So... in which world 60% nerf to a sustain passive seems fine? Because thats insane. All those sustain nerfs make DK dead for solo content. You just arent sustaining those expensive skills. Small damage buff wont make it up at all.
Like currently you get on average 250 stamina and magicka per second from combustion. After nerfs it drops to around 100....
If u removed CD on that, it would be fine. But with the CD? Thats a good joke.
Battle Roar drops from 50 per ultimate to 37. Thats 25% nerf. Where all the problems with this passives come from... Pillager. Which basically doubles your ultimate regen in trials. And minor heroism potions that are rly expensive... In solo play you have nothing that makes this passive broken.
Change to flat cost reduction jewelry enchants? A nail in the coffin. Even if it makes sense, that was one of things that made sustain on DK okay.
On live i have good sustain. Just good. I run out of magicka in prolonged combat but its fine. But if those changes go live?
Unplayable. Literally. Even wearing 5p sustain set wont make up for all those nerfs. And im not kidding. Wretched Vitality isnt strong enough to make up for those nerfs.
But everyone will say "its fine". You know why?
Because Undaunted Command passive outperforms Combustion in trials if there is enough synergies.
Because Pillager and Minor Heroisom potions make Battle Roar go crazy.
Because Minor Magickasteal and all sustain buffs from healers are all they need.
You could literally remove all class sustain passives and trial groups would still be fine sustain wise.
Why in the world are you nuking solo players for ungodly power creep in group play?
Want worse sustain in trials? Nuke Undaunted Command. Nuke Sustain Synergies. Implement some mechs that make sustain worse. Maybe then healers will go back to wearing sustain sets. But class sustain passives? You can remove them and trial groups would still be fine. At worst they would need to run regen food...
Like... DK has the most expensive semispammable in tha game while at the same time having the worst sustain in the game. Where is the logic...
Honestly? Im just tired. And please, just dont bother saying "Just change skill lines to get better sustain" because that just not nice.
randconfig wrote: »sans-culottes wrote: »randconfig wrote: »
Can Blighted Blastbones receive this treatment please?
Blighted Blastbones can be:
-CCed after spawning and if the CC is long enough, be completely disabled until the skill becomes available to use again(the game won't allow you to recast the skill if the Skeleton is still ''active'', even if it is stuck in a CC which it can't break), thus ''wasting the skill cast''
-Affected by Silence Ground AoEs(and end up completely disabled until the AoE ends or BB timer runs out), even though it is a ''Stamina Skill'' and even if casted outside the AoE effect. I assume this happens because the Skeleton is treated as an NPC and is Stunned instead of Silenced(BB can't use break free)
-Unable to reach the target under certain conditions like for example if the target teleports to an unreachable location(Sarydil in Coral Aerie), or the target ''phases out''(Darkshard in Bedlam Veil). The main issue with this is that unlike most skills that would simply ''fail'' in this scenario, the Skeleton will just stay there doing nothing until the duration of the skill runs out and most of the time won't attempt to pick a new target.
Changing this skill into a ''visual effect that completes the attack'' similar to something like Scorch from Wardens would imo greatly improve the skill and make its usage in combat scenarios smoother and more reliable. There is no scenario in where this particular skill being a ''summoned entity with AI'' ends up being better than a ''visual effect that completes the attack'' gameplay wise.
I don't like this suggestion; blastbones is a pet and is useful in PvP as a way to intercept enemy attacks, your suggested change would make it not a pet and not block any attacks in PvP.
Calling this a “pet” has always been a bit of a stretch of the term. It lasts for a few seconds. Why even bother?
Because it benefits from pet sets like Unleashed Ritualist and Hunt Leader.
sans-culottes wrote: »randconfig wrote: »sans-culottes wrote: »randconfig wrote: »
Can Blighted Blastbones receive this treatment please?
Blighted Blastbones can be:
-CCed after spawning and if the CC is long enough, be completely disabled until the skill becomes available to use again(the game won't allow you to recast the skill if the Skeleton is still ''active'', even if it is stuck in a CC which it can't break), thus ''wasting the skill cast''
-Affected by Silence Ground AoEs(and end up completely disabled until the AoE ends or BB timer runs out), even though it is a ''Stamina Skill'' and even if casted outside the AoE effect. I assume this happens because the Skeleton is treated as an NPC and is Stunned instead of Silenced(BB can't use break free)
-Unable to reach the target under certain conditions like for example if the target teleports to an unreachable location(Sarydil in Coral Aerie), or the target ''phases out''(Darkshard in Bedlam Veil). The main issue with this is that unlike most skills that would simply ''fail'' in this scenario, the Skeleton will just stay there doing nothing until the duration of the skill runs out and most of the time won't attempt to pick a new target.
Changing this skill into a ''visual effect that completes the attack'' similar to something like Scorch from Wardens would imo greatly improve the skill and make its usage in combat scenarios smoother and more reliable. There is no scenario in where this particular skill being a ''summoned entity with AI'' ends up being better than a ''visual effect that completes the attack'' gameplay wise.
I don't like this suggestion; blastbones is a pet and is useful in PvP as a way to intercept enemy attacks, your suggested change would make it not a pet and not block any attacks in PvP.
Calling this a “pet” has always been a bit of a stretch of the term. It lasts for a few seconds. Why even bother?
Because it benefits from pet sets like Unleashed Ritualist and Hunt Leader.
@randconfig, I should clarify that I meant mechanically. You’re absolutely right that the game treats these summons as pets, especially in terms of set interactions like Unleashed Ritualist and Hunt Leader. My point is more about how awkward and unreliable the implementation of Necromancer minions has always felt. “Pet” is accurate by system logic, but it’s a stretch when the thing barely lasts a few seconds and often fails to execute as intended.
xylena_lazarow wrote: »Rushing Agony still not nerfed, still more broken in PvP than anything Subclassing does. Players are gonna be excited about Subclassing in PvP for about a day before they forget it even exists and go back to complaining about Rushing Agony procs automating ball group strats, and how broken the new double spectral bow skill on NB is.
sorcerer seems pretty weak as damage dealer as it seems. No damage, no cleave.
xylena_lazarow wrote: »So they looked at Grim Focus but didn't change anything about double cast spectral bow in PvP. That's gonna cause problems, can't wait for all the casuals getting double bow two shotted on live to automatically assume it's a hack.
Dragonknight
Elder Dragon Passive: As suggested by another, please make it provide magic/health/stamina regen. Reduce the amount per ability slotted if need be.
xylena_lazarow wrote: »So they looked at Grim Focus but didn't change anything about double cast spectral bow in PvP. That's gonna cause problems, can't wait for all the casuals getting double bow two shotted on live to automatically assume it's a hack.
I'm likewise very happy with the Polar change for PvP, thanks devs for listening on this.Great adjustment to polar wind. Even stronger for the PVE tanks that need it for self healing, but much less strong as a cross heal in PVP to be abused by high HP impossible-to-kill healers.
So... in which world 60% nerf to a sustain passive seems fine? Because thats insane. All those sustain nerfs make DK dead for solo content. You just arent sustaining those expensive skills. Small damage buff wont make it up at all.
Like currently you get on average 250 stamina and magicka per second from combustion. After nerfs it drops to around 100....
If u removed CD on that, it would be fine. But with the CD? Thats a good joke.
Battle Roar drops from 50 per ultimate to 37. Thats 25% nerf. Where all the problems with this passives come from... Pillager. Which basically doubles your ultimate regen in trials. And minor heroism potions that are rly expensive... In solo play you have nothing that makes this passive broken.
Change to flat cost reduction jewelry enchants? A nail in the coffin. Even if it makes sense, that was one of things that made sustain on DK okay.
On live i have good sustain. Just good. I run out of magicka in prolonged combat but its fine. But if those changes go live?
Unplayable. Literally. Even wearing 5p sustain set wont make up for all those nerfs. And im not kidding. Wretched Vitality isnt strong enough to make up for those nerfs.
But everyone will say "its fine". You know why?
Because Undaunted Command passive outperforms Combustion in trials if there is enough synergies.
Because Pillager and Minor Heroisom potions make Battle Roar go crazy.
Because Minor Magickasteal and all sustain buffs from healers are all they need.
You could literally remove all class sustain passives and trial groups would still be fine sustain wise.
Why in the world are you nuking solo players for ungodly power creep in group play?
Want worse sustain in trials? Nuke Undaunted Command. Nuke Sustain Synergies. Implement some mechs that make sustain worse. Maybe then healers will go back to wearing sustain sets. But class sustain passives? You can remove them and trial groups would still be fine. At worst they would need to run regen food...
Like... DK has the most expensive semispammable in tha game while at the same time having the worst sustain in the game. Where is the logic...
Honestly? Im just tired. And please, just dont bother saying "Just change skill lines to get better sustain" because that just not nice.
I just tanked my first veteran fang lair on my dragon knight. When these changes go live, I'm never going to be able to do that again on that character. While I am excited about multiclassing, I'm not going that route on my DK. It was obvious while we were fighting Thurvokun that our success and failure hugely hinged on my ability to manage my stamina and magicka. I think Art here is understating the problem - I'm not going to be using my DK in 4 man content when these changes go live. (Not that I'll be any happier about running her in solo content, either.)
Please reconsider. I'm really struggling to understand how DK sustain as it is would threaten general balance once multiclass goes live.
Based on a lot of the initial feedback we’ve seen, there were some very good cases about how walking this passive back to a pet-build hurt those who don't want to subclass. While we are still going to keep Daedric Summoning focused on what the name implies, we do realize we can still account for the fact not every ability in this skill line is about summoning. In this case, the passive will be slightly less dense than something like Magicka Flood while offering a potential advantage if you lean further into the skill line. This exact solution isn't something we can apply everywhere (largely because this split can lead to a significant amount of performance drain), but it is something that works in this case where we are gaining something both for players and the servers.
xylena_lazarow wrote: »So they looked at Grim Focus but didn't change anything about double cast spectral bow in PvP. That's gonna cause problems, can't wait for all the casuals getting double bow two shotted on live to automatically assume it's a hack.
At least they acted quickly on the passive WD, I am glad that it did not go live with the 60 per stack.
Looks like adjustments were made to the Sorcs Passives already?
Wow, all I can say is thank you Zos. The latest developer comments about performance considerations make a tone of sense. That was about as immediate of a reaction to feedback as I have ever seen from a forum like this. Genuinely impressed and grateful.
Looks like adjustments were made to the Sorcs Passives already?
Wow, all I can say is thank you Zos. The latest developer comments about performance considerations make a tone of sense. That was about as immediate of a reaction to feedback as I have ever seen from a forum like this. Genuinely impressed and grateful.
Great adjustment to polar wind. Even stronger for the PVE tanks that need it for self healing, but much less strong as a cross heal in PVP to be abused by high HP impossible-to-kill healers.
May I suggest a solution that is both simple and includes all play styles that might want to use this skill line?Patch Notes 11.0.1 wrote:This exact solution isn't something we can apply everywhere (largely because this split can lead to a significant amount of performance drain)