MXVIIDREAM wrote: »Thumbless_Bot wrote: »Aso, if we aren't changing things to be more powerful and, thus, more fun, what are we even doing here?
So apparently this skill alone is now “all the sustain you’ll ever need,” to the point where potions food and other sustain tools are supposedly optional. To prove it, the skill was showcased in its absolute best-case scenario — starting from near-zero resources. The result? Even under ideal conditions, it still ran out of resources while fighting basic adds that weren’t applying any CC.
Thumbless_Bot wrote: »MXVIIDREAM wrote: »Thumbless_Bot wrote: »Aso, if we aren't changing things to be more powerful and, thus, more fun, what are we even doing here?
So apparently this skill alone is now “all the sustain you’ll ever need,” to the point where potions food and other sustain tools are supposedly optional. To prove it, the skill was showcased in its absolute best-case scenario — starting from near-zero resources. The result? Even under ideal conditions, it still ran out of resources while fighting basic adds that weren’t applying any CC.
I dont know what you are trying to relay. Apologies.
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.
MXVIIDREAM wrote: »Thumbless_Bot wrote: »MXVIIDREAM wrote: »Thumbless_Bot wrote: »Aso, if we aren't changing things to be more powerful and, thus, more fun, what are we even doing here?
So apparently this skill alone is now “all the sustain you’ll ever need,” to the point where potions food and other sustain tools are supposedly optional. To prove it, the skill was showcased in its absolute best-case scenario — starting from near-zero resources. The result? Even under ideal conditions, it still ran out of resources while fighting basic adds that weren’t applying any CC.
I dont know what you are trying to relay. Apologies.
It was sarcasm lol, he said this skill is enough to sustain dk infinitely in any content then proceeded to run out of resources while fighting basic adds😂
Dw he’s been outed now anyway he’s trolling to try get a class he struggles to beat nerfed
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.
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.
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.
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.
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.
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 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.
Thumbless_Bot 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.
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.
MXVIIDREAM wrote: »It’s already comparable to dark deal and siphoning strikes
MXVIIDREAM 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
MXVIIDREAM 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.

Still better than another 2 years of animal assassins.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.
Thumbless_Bot 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.
Thumbless_Bot 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".
I don't think the people defending Inhale fully grasp the impact of this ability on their build. A normal build requires allocating stats between damage, sustain, healing, and defense. Even the current meta subclass builds on the live server, such as Assassination/Animal/Ritual or Assassination/Animal/Storm Calling, require trading one stat for another.
For example, this is a meta openworld build on the live server:
The empty slots are for Contingency and Healing Soul. Notice how I still need to use Orzoga food to sustain despite having Netch. This isn't some arbitrary claim. I've asked several users of this build and they all said that sustain felt best with this food. Also notice how I'm using 3x protective jewelries, as well as Fortified red CP to bring my resistances to 35k after Bloodspawn. Again, these traits are used because that's what the veteran players feel comfortable with, not some random number. This build looks like it has everything, and while I agree with that notion, the truth is you are still trading damage and healing (3x Infused jewelries, Sugar Skull food) for sustain (Orzoga food) and tankiness (3x Protective jewelries).
For arguments sake, what happens when I replace Netch with Inhale? As demonstrated in several video clips above, Inhale allows you to do 3 things:
1) Switch from Orzoga to Sugar Skulls
2) Use double armor potions => switch from 3x Protective to 3x Infused
3) Drop Sustained By Suffering CP for Celerity CP
As a result, your max stats now go from:
30131 hp => 30470 hp
22010 stam => 26515 stam
17524 mag => 22029 mag
4979 wd => 5378 wd
35398 spell resist => 37108 spell resist
34672 physical resist => 36382 physical resist
10% extra movement speed
You now have more HP, max mag, and max stam. Your tooltip damage for Surprise Attack goes from 9763 to 10886. Your healing also increases. You also GAIN more armor despite dropping 3x Protective. You also move faster than before.
All of these stat increases happen because of ONE skill. No other skill on the live server can allow you to improve your stats this much. I have tried it with Dark Deal, but the sustain you get from it cannot match Inhale. With this ability, you can afford to reallocate all of your recovery stats to damage, mitigation, and mobility. This doesn't show up on the tooltip value, but it's something a good theory crafter will notice right away when they test Inhale.
Thumbless_Bot wrote: »Thumbless_Bot 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".
I do.
Play DK then. I did for seven years. Now I am a Warden main who identifies as a streaking Sorc. Cannot wait for those classes and the last thing I want is some shortsighted nerf hammer to kill this refresh before it even starts.
Something is going to be meta for the next while, pikely not two years. This or that. Might as well be DK.
Yeah. Worst case scenario, nothing has changed. Can't break what's already broken... wait, you don't seriously think the Live meta is balanced as is, do you?So you’re saying we’ll just have to endure through possibly 2 years of imbalance
MXVIIDREAM wrote: »
If you switch netch with inhale you loose you whole animal companio