https://youtu.be/e7oDhPKYnwgThink we'll have to wait and see how corrosive pans out on Monday. Most people here probably don't remember how strong corrosive was back when it affected dots. This coupled with the 300% damage increase to the corro dot itself, which is also now going to get the benefit of ignoring pen, is probably going to be a bit too oppressive in pvp.
That said, I don't think a reduction in the defensive capability of the skill is a bad thing. Ive been saying for years how it would be fine if the skill was very strong offensively, as long as it didnt also couple as an extremely strong defensive ult as well.
Personofsecrets wrote: »I genuinely hate the changes to battle roar, mountain's blessing, and helping hands. It's disturbing that the designer don't mind swapping these things around which are some of the few things that actually feel good about playing DK tank and actually add to that identity.
No amount of splitting up skill lines is likely to make pure classes worth while. It's not statistically probable that out of 21 possilbe skill lines, for each class to have a preference for it's own kit and those three skill lines only. Therefore, breaking up skill lines so that they have less focus toward any one goal is really just nerfing all roles and upending current ways of playing that people such as myself may enjoy.
And if there is some strange scenario where all classes prefer their own kits, then again there will be a tendency toward the homogenization that people complain about.
daemondamian wrote: »Personofsecrets wrote: »I genuinely hate the changes to battle roar, mountain's blessing, and helping hands. It's disturbing that the designer don't mind swapping these things around which are some of the few things that actually feel good about playing DK tank and actually add to that identity.
No amount of splitting up skill lines is likely to make pure classes worth while. It's not statistically probable that out of 21 possilbe skill lines, for each class to have a preference for it's own kit and those three skill lines only. Therefore, breaking up skill lines so that they have less focus toward any one goal is really just nerfing all roles and upending current ways of playing that people such as myself may enjoy.
And if there is some strange scenario where all classes prefer their own kits, then again there will be a tendency toward the homogenization that people complain about.
I really wish they weren't going down this path - muddying the skill lines & roles so you have to pick more than one skill line just to be optimal at a particular role (tank vs healer) or particular playstyle/content (solo vs group vs pvp) doesn't really seem like it will make choosing more than one of your original skill lines more powerful or desirable than subclassing *unless* they weaken each individual skill line so that choosing more than one of a particular class gives you more power.
I would rather they have some kind of incentive - added %damage done per additional original skill line selected or something - that would provide the power for retaining more than one original class skill line to make it a viable choice versus partial or fully subclassing.
I don't mind the reworking of skills but I think the abandonment of skill lines following specific roles or purposes (tank/defence, healer/buffs, damage) is wrong.
Also I see this being a quagmire of never-ending complaints and reworking due to PVP and PVE not being fully separated and abilities being more powerful for one content than the other.
They can put in conditions and qualifiers like "against monsters" but don't seem to want to do that across the board so some skills have to be balanced for PVP and PVE which isn't always possible.
daemondamian wrote: »
I would rather they have some kind of incentive - added %damage done per additional original skill line selected or something - that would provide the power for retaining more than one original class skill line to make it a viable choice versus partial or fully subclassing.
They can put in conditions and qualifiers like "against monsters" but don't seem to want to do that across the board so some skills have to be balanced for PVP and PVE which isn't always possible.
Personofsecrets wrote: »
They could even streamline passives that care about abilities being slotted to look for them on both bars and look for abilities from the class rather than the skill line.
Instead, they are ripping skill lines apart and there is no way that doing so can make a class feel more powerful, cool, or coherent in and of itself.
daemondamian wrote: »
I would rather they have some kind of incentive - added %damage done per additional original skill line selected or something - that would provide the power for retaining more than one original class skill line to make it a viable choice versus partial or fully subclassing.
They can put in conditions and qualifiers like "against monsters" but don't seem to want to do that across the board so some skills have to be balanced for PVP and PVE which isn't always possible.
Have you seen the announcement? In fact, that's exactly what was done in the DK changes.
The damage caused to monsters is additionally increased, such as:
Take Flight: This morph now fills you with draconic fury for 15 seconds after activation, which increases your damage done by 10% and doubles against monsters. This morph no longer extends the range or reduces the cost. We decreased the base damage by ~19% to account for the other potential damage increases.
The effect is improved according to the number of class skills, such as:
Fan the Flames (originally Searing Heat)
This passive now increases your chance of applying Burning by 25% at rank 1 and 50% at rank 2, and the damage it does by 12% at rank 1 and 25% at rank 2. These values increase by 5% at rank 1 and 10% at rank 2, and 2% at rank 1 and 5% at rank 2 per Dragonknight ability slotted. This passive no longer extends the duration or damage of some of your Ardent Flame abilities.
The Storm Voice (originally Battle Roar)
This passive now grants you 8 Health, Magicka, and Stamina per Ultimate spent at rank 1 and 16 at rank 2, plus 3 to these values per Dragonknight ability slotted at rank 1 and 6 at rank 2, rather than 18 Health, Magicka, and Stamina per UItimate spent at rank 1 and 37 at rank 2.
I will definitely be happy if/when Subclassing becomes a meme. I will never ever miss seeing the same cookiecutter builds being copied over and over again that resulted within week 1 of Subclassing release. I enjoyed the flavor of each class and the counterplay mechanics built into each. Strengthening class skills/passives to increase in potency the more you invest into your class is the right way in my opinion. I've had enough Scorch Grim Focus for several lifetimes. It would have been cool if people really got creative but every single skill lines being balanced against each other was never going to happen.As it stands this is class 1 of 7 being reworked 6 more to go meaning these changes make dk pureclassing a viable option in the grand scheme with subclassing now as other classes get reworked subclassing will likely lose a lot of its appeal as they strength the class identity for the 6 remaining classes. Subclassing based on what’s changing on dk will likely become a niche system for people looking for a power fantasy outside of what the 7 classes bring once they are all reworked. Prime example a pure summoner build using sorc daedric summons with wardens animal companions and necros gravelord. Mark my words now down the road people are going to soon enough cal for subclassing to get a buff or a complete rework.
A quick idea for the future if I’m right and subclassing becomes niche. Rework subclassing to, you keep your 3 primary class skill lines and choose 1 subclass and build a 4th skill line example choose 1 ultimate from the subclass 5 active skills and 4 passive skills to create custom skill line tailored to your character. All skills ultimates and passives must come from that single subclass
As it stands this is class 1 of 7 being reworked 6 more to go meaning these changes make dk pureclassing a viable option in the grand scheme with subclassing now as other classes get reworked subclassing will likely lose a lot of its appeal as they strength the class identity for the 6 remaining classes. Subclassing based on what’s changing on dk will likely become a niche system for people looking for a power fantasy outside of what the 7 classes bring once they are all reworked. Prime example a pure summoner build using sorc daedric summons with wardens animal companions and necros gravelord. Mark my words now down the road people are going to soon enough cal for subclassing to get a buff or a complete rework.
A quick idea for the future if I’m right and subclassing becomes niche. Rework subclassing to, you keep your 3 primary class skill lines and choose 1 subclass and build a 4th skill line example choose 1 ultimate from the subclass 5 active skills and 4 passive skills to create custom skill line tailored to your character. All skills ultimates and passives must come from that single subclass
I will definitely be happy if/when Subclassing becomes a meme. I will never ever miss seeing the same cookiecutter builds being copied over and over again that resulted within week 1 of Subclassing release. I enjoyed the flavor of each class and the counterplay mechanics built into each. Strengthening class skills/passives to increase in potency the more you invest into your class is the right way in my opinion. I've had enough Scorch Grim Focus for several lifetimes. It would have been cool if people really got creative but every single skill lines being balanced against each other was never going to happen.As it stands this is class 1 of 7 being reworked 6 more to go meaning these changes make dk pureclassing a viable option in the grand scheme with subclassing now as other classes get reworked subclassing will likely lose a lot of its appeal as they strength the class identity for the 6 remaining classes. Subclassing based on what’s changing on dk will likely become a niche system for people looking for a power fantasy outside of what the 7 classes bring once they are all reworked. Prime example a pure summoner build using sorc daedric summons with wardens animal companions and necros gravelord. Mark my words now down the road people are going to soon enough cal for subclassing to get a buff or a complete rework.
A quick idea for the future if I’m right and subclassing becomes niche. Rework subclassing to, you keep your 3 primary class skill lines and choose 1 subclass and build a 4th skill line example choose 1 ultimate from the subclass 5 active skills and 4 passive skills to create custom skill line tailored to your character. All skills ultimates and passives must come from that single subclass
If Dragonknight's overhauled skills/passives can end up performing very well played pure, the rest of the classes will have a very decent model to follow.
After PTS we will know more intimately what that is. I'm speaking on broad terms with regards to opting for Pure Class Skill Lines and how they SHOULD be.Personofsecrets wrote: »I will definitely be happy if/when Subclassing becomes a meme. I will never ever miss seeing the same cookiecutter builds being copied over and over again that resulted within week 1 of Subclassing release. I enjoyed the flavor of each class and the counterplay mechanics built into each. Strengthening class skills/passives to increase in potency the more you invest into your class is the right way in my opinion. I've had enough Scorch Grim Focus for several lifetimes. It would have been cool if people really got creative but every single skill lines being balanced against each other was never going to happen.As it stands this is class 1 of 7 being reworked 6 more to go meaning these changes make dk pureclassing a viable option in the grand scheme with subclassing now as other classes get reworked subclassing will likely lose a lot of its appeal as they strength the class identity for the 6 remaining classes. Subclassing based on what’s changing on dk will likely become a niche system for people looking for a power fantasy outside of what the 7 classes bring once they are all reworked. Prime example a pure summoner build using sorc daedric summons with wardens animal companions and necros gravelord. Mark my words now down the road people are going to soon enough cal for subclassing to get a buff or a complete rework.
A quick idea for the future if I’m right and subclassing becomes niche. Rework subclassing to, you keep your 3 primary class skill lines and choose 1 subclass and build a 4th skill line example choose 1 ultimate from the subclass 5 active skills and 4 passive skills to create custom skill line tailored to your character. All skills ultimates and passives must come from that single subclass
If Dragonknight's overhauled skills/passives can end up performing very well played pure, the rest of the classes will have a very decent model to follow.
What is Dragonknights specific strength and how will it have a specific strength that is improved through a pure-class perspective as a result?
MXVIIDREAM wrote: »Can’t lie I loved all the changes up until I read the fire breath morph from a PvP perspective running a stam fire breath on a mag dk is going to be rough with how much resource management is axed on dks shame it only give major breach because we all have multiple access to that already, a unique buff would have been cool but I can’t use the other one. channeled abilities don’t really have much place in PvP honestly won’t be long before that’s obsolete getting based won’t be much fun in that
MXVIIDREAM wrote: »Can’t lie I loved all the changes up until I read the fire breath morph from a PvP perspective running a stam fire breath on a mag dk is going to be rough with how much resource management is axed on dks shame it only give major breach because we all have multiple access to that already, a unique buff would have been cool but I can’t use the other one. channeled abilities don’t really have much place in PvP honestly won’t be long before that’s obsolete getting based won’t be much fun in that
They did seem to rework some better sustain passives into the dks kit now so a stam skill might not be as rough on a mag dk once these changes go live. I agree tho on changing major breach to something else based on the name change to disintegrating dragon fire a proposal of sorts could be instead of major breach maybe as odd as it may be major brittle instead? Only other thought would be adding either an extended duration burning status effect or another unnamed dot to tick with burning and the skill dot
MXVIIDREAM wrote: »MXVIIDREAM wrote: »Can’t lie I loved all the changes up until I read the fire breath morph from a PvP perspective running a stam fire breath on a mag dk is going to be rough with how much resource management is axed on dks shame it only give major breach because we all have multiple access to that already, a unique buff would have been cool but I can’t use the other one. channeled abilities don’t really have much place in PvP honestly won’t be long before that’s obsolete getting based won’t be much fun in that
They did seem to rework some better sustain passives into the dks kit now so a stam skill might not be as rough on a mag dk once these changes go live. I agree tho on changing major breach to something else based on the name change to disintegrating dragon fire a proposal of sorts could be instead of major breach maybe as odd as it may be major brittle instead? Only other thought would be adding either an extended duration burning status effect or another unnamed dot to tick with burning and the skill dot
“Chargrilled enemy takes 10% more flame damage while this dot is active on them”
Or just give it access to major vulnerability sure a rare debuff would be cool to have one rare debuff on a dk
Also note the new channeled one, I believe it should come with a paired effect like arcanists get a shield with beam Templar’s get all attacks blocked while channeling
Maybe this should get minor protection for 5 seconds on cast would be super nice feel like a lot of players won’t use it because you’re getting hit full damage while using it which is going to be rough
From a DD perspective I like the changes. Looking at it with my healer or tank eyes on I hate it, all the build variety offered of subclassing just vanishes, and there was no variety for many more years than DD. You basically need to select all the lines to be effective, massive backward step for supports, it swings the pendulum the other way that is as wrong as dd subclassing being overpowered.
daemondamian wrote: »
Perhaps if you chose all three of the new reworked DK skill lines you would have as much power as a current subclassed build might depending on your role or the content but it will be at the cost of having all classes and all skill lines weakened by having to have more than one original class skill line selected to reach the same level of power pure classes used to have and even there still be might be better combinations of subclassing that - for lack of a better term - out class pure classes.
As far as I understood this design was exactly the goal, by popular demand. If you are objective non-optimal doesn't equal ineffective.
Whilst this may have been wanted for DDs, supports were not in the same place, healing still hadnt even surpassing u35 levels and tanking had some real variety in terms of skills and buff/debuffs. As a GM and raid leader, I'm now fielding so many support players coming to me not sure they want to carry on, or just angry about the changes, but as most people are DDs the voice of supports will just be ignored, again. Then people will complain about no good tanks or healers for content they want to run. It feels like supports always take the hit for DDs meta chasing.
daemondamian wrote: »
Perhaps if you chose all three of the new reworked DK skill lines you would have as much power as a current subclassed build might depending on your role or the content but it will be at the cost of having all classes and all skill lines weakened by having to have more than one original class skill line selected to reach the same level of power pure classes used to have and even there still be might be better combinations of subclassing that - for lack of a better term - out class pure classes.
I believe the changes to the new DK are better. This encourages players to equip and use more DK-related skills, regardless of their skill line. This not only aligns with the previous calls for strengthening pure classes but also avoids the current drawback of subclasses, which restricts players to only three pure damage skill line or leaves them significantly behind. This design makes pure DK builds or combinations of two DK skill plus one other class line more valuable and avoids the power spike that can result from having three pure damage skill line.
From a DD perspective I like the changes. Looking at it with my healer or tank eyes on I hate it, all the build variety offered of subclassing just vanishes, and there was no variety for many more years than DD. You basically need to select all the lines to be effective, massive backward step for supports, it swings the pendulum the other way that is as wrong as dd subclassing being overpowered.
As far as I understood this design was exactly the goal, by popular demand. If you are objective non-optimal doesn't equal ineffective.
daemondamian wrote: »
Perhaps if you chose all three of the new reworked DK skill lines you would have as much power as a current subclassed build might depending on your role or the content but it will be at the cost of having all classes and all skill lines weakened by having to have more than one original class skill line selected to reach the same level of power pure classes used to have and even there still be might be better combinations of subclassing that - for lack of a better term - out class pure classes.
I believe the changes to the new DK are better. This encourages players to equip and use more DK-related skills, regardless of their skill line. This not only aligns with the previous calls for strengthening pure classes but also avoids the current drawback of subclasses, which restricts players to only three pure damage skill line or leaves them significantly behind. This design makes pure DK builds or combinations of two DK skill plus one other class line more valuable and avoids the power spike that can result from having three pure damage skill line.
As far as I understood this design was exactly the goal, by popular demand. If you are objective non-optimal doesn't equal ineffective.
Whilst this may have been wanted for DDs, supports were not in the same place, healing still hadnt even surpassing u35 levels and tanking had some real variety in terms of skills and buff/debuffs. As a GM and raid leader, I'm now fielding so many support players coming to me not sure they want to carry on, or just angry about the changes, but as most people are DDs the voice of supports will just be ignored, again. Then people will complain about no good tanks or healers for content they want to run. It feels like supports always take the hit for DDs meta chasing.