MXVIIDREAM wrote: »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.
Nothing will dominate PvP currently with the subclass meta dk still struggles to compete with it rarely does tbh and a skill that only works if you’re left alone. It restores 15% of missing resources which is the magicka cast of the skill in most cases so the moment you roll dodge, block, break free, or cast, the return collapses isn’t going to make dk a PvP king 😂 In real combat that’s usually one action. It’s a brief stabiliser, not sustain nowhere near Dark Deal netch siphoning strikes or passive recovery.

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
You are ignoring alot of the nuances that come with this ability, which I have already explained several comments above. I’m not going to repeat them again here.
I main another class yes, and I’m also one of the best at that class in this game. You can try to bait all you want but the majority of good players testing with me on PTS agree that the sustain from this skill is unnecessary. [/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.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.
You can nerf DK sustain which will indirectly nerf its damage/defense by forcing it to build more sustain, or nerf 2 strong offensive ults which can allow different builds because of the 100% penetration, with one of them being usable for other classes. Idk, pick your poison.
MincMincMinc wrote: »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.
CORRECT, really you just need to stack sustain for a permablock to work.......which if anyone has taken a look around, sustain is absolutely everywhere and disturbingly efficient everywhere.
MXVIIDREAM wrote: »Now you’re saying nerf dk sustain 😂 I think it’s obvious you have no idea what you’re talking about when it comes to Dragonknights you’re saying one skill breaks sustain for Dragonknights that same skill that restores over 4 seconds possibly 5k resources if you’re empty (you’re dead in PvP if you’re that empty)and if you’re at 50% resources it costs more to cast costs 3.3k to cast off the bat and a dodge roll/block negates most of the stam return, you talk about how it can be used so offensively but have failed to use the skill to show little damage even the damage morph of this skill does, mean while talking about how hard dark deal is to keep up (I’ve never heard of a decent player having issues using dark deal) without you knowing that if you do get interrupted you get the next 3 casts of it interrupt free, on the fastest class in the game , betty netch is passive siphoning strikes is passive Templar-passive
I think it’s clear you’ve a struggle to understand the class and how it functions and have reverted back to the good old nerf this because someone killed me with it logic that’s plagued this game for so many years
https://youtu.be/B-aTQWD6OKQ
https://youtu.be/wIWHCc_KUV0MXVIIDREAM wrote: »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.
Nothing will dominate PvP currently with the subclass meta dk still struggles to compete with it rarely does tbh and a skill that only works if you’re left alone. It restores 15% of missing resources which is the magicka cast of the skill in most cases so the moment you roll dodge, block, break free, or cast, the return collapses isn’t going to make dk a PvP king 😂 In real combat that’s usually one action. It’s a brief stabiliser, not sustain nowhere near Dark Deal netch siphoning strikes or passive recovery.
24342 max stam, 21060 max mag. Resources were dirt dry when I started the test.
3 ticks of stam, 3 ticks of mag, totaling 8760 stam and 4076 mag restored, after subtracting the initial cost.
That's no where near the "It restores 15% of missing resources which is the magicka cast of the skill in most cases so the moment you roll dodge, block, break free, or cast, the return collapses isn’t going to make dk a PvP king" claim you made.
You are literally telling me how the sustain works when I'm on PTS testing vs real players in real combat and seeing real numbers. I bet you don't even have PTS and are just guessing numbers. This is hilarious lmfao[/]
Congratulations testing the numbers at absolute empty standing still in pve well done looks like over the corse you could have spammed dark deal and got more back
Yeah I main a dk - class that’s been gutted many times and now it gets a bit of a buff and you’re over here crying nerf, no surprise like I said
Shame to see people crying about a nerf at the start of a class refresh, but typical really
Funny how your feedback conflicts with the other large majority isn’t it, you realise if you’d have casted a skill or blocked or dodged in your little screenshot of the regen there you’d have been significantly worse off for resources, but you couldn’t do that obviously because that would reflect a fair test
@Turtle_Bot
Since you mentioned Persistence being huge for sustain, I went ahead and recorded 2 clips of blocking and casting skills with Inhale vs Dark Deal. I did not use any potions for both tests. Since I couldn't find any players online, I decided to test them inside Skyreach against a bunch of mobs. This should create similar results for what I'm intending to test.
In the first test, I replaced Dark Magic with Ardent Flame and tested Inhale:https://youtu.be/B-aTQWD6OKQ
In the second test, I kept Dark Magic as usual and tested Dark Deal with Persistence:https://youtu.be/wIWHCc_KUV0
You can clearly see that with the Inhale test, I was taking much more pressure from the adds constantly hitting me, yet I rarely had any moment where I needed to stop blocking or heavy attack. This wasn't the case with the Dark Deal + Persistence test. Despite having 18% cost reduction to my abilities, combined with the adds NOT attacking as often (you can literally see them standing still several seconds), I gassed out much sooner.
Keep in mind, this is on a DPS build with zero Sturdy passives. Inhale alone is clearly outperforming both Dark Deal and Persistence combined. I was also able to kill the adds because Inhale actually adds to your offensive rotation, whereas Dark Deal doesn’t. How come that a sustain skill, even with the help of another sustain passive, still cannot compete with a delayed burst ability? Lol..
MXVIIDREAM wrote: »@Turtle_Bot
Since you mentioned Persistence being huge for sustain, I went ahead and recorded 2 clips of blocking and casting skills with Inhale vs Dark Deal. I did not use any potions for both tests. Since I couldn't find any players online, I decided to test them inside Skyreach against a bunch of mobs. This should create similar results for what I'm intending to test.
In the first test, I replaced Dark Magic with Ardent Flame and tested Inhale:https://youtu.be/B-aTQWD6OKQ
In the second test, I kept Dark Magic as usual and tested Dark Deal with Persistence:https://youtu.be/wIWHCc_KUV0
You can clearly see that with the Inhale test, I was taking much more pressure from the adds constantly hitting me, yet I rarely had any moment where I needed to stop blocking or heavy attack. This wasn't the case with the Dark Deal + Persistence test. Despite having 18% cost reduction to my abilities, combined with the adds NOT attacking as often (you can literally see them standing still several seconds), I gassed out much sooner.
Keep in mind, this is on a DPS build with zero Sturdy passives. Inhale alone is clearly outperforming both Dark Deal and Persistence combined. I was also able to kill the adds because Inhale actually adds to your offensive rotation, whereas Dark Deal doesn’t. How come that a sustain skill, even with the help of another sustain passive, still cannot compete with a delayed burst ability? Lol..
I like how you casted this with the new flames oblivion up aswell, clearly agreeing the damage for the skills weak
Actually just watched it and realised you also ran out of both resources
That discredits your claim to infinite sustain and perma block, nice one
@Turtle_Bot
So when you have a skill that is outsustaining Dark Deal and Persistence passive while blocking and casting abilities, while also being a damage ability itself, then the question is this:
What is stopping a DK from dropping Tri Pots in favor of Spell + Physical resistance pots, or Heroism pots? What's stopping them from running Sugar Skulls to amplify their damage even further? My Sorc is already running Sugar Skulls, but it's pretty clear I'm not gonna be able to compete with Inhale lol..
https://youtu.be/I9XDxP5e__s
I'll just post this clip here for everyone to watch and decide. I did a little sustain test with Inhale only. My stats were:
21060 mag, 24342 stam, 714 magicka regen, 896 stamina regen
I did not use tri pots for this test. My sustain came purely from Inhale and some cost reduction passives from Dark Magic. I held block and casted abilities while my friend was hammering on me throughout the test. Watch how little no trouble I had with my sustain lol.
Anybody saying this is comparable to Dark Deal or Siphoning Attacks are being disingenuous, period.
MXVIIDREAM wrote: »https://youtu.be/I9XDxP5e__s
I'll just post this clip here for everyone to watch and decide. I did a little sustain test with Inhale only. My stats were:
21060 mag, 24342 stam, 714 magicka regen, 896 stamina regen
I did not use tri pots for this test. My sustain came purely from Inhale and some cost reduction passives from Dark Magic. I held block and casted abilities while my friend was hammering on me throughout the test. Watch how little no trouble I had with my sustain lol.
Anybody saying this is comparable to Dark Deal or Siphoning Attacks are being disingenuous, period.
I just watched this one 😂 so you ran them down to when it would be at its absolute strongest peak (it won’t be there most of the time) then you had someone spam you with a weak skill and constantly healed through it while doing nothing to drain stam, why didn’t you have him cc you and break it ? Because again, that would have shown it being used accurately and your bias won’t allow that
I think the conclusion is that your class must be near the end of this refresh and the jealousy has crept in and you’re trying to ruin it for everyone else with these bias tests
It’s like fighting someone but only when you have 500 ult on balorgs yeah great it’s strong at its peak but that’s not how it functions 99% of the time or in combat
Turtle_Bot wrote: »@Turtle_Bot
So when you have a skill that is outsustaining Dark Deal and Persistence passive while blocking and casting abilities, while also being a damage ability itself, then the question is this:
What is stopping a DK from dropping Tri Pots in favor of Spell + Physical resistance pots, or Heroism pots? What's stopping them from running Sugar Skulls to amplify their damage even further? My Sorc is already running Sugar Skulls, but it's pretty clear I'm not gonna be able to compete with Inhale lol..
If they have Ardent, no need for heroism pots since they get minor heroism from ash cloud (that's also a HoT).
Resistance pots won't make a difference with how easy it is to stack to res cap already, although it might be nice against breach.
TBH, where I see DK going with pots if they do drop tri-pots will be immo pots and detect pots (pure immo or pure detect or a mix of the 2 with a 3rd other effect, but imo most players who try out sugar skulls will still need to use tri-pots (remember, most players aren't that good at the game, so even with the new inhale, I doubt many will actually be able to take advantage of it to it's full extent). Heck, even myself, an above average player, but definitely not top 1%, still prefers to over sustain on initial build creation and work back down to a slightly higher sustain value on all my builds as I prefer being able to cast abilities or perform combat actions (roll, block, sprint, etc.) rather than frequently stopping to heavy attack for extra sustain, since with my ping that gets me killed, especially outnumbered.
Don't get me wrong, I'm seeing the issue here and agree it's likely going to need some adjustments if the other classes are not brought up to this level, but I would rather everyone have near infinite sustain to keep fighting/pressing buttons, than to go through U41 hardened ward 2.0, but this time it comes with corrosive.
Turtle_Bot wrote: »@Turtle_Bot
So when you have a skill that is outsustaining Dark Deal and Persistence passive while blocking and casting abilities, while also being a damage ability itself, then the question is this:
What is stopping a DK from dropping Tri Pots in favor of Spell + Physical resistance pots, or Heroism pots? What's stopping them from running Sugar Skulls to amplify their damage even further? My Sorc is already running Sugar Skulls, but it's pretty clear I'm not gonna be able to compete with Inhale lol..
If they have Ardent, no need for heroism pots since they get minor heroism from ash cloud (that's also a HoT).
Resistance pots won't make a difference with how easy it is to stack to res cap already, although it might be nice against breach.
TBH, where I see DK going with pots if they do drop tri-pots will be immo pots and detect pots (pure immo or pure detect or a mix of the 2 with a 3rd other effect, but imo most players who try out sugar skulls will still need to use tri-pots (remember, most players aren't that good at the game, so even with the new inhale, I doubt many will actually be able to take advantage of it to it's full extent). Heck, even myself, an above average player, but definitely not top 1%, still prefers to over sustain on initial build creation and work back down to a slightly higher sustain value on all my builds as I prefer being able to cast abilities or perform combat actions (roll, block, sprint, etc.) rather than frequently stopping to heavy attack for extra sustain, since with my ping that gets me killed, especially outnumbered.
Don't get me wrong, I'm seeing the issue here and agree it's likely going to need some adjustments if the other classes are not brought up to this level, but I would rather everyone have near infinite sustain to keep fighting/pressing buttons, than to go through U41 hardened ward 2.0, but this time it comes with corrosive.



Turtle_Bot wrote: »@Turtle_Bot
So when you have a skill that is outsustaining Dark Deal and Persistence passive while blocking and casting abilities, while also being a damage ability itself, then the question is this:
What is stopping a DK from dropping Tri Pots in favor of Spell + Physical resistance pots, or Heroism pots? What's stopping them from running Sugar Skulls to amplify their damage even further? My Sorc is already running Sugar Skulls, but it's pretty clear I'm not gonna be able to compete with Inhale lol..
If they have Ardent, no need for heroism pots since they get minor heroism from ash cloud (that's also a HoT).
Resistance pots won't make a difference with how easy it is to stack to res cap already, although it might be nice against breach.
TBH, where I see DK going with pots if they do drop tri-pots will be immo pots and detect pots (pure immo or pure detect or a mix of the 2 with a 3rd other effect, but imo most players who try out sugar skulls will still need to use tri-pots (remember, most players aren't that good at the game, so even with the new inhale, I doubt many will actually be able to take advantage of it to it's full extent). Heck, even myself, an above average player, but definitely not top 1%, still prefers to over sustain on initial build creation and work back down to a slightly higher sustain value on all my builds as I prefer being able to cast abilities or perform combat actions (roll, block, sprint, etc.) rather than frequently stopping to heavy attack for extra sustain, since with my ping that gets me killed, especially outnumbered.
Don't get me wrong, I'm seeing the issue here and agree it's likely going to need some adjustments if the other classes are not brought up to this level, but I would rather everyone have near infinite sustain to keep fighting/pressing buttons, than to go through U41 hardened ward 2.0, but this time it comes with corrosive.
Resistance pots will 100% make a difference though, especially if you are trying to run full damage. Getting 5.2k armor from pots means you don't need to use defensive traits or a defensive set. That allows the DK to still reach max resistances while wearing offensive jewelry traits and damage sets.
Take for example my current Sorc build in Blood Spawn/Essence Thief/Rally. Without Bloodspawn, I have 29254 spell resistance and 28528 physical resistance on my front bar, and 32530 spell resistance and 31804 physical resistance on my back bar with 3x Protective and Fortified CP:
If I had Inhale, I'd be able to run 3x Infused + Infused staff back bar and gain ~416 unbuffed weapon damage with higher uptime on the Berserker glyph. My resistances are now 30964 spell and 30238 physical, but that's going to be for front bar AND back bar. I would end up with much more damage, while being tankier on the front bar and only slightly less tankier on the back bar:
This is the kind of stat changes you can make when a skill takes care of sustain so well. It goes beyond the simple description on the tooltip.
I agree that not all players can do this, but that was also the argument for Hardened Ward. I never had trouble vs most Hardened Ward users, but that doesn't mean Hardened Ward was fine.
And you just died because you cast an empty gcd while low and under threat from multiples. Maybe it's overtuned in the specific context of being low, but it's not without risk.Yea very comparable lmao...
And you just died because you cast an empty gcd while low and under threat from multiples. Maybe it's overtuned in the specific context of being low, but it's not without risk.Yea very comparable lmao...
The interaction with perma-block will be a problem but that's because perma-block is already a problem, on every spec, always has been, and doesn't get nearly enough hate in PvP.
Existing meta animal assassins already have seemingly infinite resources without subclassing Dark Magic or Siphoning. Does anyone even do that? Who cares if DK joins in.
MXVIIDREAM wrote: »Turtle_Bot wrote: »@Turtle_Bot
So when you have a skill that is outsustaining Dark Deal and Persistence passive while blocking and casting abilities, while also being a damage ability itself, then the question is this:
What is stopping a DK from dropping Tri Pots in favor of Spell + Physical resistance pots, or Heroism pots? What's stopping them from running Sugar Skulls to amplify their damage even further? My Sorc is already running Sugar Skulls, but it's pretty clear I'm not gonna be able to compete with Inhale lol..
If they have Ardent, no need for heroism pots since they get minor heroism from ash cloud (that's also a HoT).
Resistance pots won't make a difference with how easy it is to stack to res cap already, although it might be nice against breach.
TBH, where I see DK going with pots if they do drop tri-pots will be immo pots and detect pots (pure immo or pure detect or a mix of the 2 with a 3rd other effect, but imo most players who try out sugar skulls will still need to use tri-pots (remember, most players aren't that good at the game, so even with the new inhale, I doubt many will actually be able to take advantage of it to it's full extent). Heck, even myself, an above average player, but definitely not top 1%, still prefers to over sustain on initial build creation and work back down to a slightly higher sustain value on all my builds as I prefer being able to cast abilities or perform combat actions (roll, block, sprint, etc.) rather than frequently stopping to heavy attack for extra sustain, since with my ping that gets me killed, especially outnumbered.
Don't get me wrong, I'm seeing the issue here and agree it's likely going to need some adjustments if the other classes are not brought up to this level, but I would rather everyone have near infinite sustain to keep fighting/pressing buttons, than to go through U41 hardened ward 2.0, but this time it comes with corrosive.
Resistance pots will 100% make a difference though, especially if you are trying to run full damage. Getting 5.2k armor from pots means you don't need to use defensive traits or a defensive set. That allows the DK to still reach max resistances while wearing offensive jewelry traits and damage sets.
Take for example my current Sorc build in Blood Spawn/Essence Thief/Rally. Without Bloodspawn, I have 29254 spell resistance and 28528 physical resistance on my front bar, and 32530 spell resistance and 31804 physical resistance on my back bar with 3x Protective and Fortified CP:
If I had Inhale, I'd be able to run 3x Infused + Infused staff back bar and gain ~416 unbuffed weapon damage with higher uptime on the Berserker glyph. My resistances are now 30964 spell and 30238 physical, but that's going to be for front bar AND back bar. I would end up with much more damage, while being tankier on the front bar and only slightly less tankier on the back bar:
This is the kind of stat changes you can make when a skill takes care of sustain so well. It goes beyond the simple description on the tooltip.
I agree that not all players can do this, but that was also the argument for Hardened Ward. I never had trouble vs most Hardened Ward users, but that doesn't mean Hardened Ward was fine.
While I understand your point you need to realise that would put the class running it at about 700 recovery for their primary resource, while I don’t disagree there is high level players that can play with next to no level of recovery of their primary resource on all classes you’re talking about high level players probably top 1-5% players on their platform if you build the game around those players the other 95% of players won’t even attempt to go into PvP
I also have to point out the set up you shown as a base in the second picture is pretty similar to what the sub class meta is in PvP except most of them stack more resist higher crit ontop of having 39k health thanks to subclassing
Pure classes are being reworked to try compete and be viable against subclasses not get released significantly weaker
And you just died because you cast an empty gcd while low and under threat from multiples. Maybe it's overtuned in the specific context of being low, but it's not without risk.Yea very comparable lmao...
The interaction with perma-block will be a problem but that's because perma-block is already a problem, on every spec, always has been, and doesn't get nearly enough hate in PvP.
Existing meta animal assassins already have seemingly infinite resources without subclassing Dark Magic or Siphoning. Does anyone even do that? Who cares if DK joins in.
And you just died because you cast an empty gcd while low and under threat from multiples. Maybe it's overtuned in the specific context of being low, but it's not without risk.Yea very comparable lmao...
The interaction with perma-block will be a problem but that's because perma-block is already a problem, on every spec, always has been, and doesn't get nearly enough hate in PvP.
Existing meta animal assassins already have seemingly infinite resources without subclassing Dark Magic or Siphoning. Does anyone even do that? Who cares if DK joins in.
Don’t be disingenuous. That scenario you gave would play out worse with Dark Deal than with Inhale. If I had dirt dry stam and enough mag to cast 1 Dark Deal, I’d have dirt dry mag and gained 3.6k stam. I’d have no mag to cast a burst heal. But you know what’s different if I had Inhale? I’d gain BOTH resources back after 4 seconds. I literally have video tests to prove that..
And no, Xylena, meta Animal/Assassin builds still require building 1.5k MINIMUM recovery with Netch/Rune. That means running Orzoga or a recovery glyph instead of Sugar Skull, which provides an effective 400 weapon damage. Inhale will allow a DK to forgo sustain food/glyphs completely and stack every thing into defense/damage. Heck, it will allow you to drop Tri Pots and run Resistance pots, which will also allow you to build even more damage via dropping defensive traits.
If you don’t take into account of these things, it will be hard to make a fair comparison between these abilities . The ability to run more damage via food/traits don’t show up on the skill tooltip, but it is real and you can already see it on the live server with Dark Deal. Inhale is just a better Dark Deal right now, which means the same principle applies for DK.
Uh. Have you ever actually used Dark Deal or played StamSorc?Don’t be disingenuous.
I’d have no mag to cast a burst heal.
Uh. Have you ever actually used Dark Deal or played StamSorc?Don’t be disingenuous.
I’d have no mag to cast a burst heal.
You can already run Sugar Skulls on Dark Magic / Storm Calling / X, or Assassin / Siphoning / X. Either of these are as good as the reworked DK, but people don't do that. They run regen food on animal assassins then instakill you with busted combos and proc sets.
Also know that 5k pressure dps wasn't enough on the subclass PTS, let alone now. So if you want to put a dent in the turtle-burst meta, that number needs to go up significantly. It'll make some players cry because they can't turtle and reset forever, but pressure is healthy for the game.
MXVIIDREAM wrote: »And you just died because you cast an empty gcd while low and under threat from multiples. Maybe it's overtuned in the specific context of being low, but it's not without risk.Yea very comparable lmao...
The interaction with perma-block will be a problem but that's because perma-block is already a problem, on every spec, always has been, and doesn't get nearly enough hate in PvP.
Existing meta animal assassins already have seemingly infinite resources without subclassing Dark Magic or Siphoning. Does anyone even do that? Who cares if DK joins in.
Don’t be disingenuous. That scenario you gave would play out worse with Dark Deal than with Inhale. If I had dirt dry stam and enough mag to cast 1 Dark Deal, I’d have dirt dry mag and gained 3.6k stam. I’d have no mag to cast a burst heal. But you know what’s different if I had Inhale? I’d gain BOTH resources back after 4 seconds. I literally have video tests to prove that..
And no, Xylena, meta Animal/Assassin builds still require building 1.5k MINIMUM recovery with Netch/Rune. That means running Orzoga or a recovery glyph instead of Sugar Skull, which provides an effective 400 weapon damage. Inhale will allow a DK to forgo sustain food/glyphs completely and stack every thing into defense/damage. Heck, it will allow you to drop Tri Pots and run Resistance pots, which will also allow you to build even more damage via dropping defensive traits.
If you don’t take into account of these things, it will be hard to make a fair comparison between these abilities . The ability to run more damage via food/traits don’t show up on the skill tooltip, but it is real and you can already see it on the live server with Dark Deal. Inhale is just a better Dark Deal right now, which means the same principle applies for DK.
This thread is so dead, it’s literally you trying to argue against everyone else whilst your own videos reflect a significant bias 😂
You do realise this is a dk class refresh and sorc will get their turn, suppose you’re super against dark deal getting made better aswell and any sorc skills getting made better? Suppose they should all be nerfed aswell?
My bad, thought I was talking to some DK main.I’m StaticWave. Asking me if I play stamsorc or not is redundant.
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.