


I'd rather see it go live in a strong state than a weak one. The post-rework classes should all be significantly stronger than the pre-rework ones.
Dragonknight absolutely NEEDED some kind of reasonable way to regenerate resources outside of recovery. Combustion got nerfed quite hard and hinging on Battle Roar shouldn't be the only way to play your class. Like other classes do, finally Dragonknights will have access to an Ability to slot to fix their sustain ails. I don't see why every other class in the game (save for perhaps Necromancer) should be allowed a "fix my sustain issues" button and DK isn't. On that thought, I can't wait for the Necromancer class pass, as the sustain options on that class are laughable.
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)
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)
I 100% agree the refreshes should have been done at once. But maybe this is like a form of content for zos. So this is going to be season of the dragonknight and then it will be season of the warden lol, etc etc
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)
I 100% agree the refreshes should have been done at once. But maybe this is like a form of content for zos. So this is going to be season of the dragonknight and then it will be season of the warden lol, etc etc
I'd rather see it go live in a strong state than a weak one. The post-rework classes should all be significantly stronger than the pre-rework ones.
Btw, why though? How is that even a good thing? I don't see any reason to move further away from established power levels. At best it causes no issues, in the worst case we will see a slew of other build components (Mundus, Generic Skills, Gear, Food) fall off even steeper. If any direction makes sense it is down.
I'd rather see it go live in a strong state than a weak one. The post-rework classes should all be significantly stronger than the pre-rework ones.
Btw, why though? How is that even a good thing? I don't see any reason to move further away from established power levels. At best it causes no issues, in the worst case we will see a slew of other build components (Mundus, Generic Skills, Gear, Food) fall off even steeper. If any direction makes sense it is down.
The goals of these reworks should be to make every class strongest when played as a pure class.
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)
I 100% agree the refreshes should have been done at once. But maybe this is like a form of content for zos. So this is going to be season of the dragonknight and then it will be season of the warden lol, etc etc
You can look at it this way. We can either have another 2 years of the subclass meta with at most minor balance changes that won't do much because utility is better than raw output, or we can have a steady release that gradually undoes it.
Dragonknight absolutely NEEDED some kind of reasonable way to regenerate resources outside of recovery. Combustion got nerfed quite hard and hinging on Battle Roar shouldn't be the only way to play your class. Like other classes do, finally Dragonknights will have access to an Ability to slot to fix their sustain ails. I don't see why every other class in the game (save for perhaps Necromancer) should be allowed a "fix my sustain issues" button and DK isn't. On that thought, I can't wait for the Necromancer class pass, as the sustain options on that class are laughable.
Here's resource return during basic rotations on PvP builds against a target dummy.
Sorc Dark Deal
NB Siphoning Attacks
DK Heart of Flame
Not comprehensive, but they seem comparable. The differences in use case have been discussed. If the plan for the future of build PvP is to make every class and line the same amount of "overpowered" then that's still better than another year of animal assassins.

https://youtu.be/I9XDxP5e__s


Turtle_Bot wrote: »
Also to note, the persistence passive (dark magic line) is putting in MAJOR work in your video, effectively being a massive 18% cost reduction to everything since you are perma-blocking all of your friends attacks, constantly keeping it's cost reduction active for every GCD. It cannot be overstated just how insane that 18% cost reduction is and the main thing keeping that passive balanced is being locked behind such a mediocre skill line on a base class who's whole playstyle revolves around avoiding damage via speed or damage shields, not blocking it. That passive would have been giga-nerfed years ago if it had been on ANY other class's skill line.
Turtle_Bot wrote: »
Also to note, the persistence passive (dark magic line) is putting in MAJOR work in your video, effectively being a massive 18% cost reduction to everything since you are perma-blocking all of your friends attacks, constantly keeping it's cost reduction active for every GCD. It cannot be overstated just how insane that 18% cost reduction is and the main thing keeping that passive balanced is being locked behind such a mediocre skill line on a base class who's whole playstyle revolves around avoiding damage via speed or damage shields, not blocking it. That passive would have been giga-nerfed years ago if it had been on ANY other class's skill line.
I mentioned the Dark Magic sustain passives. Look for my next post when strictly comparing sustain between Dark Deal and Inhale vs a target dummy
Turtle_Bot wrote: »Turtle_Bot wrote: »
Also to note, the persistence passive (dark magic line) is putting in MAJOR work in your video, effectively being a massive 18% cost reduction to everything since you are perma-blocking all of your friends attacks, constantly keeping it's cost reduction active for every GCD. It cannot be overstated just how insane that 18% cost reduction is and the main thing keeping that passive balanced is being locked behind such a mediocre skill line on a base class who's whole playstyle revolves around avoiding damage via speed or damage shields, not blocking it. That passive would have been giga-nerfed years ago if it had been on ANY other class's skill line.
I mentioned the Dark Magic sustain passives. Look for my next post when strictly comparing sustain between Dark Deal and Inhale vs a target dummy
I'm not seeing where you mentioned Persistence (you covered dark deal, not the passives), but I might have missed it. Looking back over your CMX images and your own numbers, it seems that if Persistence is removed, you will gain ~36% stamina back over the 4 seconds, while your mag restore will be more like 1-2% rather than nearly 20% gained over that timeframe. Compare that to 1 cast of Dark Deal (~+15% stam and +11% health for +26% total resources based on your numbers) and the numbers now look much more comparable, since we are comparing post rework to pre-rework which is not a fair comparison to make.
To me, the issue with inhale is the specific interaction between inhale restore over time and persistence cost reduction that is significantly reducing the intended cost of inhale when permanently blocking attacks and this specific interaction is going to be directly solved by the end of the year no matter what happens to inhale, since Sorcs reworks are late this year and it's likely Persistence will be adjusted (if not outright removed) during those reworks.
I'm still of the opinion to just let ZOS know to keep an eye on this interaction between inhale and persistence as they refresh more classes, but let players have some fun with the new abilities and not remove their viability for their intended use-cases in the meantime, since there's already a guaranteed adjustment coming up for this interaction and fairly soon too since it is guaranteed to be before the end of the year.
Shadesofkin wrote: »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.
I mean, I'll be the first to admit, it's in my signature. DK main for life.
Maybe reworded to only affect monsters at it's current strength is the compromise?
MXVIIDREAM wrote: »Calling this “too much sustain” ignores how the skill actually works. It costs 3370 Magicka, has 4s uptime, and restores 15% of missing resources, not flat recovery. That means it only looks strong when you’re already nearly empty, and the return drops sharply the moment you block, dodge, or break free. This is not equivalent to permanent 3k recovery, which is passive, unconditional, and always ticking.
Other classes already get equal or better sustain with lower opportunity cost (Dark Deal, Bull Netch, Leeching Strikes) while maintaining pressure. This skill doesn’t let DK ignore recovery; it gives DK a short stabilisation window in a class that otherwise has no passive sustain and some of the highest-cost abilities in PvP.
I’d bet you main another class haven’t played PvP long and got killed by someone using this skill and now you want it nerfed forgetting half the reason the games in the state it is because people cry nerf every single chance they get
There's no point in trying to compare reworked dk to all classes that haven't been reworked yet. Those classes will eventually be at the same level as reworked dk. I'm a pure NB brawler main, and I am perfectly fine with living through 1 year of patches until my class comes up to par with the reworked ones. If ZOS tries to balance reworked classes to be in line with the non reworked classes, this entire project will end up fumbling causing these 2 years to be a waste. Could they use some minor adjustments? Yeah, some minor number tweaks could be added. I'm hearing through the grapevine that you can perma block indefinitely with soul of flame. That can recieve a minor tweak so it wont be as strong. Should the skills be gimped to complete uselessness because it's deemed over powered against a class that hasn't been reworked? No, it shouldn't, and will defeat the entire purpose of the reworks, and the same people who cried for these heavy handed nerfs will eventually complain that the reworked classes are too weak and ineffective against subclassing.
It doesn't matter if everyone is going to be playing dk as soon as u49 drops. We've lived through a year of mag sorcs that can insta kill you from 28 meters away while also being incredibly tanky. We're living through the terrible assassination/storm calling/animal companions/restoring light meta that everyone and their mother is currently running for whats going to be almost a year. A new class rework is going to happen every 3 months (Dk in march, WW in june, Warden in september, and Sorc in december). The options are quickly going to expand compared to what we had to live through before. We will be perfectly fine.
There's no point in trying to compare reworked dk to all classes that haven't been reworked yet. Those classes will eventually be at the same level as reworked dk. I'm a pure NB brawler main, and I am perfectly fine with living through 1 year of patches until my class comes up to par with the reworked ones. If ZOS tries to balance reworked classes to be in line with the non reworked classes, this entire project will end up fumbling causing these 2 years to be a waste. Could they use some minor adjustments? Yeah, some minor number tweaks could be added. I'm hearing through the grapevine that you can perma block indefinitely with soul of flame. That can recieve a minor tweak so it wont be as strong. Should the skills be gimped to complete uselessness because it's deemed over powered against a class that hasn't been reworked? No, it shouldn't, and will defeat the entire purpose of the reworks, and the same people who cried for these heavy handed nerfs will eventually complain that the reworked classes are too weak and ineffective against subclassing.
It doesn't matter if everyone is going to be playing dk as soon as u49 drops. We've lived through a year of mag sorcs that can insta kill you from 28 meters away while also being incredibly tanky. We're living through the terrible assassination/storm calling/animal companions/restoring light meta that everyone and their mother is currently running for whats going to be almost a year. A new class rework is going to happen every 3 months (Dk in march, WW in june, Warden in september, and Sorc in december). The options are quickly going to expand compared to what we had to live through before. We will be perfectly fine.
Turtle_Bot wrote: »Turtle_Bot wrote: »
Also to note, the persistence passive (dark magic line) is putting in MAJOR work in your video, effectively being a massive 18% cost reduction to everything since you are perma-blocking all of your friends attacks, constantly keeping it's cost reduction active for every GCD. It cannot be overstated just how insane that 18% cost reduction is and the main thing keeping that passive balanced is being locked behind such a mediocre skill line on a base class who's whole playstyle revolves around avoiding damage via speed or damage shields, not blocking it. That passive would have been giga-nerfed years ago if it had been on ANY other class's skill line.
I mentioned the Dark Magic sustain passives. Look for my next post when strictly comparing sustain between Dark Deal and Inhale vs a target dummy
I'm not seeing where you mentioned Persistence (you covered dark deal, not the passives), but I might have missed it. Looking back over your CMX images and your own numbers, it seems that if Persistence is removed, you will gain ~36% stamina back over the 4 seconds, while your mag restore will be more like 1-2% rather than nearly 20% gained over that timeframe. Compare that to 1 cast of Dark Deal (~+15% stam and +11% health for +26% total resources based on your numbers) and the numbers now look much more comparable, since we are comparing post rework to pre-rework which is not a fair comparison to make.
To me, the issue with inhale is the specific interaction between inhale restore over time and persistence cost reduction that is significantly reducing the intended cost of inhale when permanently blocking attacks and this specific interaction is going to be directly solved by the end of the year no matter what happens to inhale, since Sorcs reworks are late this year and it's likely Persistence will be adjusted (if not outright removed) during those reworks.
I'm still of the opinion to just let ZOS know to keep an eye on this interaction between inhale and persistence as they refresh more classes, but let players have some fun with the new abilities and not remove their viability for their intended use-cases in the meantime, since there's already a guaranteed adjustment coming up for this interaction and fairly soon too since it is guaranteed to be before the end of the year.
In the post with the video clip, I mentioned “some cost reduction passives from Dark Magic”.
Regardless, PTS DKs are not heavy attacking. Sustain is actually too good lol
This is literally like Hardened Ward magsorc all over again. I made the Ward nerf threads and received the same amount of backlash from people, only for them to find out I was right several months later. I’m simply done with arguing with people about this lol. Enjoy 8 months of DK dominating PvP.