It’s not the spammable... it’s the delayed burst skill in this scenario.
Soundinfinite wrote: »
Meanwhile, Stam Dk's just got a passive 375 weapon damage buff to their build to compound Stamina's already monstrous ability to stack Weapon damage from Fighter's Guild and Medium armor skill line. In PVP Heavy is King, but be a Nord (Which already pairs excellent with a DK) and you can run medium armor and carry the same resistances as heavy and take all these advantageous.
Soundinfinite wrote: »@TrinityBreaker I quickly perused back through what is written, and I don't believe anyone said a Stamina DK was OVERPERFORMING. That wasn't a statement made at all. What was made is, that a skill that uses magicka, and deals flame damage provides better use for a Stamina built player as a buff slot that makes ALL their skills hit much harder without a loss. Thus the intent of giving a Magicka Dk a skill to create DPS power and work in-place of a burst damage skill or execute and a powerful spammable, ends up ineffective and better suited for a Stamina build. Though, Stamina DPS overall in the game is stronger than Magicka DPS on ALL BUILDS save for Stam Sorc vs a Mag Pet Sorc (But Not Mag No-Pet Sorc) in BOTH PVP AND PVE, the Stamina DK itself is NOT OVERPERFORMING compared to other stamina builds...it just leaves the Magicka DK in the dust.
Also @Checkmath as I said before I understand the intent in the skill design, and why they tried to give it to the class, which you reiterated, and as someone who prefers PVP over PVE (I do both but have much more fun PVPing) I get how it can be useful. But again you have missed the point. The ONLY reason Molten Whip becomes the MOST powerful spammable skill in the game is because of the stack. Again, if you simply slotted the skill as a buff (EVEN ON A MAGICKA DK) and used another spammable (Crushing/Force, Imbue, and even a MASTER STAVE Reach) you would get the same bonus damage effect and deal the same massive power hit (At range even). BUT, after throwing the hit, instead of consuming the stack and having to rebuild, you could simply keep the stack and have ALL your skills hit for a much higher amount or throw out multiple hits of the other spammable at the massive damage point. Because the rules are simply that it is on your bar and you activate any 3 Arden Flame abilities...yet the only one that CONSUMES the stack is the Molten Whip itself. Thus, keeping it as buff spot instead of an active ability makes more sense. And thus it is ineffective and counter-intuitive and punishes the user for actually using the skill as a spammable or attack skill.
Just adding here some PvP-perspective.
In PvP this skill actually fills the gap many magdks lacked so far: A strong burst attack, which can finish off enemies right away. Magdks lacked either an execute or such a strong ability, which kind of skips the need on an execute.
The new molten lash, with the seething fury stacks, is one of the hardest hitting single target skills in the game. Up so far nobody used molten whip, since flame/powerlash was much more powerful and granted strong healing. But in Elsweyr magdks got other healing abilities buffed like coagulating blood and with the blackrose restoration staff back in murkmire, their need for additional healing from powerlashes declined. That is why many magdk builds now can include molten whip in their builds, making them more effective in getting some killing blows.
As just said, magdks struggled so far finishing off their targets in PvP. They mostly had to rely on their ultimates to get the kills. Dragon leap was the go to ultimate, for its strong burst damage. But in Elsweyr the reliance on ultimates to kill an enemy got countered by the new molten whip. Now magdks build up to max stack of seething fury by applying their dots of burning ambers and engulfing flames as the usually do. Afterwards they either add another engulfing flames (which now deals pretty strong instant damage) or activate cauterize/flames of oblivion to get the third stack. All that should already wear down an enemy quite a bit. Now it is time to get off that molten whip by getting a guaranteed hit after using fossilize. The burst damage from molten whip is insane and can rip off enemies half health bar (I guess 10 to 15k molten whip hits are nothing special in PvP). Even more destructive is molten whip used right after leap, almost instagibbing people like this.
In conclusion, molten whip is a very powerful tool for magdk builds, which overcome the missing healing from powerlash (as said, permablock builds or builds with strong off healing or blackrose staves have no problems to do so). The killing power of those dks increased a lot, making magdks probably the second strongest magicka class for PvP right after magsorc.
Now last week those stacks were not consumed by molten whip, which in PvP caused very unhealthy situations. Being able to get off several max stacks molten whips was insane amount of damage and it was reported several times, that this needs to be fixed as soon as possible.
TrinityBreaker wrote: »How is stamDK overperforming exactly?
Sanguinor2 wrote: »The Thing I find really sad About molten Whip Right now (and magdk dps for pve in General) is that it took a bug to make pve magdk dps not a meme for 1 week since the last 2 years, had fun finally being able to Play my magdk again without gimping my Group. Guess now I gotta wait another 2 years for the next 7 days where I can Play magdk as dps again.
juhislihis19 wrote: »Soundinfinite wrote: »
Meanwhile, Stam Dk's just got a passive 375 weapon damage buff to their build to compound Stamina's already monstrous ability to stack Weapon damage from Fighter's Guild and Medium armor skill line. In PVP Heavy is King, but be a Nord (Which already pairs excellent with a DK) and you can run medium armor and carry the same resistances as heavy and take all these advantageous.
StamDK's did not get a passive 375 weapon damage. In order to get that buff, sDK need to actually slot it AND never, ever use it. And it has absolutely no other use. Slotting skills for sDK, and probably many of the classes, is particularly hard because the DK class skills almost all favor magDK's.
Molten Whip -> MagDK's get a strong spammable in addition of the secondary effect, stamDK only gets the secondary
Fragmented Shield -> StamDK uses it only for the Mending, the damage shield is practically useless
Spiked Armor -> StamDK uses it only for the resistance buff, the damage shield or the magic damage DOT are practically useless
Protective Scale -> other morph suits both but the flame damage dealing morph benefits mDK's a lot more
Not to mention ALL of these skills (exclude Molten, as sDK never activates it) use magicka, and are quite costly as well. And because sDK is supposed to be a DOT class, it means we need to slot several DOT/bleed skills (at least 2-3).
So I agree that the weapon damage increase shouldn't be on otherwise useless skill but possibly in actual passives. "Slotting an Ardent Flame skill increases your Weapon Damage by 150" or similar. Maybe this would actually encourage sDK's to pick Venomous Claw ahead of bleeds and use Inferno.
Overall, I'm baffled why ZOS won't do more stamina morphs for DK. Necro has 5 out of 15 and it seems well enough.
Flame Lash is the magDK spammable, Molten Whip is their frags/spectral bow. Use whichever morph suits your needs.
This skill is straight up OP on a magdk in PVP. My magdk uses claws to chip away at the health of an opponent and build stacks for whip. My whip tooltip is over 20K with 3 stacks. It is ridiculously powerful. It deletes players. Not to mention, you can build 3 stacks and use a stronger leap and transition into whip for insane burst damage.
OrphanHelgen wrote: »This skill is straight up OP on a magdk in PVP. My magdk uses claws to chip away at the health of an opponent and build stacks for whip. My whip tooltip is over 20K with 3 stacks. It is ridiculously powerful. It deletes players. Not to mention, you can build 3 stacks and use a stronger leap and transition into whip for insane burst damage.
OP or not, it's still bad designed. I haven't thought too much about it, but my personal biggest issue with it, it's the loss of spell damage stacks. They could for example make it so whip didn't remove the spell dmg stacks, but didnt increase the whip dmg either. I'm sure this would balance both pve and pvp. Pvp wouldn't have this ridiculously powerful hit like you mention, and pve'ers would finally get rotation where they keep up the spell dmg stacks and all are happy.
datgladiatah wrote: »
How does this make any sense? The ability now works 100% better with the StamDK because they have no reason to activate it but can awkwardly slot it for passive damage. If a MagDK uses their spammable as intended, they instantly lose the maximum effect of the buff for a relatively powerful burst hit. I'm not much of a PVP player, but I don't see why anyone would trade for this one additional hard hit compared to the other morph, and from a PvE perspective, it's completely anti-gameplay. Why would I activate 3 abilities to max out the 350 typeless spellpower buff if it just goes away after 1 whip, while in comparison the already overperforming StamDK gets to keep their buff between two bars if they slot whip on both ends?
OrphanHelgen wrote: »This skill is straight up OP on a magdk in PVP. My magdk uses claws to chip away at the health of an opponent and build stacks for whip. My whip tooltip is over 20K with 3 stacks. It is ridiculously powerful. It deletes players. Not to mention, you can build 3 stacks and use a stronger leap and transition into whip for insane burst damage.
OP or not, it's still bad designed. I haven't thought too much about it, but my personal biggest issue with it, it's the loss of spell damage stacks. They could for example make it so whip didn't remove the spell dmg stacks, but didnt increase the whip dmg either. I'm sure this would balance both pve and pvp. Pvp wouldn't have this ridiculously powerful hit like you mention, and pve'ers would finally get rotation where they keep up the spell dmg stacks and all are happy.
If the stacks remained, DK would be broken even more. As it is, it's too powerful imo. At least with it's current setup, you have to plan an attack. It rewards smart gameplay. PVP needs more of that and less mindless stacking/passive damage mechanics.
OrphanHelgen wrote: »This skill is straight up OP on a magdk in PVP. My magdk uses claws to chip away at the health of an opponent and build stacks for whip. My whip tooltip is over 20K with 3 stacks. It is ridiculously powerful. It deletes players. Not to mention, you can build 3 stacks and use a stronger leap and transition into whip for insane burst damage.
OP or not, it's still bad designed. I haven't thought too much about it, but my personal biggest issue with it, it's the loss of spell damage stacks. They could for example make it so whip didn't remove the spell dmg stacks, but didnt increase the whip dmg either. I'm sure this would balance both pve and pvp. Pvp wouldn't have this ridiculously powerful hit like you mention, and pve'ers would finally get rotation where they keep up the spell dmg stacks and all are happy.
If the stacks remained, DK would be broken even more. As it is, it's too powerful imo. At least with it's current setup, you have to plan an attack. It rewards smart gameplay. PVP needs more of that and less mindless stacking/passive damage mechanics.
OrphanHelgen wrote: »OrphanHelgen wrote: »This skill is straight up OP on a magdk in PVP. My magdk uses claws to chip away at the health of an opponent and build stacks for whip. My whip tooltip is over 20K with 3 stacks. It is ridiculously powerful. It deletes players. Not to mention, you can build 3 stacks and use a stronger leap and transition into whip for insane burst damage.
OP or not, it's still bad designed. I haven't thought too much about it, but my personal biggest issue with it, it's the loss of spell damage stacks. They could for example make it so whip didn't remove the spell dmg stacks, but didnt increase the whip dmg either. I'm sure this would balance both pve and pvp. Pvp wouldn't have this ridiculously powerful hit like you mention, and pve'ers would finally get rotation where they keep up the spell dmg stacks and all are happy.
If the stacks remained, DK would be broken even more. As it is, it's too powerful imo. At least with it's current setup, you have to plan an attack. It rewards smart gameplay. PVP needs more of that and less mindless stacking/passive damage mechanics.
every other class has a mindless passive damage exept dk tho. Sorc get spell dmg just from having abilities slotted. Templars have crit dmg passives for example. DK have to be melee and keep up their skills within 5 sec to get some spell dmg, I don't see how this is way too OP. And I also did mention to in this case, take away the bonus dmg from the whip. I agree with your points ofc to reward smart gameplay. But the pve vs pvp balance isn't really good in this game. What about whip lash or what that morph is called. Who using that for example? It's always one dead morph and the other morph being used both in pvp and pve, thats the thing.
OrphanHelgen wrote: »OrphanHelgen wrote: »This skill is straight up OP on a magdk in PVP. My magdk uses claws to chip away at the health of an opponent and build stacks for whip. My whip tooltip is over 20K with 3 stacks. It is ridiculously powerful. It deletes players. Not to mention, you can build 3 stacks and use a stronger leap and transition into whip for insane burst damage.
OP or not, it's still bad designed. I haven't thought too much about it, but my personal biggest issue with it, it's the loss of spell damage stacks. They could for example make it so whip didn't remove the spell dmg stacks, but didnt increase the whip dmg either. I'm sure this would balance both pve and pvp. Pvp wouldn't have this ridiculously powerful hit like you mention, and pve'ers would finally get rotation where they keep up the spell dmg stacks and all are happy.
If the stacks remained, DK would be broken even more. As it is, it's too powerful imo. At least with it's current setup, you have to plan an attack. It rewards smart gameplay. PVP needs more of that and less mindless stacking/passive damage mechanics.
every other class has a mindless passive damage exept dk tho. Sorc get spell dmg just from having abilities slotted. Templars have crit dmg passives for example. DK have to be melee and keep up their skills within 5 sec to get some spell dmg, I don't see how this is way too OP. And I also did mention to in this case, take away the bonus dmg from the whip. I agree with your points ofc to reward smart gameplay. But the pve vs pvp balance isn't really good in this game. What about whip lash or what that morph is called. Who using that for example? It's always one dead morph and the other morph being used both in pvp and pve, thats the thing.