

MXVIIDREAM wrote: »not sure if the skill is bugged earth shield mantle (the damage shield morph) gives no visual shield I’ve just noticed


https://www.youtube.com/watch?v=5ctkiLBKTCwPersonofsecrets wrote: »Overall i was expecting a much better rework for the class that I've mained for too long that is healthy and a lot of these changes push me away from the class whose play style i used to enjoy. It leaves a bit sour taste in my mouth after the rework was so hyped and nothing really changed in the end aside from animations for PvP. The new engulfing flames might make some nasty acuity corossive build for tight areas, but dk is simply not the same for me without the whip.
If there was a room full of people who hated DK, I think that the changes that they would envision for the class would be pretty close to what we get with this "refresh."
Some of the final things left in the DK kit, like you mention Petrify, seems to be gettings dismantled once and for all. I doubt that I will Pure DK in PvP post update. What's left? Pyrebrand?




This would be nice to have some differentiation between these and other skills that now look very similar. One of the best things would be to add a full ground effect for those that do damage in the entire area as you suggested for the Standard morph.b) There are too many 'rings of fire' to indicate area size, with very little to differentiate them.
Dragonknight Standard (at least this one is visually distinct)
Core of Flame
Hearthfire
Inferno
Dragon Leap
Blood of the Elder Dragon
Dark Talons
Protect the Brood (stands out because it doesn't stand out)

I just went and tested on Live myself, and I do have to say that the effects on Live for Inhale is far superior to the new ones on PTS.These are the three concrete changes I would suggest to improve readability of different effects, which would already be enough IMO. The ultimates don't really compete with each other, and the other skills are mostly momentary buff/support abilities.
- Shifting Standard should have an effect in the whole area of effect, not just the circumference, as suggested under a).
- Change Core of Flame to be more distinct from Inferno, either by keeping the Live version (see below) or increasing the smoke and reducing the flame effect.
- Hearthfire should keep the old Ash Cloud effect in its area.






Thank you all for the detailed feedback regarding the refreshed visuals for the Dragonknight's Earthspike Mantle. We've heard your concerns and updated certain aspects of the design to better align with the Dragonknight's visual identity:
- The spikes have been elongated and curved outward to better express an aggressive stance
- The spikes are now larger and extend further down the back
There were certain changes that we could not make due to the nature of the model - specifically, we could not remove the baseplate from the spikes without requiring a full remodel and rework of the asset. The team is hard at work on our future refresh efforts, so we wanted to do our best to find a solid compromise with the Earthspike Mantle visuals that we could turn around quickly within the PTS window without delaying other work.
You can view the new changes coming to PTS 2 in this video:https://youtu.be/d6XYK-4uaFQ. The sound design for the ability is unchanged.
The team will continue to do our best to make adjustments to the Dragonknight's visuals within the PTS window based on player feedback without delaying other refresh efforts. We appreciate your continued feedback and patience as we work through the Combat Refresh.
Right? I was slightly shocked when I went to gather screenshots. Overall the new skill effects seem great, but when you actually compare new and old Inhale directly, it absolutely feels like a downgrade. It almost feels bare-bones, like they lost a few arrows in their visual quiver.tomofhyrule wrote: »I just went and tested on Live myself, and I do have to say that the effects on Live for Inhale is far superior to the new ones on PTS.
Right? I was slightly shocked when I went to gather screenshots. Overall the new skill effects seem great, but when you actually compare new and old Inhale directly, it absolutely feels like a downgrade. It almost feels bare-bones, like they lost a few arrows in their visual quiver.tomofhyrule wrote: »I just went and tested on Live myself, and I do have to say that the effects on Live for Inhale is far superior to the new ones on PTS.
I've seen some posts that claim this refresh will ruin pure DK tanks, how true is that? I only see parses here but I'd be more interested to learn about the tanking (and well, healing) side as well, like how is it affected?
https://youtu.be/jyIITawKu64?si=vFO2f0mZMZDeGjeztomofhyrule wrote: »I will agree with a lot of these, but in particular the following:This would be nice to have some differentiation between these and other skills that now look very similar. One of the best things would be to add a full ground effect for those that do damage in the entire area as you suggested for the Standard morph.b) There are too many 'rings of fire' to indicate area size, with very little to differentiate them.
Dragonknight Standard (at least this one is visually distinct)
Core of Flame
Hearthfire
Inferno
Dragon Leap
Blood of the Elder Dragon
Dark Talons
Protect the Brood (stands out because it doesn't stand out)
As you say later, the old Ash Cloud effect with the smoke and some lava jets does make the area look dangerous. It'd be good to see something like that.I just went and tested on Live myself, and I do have to say that the effects on Live for Inhale is far superior to the new ones on PTS.These are the three concrete changes I would suggest to improve readability of different effects, which would already be enough IMO. The ultimates don't really compete with each other, and the other skills are mostly momentary buff/support abilities.
- Shifting Standard should have an effect in the whole area of effect, not just the circumference, as suggested under a).
- Change Core of Flame to be more distinct from Inferno, either by keeping the Live version (see below) or increasing the smoke and reducing the flame effect.
- Hearthfire should keep the old Ash Cloud effect in its area.
Core of Flame/Inhale
I like how the Live version has a two-part effect, where you can actually see a 'beam of flame/energy' being pulled from the enemies to imply drawing their essence out, and then the explosion of flame afterwards. This is much more impactful in my mind
versus on PTS
Honestly, the more I play around with it, the more I prefer the old effects and functionality of Deep Breath. Extending the subsequent explosion to 4 seconds instead of 2.5 means that this skill is much less useful than it is on Live.
See images from Live with multiple enemies around
I could see this as one of those cases where both the old and new versions have a role. The new version is very good for sustain, but it loses that old feeling of drawing out the flames from enemies and releasing it in an explosion which looked and felt really cool
I'd like at least one of the morphs to basically stay as Deep Breath is on Live. Maybe change the base and other morph into something more like PTS where it restores resources, but Deep Breath felt very impactful on Live and now it just feels exactly like a single-cast new Inferno
I've seen some posts that claim this refresh will ruin pure DK tanks, how true is that? I only see parses here but I'd be more interested to learn about the tanking (and well, healing) side as well, like how is it affected?
Verdict is out. ~150k is the new standard.https://youtu.be/jyIITawKu64?si=vFO2f0mZMZDeGjez
For these class reworks to be successful, we should not see original Classes or player Classes break past 150k, that is where the cap needs to be.
Personofsecrets wrote: »
The other day your claim was 100k. What theory are you basing how high damage should be off of?
Personofsecrets wrote: »
The other day your claim was 100k. What theory are you basing how high damage should be off of?
Arcanist subclassing builds can do 170-180k, so 150k, is fine! This is on the super high end, most people won't get the rotation and perfect skill use done like Hyperoxies.
Personofsecrets wrote: »- Having the strong baseline effect of battle roar plundered from us is a loss in cases where one isnt slotting many dragonknight skills. That happens more than one may think since dragonknight skills are bad. And though some skills are improved, the above points show that skills are losing utility. This cadence of rotating an ultimate like horn with a potion use is the brick and mortar of DK identity and should have been respected for all DK users pure or sub-class.
GloatingSwine wrote: »Personofsecrets wrote: »- Having the strong baseline effect of battle roar plundered from us is a loss in cases where one isnt slotting many dragonknight skills. That happens more than one may think since dragonknight skills are bad. And though some skills are improved, the above points show that skills are losing utility. This cadence of rotating an ultimate like horn with a potion use is the brick and mortar of DK identity and should have been respected for all DK users pure or sub-class.
It's not just "Dragonknight skills are bad" for tanking. Tanking is about tools and utility and irrespective of what class you are and what skill lines you use you get a significant amount of those from guild, weapon, and scribed skills.
I'm fully subclassed and still half of my skills don't come from a class line at all.
YandereGirlfriend wrote: »tomofhyrule wrote: »I will agree with a lot of these, but in particular the following:This would be nice to have some differentiation between these and other skills that now look very similar. One of the best things would be to add a full ground effect for those that do damage in the entire area as you suggested for the Standard morph.b) There are too many 'rings of fire' to indicate area size, with very little to differentiate them.
Dragonknight Standard (at least this one is visually distinct)
Core of Flame
Hearthfire
Inferno
Dragon Leap
Blood of the Elder Dragon
Dark Talons
Protect the Brood (stands out because it doesn't stand out)
As you say later, the old Ash Cloud effect with the smoke and some lava jets does make the area look dangerous. It'd be good to see something like that.I just went and tested on Live myself, and I do have to say that the effects on Live for Inhale is far superior to the new ones on PTS.These are the three concrete changes I would suggest to improve readability of different effects, which would already be enough IMO. The ultimates don't really compete with each other, and the other skills are mostly momentary buff/support abilities.
- Shifting Standard should have an effect in the whole area of effect, not just the circumference, as suggested under a).
- Change Core of Flame to be more distinct from Inferno, either by keeping the Live version (see below) or increasing the smoke and reducing the flame effect.
- Hearthfire should keep the old Ash Cloud effect in its area.
Core of Flame/Inhale
I like how the Live version has a two-part effect, where you can actually see a 'beam of flame/energy' being pulled from the enemies to imply drawing their essence out, and then the explosion of flame afterwards. This is much more impactful in my mind
versus on PTS
Honestly, the more I play around with it, the more I prefer the old effects and functionality of Deep Breath. Extending the subsequent explosion to 4 seconds instead of 2.5 means that this skill is much less useful than it is on Live.
See images from Live with multiple enemies around
I could see this as one of those cases where both the old and new versions have a role. The new version is very good for sustain, but it loses that old feeling of drawing out the flames from enemies and releasing it in an explosion which looked and felt really cool
I'd like at least one of the morphs to basically stay as Deep Breath is on Live. Maybe change the base and other morph into something more like PTS where it restores resources, but Deep Breath felt very impactful on Live and now it just feels exactly like a single-cast new Inferno
Molten Core is actually my favorite change because now it's actually useful as a genuine delayed burst ability.
It was always hamstrung by the proviso that the first tick had to hit a target for the second hit to prime. There are tons of scenarios where that is impractical and completely scuttles the usefulness of the ability. The 4-second timer is also much easier to work with and to integrate into a damage combo.
I don't have much to say about the actual animation just that the mechanical change was infinitely for the better.