
No, it doesn't... You can achieve the very same results with Siphoning Attacks or Dark Deal/Conversion (if you want to do the latter while blocking, just get Light Weaver passive from Restoring Light).
Inhale is a strong sustain skill as well now, I see nothing wrong with that.
If anything, they should introduce something similar to other classes too that are still missing sustain abilities and make them thematically different.
As others have alluded to, Dark Deal and Siphoning Strikes can also take you from 10% to 50% over several seconds. HOF's strength is being usable in your offensive rotation. The other two are better defensive casts, instead of damage, DD burst heals and SS gives immediate return. Both DD and SS can be spammed to refill to 100% much more quickly than non-spammable HOF can.
This seems pretty balanced and agree that every class should have some flavor of this effect.
Yes that was my point, while it's very strong that HOF can be used offensively, the other two are stronger in defensive context. The burst heal on DD gives you precious bar/gcd compression. SS is immediate and can spam to full, or keep you full passively without cast. Seems balanced.This is not the case for Dark Deal or Siphoning as they are a sustain ability which are only used when you need the recovery.
Yes that was my point, while it's very strong that HOF can be used offensively, the other two are stronger in defensive context. The burst heal on DD gives you precious bar/gcd compression. SS is immediate and can spam to full, or keep you full passively without cast. Seems balanced.This is not the case for Dark Deal or Siphoning as they are a sustain ability which are only used when you need the recovery.
There is a truth to both sides of this debate. GCD efficiency aside, DD being an interruptible cast and SS costing health under battle spirit are much more pronounced drawbacks. Of course the ability should ship in a competitive state, but trivializing sustain will bite them in the back down the line.
Since there is no execute range for resource bars per se, other than being resource checked on the next action, this ability will actually benefit most from high pools and low recovery, since you can just stay at a %-resource sweet spot. This frees up capacities for damage on one hand, but also reduces the effective penalty from block based recovery downtimes quite a bit.
This matter will best be resolved by either adjusting the % returned to a flat+%, capping it or by adding another drawback layer as it is the case for DD and SS.
I think a hard cap would be most sensible in the grand scheme of balancing.
I think a lot of players would prefer a pure dk meta to the animal assassin meta. I don't think these buffs are even enough to bring pressure dk strats up to the level of turtle-burst strats, which can also very easily slot Restoring Light as their third tree.Not something you want next update.
I think a lot of players would prefer a pure dk meta to the animal assassin meta. I don't think these buffs are even enough to bring pressure dk strats up to the level of turtle-burst strats, which can also very easily slot Restoring Light as their third tree.Not something you want next update.
I think a lot of players would prefer a pure dk meta to the animal assassin meta. I don't think these buffs are even enough to bring pressure dk strats up to the level of turtle-burst strats, which can also very easily slot Restoring Light as their third tree.Not something you want next update.
Pressure DK on PTS is pulling 5k DPS while wearing 3 tank sets because of Corrosive, and burst DK runs Onslaught and delayed Fossilize to guarantee Onslaught hit. Both specs can run full tank and nuke people.
YandereGirlfriend wrote: »I think a lot of players would prefer a pure dk meta to the animal assassin meta. I don't think these buffs are even enough to bring pressure dk strats up to the level of turtle-burst strats, which can also very easily slot Restoring Light as their third tree.Not something you want next update.
Pressure DK on PTS is pulling 5k DPS while wearing 3 tank sets because of Corrosive, and burst DK runs Onslaught and delayed Fossilize to guarantee Onslaught hit. Both specs can run full tank and nuke people.
This sounds much more like overtuned ultimate problems.
Lots of folk around here hoping that Onslaught makes it over the line in its current dazzlingly overpowered state.
There is a truth to both sides of this debate. GCD efficiency aside, DD being an interruptible cast and SS costing health under battle spirit are much more pronounced drawbacks. Of course the ability should ship in a competitive state, but trivializing sustain will bite them in the back down the line.
Since there is no execute range for resource bars per se, other than being resource checked on the next action, this ability will actually benefit most from high pools and low recovery, since you can just stay at a %-resource sweet spot. This frees up capacities for damage on one hand, but also reduces the effective penalty from block based recovery downtimes quite a bit.
This matter will best be resolved by either adjusting the % returned to a flat+%, capping it or by adding another drawback layer as it is the case for DD and SS.
I think a hard cap would be most sensible in the grand scheme of balancing.
That is precisely the problem I am talking about. Most builds on the live server require Orzoga or Misrule sustain food, which means they lose access to Sugar Skulls or other max stat foods that can give ~400-450 wd/sd equivalent. The only spec that can afford to run Sugar Skulls is stamsorc because of Dark Deal, but they too are limited by Dark Deal's drawbacks.
PTS DK simply does not have this issue because Inhale is instant cast, restores both stam & mag, and is beneficial to your offensive rotation. I have actually tested the sustain of this skill on PTS and found that the lower my resources are, the better my sustain gets lol...This allows DKs to run max stat food which adds even more damage to their already buffed kit, which means they can run 3 tank sets and practically never die unless they mess up really bad. Not something you want next update.
There is a truth to both sides of this debate. GCD efficiency aside, DD being an interruptible cast and SS costing health under battle spirit are much more pronounced drawbacks. Of course the ability should ship in a competitive state, but trivializing sustain will bite them in the back down the line.
Since there is no execute range for resource bars per se, other than being resource checked on the next action, this ability will actually benefit most from high pools and low recovery, since you can just stay at a %-resource sweet spot. This frees up capacities for damage on one hand, but also reduces the effective penalty from block based recovery downtimes quite a bit.
This matter will best be resolved by either adjusting the % returned to a flat+%, capping it or by adding another drawback layer as it is the case for DD and SS.
I think a hard cap would be most sensible in the grand scheme of balancing.
That is precisely the problem I am talking about. Most builds on the live server require Orzoga or Misrule sustain food, which means they lose access to Sugar Skulls or other max stat foods that can give ~400-450 wd/sd equivalent. The only spec that can afford to run Sugar Skulls is stamsorc because of Dark Deal, but they too are limited by Dark Deal's drawbacks.
PTS DK simply does not have this issue because Inhale is instant cast, restores both stam & mag, and is beneficial to your offensive rotation. I have actually tested the sustain of this skill on PTS and found that the lower my resources are, the better my sustain gets lol...This allows DKs to run max stat food which adds even more damage to their already buffed kit, which means they can run 3 tank sets and practically never die unless they mess up really bad. Not something you want next update.
Every build is dependent on running orzoga sustain food, but DK with new inhale brings back life into needing to build actual resource pools as bad is a wild take in itself. I see it as a fresh air that dks can actually consider playing with more than 18k mag and stam.
And yes, I'd rather deal with more "tanky dk builds" because it protests this current abusive proc subclass 1 gcd gank meta where the abusers are also equally tanky with seemingly infinite resources and mobility. Doesn't matter how infinitely sustain the dk has it, they are still going to be stunned through block and bombed/bursted down like everything else.
There is a truth to both sides of this debate. GCD efficiency aside, DD being an interruptible cast and SS costing health under battle spirit are much more pronounced drawbacks. Of course the ability should ship in a competitive state, but trivializing sustain will bite them in the back down the line.
Since there is no execute range for resource bars per se, other than being resource checked on the next action, this ability will actually benefit most from high pools and low recovery, since you can just stay at a %-resource sweet spot. This frees up capacities for damage on one hand, but also reduces the effective penalty from block based recovery downtimes quite a bit.
This matter will best be resolved by either adjusting the % returned to a flat+%, capping it or by adding another drawback layer as it is the case for DD and SS.
I think a hard cap would be most sensible in the grand scheme of balancing.
That is precisely the problem I am talking about. Most builds on the live server require Orzoga or Misrule sustain food, which means they lose access to Sugar Skulls or other max stat foods that can give ~400-450 wd/sd equivalent. The only spec that can afford to run Sugar Skulls is stamsorc because of Dark Deal, but they too are limited by Dark Deal's drawbacks.
PTS DK simply does not have this issue because Inhale is instant cast, restores both stam & mag, and is beneficial to your offensive rotation. I have actually tested the sustain of this skill on PTS and found that the lower my resources are, the better my sustain gets lol...This allows DKs to run max stat food which adds even more damage to their already buffed kit, which means they can run 3 tank sets and practically never die unless they mess up really bad. Not something you want next update.
Every build is dependent on running orzoga sustain food, but DK with new inhale brings back life into needing to build actual resource pools as bad is a wild take in itself. I see it as a fresh air that dks can actually consider playing with more than 18k mag and stam.
And yes, I'd rather deal with more "tanky dk builds" because it protests this current abusive proc subclass 1 gcd gank meta where the abusers are also equally tanky with seemingly infinite resources and mobility. Doesn't matter how infinitely sustain the dk has it, they are still going to be stunned through block and bombed/bursted down like everything else.
Yea it is fresh air indeed.. Until you realize you either have to play DK, subclass Earthern Heart line, or run a pure subclass build with Onslaught if you want to compete. That novelty dies pretty quickly after a couple months when people realize it’s just the same problem but reskinned.
For this to work, ALL classes have to be buffed and released at the same time. That ain’t happening, so enjoy 8 months of DK domination until the next class gets buffed lol (WW doesn’t count)
None of those things require you to be DK or subclass DK.MincMincMinc wrote: »Just play a permablock build with onslaught and master 2h. Nobody solo or small man will kill you. Then against groups you can ult and wipe them with full damage while in immunity
Danse_Mayhem wrote: »ZOS pls tune this ability down.
Pls also ignore the obvious DK mains that are trying to get a ridiculously OP skill over the line.
Any skill, regardless of class, that can negate the need for any and all sustain in such a way is overtuned. Do not drown this issue in “there are bigger problems”
This is a legit concern and the ability isn’t balanced at all.
It might make more sense, and be more consistent, for the Core of Flame resource restore to use similar logic.[Dragon blood will] now heal based on your Max Health and increase based on your missing Health, rather than scaling exclusively off your missing Health. This should make them more reliable and comparable to other self-heals, but with the nuance that they’re weaker at high Health but stronger at lower Health.
None of those things require you to be DK or subclass DK.MincMincMinc wrote: »Just play a permablock build with onslaught and master 2h. Nobody solo or small man will kill you. Then against groups you can ult and wipe them with full damage while in immunity
Can't break what's already broken.