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DK's Inhale's sustain change needs to be reverted

  • tye77732145
    tye77732145
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    Nser wrote: »
    no its fine but need to increase the damage of the ability 100% and reduce the duration to 2 sec because the damage is joke.

    thank you, i agree the damage isnt good, the bit of sustain is fine. And for thoese who actually duel and pvp would notice that flames of oblivion increasing in cost balances out a bit with heart of flame, the cost form flames of oblvion iss actually quite a bit and he probably doesnt use it thats why hes probably saying that.
  • MXVIIDREAM
    MXVIIDREAM
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    I used ai to run the numbers and it surprised me aswell as it being pretty blunt but here’s the numbers for what the skill does assuming 25k pool of your dominant resource hope this clears up the confusion

    • Without factoring in the skill’s cost, it’s stronger than Dark Deal below ~33% resources.
    • Factoring in the 3,400 Magicka cost per cast, it’s only better at ~5% resources, basically when you’re nearly empty.

    Also, the skill’s second tick is smaller than the first, so the total return isn’t even a full 30% of missing resources. Meanwhile, in the same 4 seconds, you could cast two Dark Deals, getting flat resources plus a heal.

    This isn’t infinite sustain — it’s just a panic button when you’re almost dead, and claiming otherwise is just wrong.
  • tye77732145
    tye77732145
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    Decimus 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.

    Amen to this <3 W decimus.
  • MXVIIDREAM
    MXVIIDREAM
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    evLRise wrote: »
    Decimus 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.

    Yeah, because you'll constantly be at 0% resources lmao. You want about 5.2k stam left at all times in PvP, otherwise you're outside break free range and you definitely die. Even if you're EXACTLY at the min threshold where u wanna stay that's 17k stam for 17k our of 22.2k is 76%. You'd recover 15% of 76% which is 2.5k. Siphoning Strikes gives 2.6k on cast and also lots of passive sustain. You'll also get ~4k stam back from sustain and the 1st tick by the time this effect finished. Oh no. In the BEST CASE SCENARIO I got 4k stam back over 4s. Surely a nightblade doesn't get 2600 + 4x 200 for 3400 in a 4s interval from a single cast as well, right?

    BuT WhAt AbOuT MaG? You get both resources!!!!!!!

    16.5k mag. you need 3.5k to cast the skill so you have 13k missing mag. that's 1.95k mag return on 1st tick. 3.5-4k mag goes up after 2s from sustain and the restore -> 9k missing mag. You get 3.3k mag back, again, IN THE BEST CASE SCENARIO.

    Therefore, rather easy conclusion. It's the same as Siphoning Strikes.

    Dark deal gives 4560 stam over 4s btw. Dark Deal also heals a ton AND insantly, just saying Only about half your health really, which is not worth mentioning I guess, but let's assume 10k. And you can cast it multiple times in a row, with diminishing returns obviously - the same which applies here. Oh and did I mention that Minor Berserk is pretty rare since Camo Hunter is a rather bad skill? A strong free buff is not something we mention, do we? Might skew our mental gymnastics if we did.

    Did I also mention that a class rework is not supposed to make the class trash? No? Maybe it's worth mentioning this, and also the fact that eventually every class will get a refresh.

    So we have:
    A skill that gives back ~14000 resources instantly and another 1440 over the last 6s without you having to do anything. That would be 4450 stam over 4s + a big burst heal AND a nice buff.
    A skill that gives back 5200 resources, than another 400/s indefinitely without doing anything ( which is 4000/10s ) for a total of 6.8k over 4s. A
    A skill that gives 3.3 and 3.5 over 4s In the BEST case scenario, for a total of 6.8.

    Oh my Godd! Would you look at that. They're balanced o:)


    Just to add to this each tick restores less by the way it’s 15% of the current tha you have so if you restore and don’t consume that resorce then you get less next tick obviously

    Edit
    Sorry no you did factor that in

    Edited by MXVIIDREAM on January 20, 2026 5:41PM
  • hoangdz
    hoangdz
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    Okay, let's say I wanna be a stamDK for some reason. Inhale ticks 3 times over 4s, restoring both resources. Here are some stat numbers before calculations:

    Inhale's base cost: 3500
    Stamina recovery: 750
    Magicka recovery: 550
    Max stam: 30000
    Max mag: 20000


    Here are the resources restored over 4s at different percentages of missing stam/mag:

    At 100% mag and 100% stam: 20000 mag and 30000 stam
    Missing mag after casting Inhale: 3500
    Missing stam: 0
    Resources restored after accounting for 1 recovery tick:

    Mag: 525 + 364 + 309 = 1198
    Stam: 0 since we're at full stam

    At 90% mag and 90% stam: 18000 mag and 27000 stam
    Missing mag after casting Inhale: 5500
    Missing stam: 3000
    Resources restored after accounting for 1 recovery tick:

    Mag: 825 + 618 + 526 = 1969
    Stam: 450 + 338 + 287 = 1075

    At 80% mag and 80% stam: 16000 mag and 24000 stam
    Missing mag after casting Inhale: 7500
    Missing stam: 6000
    Resources restored after accounting for 1 recovery tick:

    Mag: 1125 + 872 + 741 = 2738
    Stam: 900 + 713 + 606 = 2219

    At 70% mag and 70% stam: 14000 mag and 21000 stam
    Missing mag after casting Inhale: 9500
    Missing stam: 9000
    Resources restored after accounting for 1 recovery tick:

    Mag: 1425 + 1127 + 957 = 3509
    Stam: 1350 + 1088 + 925 = 3363

    At 60% mag and 60% stam: 12000 mag and 18000 stam
    Missing mag after casting Inhale: 11500
    Missing stam: 12000
    Resources restored after accounting for 1 recovery tick:

    Mag: 1725 + 1382 + 1173 = 4280
    Stam: 1800 + 1463 + 1244 = 4507

    At 50% mag and 50% stam: 10000 mag and 15000 stam
    Missing mag after casting Inhale: 13500
    Missing stam: 15000
    Resources restored after accounting for 1 recovery tick:

    Mag: 2025 + 1637 + 1389 = 5051
    Stam: 2250 + 1838 + 1563 = 5651

    At 40% mag and 40% stam: 8000 mag and 12000 stam
    Missing mag after casting Inhale: 15500
    Missing stam: 18000
    Resources restored after accounting for 1 recovery tick:

    Mag: 2325 + 1892 + 1604 = 5821
    Stam: 2700 + 2213 + 1882 = 6795

    At 30% mag and 30% stam: 6000 mag and 9000 stam
    Missing mag after casting Inhale: 17500
    Missing stam: 21000
    Resources restored after accounting for 1 recovery tick:

    Mag: 2625 + 2147 + 1819 = 6179
    Stam: 3150 + 2588 + 2201 = 7939

    At 20% mag and 20% stam: 4000 mag and 6000 stam
    Missing mag after casting Inhale: 19500
    Missing stam: 24000
    Resources restored after accounting for 1 recovery tick:

    Mag: 2925 + 2402 + 2034 = 6179
    Stam: 3600 + 2963 + 2520 = 9083

    At minimum mag (3500) and 0% stam: 3500 mag and 0 stam
    Missing mag after casting Inhale: 16500
    Missing stam: 30000
    Resources restored after accounting for 1 recovery tick:

    Mag: 2475 + 2002 + 1702 = 6179
    Stam: 4500 + 3713 + 3158 = 11371

    You will break even with mag sustain when at 70% max mag. At 50% for both resources, you will net 1551 mag and 5651 stam over 4 seconds, which amounts to 775 mag recovery and 2825 stam recovery. At 30% for both resources, you will gain an equivalent of 1339 mag recovery and 3969 stam recovery over 4 seconds. All of this is coming from ONE ability. I have not considered sustain from Combustion which gives 225 mag and stam when you proc Burning, which has a 1s cooldown, Battle Roar, or Helping Hands.

    Dark Deal on the other hand, restores 3600 stam up front and another 2400 stam over 10s. When converted to recovery, that's a total of 2280 stam recovery. Some people will be eager to say that Dark Deal can be casted multiple times during the 4s window of Inhale, but that's a short-sighted view. You need to consider the GCD efficiency of these abilities. Dark Deal is a channel and requires you to spend a GCD per cast, while Inhale only requires 1 initial cast.

    This means that when you're busy casting 3 Dark Deals in that 4s window, I can either:

    1) Perform an offensive combo on you
    2) Restore additional resources via Battle Roar or Helping Hands
    3) Recast my buffs


    If you cannot see this difference, then we aren't really arguing on common grounds, and there's literally no point in continuing further discussion lol.
    Edited by hoangdz on January 21, 2026 5:20AM
  • hoangdz
    hoangdz
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    Anyways, I said all I needed to say. ZOS will decide what goes forward
  • xylena
    xylena
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    hoangdz wrote: »
    So if my build is tanky enough and has a burst heal to recover from damage, my sustain is good enough to not really need DD, and the buffs DD bring are already covered by other sources, then what is the point of DD? When you compare it to Inhale, I hope you see why I am bringing up this issue.
    So you acknowledge sustain is already busted without HOF. If sustain is good enough to not need DD, then it's good enough to not need HOF, you can slot something higher damage. HOF might be an enabler in degenerate one shots with charged whip + subclass jav + null arca etc, the far bigger problem is the proc sets and subclassing, nerfing HOF would accomplish nothing here.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • hoangdz
    hoangdz
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    xylena wrote: »
    hoangdz wrote: »
    So if my build is tanky enough and has a burst heal to recover from damage, my sustain is good enough to not really need DD, and the buffs DD bring are already covered by other sources, then what is the point of DD? When you compare it to Inhale, I hope you see why I am bringing up this issue.
    So you acknowledge sustain is already busted without HOF. If sustain is good enough to not need DD, then it's good enough to not need HOF, you can slot something higher damage. HOF might be an enabler in degenerate one shots with charged whip + subclass jav + null arca etc, the far bigger problem is the proc sets and subclassing, nerfing HOF would accomplish nothing here.

    If using certain sets, yes, but people are still going to slot HOF because it's a strong burst. How are you going to address that?
  • xylena
    xylena
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    hoangdz wrote: »
    If using certain sets, yes, but people are still going to slot HOF because it's a strong burst. How are you going to address that?
    Making all the abusable proc sets "against monsters only" could be a good start.

    I like the way Warframe handles its version of subclassing. The designated skills are full strength on their original "pure class" analogue, and nerfed when subclassed. Maybe ESO could've made subclassed spec bows do less damage, subclassed javs no longer bypass block, etc.

    Dunno what the technical limitations of Battle Spirit are, but I've always thought that it should be used to affect block cost in PvP, they could do a flat increase, they could make it ramp like dodge or Streak, whatever, so long as it doesn't interfere with PvE tanking.

    There are mountains on mountains of problems to address, but if the new devs are giving themselves 2 years to do a full drastic rework, and are finally prioritizing feedback and communication, maybe full build PvP isn't irreparable. Either way, Inhale isn't ruining anything.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Radiate77
    Radiate77
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    The objective of this refresh is for everything to feel strong, you can’t really say that this needs a nerf when there’s nothing to even compare it to.

    None of the other classes have been reworked yet, so when we get Warden and Sorcerer, we will finally have enough of a sample size to measure the classes in respect to one another.
    Edited by Radiate77 on January 20, 2026 7:31PM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • hoangdz
    hoangdz
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    Radiate77 wrote: »
    The objective of this refresh is for everything to feel strong, you can’t really say that this needs a nerf when there’s nothing to even compare it to.

    None of the other classes have been reworked yet, so when we get Warden and Sorcerer, we will finally have enough of a sample size to measure the classes in respect to one another.

    What do you mean there isn't anything to compare it to? You can compare Inhale to other individual skill effects, which is what I'm currently doing.

    Sure, I agree that we will eventually get Warden and Sorcerer, but that's another 6-10 months of fighting nothing but pure DKs and/or DK subclass. The meta is going to be shifting towards building tankier than before.

  • BardokRedSnow
    BardokRedSnow
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    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.

    The goal is to get dk to be on par with subclassing builds, and then warden and so on and so on. The skill is not overperforming this much, you still need at least some set for sustain, the suggestion to nerf this skill is sabotaging the refresh effort. You get 30 percent used resources back per cast, that’s 15 every 2 seconds. Meanwhile warden gets a cleanse and over 200 stamina or magicka of your choosing per second which if you’re blocking using one of those resources allows you to have some sort of recovery when it’s otherwise zero

    This is essentially a free 200 or so recovery plus the 20 percent increased sustain from the passive itself…. And a cleanse

    DK not having any sort of cleanse is a major negative of the class. These concerns are unfounded.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • BardokRedSnow
    BardokRedSnow
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    The class refresh ain’t even out yet and people already begging to nerf us, is so annoying.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • Radiate77
    Radiate77
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    hoangdz wrote: »
    Radiate77 wrote: »
    The objective of this refresh is for everything to feel strong, you can’t really say that this needs a nerf when there’s nothing to even compare it to.

    None of the other classes have been reworked yet, so when we get Warden and Sorcerer, we will finally have enough of a sample size to measure the classes in respect to one another.

    What do you mean there isn't anything to compare it to? You can compare Inhale to other individual skill effects, which is what I'm currently doing.

    Sure, I agree that we will eventually get Warden and Sorcerer, but that's another 6-10 months of fighting nothing but pure DKs and/or DK subclass. The meta is going to be shifting towards building tankier than before.

    Exactly what I said, we have nothing to compare it to, and that’s the issue with how these are being done.

    They should never have done this refresh 1 at a time, and if they had planned on it, they should have done 2 at first.

    This first half of a year is going to be a mess, and there’s nothing we can say or do about it. It just is what it is at this point.
    Edited by Radiate77 on January 20, 2026 8:16PM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • Radiate77
    Radiate77
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    We’re going to have a DK meta these next few months, then a Warden and DK meta for the following 3 months; then a Sorcerer + Warden + DK meta… and this will continue by adding another class until we have all of our reworks done.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • MashmalloMan
    MashmalloMan
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    I generally think the current design is alright, if not a bit underwhelming for the DPS department, but I can say I don't agree with giving equal stamina and magicka. I do think we need to see more reworks to see if 15% is the right value, but that's something they can change later.

    This is Siphoning Strikes all over again, ZOS is attempting to hybridize sustain tools which is nice, we can get some unique morphs instead of a Betty or Dark Exchange situation where they're just blue or green, but your off resource getting full return feels very wrong.

    Originally, the line they drew in the sand for hybridization was to not combine max resources OR resource recovery, yet they continue to fight against that concept with decisions like this.

    In my opinion, abilities like Siphoning Strikes and Core of Flame should include dynamic scaling:
    • 100% of highest max resource returned.
    • 50% of lowest max resource returned.

    Eg. A DK with 30k mag and 20k stam would get back 15% mag and 7.5% stam per tick instead of 15% for both.

    Taking game balance out of the conversation, it just feels bad from a gameplay and roleplay standpoint. The lines are a little too blurred, the off resource pool is too easy to sustain. I like the idea that you can use anything, but I shouldn't feel like my off resource pool is much easier to sustain because of a combination of less dumps and more hybridized resource return effects.

    All that said, I suppose 15% for Core vs a flat amount for Siphoning is in effect producing my idea because the return is lower due to the max being lower, but equal percentages still feel off because you're drain for that pool will effectively be much less too.
    Edited by MashmalloMan on January 20, 2026 8:39PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Thumbless_Bot
    Thumbless_Bot
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    Radiate77 wrote: »
    We’re going to have a DK meta these next few months, then a Warden and DK meta for the following 3 months; then a Sorcerer + Warden + DK meta… and this will continue by adding another class until we have all of our reworks done.

    I just really hope the end result is fun and balanced with each class offering something... many things fun, new and different... and powerful... much much more powerful.
  • BardokRedSnow
    BardokRedSnow
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    From my perspective the changes make DK feel good, and fun. Not overpowered just actually good and it’s been a long time since it’s really been that way, meanwhile Sorc has been S tier for the majority of the lifespan of the game. Pure Dk still will not be as good as subclass builds by sweats, all this protesting is unnecessary.

    Theres a reason they started with DK first, we need the most work.
    Zos then: Vengeance is just a test bro

    Zos now: Do you want Vengeance permanent or permanent...
  • MincMincMinc
    MincMincMinc
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    Zos overbuffing during the reworks is probably also an acceptance tool. Powercreep and overbuff to start so people openly accept the new changes vs picking and choosing between old and new dk. Crazy values can be easily tweaked later, but the animations and mechanics are going to be set in stone.

    Something new and crazy gets people to start talking again instead of everyone telling their friends how bad the game is since subclassing. Its just the hope train at work.

    The week 1 summary says feedback has reported that DK on pts is underperforming and we will see more adjustments in week 4. (and by week 4 pts, they mean whatever they decide on will be on live probably)
    Edited by MincMincMinc on January 20, 2026 9:02PM
    I only use insightful
    BG MMR should NOT reset, zos sponsored smurfing is a terrible design choice.
    PvP needs more incentives, even simple purple/gold mats would suffice.
  • BattleAxe
    BattleAxe
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    hoangdz wrote: »
    Radiate77 wrote: »
    The objective of this refresh is for everything to feel strong, you can’t really say that this needs a nerf when there’s nothing to even compare it to.

    None of the other classes have been reworked yet, so when we get Warden and Sorcerer, we will finally have enough of a sample size to measure the classes in respect to one another.

    What do you mean there isn't anything to compare it to? You can compare Inhale to other individual skill effects, which is what I'm currently doing.

    Sure, I agree that we will eventually get Warden and Sorcerer, but that's another 6-10 months of fighting nothing but pure DKs and/or DK subclass. The meta is going to be shifting towards building tankier than before.

    I think to clarify what is meant nothing to compare it to is the idea that skills your comparing have not been reworked yet and will be once their respective classes are getting their refresh. Using the current numbers on skills versus the reworked inhale is not a fair comparison due to the fact those skills will be getting altered as well at some point.

    Now onto the main topic please remember there are 2 halves of this game the PvP side and pve and nerfing inhale for the sake of one half hurts the other half. Problem is it’s difficult to balance the entire game around this fact.
  • Vaqual
    Vaqual
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    There are so many emotional comments in this thread that do not engage the slightest bit with the subject. The potential recovery ticks that can be reached on high resource builds are absolutely mind-boggling, twice or thrice what builds with heavy recovery would have run in the past years - from a single button click without any drawbacks besides a self-compensating resource cost. But instead of genuinely engaging with the topic, to help the Devs with creating an ability that will be enjoyable and sustainable in the future, people behave like belligerent children with reading comprehension issues, acting out as if any change that isn't a buff is perceived as a personal attack. I can not understand how people can look at the tooltips, read the numbers therein, and not reach the consensual conclusion that the maximum potential of this ability doesn't seem to fit the bill.
  • Thumbless_Bot
    Thumbless_Bot
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    Vaqual wrote: »
    There are so many emotional comments in this thread that do not engage the slightest bit with the subject. The potential recovery ticks that can be reached on high resource builds are absolutely mind-boggling, twice or thrice what builds with heavy recovery would have run in the past years - from a single button click without any drawbacks besides a self-compensating resource cost. But instead of genuinely engaging with the topic, to help the Devs with creating an ability that will be enjoyable and sustainable in the future, people behave like belligerent children with reading comprehension issues, acting out as if any change that isn't a buff is perceived as a personal attack. I can not understand how people can look at the tooltips, read the numbers therein, and not reach the consensual conclusion that the maximum potential of this ability doesn't seem to fit the bill.

    Not true. There are many what if scenarios outlined above. Including mine. Your comments are compared against Live. Live is not applicable until all refreshes are complete so we can get a sense of balance across classes... this point is also called out several times above.
    Edited by Thumbless_Bot on January 21, 2026 2:52AM
  • hoangdz
    hoangdz
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    Vaqual wrote: »
    There are so many emotional comments in this thread that do not engage the slightest bit with the subject. The potential recovery ticks that can be reached on high resource builds are absolutely mind-boggling, twice or thrice what builds with heavy recovery would have run in the past years - from a single button click without any drawbacks besides a self-compensating resource cost. But instead of genuinely engaging with the topic, to help the Devs with creating an ability that will be enjoyable and sustainable in the future, people behave like belligerent children with reading comprehension issues, acting out as if any change that isn't a buff is perceived as a personal attack. I can not understand how people can look at the tooltips, read the numbers therein, and not reach the consensual conclusion that the maximum potential of this ability doesn't seem to fit the bill.

    Hard to talk about balance when people aren’t willing to have a fair discussion. This has always been the case with PTS changes.
    Edited by hoangdz on January 21, 2026 3:21AM
  • Vaqual
    Vaqual
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    Vaqual wrote: »
    There are so many emotional comments in this thread that do not engage the slightest bit with the subject. The potential recovery ticks that can be reached on high resource builds are absolutely mind-boggling, twice or thrice what builds with heavy recovery would have run in the past years - from a single button click without any drawbacks besides a self-compensating resource cost. But instead of genuinely engaging with the topic, to help the Devs with creating an ability that will be enjoyable and sustainable in the future, people behave like belligerent children with reading comprehension issues, acting out as if any change that isn't a buff is perceived as a personal attack. I can not understand how people can look at the tooltips, read the numbers therein, and not reach the consensual conclusion that the maximum potential of this ability doesn't seem to fit the bill.

    Not true. There are many what if scenarios outlined above. Including mine. Your comments are compared against Live. Live is not applicable until all refreshes are complete so we can get a sense of balance across classes... this point is also called out several times above.

    If you imply that this would somehow fit a new standard, you basically imply that any existing sustain from gear and consumables is going to be intentionally devalued. If you can get 3x 6k resource ticks from mono resource-builds as they were not uncommon on last years 40k mag Ward-Sorc, what good will a 129 point set bonus do?

    I don't need "a sense of balance" to see that this is extreme. You are simply arguing past the facts, like many "comments above".
  • hoangdz
    hoangdz
    ✭✭✭
    Vaqual wrote: »
    There are so many emotional comments in this thread that do not engage the slightest bit with the subject. The potential recovery ticks that can be reached on high resource builds are absolutely mind-boggling, twice or thrice what builds with heavy recovery would have run in the past years - from a single button click without any drawbacks besides a self-compensating resource cost. But instead of genuinely engaging with the topic, to help the Devs with creating an ability that will be enjoyable and sustainable in the future, people behave like belligerent children with reading comprehension issues, acting out as if any change that isn't a buff is perceived as a personal attack. I can not understand how people can look at the tooltips, read the numbers therein, and not reach the consensual conclusion that the maximum potential of this ability doesn't seem to fit the bill.

    Not true. There are many what if scenarios outlined above. Including mine. Your comments are compared against Live. Live is not applicable until all refreshes are complete so we can get a sense of balance across classes... this point is also called out several times above.

    So you’re saying we’ll just have to endure through possibly 2 years of imbalance until we can make a final decision on class balance? IDK man that sounds pretty ineffective to me.
  • MXVIIDREAM
    MXVIIDREAM
    ✭✭✭✭
    Vaqual wrote: »
    There are so many emotional comments in this thread that do not engage the slightest bit with the subject. The potential recovery ticks that can be reached on high resource builds are absolutely mind-boggling, twice or thrice what builds with heavy recovery would have run in the past years - from a single button click without any drawbacks besides a self-compensating resource cost. But instead of genuinely engaging with the topic, to help the Devs with creating an ability that will be enjoyable and sustainable in the future, people behave like belligerent children with reading comprehension issues, acting out as if any change that isn't a buff is perceived as a personal attack. I can not understand how people can look at the tooltips, read the numbers therein, and not reach the consensual conclusion that the maximum potential of this ability doesn't seem to fit the bill.

    Again this is assuming absolute empty above 30% resources factor in the cost of the skill and the fact it’s missing resources not max as you calculate ld it and that number becomes between5-10% all the other resource restore skills in the game out perform it so what exactly is your point
    That nothing should feel strong right now because the other classes are being refreshed over time so how dare this have a skill that’s strong and balanced during normal combat only out performing other class sustain skills at absolute low resources the kind where without clever play you’ll die anyway sure risk to reward on this skill is good get over it
    It’s already comparable to dark deal and siphoning strikes BEFORE their rework it’s fine as it is and remember there’s pve side to this game aswell and this skill improves both tanks and supports aswell as dps great skill frankly doesn’t need to be touched unless in 2 years it revives more negative feed back than 3 people (one troll)vs the rest of the community
    Edited by MXVIIDREAM on January 21, 2026 7:28AM
  • hoangdz
    hoangdz
    ✭✭✭
    MXVIIDREAM wrote: »
    It’s already comparable to dark deal and siphoning strikes

    It isn't. I know you want your DK buffs but don't be spreading misinformation.
  • hoangdz
    hoangdz
    ✭✭✭
    I'll gladly donate 500k gold on PC NA to whoever can prove that PTS Inhale is comparable to Dark Deal. If you take on this challenge then I want to see

    1) Sustain while playing defense
    2) Sustain while spamming abilities uninterrupted
    3) Sustain while kiting
    4) Impact on overall DPS in a fight

    Video clips only. Both builds should be identical in sustain values.
  • Vaqual
    Vaqual
    ✭✭✭✭✭
    MXVIIDREAM wrote: »
    Vaqual wrote: »
    There are so many emotional comments in this thread that do not engage the slightest bit with the subject. The potential recovery ticks that can be reached on high resource builds are absolutely mind-boggling, twice or thrice what builds with heavy recovery would have run in the past years - from a single button click without any drawbacks besides a self-compensating resource cost. But instead of genuinely engaging with the topic, to help the Devs with creating an ability that will be enjoyable and sustainable in the future, people behave like belligerent children with reading comprehension issues, acting out as if any change that isn't a buff is perceived as a personal attack. I can not understand how people can look at the tooltips, read the numbers therein, and not reach the consensual conclusion that the maximum potential of this ability doesn't seem to fit the bill.

    Again this is assuming absolute empty above 30% resources factor in the cost of the skill and the fact it’s missing resources not max as you calculate ld it and that number becomes between5-10% all the other resource restore skills in the game out perform it so what exactly is your point
    That nothing should feel strong right now because the other classes are being refreshed over time so how dare this have a skill that’s strong and balanced during normal combat only out performing other class sustain skills at absolute low resources the kind where without clever play you’ll die anyway sure risk to reward on this skill is good get over it
    It’s already comparable to dark deal and siphoning strikes BEFORE their rework it’s fine as it is and remember there’s pve side to this game aswell and this skill improves both tanks and supports aswell as dps great skill frankly doesn’t need to be touched unless in 2 years it revives more negative feed back than 3 people (one troll)vs the rest of the community

    No you are simply not understanding. This isn't assuming and edge case, this is a scenario that a player can deliberately play into. I will spell it out in an abundantly simple way:

    >You build high resource, you have to build no recovery
    >You have sufficient resource == you are fine
    >You approach the lower end of your resources and cast one Inhale/Core of flame == you are fine

    It is simply impossible to run out, when you get 18k mag back for a 3-4k-ish cast. It is purely trivializing sustain for anyone willing to run a resource focused build without counterplay or significant drawback. Do you understand? If I cast Inhale and then gas out by going ham on mag for the next 4 casts I will still benefit from a full range recovery tick to enable another cast. It is by far the highest possible, unconditionally available recovery tool by an astronomically large margin, for anyone willing to invest a single thought into that matter. This enables players to maintain dramatic amounts of shields or pressure without any effort and by far exceeds the capacities of DD and SS for such builds - you saying otherwise doesn't make it true.
    You can't even fully reach such a level by back to back casting SS and that would be literally melting your health bar.

    And for the millionth time, I am not asking to nerf it to trash tier, I am trying to explain why it needs an upper limit.

    Just accept reality. It doesn't matter if you get high ticks all the time, when you can make a damage stat heavy build with functionally infinite, near-passive, no-drawback resource sustain. Because max resources scale DPS and heals, while recovery doesn't.

    What is my point? Either your calculations use the wrong numbers or we need to talk about math. And btw, this will be fully a abusable on any subclass. So DKs, without % resources, will not even be the strongest users of this ability.
    Edited by Vaqual on January 21, 2026 10:43AM
  • hoangdz
    hoangdz
    ✭✭✭
    Vaqual wrote: »
    MXVIIDREAM wrote: »
    Vaqual wrote: »
    There are so many emotional comments in this thread that do not engage the slightest bit with the subject. The potential recovery ticks that can be reached on high resource builds are absolutely mind-boggling, twice or thrice what builds with heavy recovery would have run in the past years - from a single button click without any drawbacks besides a self-compensating resource cost. But instead of genuinely engaging with the topic, to help the Devs with creating an ability that will be enjoyable and sustainable in the future, people behave like belligerent children with reading comprehension issues, acting out as if any change that isn't a buff is perceived as a personal attack. I can not understand how people can look at the tooltips, read the numbers therein, and not reach the consensual conclusion that the maximum potential of this ability doesn't seem to fit the bill.

    Again this is assuming absolute empty above 30% resources factor in the cost of the skill and the fact it’s missing resources not max as you calculate ld it and that number becomes between5-10% all the other resource restore skills in the game out perform it so what exactly is your point
    That nothing should feel strong right now because the other classes are being refreshed over time so how dare this have a skill that’s strong and balanced during normal combat only out performing other class sustain skills at absolute low resources the kind where without clever play you’ll die anyway sure risk to reward on this skill is good get over it
    It’s already comparable to dark deal and siphoning strikes BEFORE their rework it’s fine as it is and remember there’s pve side to this game aswell and this skill improves both tanks and supports aswell as dps great skill frankly doesn’t need to be touched unless in 2 years it revives more negative feed back than 3 people (one troll)vs the rest of the community

    No you are simply not understanding. This isn't assuming and edge case, this is a scenario that a player can deliberately play into. I will spell it out in an abundantly simple way:

    >You build high resource, you have to build no recovery
    >You have sufficient resource == you are fine
    >You approach the lower end of your resources and cast one Inhale/Core of flame == you are fine

    It is simply impossible to run out, when you get 18k mag back for a 3-4k-ish cast. It is purely trivializing sustain for anyone willing to run a resource focused build without counterplay or significant drawback. Do you understand? If I cast Inhale and then gas out by going ham on mag for the next 4 casts I will still benefit from a full range recovery tick to enable another cast. It is by far the highest possible, unconditionally available recovery tool by an astronomically large margin, for anyone willing to invest a single thought into that matter. This enables players to maintain dramatic amounts of shields or pressure without any effort and by far exceeds the capacities of DD and SS for such builds - you saying otherwise doesn't make it true.
    You can't even fully reach such a level by back to back casting SS and that would be literally melting your health bar.

    And for the millionth time, I am not asking to nerf it to trash tier, I am trying to explain why it needs an upper limit.

    Just accept reality. It doesn't matter if you get high ticks all the time, when you can make a damage stat heavy build with functionally infinite, near-passive, no-drawback resource sustain. Because max resources scale DPS and heals, while recovery doesn't.

    What is my point? Either your calculations use the wrong numbers or we need to talk about math. And btw, this will be fully a abusable on any subclass. So DKs, without % resources, will not even be the strongest users of this ability.

    He doesn't understand. Or maybe he does but he's denying it. Anybody arguing in good faith, like @Turtle_Bot , can clearly see the problem, especially after I've demonstrated it on video.
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