewolf for the place of ultimate points, and activating certain buttons will activate the werewolf's ultimate. For example, sprint and heavy attack.
3) Don't listen to werewolf lovers who require general buffs. They are talking nonsense. Better do the points above.
Genuine question. If NBs are so OP in pvp (according to many comments in this thread), why do they appear to be one of the least played classes? On GH PCNA the vast majority is a DK to the point where “kill 20 dragon knights” is almost the same objective as “kill 40 players”. In my experience NBs are probably in the bottom 10% together with necros. But perhaps that is only my experience.
KingLewie_III wrote: »
My final concern is the cost of class ultimates. Colossus 225, Goliath 250, Reanimate 320. It’s absurd to me that things like Leap, Incap, Dawnbreaker, and Crescent can be casted 2 or 3 times before a necromancer can use 1 of it’s class ultimates. And if we’re to assume the cost is based on power level, does anyone actually believe Colossus or Goliath is more oppressive than Corrosive Armor? Or even leap for that matter?
KingLewie_III wrote: »
My final concern is the cost of class ultimates. Colossus 225, Goliath 250, Reanimate 320. It’s absurd to me that things like Leap, Incap, Dawnbreaker, and Crescent can be casted 2 or 3 times before a necromancer can use 1 of it’s class ultimates. And if we’re to assume the cost is based on power level, does anyone actually believe Colossus or Goliath is more oppressive than Corrosive Armor? Or even leap for that matter?
This is an issue caused by balancing PVE and PVP together. Colossus makes sense as an expensive ultimate because it has massive group utility in PVE. Cutting the cost in half, with Necro’s enormous ulti gen, would be a pretty significant class imbalance. (I mean, Turning Tide is also a thing, but that’s a separate issue.)
They need to either have the obligatory “PVP morph” of each ultimate or balance their effects/damage separately in order to really solve this issue.
My theory on the seemingly implausible buffs to DK:
The stated purpose of U35 was to make the game more accessible for “casual” players. Based on considerable feedback from these players, that goal was not achieved by nerfing dots, light attacks, and a bunch of other stuff.
Overbuffing DK is another means to the goal of making the game “accessible to casual players.” Find pvp challenging? Hop on a DK, now it’s far more accessible.
This would be fine, except for the hordes of non-casual pvp-rs who are quite happy to exploit DKs huge advantage ad infinitum. Not everyone enjoys good competition. ☺️
The common trend coupled with poor Templar performance is block cast (main abilities are channels where you can't block) or die situations and those with long-range side adds.
These situations are frequent in trial fights. [/b]
This is one of the best posts I’ve ever seen on here. Thank you for putting so much time into this.
I just want to echo this point because I don’t see it brought up as frequently as other issues with the class. But the block-cast-or-die fear is real on plar. I was having a heart attack the entire last boss of my Godslayer run on magplar because I didn’t want to be the guy who gets caught in a jab and can’t block a head swipe in time, and I was terrified through exe, casting Jesus beam knowing I could get myself one-shot with the smallest mistake. It’s a true weakness built into the Templar class. Like you said, it won’t show up in a spreadsheet or dummy parse, but it has a tangible effect on class performance in content.
Thanks again for your amazing post on the state of Templar. I’m holding out some small amount of hope that the class will be decent again.
LonePirate wrote: »I think the complaints about the DK chains buff in PVP is a bit overblown given how infrequently the skill actually works. The skill fails at least 50% of the time for me in Cyrodiil. It certainly fails far more often than sets or effects that draw a player to another location. Its reach isn’t even that great. There are far greater imbalance issues to address in PVP.
propertyOfUndefined wrote: »I don't think we're talking about the chains that pull enemies here, but the chains that act as a charge.
"Launch a fiery chain to grasp and pull you to an enemy, dealing 1438 Flame Damage and granting you Empower for 10 seconds, increasing the damage of your Heavy Attacks against monsters by 80%. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. This attack cannot be dodged or reflected."
ForumBully wrote: »propertyOfUndefined wrote: »I don't think we're talking about the chains that pull enemies here, but the chains that act as a charge.
"Launch a fiery chain to grasp and pull you to an enemy, dealing 1438 Flame Damage and granting you Empower for 10 seconds, increasing the damage of your Heavy Attacks against monsters by 80%. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. This attack cannot be dodged or reflected."
Yeah...adding a Major damage buff makes that skill worth a slot, maybe. Otherwise most in PvP don't use it it seems.
It's a good buff to an otherwise lackluster...and honestly a little buggy, skill.
Buffing underused skills is great. All classes have some, and I think there are much squeakier wheels that could use that grease.
ForumBully wrote: »propertyOfUndefined wrote: »I don't think we're talking about the chains that pull enemies here, but the chains that act as a charge.
"Launch a fiery chain to grasp and pull you to an enemy, dealing 1438 Flame Damage and granting you Empower for 10 seconds, increasing the damage of your Heavy Attacks against monsters by 80%. Hitting the target grants you Major Expedition, increasing your Movement Speed by 30% for 4 seconds. This attack cannot be dodged or reflected."
Yeah...adding a Major damage buff makes that skill worth a slot, maybe. Otherwise most in PvP don't use it it seems.
It's a good buff to an otherwise lackluster...and honestly a little buggy, skill.
Buffing underused skills is great. All classes have some, and I think there are much squeakier wheels that could use that grease.
I think the point is that Major Berserk on a class gap closer is way out of balance with secondary effects on other classes' skills.
If the benefit is high enough players will use the skill as a spammable, similar to using 2H backbar for stampede as a melee dps spammable.
TechMaybeHic wrote: »I feel like the Mara's Balm nerf kind of misses the mark. Maybe it helps a little, but I think it would have not needed that reduced if the set did not proc on the refreshing of status effects, and the full purge with a burst heal every 15 second cool down at least got the same 30 seconds that is required on a set that only does the full purge. Something with that, as a full purge fully exceeds any ability just on its own.
gariondavey wrote: »If you spam stampede you are gonna run out of juice fast unless you have way too much sustain
Billium813 wrote: »
- Earthen Heart
- Helping Hands:
- This passive now requires the ability cost of what triggered it to be greater than the restored amount of Stamina, to prevent situations where you could gain more Stamina than you had spent as Magicka.
Rank 1 of the ability now shares the same value as Rank 2, but has a cooldown of 2 seconds rather than once every cast.
Increased the restored amount of Stamina to 1120, up from 990.
Developer Comment:There are currently a myriad of ways to use this passive in unintended ways, allowing for situations where you can essentially get infinite Stamina. Many have cleverly paired cost reduction with Ash Cloud when we changed the ability to cost per tick, and while we appreciated this clever interaction, it's ultimately invalidating the need of Stamina resource management for the class in the tank role. We're adjusting this passive to only work when you've spent more resources than it can generate, and we're slightly bumping up the Stamina restore so this doesn't create a situation of an overall nerf.
> and we're slightly bumping up the Stamina restore so this doesn't create a situation of an overall nerf
That made me chuckle a bit. Why would this change be considered a nerf? It was an unintended interaction and generated infinite stamina. Why can't DK get a nerf?