So nerf permablock in PvP, which is something that should've happened forever ago, and will continue to be a problem regardless of what happens with HOF.MincMincMinc wrote: »Any build is going to be able to permablock with this one skill.
So nerf permablock in PvP, which is something that should've happened forever ago, and will continue to be a problem regardless of what happens with HOF.MincMincMinc wrote: »Any build is going to be able to permablock with this one skill.
There's endless ways they could do this.MincMincMinc wrote: »Well to stop permablock builds
MincMincMinc wrote: »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.
Itd be nice if darkdeal went back to its flat resource return. The overtime ruined the point of the skill and was a sad attempt at copying warden's netch.
Inhale needs to be adjusted BADLY. Any build is going to be able to permablock with this one skill. "Strong" is a vast understatement.
15% every 2s is insane though just some rough meta pvp numbers from one of my builds.
31khp == 4650hp == 2325hpPvP
16.5kmag == 2475 return/2s
22.2kstam == 3330 return/2s
In total over 3 ticks thats 24390 resources from paying 3370
Even darkdeal trades 2700 for 8560 combined resources over that same 4s period. Except darkdeal is bashable and leaves you open, not to mention on a janky long cast time. Oh and I can't maintain permablock with darkdeal.
There's endless ways they could do this.MincMincMinc wrote: »Well to stop permablock builds
MincMincMinc wrote: »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.
Itd be nice if darkdeal went back to its flat resource return. The overtime ruined the point of the skill and was a sad attempt at copying warden's netch.
Inhale needs to be adjusted BADLY. Any build is going to be able to permablock with this one skill. "Strong" is a vast understatement.
15% every 2s is insane though just some rough meta pvp numbers from one of my builds.
31khp == 4650hp == 2325hpPvP
16.5kmag == 2475 return/2s
22.2kstam == 3330 return/2s
In total over 3 ticks thats 24390 resources from paying 3370
Even darkdeal trades 2700 for 8560 combined resources over that same 4s period. Except darkdeal is bashable and leaves you open, not to mention on a janky long cast time. Oh and I can't maintain permablock with darkdeal.
Don't you see the risk and danger of running around at low resources to get that good value out of Heart of Flame, especially with super low base regens because Bewitched is a must with this skill?
In 1v1s in good hands this is manageable, but when you're outnumbered or just heavily pressured and can't afford to spend 25% of your globals not burst healing or refreshing buffs/HoTs, you will run into trouble...............
The bar slot is more valuable than your food slot. The subclass slot is more valuable than your food slot. Opportunity cost. You see more regen food than Dark Magic or Siphoning.MincMincMinc wrote: »Otherwise with this skill you can ignore all other sources of sustain in the game.
MincMincMinc wrote: »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.
Itd be nice if darkdeal went back to its flat resource return. The overtime ruined the point of the skill and was a sad attempt at copying warden's netch.
Inhale needs to be adjusted BADLY. Any build is going to be able to permablock with this one skill. "Strong" is a vast understatement.
15% every 2s is insane though just some rough meta pvp numbers from one of my builds.
31khp == 4650hp == 2325hpPvP
16.5kmag == 2475 return/2s
22.2kstam == 3330 return/2s
In total over 3 ticks thats 24390 resources from paying 3370
Even darkdeal trades 2700 for 8560 combined resources over that same 4s period. Except darkdeal is bashable and leaves you open, not to mention on a janky long cast time. Oh and I can't maintain permablock with darkdeal.
MXVIIDREAM wrote: »MincMincMinc wrote: »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.
Itd be nice if darkdeal went back to its flat resource return. The overtime ruined the point of the skill and was a sad attempt at copying warden's netch.
Inhale needs to be adjusted BADLY. Any build is going to be able to permablock with this one skill. "Strong" is a vast understatement.
15% every 2s is insane though just some rough meta pvp numbers from one of my builds.
31khp == 4650hp == 2325hpPvP
16.5kmag == 2475 return/2s
22.2kstam == 3330 return/2s
In total over 3 ticks thats 24390 resources from paying 3370
Even darkdeal trades 2700 for 8560 combined resources over that same 4s period. Except darkdeal is bashable and leaves you open, not to mention on a janky long cast time. Oh and I can't maintain permablock with darkdeal.
That’s your numbers if completely empty at which point is when it performs best
Like the comparison I made earlier to calling balorgs op but only using it at 500 ult for an example this is going to see much less return than when you’re at 0 of each resource because at any point when you’ve got no resources in PvP most chance you’ll be dead anyway
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?
If Dark Deal overperforms, I will ask for it to be nerfed as well, just like when I asked for Ward to be nerfed. I’m willing to nerf my own class if it means balance. You clearly aren’t lol.
The bar slot is more valuable than your food slot. The subclass slot is more valuable than your food slot. Opportunity cost. You see more regen food than Dark Magic or Siphoning.MincMincMinc wrote: »Otherwise with this skill you can ignore all other sources of sustain in the game.
MincMincMinc wrote: »So nerf permablock in PvP, which is something that should've happened forever ago, and will continue to be a problem regardless of what happens with HOF.MincMincMinc wrote: »Any build is going to be able to permablock with this one skill.
Well to stop permablock builds you need to hard nerf resource returns and block cost reduction glyphs......which is exactly what HOF is now doing
Otherwise you are talking some aoe cap type rule change that only lets us block for 5s or something clunky
At one time we had counter permablock methods. For instance block cost charged every 0.125s instead of every 0.25s. While at the same time all dots would hit this tick. So all you needed was a dot build to tear into a permablock build to hit every cost window.
MincMincMinc wrote: »So nerf permablock in PvP, which is something that should've happened forever ago, and will continue to be a problem regardless of what happens with HOF.MincMincMinc wrote: »Any build is going to be able to permablock with this one skill.
At one time we had counter permablock methods. For instance block cost charged every 0.125s instead of every 0.25s. While at the same time all dots would hit this tick. So all you needed was a dot build to tear into a permablock build to hit every cost window.
MXVIIDREAM wrote: »MincMincMinc wrote: »So nerf permablock in PvP, which is something that should've happened forever ago, and will continue to be a problem regardless of what happens with HOF.MincMincMinc wrote: »Any build is going to be able to permablock with this one skill.
Well to stop permablock builds you need to hard nerf resource returns and block cost reduction glyphs......which is exactly what HOF is now doing
Otherwise you are talking some aoe cap type rule change that only lets us block for 5s or something clunky
At one time we had counter permablock methods. For instance block cost charged every 0.125s instead of every 0.25s. While at the same time all dots would hit this tick. So all you needed was a dot build to tear into a permablock build to hit every cost window.MincMincMinc wrote: »So nerf permablock in PvP, which is something that should've happened forever ago, and will continue to be a problem regardless of what happens with HOF.MincMincMinc wrote: »Any build is going to be able to permablock with this one skill.
At one time we had counter permablock methods. For instance block cost charged every 0.125s instead of every 0.25s. While at the same time all dots would hit this tick. So all you needed was a dot build to tear into a permablock build to hit every cost window.
This along with a ramping cost while effected with battle spirit and blocking would be delightful to see
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 game is more fun when every class is strong. Strong classes are fun to play.
The goals of these reworks should be to make every class strongest when played as a pure class. Given the nature of power creep introduced by subclassing, in order to achieve this goal they're going to have to significantly buff the "pure classes", as they've done with DK.
Once they've applied this same logic to every class, including the "in class dependencies" which cannot be taken fully advantage of without pure classing, we should land in a place where pure classes are the strongest way to create a balanced setup - with subclassing available for specialized roles or to fill holes in toolkits. The way it always should have been, instead of this zero-consequence/no limitations version of subclassing we have now.
This wouldn't be necessary if subclassing wasn't introduced so haphazardly, with such little regard for the overall balance of the game. But pandora's box is open, and it is highly unlikely that they'll be making any fundamental changes to the way subclassing works at this point. After what I'm seeing with this rework, I think the best possible outcome is for them to stay the course and make every class feel as strong and good to play as the PTS DK. If they're able to do this successfully alongside the other QOL & PVP updates they've promised (and crossplay!), I think the PVP side of the game could make a real comeback in 2027.
MincMincMinc wrote: »The bar slot is more valuable than your food slot. The subclass slot is more valuable than your food slot. Opportunity cost. You see more regen food than Dark Magic or Siphoning.MincMincMinc wrote: »Otherwise with this skill you can ignore all other sources of sustain in the game.
Yeah except the rest of the dk skill lines are going to be goated now, while the rest of the siphoning skills are terrible and dark magic is terrible. The only thing keeping dark magic alive was hardened ward, and that wasn't even on dark magic. Its a tossup that we have to wait 2 years to see how it'll all come out. Again I just see the absurd abuse potential, yet hear zos saying how they are going to look into preventing permablocking.....kinda seems like a huge joke to me
They're not used because they don't give you the right buffs to complement the meta offensive lines, and they don't offer anything that would fill a gap like a reliable stun. Crystal Weapon is very abusable and definitely not terrible. UnHealthy Offering is... unhealthy.MincMincMinc wrote: »the rest of the siphoning skills are terrible and dark magic is terrible
MincMincMinc wrote: »MXVIIDREAM wrote: »MincMincMinc wrote: »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.
Itd be nice if darkdeal went back to its flat resource return. The overtime ruined the point of the skill and was a sad attempt at copying warden's netch.
Inhale needs to be adjusted BADLY. Any build is going to be able to permablock with this one skill. "Strong" is a vast understatement.
15% every 2s is insane though just some rough meta pvp numbers from one of my builds.
31khp == 4650hp == 2325hpPvP
16.5kmag == 2475 return/2s
22.2kstam == 3330 return/2s
In total over 3 ticks thats 24390 resources from paying 3370
Even darkdeal trades 2700 for 8560 combined resources over that same 4s period. Except darkdeal is bashable and leaves you open, not to mention on a janky long cast time. Oh and I can't maintain permablock with darkdeal.
That’s your numbers if completely empty at which point is when it performs best
Like the comparison I made earlier to calling balorgs op but only using it at 500 ult for an example this is going to see much less return than when you’re at 0 of each resource because at any point when you’ve got no resources in PvP most chance you’ll be dead anyway
Correct, except the current meta involves not stacking max stam/mag because in most cases you trade over for regen. Now if you dont need regen like say if you block all the time, you could just pump your max stat and damage while raising all your 15% thresholds
MincMincMinc wrote: »The bar slot is more valuable than your food slot. The subclass slot is more valuable than your food slot. Opportunity cost. You see more regen food than Dark Magic or Siphoning.MincMincMinc wrote: »Otherwise with this skill you can ignore all other sources of sustain in the game.
Yeah except the rest of the dk skill lines are going to be goated now, while the rest of the siphoning skills are terrible and dark magic is terrible. The only thing keeping dark magic alive was hardened ward, and that wasn't even on dark magic. Its a tossup that we have to wait 2 years to see how it'll all come out. Again I just see the absurd abuse potential, yet hear zos saying how they are going to look into preventing permablocking.....kinda seems like a huge joke to me
Hopefully those skill lines will be amazing when they do Sorcerer rework later this year... but I wouldn't have my hopes up if the community sabotages the first class rework by complaining about anything that's strong about the reworked DK.
Ardent Flame unfortunately seems like the only "meta" skill line for dueling atleast on PTS (I think Draconic Power will fare better in open world thanks to new wings though, but can't test this on PTS) - people just get the delayed burst/sustain & Molten Whip (bigger tooltip than Merciless Resolve btw) from there and subclass to Aedric Spear for an actual overtuned unblockable CC (Javelin) with no indicator or counterplay other than "guess" and Storm Calling for Crit Surge, Hurricane etc.
Both of these skill lines unfortunately still provide significantly more damage than Earthen Heart/Draconic Power, especially for burst. They really should start adding Critical Resistance to passives on skill lines without delayed burst or crit lines...
MXVIIDREAM wrote: »It’s missing resources not max if I have 30k max mag and I’m missing 20k it’s 15% of 20k I get back not 15% of 30k
I think that’s why when I was testing it at realistic levels it seems fair
Also why I think testing it at 0 is silly because how many of us are casually running around or fighting at 0% stam or mag
I was testing it the results seemed not so great now I’m going to guess many people haven’t tested it themselves and have mistaken the wording
Out of these things, being able to subclass Jav as a degenerate combo enabler seems like the worst offender, doesn't matter that it "counters perma-block" because that shouldn't exist either. Do you think Ardent/Aedric will overtake Animal/Assassin in the burst meta?people just get the delayed burst/sustain & Molten Whip (bigger tooltip than Merciless Resolve btw) from there and subclass to Aedric Spear for an actual overtuned unblockable CC (Javelin) with no indicator or counterplay other than "guess" and Storm Calling for Crit Surge, Hurricane etc.
MXVIIDREAM wrote: »It’s missing resources not max if I have 30k max mag and I’m missing 20k it’s 15% of 20k I get back not 15% of 30k
I think that’s why when I was testing it at realistic levels it seems fair
Also why I think testing it at 0 is silly because how many of us are casually running around or fighting at 0% stam or mag
I was testing it the results seemed not so great now I’m going to guess many people haven’t tested it themselves and have mistaken the wording
That is why I suggested a cap on page 1 of this thread, because anyone with the ability to do basic math can figure out the recovery potential for resource based builds. It wouldn't even affect most of the people that are crying about nerfs and jealousy.
MXVIIDREAM wrote: »MXVIIDREAM wrote: »It’s missing resources not max if I have 30k max mag and I’m missing 20k it’s 15% of 20k I get back not 15% of 30k
I think that’s why when I was testing it at realistic levels it seems fair
Also why I think testing it at 0 is silly because how many of us are casually running around or fighting at 0% stam or mag
I was testing it the results seemed not so great now I’m going to guess many people haven’t tested it themselves and have mistaken the wording
That is why I suggested a cap on page 1 of this thread, because anyone with the ability to do basic math can figure out the recovery potential for resource based builds. It wouldn't even affect most of the people that are crying about nerfs and jealousy.
Yeah this is going to attract all the right attention for all the wrong reasons most of the about 3 people saying it’s over powered QQ meanwhile the other 80 odd people are fine with it, happy with the change or saying balance it IF NEEDED AT THE TIME !after! all the classes have been done
Butas they say, there’s always one 😂
MXVIIDREAM wrote: »MXVIIDREAM wrote: »It’s missing resources not max if I have 30k max mag and I’m missing 20k it’s 15% of 20k I get back not 15% of 30k
I think that’s why when I was testing it at realistic levels it seems fair
Also why I think testing it at 0 is silly because how many of us are casually running around or fighting at 0% stam or mag
I was testing it the results seemed not so great now I’m going to guess many people haven’t tested it themselves and have mistaken the wording
That is why I suggested a cap on page 1 of this thread, because anyone with the ability to do basic math can figure out the recovery potential for resource based builds. It wouldn't even affect most of the people that are crying about nerfs and jealousy.
Yeah this is going to attract all the right attention for all the wrong reasons most of the about 3 people saying it’s over powered QQ meanwhile the other 80 odd people are fine with it, happy with the change or saying balance it IF NEEDED AT THE TIME !after! all the classes have been done
Butas they say, there’s always one 😂
You don't even play on PTS lol. ZOS isn't going consider your opinion as much as mine, even if you think I'm wrong.
My bad, thought I was talking to some DK main.I’m StaticWave. Asking me if I play stamsorc or not is redundant.
I think you undervalue the burst heal component of DD, I'm sure you fully abuse being able to spam DD with impunity while you're CC immune. HOF doesn't keep you alive while refilling your resource bar, that's uniquely powerful to DD, which makes it seem balanced with HOF.
If you're right and HOF is that busted, it won't push DK to the top, it'll get subclassed as an overloaded delayed damage source on turtle-burst assassin builds. So if they're not ready to nerf animal assassins, who cares if DK joins in. Can't break what's already broken.

Thumbless_Bot wrote: »Aso, if we aren't changing things to be more powerful and, thus, more fun, what are we even doing here?
MincMincMinc wrote: »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.
Itd be nice if darkdeal went back to its flat resource return. The overtime ruined the point of the skill and was a sad attempt at copying warden's netch.
Inhale needs to be adjusted BADLY. Any build is going to be able to permablock with this one skill. "Strong" is a vast understatement.
15% every 2s is insane though just some rough meta pvp numbers from one of my builds.
31khp == 4650hp == 2325hpPvP
16.5kmag == 2475 return/2s
22.2kstam == 3330 return/2s
In total over 3 ticks thats 24390 resources from paying 3370
Even darkdeal trades 2700 for 8560 combined resources over that same 4s period. Except darkdeal is bashable and leaves you open, not to mention on a janky long cast time. Oh and I can't maintain permablock with darkdeal.