Corrosive seems to be the go to ultimate for pvp again, its a win button in duels on pts.
NuclearPath wrote: »Personally after testing myself and seeing others test, it’s become very apparent that this is not the right way forward with this class, at least so long as others aren’t modified right now as well.
(Lots of things said I'm not quoting for the sake of readers)
I think for the moment this is the best way we could proceed, but that the other realistic options are to:
A. Hold these changes until you can do changes for all of the classes at once
B. Do changes for all of the classes at once right now
C. Give the passives here huge number increases to make it so that playing Pure Class DK compares to subclassed Arcanist
Apologies again for this being so long, and if you read it all the way, thank you.
Shadesofkin wrote: »I think for the moment this is the best way we could proceed, but that the other realistic options are to:
A. Hold these changes until you can do changes for all of the classes at once
B. Do changes for all of the classes at once right now
C. Give the passives here huge number increases to make it so that playing Pure Class DK compares to subclassed Arcanist
Shadesofkin wrote: »NuclearPath wrote: »Personally after testing myself and seeing others test, it’s become very apparent that this is not the right way forward with this class, at least so long as others aren’t modified right now as well.
(Lots of things said I'm not quoting for the sake of readers)
I think for the moment this is the best way we could proceed, but that the other realistic options are to:
A. Hold these changes until you can do changes for all of the classes at once
B. Do changes for all of the classes at once right now
C. Give the passives here huge number increases to make it so that playing Pure Class DK compares to subclassed Arcanist
Apologies again for this being so long, and if you read it all the way, thank you.
Some of your changes feel just a little too 1%er focused, but I do agree that there's a need to bump the numbers on pure DK if we're really keeping to pure class viability. I do agree that passives don't all feel like they're where they *should* be in terms of flavor, but my guess is, this was done because they're trying to avoid subclassing getting all the best perks and we will see a similar shift to every class.
Shadesofkin wrote: »I think for the moment this is the best way we could proceed, but that the other realistic options are to:
A. Hold these changes until you can do changes for all of the classes at once
B. Do changes for all of the classes at once right now
C. Give the passives here huge number increases to make it so that playing Pure Class DK compares to subclassed Arcanist
A. They've already laid out their refresh plans. Suddenly saying see you in a year or two would be financial suicide.
B. They don't have the resources for that.
C. Dummy parses are meaningless. It needs to be tested in content.
So I present:
D. Allow ZOS to complete all the class refreshes, at which point they will likely do 2/3 balance passes, and in the meantime enjoy the new shiny toys as they come along.
tomofhyrule wrote: »Regarding Hearthfire and its morphs:
U32 was when Ash Cloud and its morphs changed from an upfront cost to a cost-per-second, but that does seem incongruous with other placeable AoEs. Especially if it's considered as a ground HoT, comparable skills would be Grand Healing (resto staff) or Healing Seed (warden), neither of which have a cost-per-second. Players are also not able to cancel the effect early, save for running out of magicka.
It may me more consistent to convert those to an upfront cost.
The DK skill that should get a cost-per-second is the new Engulfing Dragonfire, as that is a channelled attack that can be cancelled at will.
Also with Hearthfire: losing the damaging version is a bit sad, and it would make more sense for Eruption to return as a damaging ability. I'd reformat them to be as such:
- Base morph (Hearthfire): heals and applies Fortitude and Heriosm, healing is increased if the player is in the HoT
- Healing morph (Fire Keeper): Also includes protection, reduces cost as ability ranks up
- Damage morph (Eruption): Deals damage instantly, does damage over time, snares
These changes can become fine only after all other classes are butchered rebalanced as well. Especially when it comes to the DD role, because single Herald skill line is now stronger than all 3 DK lines combined. This means, late 2027 or maybe even 2028 is when we can begin to recover from this disaster rebalance, because Arcanist is the strongest asset and the last in the queue in the same time. Until then, it will be only frustration over frustration, for every single class being placed to the chopping block for the sake of global balance. Basically, there will be no balance until everything is finished and stabilized.
As you see, it's all about "can become", "maybe", "in a few years", etc. We only have some hope ZOS are able to pull up this balance rock being 2x as heavy as the pre-rebalance one, and 4x as heavy as pre-subclass one; and we know they have failed on them both already; and now they have even less resources after the recent layoffs (my sincere condolences on this matter).
Do you think this illusory destination worth the painful journey? It's definitely not easy to reach heaven by violence, catastrophes in between peek out from all five corners. Or should I say 7 corners because of 7 classes? Or 21 corners because of 21 lines? Or 1330 corners because of the possible combinations, since ZOS want every skill line to provide something useful for any role?
This sounds surrealistic, and looks like a fever dream. I will read forums very carefully with every calamity rebalance iteration, oooh, the oceans of tears will be deep and sweet. And reading people who "haven't had to parse in like 6 years" telling us "the changes are good" will be the cherry on the cake.
So much fun ahead.
The idea is that things will not need to be balanced post-Refresh.
From what I’m seeing, around 100k DPS will be the benchmark for all classes & subclass builds, although it would be nice to get an official confirmation that this is the plan.
RedKynAbyss wrote: »I’ll start with the things I love.
I have been a DK main since Beta and used to be on the forefront of the DK meta. People on Xbox would look to me after patch notes for new sets and skills and ask me how I think the class was going to perform in both PvE and PvP. I used to have the highest MagDK parse on Xbox with one of the higher StamDK parses. I have DK main-tanked and off-tanked multiple trial trifectas including, Godslayers, Gryphon Hearts, Hurricane Heralds, and have DK healed just as much. I have a lot more experience with this class than most people you will find, and continue to play the class pure because subclassing just feels wrong. This is all to say, any criticism I have comes from a place of passion and love for my favorite class, not out of malice for the developers or designers.
The refresh to the designs is incredibly clean, though some of the sound effects border on just sounding like the Arcanist. When live Magma Armor pops, there’s this sick dragon roar sound, focusing on keeping the auditory “I’m a dragon” would help the skills pop a lot more.
Thank you so much for making molten armaments useful. On live, it’s just a skill slot taken up for two/ three buffs that everyone will already have. It’s the sickest weapon effect in the game, walking around with this flaming staff or sword on your back, and now I get to actually use it an it not be useless. While I like the way the molten weapons look in the redesign, the cool factor of it comes heavily from seeing your OWN weapons on fire. The chunkier weapons take away a lot of the cool factor for me, so it would be nice to have the ability to just set my weapons on fire and not have the chunkier ones that pop up from the skill.
While I will sorely miss Eruption, I also appreciate that after 10+ years of me begging for Cinder Storm to cover a larger area so it’s more effective at healing a group, I finally got it. I also think the new animation for it and the new sounds are good. Well done devs and art team!
The changes to Stone Fist are appreciated, though I will miss the “oomph” that Stagger gave to a team.
I love the flavor text which has been added to the passives, but I wish there were more flavor text in the actual abilities themselves. Arcanist has flavor text in the passives AND skills
I appreciate that the designers are adding more utility to chains to make up for the loss of major expedition, but Major Cowardice might be a little too oppressive in PvP and a little too strong in PvE. If it works into your balancing figures, I think Minor Cowardice or even Minor Breach would be the better debuff for chains, including making the “pull enemies to you” morph cost less so it’s easier to round up enemies without running out of all of your magicka reserves.
Adding Minor Courage to Blood of the Elder Dragon may come to haunt balance later, so I’d recommend keeping an eye on that one
Overall, I have more positive things to say about the refreshed designs than negative, with one major exception. Spiked Armor looks kind of bad. I don’t want to say it and downgrade someone’s hard work, but it went from this badass row of spines on your back and arms to… honestly Haj Mota-like assets. It’s underwhelming in comparison to the current design just because of how small and mostly unnoticeable it is. If there’s a way to make the spikes/spines larger, I’m sure I speak for many people when I say that it would be preferred.
Things I don’t love and don’t quite make sense to me.
It feels weird that the class that has always prioritized long DoTs is suddenly being relegated to extremely short DoTs. I believe the better option would be to put that “ramping” effect on all of the DoTs and increase their timers back to 20 seconds or even longer. There should be a reward for staying in the fight for longer. While Avalanche is certainly a reward for staying in the fight, you’re never going to get it to max stacks in PvP because your opponent will have already melted to your oppressively strong and shorter DoTs. In PvE, I can’t get it to max stacks outside of veteran dungeons and trials because things are dying too quickly to the front-loaded power of the new DoTs for that to happen. As it stands right now, DK is not attrition but burst. The DoTs are shorter but more powerful so there’s no need to out last your opponent, just delete them with ridiculously powerful DoTs which last a very short time. To me, the better option would be to change the 7% increased DoT damage to something like “every 2nd/3rd time your damage over time ticks, increase it’s damage by 2%” and set the maximum to 8 or 10%. Revert these super short DoTs back to long DoTs to synergize with that, and then DK goes back to feeling like an attrition warrior, where they’re rewarded for drawing the fight out as long as possible to get the maximum damage out of the longer DoTs.
Back before all DoTs got standardized to 15-20 seconds across all the skill lines, DK was the long-DoT heavy spammable class. Engulfing Flames and Burning Embers were 18 second DoTs in a game where the next longest DoT was Blockade of Elements at 15. Eruption was the single longest DoT at 24 seconds. Because of these long timers, these were also the most expensive DoTs, but it was okay because you needed to cast them much less often. Now, the DoTs are expensive AND don’t last long, AND their cost is split between two resources meaning you can’t just focus on sustaining one, now you MUST sustain both. I have never struggled to sustain a pure-classed MagDK with Poisonous Claws, Deadly Cloak, Stampede, Carve, and Beast Trap. In the PTS right now, because of all of the damaging-morph of skills costing stamina, I can’t sustain that same rotation even WITH an absorb stamina glyph on the back bar and on the off-hand dagger. My magicka doesn’t move an inch because the only magicka costs I have are whip, molten weapons, and the new Flames of Oblivion. By changing all the stamina morphs to be the higher damaging ones, you’ve indirectly forced a DK wanting to use those morphs into maximum stamina, or sacrificing damage heavily to compensate.
In PvP, what made DK the best dueling class was you stick a DoT on someone, and they have to deal with it for 18-24 seconds, or use resources to cleanse it. That’s where the “attrition class” identity came from. Making the DoTs shorter has led to this feeling of never actually being able to USE the spammable because a DoT always needs to be refreshed. A true “attrition” class wouldn’t be one that needs to keep spending all of their resources trying to keep DoTs up. Classic pyromancy/ fire magic in RPG games has always been “slow burn leads to uncontrollable blaze.” You place the DoTs that are weaker at the beginning, but they last a long time and they continuously damage you for more every turn. It seems contradictory that the focus is to make the class “attrition” but the DoTs got shortened and made to do more damage over a shorter period, so you’re not really “attrition,” you’re just burst damage in a different flavor.
In conclusion, first, if you read all of that, thank you for considering my feedback. Second, I don’t want to discredit any hard work that has gone into this redesign. I think you have all done a wonderful job bringing DK into the future of ESO, I just hope that some of these issues I have are things that you will all consider while tinkering with the balance during the PTS cycle.
MXVIIDREAM wrote: »
I have quite a big thread on this alone I don’t think I can play dk without my spikes or something that resembles them I don’t get why it’s a plate or why they’re so small they’re not an attachment really poor choice on what was such an iconic skill
tomofhyrule wrote: »Regarding Hearthfire and its morphs:
U32 was when Ash Cloud and its morphs changed from an upfront cost to a cost-per-second, but that does seem incongruous with other placeable AoEs. Especially if it's considered as a ground HoT, comparable skills would be Grand Healing (resto staff) or Healing Seed (warden), neither of which have a cost-per-second. Players are also not able to cancel the effect early, save for running out of magicka.
It may me more consistent to convert those to an upfront cost.
The DK skill that should get a cost-per-second is the new Engulfing Dragonfire, as that is a channelled attack that can be cancelled at will.
Also with Hearthfire: losing the damaging version is a bit sad, and it would make more sense for Eruption to return as a damaging ability. I'd reformat them to be as such:
- Base morph (Hearthfire): heals and applies Fortitude and Heriosm, healing is increased if the player is in the HoT
- Healing morph (Fire Keeper): Also includes protection, reduces cost as ability ranks up
- Damage morph (Eruption): Deals damage instantly, does damage over time, snares
NuclearPath wrote: »The idea is that things will not need to be balanced post-Refresh.
From what I’m seeing, around 100k DPS will be the benchmark for all classes & subclass builds, although it would be nice to get an official confirmation that this is the plan.
I mean considering I've seen more than one person hit 140K with DK on the PTS I don't think that 100K is necessarily the target. I do think the idea is that they may not need to be balanced so much but we're on track for the full refresh to take until at minimum sometime in 2027, and the final one is going to be Arcanist. Everything else either needs their refresh done sooner or everything needs a large balance pass, especially Arcanist.
NuclearPath wrote: »The idea is that things will not need to be balanced post-Refresh.
From what I’m seeing, around 100k DPS will be the benchmark for all classes & subclass builds, although it would be nice to get an official confirmation that this is the plan.
I mean considering I've seen more than one person hit 140K with DK on the PTS I don't think that 100K is necessarily the target. I do think the idea is that they may not need to be balanced so much but we're on track for the full refresh to take until at minimum sometime in 2027, and the final one is going to be Arcanist. Everything else either needs their refresh done sooner or everything needs a large balance pass, especially Arcanist.
Can you post those pure Dragonknight parses?
I’m basing the 100k on what has been seen.
I’ve heard of 140k parses that were cheesed, along with another 170k that was also cheated.
Would be great to have a video of someone start to finish breaking 110k.
NuclearPath wrote: »NuclearPath wrote: »The idea is that things will not need to be balanced post-Refresh.
From what I’m seeing, around 100k DPS will be the benchmark for all classes & subclass builds, although it would be nice to get an official confirmation that this is the plan.
I mean considering I've seen more than one person hit 140K with DK on the PTS I don't think that 100K is necessarily the target. I do think the idea is that they may not need to be balanced so much but we're on track for the full refresh to take until at minimum sometime in 2027, and the final one is going to be Arcanist. Everything else either needs their refresh done sooner or everything needs a large balance pass, especially Arcanist.
Can you post those pure Dragonknight parses?
I’m basing the 100k on what has been seen.
I’ve heard of 140k parses that were cheesed, along with another 170k that was also cheated.
Would be great to have a video of someone start to finish breaking 110k.
Apologies don't actually have like a solid solid CMX for it. Was watching Eight Puppies last night during his stream when he was parsing, and supposedly Skinny Cheeks had the same results. Hadn't heard of any bug due to stacking yet but interesting if so. I will say though that Eight was absolutely hitting about 120k using a whip rotation as opposed to the breath rotation though, and I definitely haven't heard of any bugs for that.
NuclearPath wrote: »MXVIIDREAM wrote: »
I have quite a big thread on this alone I don’t think I can play dk without my spikes or something that resembles them I don’t get why it’s a plate or why they’re so small they’re not an attachment really poor choice on what was such an iconic skill
Maybe a little more spiky as opposed to looking slicked back would be best, but arguably I'd say it looks more like what I'd expect from dragon spikes. Despite this, I will say I can't for the life of me understand why something that looks like that is called Earthspike Mantle and is within Earthen Heart as opposed to Draconic Power. If you want them to look like "Earth Spikes" they need to be sharp spikes of stone protruding from the back.
Going forward, as ZOS iterates through this whole re-design of each class, I hope they consider the impact or lack thereof of each passive skill. I hope that passives are adjusted so that they require, and scale with, how many and how often someone is using skills from that line. There are only 10 slots and folks will likely have two 'main' DPS skill lines + some weapon skills to augment. This is fine, but they shouldn't be able to slot 1-2 skills from a 3rd line of whichever one provides the most passive buffs and get the same benefit as someone who is fully invested in using that skill line.