PeacefulAnarchy wrote: »Can Magma armor and its morphs get their ability to ult gen back, please? These were taken away when subclassing was released but since then ult gen in general was reined in, and now the power of these ults has been reduced. With ult gen I think they have a reasonable niche, but without it they feel like you're really sacrificing a lot to be able to use them.
Oof... while there's some good changes, I'm not sure who asked for removal of weapon/spell damage from Whip or for people to take even more damage in Corrosive.
The problem with Corrosive Armor hasn't been the defensive value it provides, the problem has been the insta kill potential it provides on PTS.
On Live server where Corrosive limits your damage taken to 3% and provides full penetration for Direct Damage it is rarely seen as a problem and is just seen by good players as a good open world ultimate for offensive windows when you're outnumbered, that's about it. It is not meta, it is not popular... it is an option.
With 12% damage taken it isn't an option, because being 30k health (the bare minimum in PvP) for example means taking 3600 damage per hit... this is pretty much full damage from every DoT, every spammable. This makes it impossible to engage in an outnumbered fight without crossheals/shields, which encourages ball grouping and other negative aspects of PvP.
I'd just reroll Corrosive back to how it is on Live for PvP (although adding penetration on DoTs in PvE won't make a difference in high end content, you're reaching penetration cap from group buffs anyway).
Other changes are good, although I'm not sure if the game needs more access to Critical Damage... I'd much rather see Critical Resistance added to various passives given the state of PvP.
MXVIIDREAM wrote: »Oof... while there's some good changes, I'm not sure who asked for removal of weapon/spell damage from Whip or for people to take even more damage in Corrosive.
The problem with Corrosive Armor hasn't been the defensive value it provides, the problem has been the insta kill potential it provides on PTS.
On Live server where Corrosive limits your damage taken to 3% and provides full penetration for Direct Damage it is rarely seen as a problem and is just seen by good players as a good open world ultimate for offensive windows when you're outnumbered, that's about it. It is not meta, it is not popular... it is an option.
With 12% damage taken it isn't an option, because being 30k health (the bare minimum in PvP) for example means taking 3600 damage per hit... this is pretty much full damage from every DoT, every spammable. This makes it impossible to engage in an outnumbered fight without crossheals/shields, which encourages ball grouping and other negative aspects of PvP.
I'd just reroll Corrosive back to how it is on Live for PvP (although adding penetration on DoTs in PvE won't make a difference in high end content, you're reaching penetration cap from group buffs anyway).
Other changes are good, although I'm not sure if the game needs more access to Critical Damage... I'd much rather see Critical Resistance added to various passives given the state of PvP.
Yeah the whip one confused me a lot adding it would have been brilliant replacing its , just nerfed it
I don’t know about corrosive admittedly I thought taking more damage was a good shout but open to be told the better options
we know there’s a desire to see the power level for Dragonknight increased.
MXVIIDREAM wrote: »Oof... while there's some good changes, I'm not sure who asked for removal of weapon/spell damage from Whip or for people to take even more damage in Corrosive.
The problem with Corrosive Armor hasn't been the defensive value it provides, the problem has been the insta kill potential it provides on PTS.
On Live server where Corrosive limits your damage taken to 3% and provides full penetration for Direct Damage it is rarely seen as a problem and is just seen by good players as a good open world ultimate for offensive windows when you're outnumbered, that's about it. It is not meta, it is not popular... it is an option.
With 12% damage taken it isn't an option, because being 30k health (the bare minimum in PvP) for example means taking 3600 damage per hit... this is pretty much full damage from every DoT, every spammable. This makes it impossible to engage in an outnumbered fight without crossheals/shields, which encourages ball grouping and other negative aspects of PvP.
I'd just reroll Corrosive back to how it is on Live for PvP (although adding penetration on DoTs in PvE won't make a difference in high end content, you're reaching penetration cap from group buffs anyway).
Other changes are good, although I'm not sure if the game needs more access to Critical Damage... I'd much rather see Critical Resistance added to various passives given the state of PvP.
Yeah the whip one confused me a lot adding it would have been brilliant replacing its , just nerfed it
I don’t know about corrosive admittedly I thought taking more damage was a good shout but open to be told the better options
Well, Corrosive on PTS 1v1s (only thing you can test) isn't broken because of the tankiness it provides (you can just play 40k health rallying permablock & survive without it & go for the stronger Onslaught burst), but it does make DoT pressure unbearable if you're not built right. Instead of fixing this issue, they've decided to ignore it and just make it worse in open world fights, BGs etc... unless you have a personal heal bot keeping you alive. Not a fan of this design, at all.
How it is on Live is fine and no one is really complaining about it, why make changes that'll just make people upset one way or the other. I would've been fine with just a flat buff to it given that it's a DK rework after all, but a flat 400% nerf to survivability is crazy.
In the original post:we know there’s a desire to see the power level for Dragonknight increased.
...and yet it's mostly just nerfs for PvP (apart from the DoT skills getting buffed, which is nice) - I've kinda gone from enthusiastic about next patch to indifferent after reading these notes, it's just going to be another subclassing patch.
ESO_Nightingale wrote: »wow zos is really cooking! i can't wait for warden!!!!
MSattrtand wrote: »
If it's former, I don't mind. But all skill lines should have something like that, some unique bonus, that makes this skill line stronger to use on that base class. Like every skill line for every class. Otherwise - what's the point?
If it's later, can't we just have something like x% bonus for every DK skill line instead?
I also have to say, if we’re going to backpedal every week on the value of individual skill lines, and make them inseparable from their core class, just roll back Subclassing.
I have been the biggest advocate for the system, and have made incredibly effective thematic builds for several friends and myself and the idea that you can’t use Whip as a spammable if you Subclass into Ardent Flame goes completely against the very philosophy that made Subclassing a great idea to begin with.
Seeing this makes me feel like an idiot.
I feel stupid for wasting my time and energy on this system now that your team has decided to trample it.
So once again, just roll back Subclassing if you’re not going to commit. I’ll move on from the game happily.
Dragon Leap: This Ultimate and its morphs now determine what type of CC will play based on the type of enemy they hit. Players are knocked back 4 meters and stunned for 2 seconds, while monsters are knocked into the air and stunned for 3 seconds. This change was done based on the discussions we saw come up - where much of the powerful feeling and benefits of knocking enemies away is lost in the context of PvE.
I also have to say, if we’re going to backpedal every week on the value of individual skill lines, and make them inseparable from their core class, just roll back Subclassing.
I have been the biggest advocate for the system, and have made incredibly effective thematic builds for several friends and myself and the idea that you can’t use Whip as a spammable if you Subclass into Ardent Flame goes completely against the very philosophy that made Subclassing a great idea to begin with.
Seeing this makes me feel like an idiot.
I feel stupid for wasting my time and energy on this system now that your team has decided to trample it.
So once again, just roll back Subclassing if you’re not going to commit. I’ll move on from the game happily.
I'm not that pessimistic. I believe that combining the New-DK class with other classes slated for rework is the only way to truly allow subclasses to thrive without spiraling out of control. The current subclasses are like building blocks, constantly stacking higher and higher, which is precisely why their power is spiraling out of control. The new reworked classes are more like a jigsaw puzzle; each skill line has its strengths and weaknesses. Pure classes are like pre-designed pictures provided by the developers, but if players want to create something different, they need to use their ingenuity to combine different skill lines according to their own needs to piece together a completely new picture.
I also have to say, if we’re going to backpedal every week on the value of individual skill lines, and make them inseparable from their core class, just roll back Subclassing.
I have been the biggest advocate for the system, and have made incredibly effective thematic builds for several friends and myself and the idea that you can’t use Whip as a spammable if you Subclass into Ardent Flame goes completely against the very philosophy that made Subclassing a great idea to begin with.
Seeing this makes me feel like an idiot.
I feel stupid for wasting my time and energy on this system now that your team has decided to trample it.
So once again, just roll back Subclassing if you’re not going to commit. I’ll move on from the game happily.