





Personofsecrets wrote: »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.
The other day your claim was 100k. What theory are you basing how high damage should be off of?
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.
Okay, can you try to hunt down that CMX so we can raise the standard from 100k for our class reworks?
Personofsecrets wrote: »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?
There isn't a reason to be thinking about pure class tanks imo, but taking your question in good faith, I have the following points.
- Having movement speed stolen from chains takes away utility. This was a great skill for moving around in a number of trials such as pushing Gryphon Heart.
- Having stam return on skill use robbed from us by the helping hands nerf is slap in the face to the DK tank style and identity.
- One of the few reasons to bring a DK tank to a raid, Stonefist has a diminished effect.
- If someone really wants to be a niche DK tank now, currently they can at least buff the groups fire damage with Engulfing Flames. That effect is being pilfered.
- Having the strong baseline effect of battle roar plundered from us is a loss in cases where one isnt slotting many dragonknigjht 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.
- Minor brutality no longer procs from the spammable Igneous Shield. There isn't much point in slotting what has been a staple shielding skill now and especially when scribing shields are just better.
- Magma didnt get back the ability to genetate ultimate while under its effect. This is another previously useful skill in different trial situations that is staying in the trash. Apparently restoring DK greatness due to the sins of sub-classing isn't a priority.
- Even nich stuff like changing the timing of the inhale interrupt makes pure DK less good. This was a niche skill that felt super satisfying to use, based on predictive skills, because one could interrupt enemies the very moment that their channels began. Thus resulted in being so fast that one could see interrupts go off before the channeling indicators.
- DK tanks could even use a poison effect for extra resources. Again, this is just another niche thing, part of DK choice, taken away.
YandereGirlfriend wrote: »Personofsecrets wrote: »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?
There isn't a reason to be thinking about pure class tanks imo, but taking your question in good faith, I have the following points.
- Having movement speed stolen from chains takes away utility. This was a great skill for moving around in a number of trials such as pushing Gryphon Heart.
- Having stam return on skill use robbed from us by the helping hands nerf is slap in the face to the DK tank style and identity.
- One of the few reasons to bring a DK tank to a raid, Stonefist has a diminished effect.
- If someone really wants to be a niche DK tank now, currently they can at least buff the groups fire damage with Engulfing Flames. That effect is being pilfered.
- Having the strong baseline effect of battle roar plundered from us is a loss in cases where one isnt slotting many dragonknigjht 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.
- Minor brutality no longer procs from the spammable Igneous Shield. There isn't much point in slotting what has been a staple shielding skill now and especially when scribing shields are just better.
- Magma didnt get back the ability to genetate ultimate while under its effect. This is another previously useful skill in different trial situations that is staying in the trash. Apparently restoring DK greatness due to the sins of sub-classing isn't a priority.
- Even nich stuff like changing the timing of the inhale interrupt makes pure DK less good. This was a niche skill that felt super satisfying to use, based on predictive skills, because one could interrupt enemies the very moment that their channels began. Thus resulted in being so fast that one could see interrupts go off before the channeling indicators.
- DK tanks could even use a poison effect for extra resources. Again, this is just another niche thing, part of DK choice, taken away.
Use the Brood skill for proccing Minor Brutality and give your group Minor Protection and a super strong situational defensive buff in the process. That is a far more stacked combo for support than spamming Frag.

I'd like to see the Shackle synergy from Dragonknight Standard and its morphs to be mixed up little, potentially one morph could pull enemies to the centre when the Shackle synergy is activated.
I find synergies to be great fun when coordinated correctly so would be nice to have more variety.
GloatingSwine wrote: »YandereGirlfriend wrote: »Personofsecrets wrote: »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?
There isn't a reason to be thinking about pure class tanks imo, but taking your question in good faith, I have the following points.
- Having movement speed stolen from chains takes away utility. This was a great skill for moving around in a number of trials such as pushing Gryphon Heart.
- Having stam return on skill use robbed from us by the helping hands nerf is slap in the face to the DK tank style and identity.
- One of the few reasons to bring a DK tank to a raid, Stonefist has a diminished effect.
- If someone really wants to be a niche DK tank now, currently they can at least buff the groups fire damage with Engulfing Flames. That effect is being pilfered.
- Having the strong baseline effect of battle roar plundered from us is a loss in cases where one isnt slotting many dragonknigjht 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.
- Minor brutality no longer procs from the spammable Igneous Shield. There isn't much point in slotting what has been a staple shielding skill now and especially when scribing shields are just better.
- Magma didnt get back the ability to genetate ultimate while under its effect. This is another previously useful skill in different trial situations that is staying in the trash. Apparently restoring DK greatness due to the sins of sub-classing isn't a priority.
- Even nich stuff like changing the timing of the inhale interrupt makes pure DK less good. This was a niche skill that felt super satisfying to use, based on predictive skills, because one could interrupt enemies the very moment that their channels began. Thus resulted in being so fast that one could see interrupts go off before the channeling indicators.
- DK tanks could even use a poison effect for extra resources. Again, this is just another niche thing, part of DK choice, taken away.
Use the Brood skill for proccing Minor Brutality and give your group Minor Protection and a super strong situational defensive buff in the process. That is a far more stacked combo for support than spamming Frag.
That's going to be too situational. Projectile damage protection is a very narrow niche, it's useful sometimes and useless most of the time, and at 12m range there's going to be plenty of fights in trials where that just doesn't hit anyone.
Protect the Brood is going to be a very niche swap-in for exceptional circumstances, not something you can rely on to proc Brutality. You can maybe do that with chains, it's "free" I guess, but that also means you miss out on the stam recovery of a scribed chain's druid's resurgence.
And still it's a strict and significant loss from what you used to do which was chuck out a stone giant every few seconds, get a stack of Stagger onto the boss and get both Minor Brutality for the team and 3 ult for yourself. Because those are on different passives on different skill lines that can't trigger together any more because DK cannot have nice things.
They should put the minor brutality back where it came from (or so help me!)
Personofsecrets wrote: »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.
The other day your claim was 100k. What theory are you basing how high damage should be off of?
I based the 100k on what was available to us, and was very clear on that.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.Okay, can you try to hunt down that CMX so we can raise the standard from 100k for our class reworks?
Don’t twist my words or meaning, thank you.
Until we have a 160k parse, then 150k is the standard, and the person who got that 150k is at the top of their game.
Personofsecrets wrote: »If the standard is just based off of player data, then how do you know that it is the standard? It's strange to infer what the game wide standard will be for all classes based off of player data from 3 days of DK testing. That's why the standard went from 100k to 150k overnight.
There is no other standard than the player data presented, and as we get more legitimate data, that standard will update.
All classes need to be balanced to Dragonknight, it is the FIRST of all of the reworks. It is important to track where the class is, as that is the North Star.
I have no idea why you’re so bent out of shape over this Dragonknight rework, and more pointedly, the idea of our classes being balanced post-Subclassing.
Personofsecrets wrote: »If the standard is just based off of player data, then how do you know that it is the standard? It's strange to infer what the game wide standard will be for all classes based off of player data from 3 days of DK testing. That's why the standard went from 100k to 150k overnight.
There is no other standard than the player data presented, and as we get more legitimate data, that standard will update.
All classes need to be balanced to Dragonknight, it is the FIRST of all of the reworks. It is important to track where the class is, as that is the North Star.
I have no idea why you’re so bent out of shape over this Dragonknight rework, and more pointedly, the idea of our classes being balanced post-Subclassing.
tomofhyrule wrote: »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.
This is why I say it's a case where the old use is good for one morph, while the new use is good for the other morph.
DK being built around sustain issues having a skill that gives a lot of resources back with a long-lead burst without needing to hit someone first is very useful in PvP. However, the old version of being able to interrupt several adds around you instantly and heal from that is also very useful in niche PvE situations.
The old version of Inhale (Draw Essence) didn't really get much use iirc, and Deep Breath did have those niche uses. The new version again has both morphs very similar to each other, and even overlapping a lot with new Inferno as a radial delayed AoE burst.
If they kept Deep Breath as it is on live for one morph, and then used the new version with the sustain for the other morph, that seems like it would hit both use cases, and also give players a reason to take one morph over the other instead of having a 'dead' morph like most skills tend to get when one is objectively better than the other.
I do hope a lot of skills during these reworks end up changing to something where the two morphs are pretty significantly different so there would be reason to choose either one. Again, I'll go back to the fact that the DoT morph of Eruption was removed and now both morphs are HoTs, when the fact that it originally had a damage morph and a heal morph made both useful in different circumstances.
Chilly-McFreeze wrote: »Just saying I strongly dislike removing the poison playstyle from the class. That change leaves one of my favourite toons completely dead. Saw some posters saying that dragonknight should be about fire, as if fire dragons are the only dragon kind in TES. Also some of the new visuals feel like a downgrade.
Personofsecrets wrote: »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.
The other day your claim was 100k. What theory are you basing how high damage should be off of?
I based the 100k on what was available to us, and was very clear on that.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.Okay, can you try to hunt down that CMX so we can raise the standard from 100k for our class reworks?
Don’t twist my words or meaning, thank you.
Until we have a 160k parse, then 150k is the standard, and the person who got that 150k is at the top of their game.
Personofsecrets wrote: »
There isn't a reason to be thinking about pure class tanks imo, but taking your question in good faith, I have the following points.
- Having movement speed stolen from chains takes away utility. This was a great skill for moving around in a number of trials such as pushing Gryphon Heart.
- Having stam return on skill use robbed from us by the helping hands nerf is slap in the face to the DK tank style and identity.
- One of the few reasons to bring a DK tank to a raid, Stonefist has a diminished effect.
- If someone really wants to be a niche DK tank now, currently they can at least buff the groups fire damage with Engulfing Flames. That effect is being pilfered.
- Having the strong baseline effect of battle roar plundered from us is a loss in cases where one isnt slotting many dragonknigjht 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.
- Minor brutality no longer procs from the spammable Igneous Shield. There isn't much point in slotting what has been a staple shielding skill now and especially when scribing shields are just better.
- Magma didnt get back the ability to genetate ultimate while under its effect. This is another previously useful skill in different trial situations that is staying in the trash. Apparently restoring DK greatness due to the sins of sub-classing isn't a priority.
- Even nich stuff like changing the timing of the inhale interrupt makes pure DK less good. This was a niche skill that felt super satisfying to use, based on predictive skills, because one could interrupt enemies the very moment that their channels began. Thus resulted in being so fast that one could see interrupts go off before the channeling indicators.
- DK tanks could even use a poison effect for extra resources. Again, this is just another niche thing, part of DK choice, taken away.
Shadesofkin wrote: »So I've had the time to do more extensive parsing on magdk, this time on the trial dummy. My gear setup is ansuul front bar, maelstrom inferno back bar, runecarver always on, velothi mythic, and 1 piece monster crit. Parses were done with the same skill setup except live I used degeneration instead of molten armaments on live, and new inhale instead of ash cloud on pts. Here were my results from my best parses.
PTS
Live
So DK is actually weaker on PTS compared to live in a sustained fight, which is really not going to go down well people. Nobody actually wants to become weaker, and it's setting the class further behind the meta subclass setup. Maybe gear and skill setup has to change, but my findings still show DK to be behind by almost 4k damage on PTS.
Gameplay wise, PTS dk feels like a lot of dot juggling because everything is either 10 seconds or 4 seconds. I'm not using whip much because of it, though I'm trying to hit whip every 3 DK skill to make it act like blastbones or spec bow. I try not to hit it unless no skill is running out which is rare. Corrosive is actually turning out to be weaker than standard of might too in a long fight, probably because you can't regenerate ultimate during the 10s timer.
Sustain wise, I can use bewitched sugar skulls on PTS, but ghastly eye bowl is a hard requirement on live, so the sustain is definitely improved.
I have tried standard of might and take flight as ultimate options, but I was getting significantly lower parsers on them. The 20% damage done to monsters isn't actually much if all you can really keep up is dots most of the time. I have tried using quick cloak and elemental blockade, but that saw a decrease in damage. Since whip seems to be proccing off balance more often, I've tried equipping exploiter, but wrathful strikes was still better numbers.
Overall from what I can say, I feel some of the dot timers should be increased so you're not juggling so many dots without a chance to use your spammable. You can't necessarily increase the strength of corrosive without making it too powerful for PvP, but it's damage is lacking compared standard of might on live. Burn procs are significantly higher on PTS, so it may be worth going double charged to get the most out of it instead of nirnhoned & charged.
I went back and played around on dummies too after dinner.
Using beginner gear I could just barely eek out 80 and I was hitting high 70s way more often , if that's what someone's getting on high end gear then yeah there's a significant nerf. On a good rotation with the mishmash of gear I was running I was always parsing low 90's while screwing up.
I'd need to go to a dungeon to see how it's handling in group content, but yeah...while I might like the feel of everything, there's definitely a lack of power that isn't going to do anything for people who want to pure class in endgame.
Yeah, the damage is pretty concerning. The article from friday, which is the same as the patch notes from today, made DK sound like it would be incredibly strong, enough to be able to compete with the meta. But the data is simply not showing that.
Could my setup be better? Yeah, I could probably try null arca instead of ansuul, and elf bane instead of runecarver, but the fact of the matter is that the same setup and almost identical skills ended up being weaker than what's available now.
For reference, this is what "The meta" does for me with a lot less work/keyboarding. Until new magdk can be within this range, I'm afraid this refresh is not going to achieve the desired effects everyone thought it would.
Fortunately DK seems like it can handle itself better in PvP compared to the meta, but I imagine most players won't care because they don't play PvP.
Shadesofkin wrote: »So I've had the time to do more extensive parsing on magdk, this time on the trial dummy. My gear setup is ansuul front bar, maelstrom inferno back bar, runecarver always on, velothi mythic, and 1 piece monster crit. Parses were done with the same skill setup except live I used degeneration instead of molten armaments on live, and new inhale instead of ash cloud on pts. Here were my results from my best parses.
PTS
Live
So DK is actually weaker on PTS compared to live in a sustained fight, which is really not going to go down well people. Nobody actually wants to become weaker, and it's setting the class further behind the meta subclass setup. Maybe gear and skill setup has to change, but my findings still show DK to be behind by almost 4k damage on PTS.
Gameplay wise, PTS dk feels like a lot of dot juggling because everything is either 10 seconds or 4 seconds. I'm not using whip much because of it, though I'm trying to hit whip every 3 DK skill to make it act like blastbones or spec bow. I try not to hit it unless no skill is running out which is rare. Corrosive is actually turning out to be weaker than standard of might too in a long fight, probably because you can't regenerate ultimate during the 10s timer.
Sustain wise, I can use bewitched sugar skulls on PTS, but ghastly eye bowl is a hard requirement on live, so the sustain is definitely improved.
I have tried standard of might and take flight as ultimate options, but I was getting significantly lower parsers on them. The 20% damage done to monsters isn't actually much if all you can really keep up is dots most of the time. I have tried using quick cloak and elemental blockade, but that saw a decrease in damage. Since whip seems to be proccing off balance more often, I've tried equipping exploiter, but wrathful strikes was still better numbers.
Overall from what I can say, I feel some of the dot timers should be increased so you're not juggling so many dots without a chance to use your spammable. You can't necessarily increase the strength of corrosive without making it too powerful for PvP, but it's damage is lacking compared standard of might on live. Burn procs are significantly higher on PTS, so it may be worth going double charged to get the most out of it instead of nirnhoned & charged.
I went back and played around on dummies too after dinner.
Using beginner gear I could just barely eek out 80 and I was hitting high 70s way more often , if that's what someone's getting on high end gear then yeah there's a significant nerf. On a good rotation with the mishmash of gear I was running I was always parsing low 90's while screwing up.
I'd need to go to a dungeon to see how it's handling in group content, but yeah...while I might like the feel of everything, there's definitely a lack of power that isn't going to do anything for people who want to pure class in endgame.
Yeah, the damage is pretty concerning. The article from friday, which is the same as the patch notes from today, made DK sound like it would be incredibly strong, enough to be able to compete with the meta. But the data is simply not showing that.
Could my setup be better? Yeah, I could probably try null arca instead of ansuul, and elf bane instead of runecarver, but the fact of the matter is that the same setup and almost identical skills ended up being weaker than what's available now.
For reference, this is what "The meta" does for me with a lot less work/keyboarding. Until new magdk can be within this range, I'm afraid this refresh is not going to achieve the desired effects everyone thought it would.
Fortunately DK seems like it can handle itself better in PvP compared to the meta, but I imagine most players won't care because they don't play PvP.
Its not really surprising, that you get weaker, if you use the same skills, and the same sets that work on live. The DK Skills were changed, so you need to change Sets accordingly. You can't expect to play a completely reworked class just the same as before.
https://www.youtube.com/watch?v=dl5Dtg-CrJ0Personofsecrets wrote: »
There isn't a reason to be thinking about pure class tanks imo, but taking your question in good faith, I have the following points.
- Having movement speed stolen from chains takes away utility. This was a great skill for moving around in a number of trials such as pushing Gryphon Heart.
- Having stam return on skill use robbed from us by the helping hands nerf is slap in the face to the DK tank style and identity.
- One of the few reasons to bring a DK tank to a raid, Stonefist has a diminished effect.
- If someone really wants to be a niche DK tank now, currently they can at least buff the groups fire damage with Engulfing Flames. That effect is being pilfered.
- Having the strong baseline effect of battle roar plundered from us is a loss in cases where one isnt slotting many dragonknigjht 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.
- Minor brutality no longer procs from the spammable Igneous Shield. There isn't much point in slotting what has been a staple shielding skill now and especially when scribing shields are just better.
- Magma didnt get back the ability to genetate ultimate while under its effect. This is another previously useful skill in different trial situations that is staying in the trash. Apparently restoring DK greatness due to the sins of sub-classing isn't a priority.
- Even nich stuff like changing the timing of the inhale interrupt makes pure DK less good. This was a niche skill that felt super satisfying to use, based on predictive skills, because one could interrupt enemies the very moment that their channels began. Thus resulted in being so fast that one could see interrupts go off before the channeling indicators.
- DK tanks could even use a poison effect for extra resources. Again, this is just another niche thing, part of DK choice, taken away.
Well, I'm thinking about pure class tanks in good faith since I used to play all classes as a tank, and if I'd only go with the meta, I'd have my nightblade, templar and sorcerer tanks literally USELESS. I googled around and apparently there's still pure tank builds around, which gave me hope in case I ever return playing.
Anyway, thanks for your thoughts from the tank perspective, I hope they balance these out so people like me could technically still play pure class tankDK after the refresh.