Molten Whip: This morph now grants 5% damage done against monsters per stack, rather than 85-100 Weapon and Spell Damage. This effect only activates if you are a Dragonknight. Seething Fury no longer generates stacks if you have Engulfing Dragonfire slotted on either bar.
Developer Comment: We’re intentionally inflating some of the damage of the Dragonknight class in the short term to help the class stand up to snuff with other current meta options, while we find more long-term solutions and continue work on other class refreshes. Expect these values/effects to be adjusted over time!
Corrosive Armor: Reduced the damage limit to 12% of your Max Health, rather than 8%, to better account for the raw offensive power this Ultimate provides. The damage over time effect now only targets monsters, rather than any enemy, to offer healthier PvP balance.
Developer Comment: We’re better differentiating some of the buffs made to this ultimate from PTS 1 in efforts to help still reach our goals of making the ability more effective in PvE, while toning down how much impact it brings in PvP by reducing the defensive capabilities further and removing the high damage over time.
As we noted in our PTS Week 1 Summary, we know there’s a desire to see the power level for Dragonknight increased.
Here's the problem... on PTS:
- 30k Health Build, pop Corrosive Armor and engage with your ultimate that is supposed to give you an offensive window by actually reducing incoming damage. Damage taken reduced to 12% of Maximum Health.
- Get CC'd by X.
- Get hit by random Nightblade, Light Attack (2000~ damage), Surprise Attack (3600 damage), Sundered Proc (1500~ damage)
- Get hit by a random Crushing Shock from 28m away, take 3x 3600 damage and another 3x 1000~ damage from status procs.
- Get hit by a random arcanist beam from someone doing PvP for the first time on their full damage PvE parse setup. 3 ticks for 3600 damage.
- Take 31 700 Damage total, your health bar. You are now dead.


Turtle_Bot wrote: »
Here's the problem... on PTS:
- 30k Health Build, pop Corrosive Armor and engage with your ultimate that is supposed to give you an offensive window by actually reducing incoming damage. Damage taken reduced to 12% of Maximum Health.
- Get CC'd by X.
- Get hit by random Nightblade, Light Attack (2000~ damage), Surprise Attack (3600 damage), Sundered Proc (1500~ damage)
- Get hit by a random Crushing Shock from 28m away, take 3x 3600 damage and another 3x 1000~ damage from status procs.
- Get hit by a random arcanist beam from someone doing PvP for the first time on their full damage PvE parse setup. 3 ticks for 3600 damage.
- Take 31 700 Damage total, your health bar. You are now dead.
Genuine question here (and this may just be a BGs vs OW Cyro difference), but what build are you running where crushing shock on it's own (ignoring status procs, set procs, LAs, etc. that land at the same time) is dealing (actually dealing, not just tooltipping) 3x3600 damage against you?
That is borderline actual tooltip damage, crushing shock tooltips for ~3x4k damage at roughly 5.6k weapon/spell damage, as such, these being actual damage values received, should only be happening if you have literally zero resistances (even 10-15k resistances (which is still low for squishy builds with both breach debuffs inflicted on them) will reduce it to like 2-2.5k x3 which would be below the 8% threshold it was on week 1 PTS anyway).
Here's a full DPS setup using 3 meta DPS lines and 2 meta damage sets and crushing shock with nearly 6k spell damage barely gets over 4k per instance for it's tooltip and this is on the wiki builder that actually shows in the tooltips the damage increase that don't show up in the in-game tooltips such as crit chance, crit damage, pen, debuffs, etc.
The active buffs that are boosting Crushing Shock to the shown tooltip:
- 5.8k weapon/spell damage (including a 150 balorghs)
- 3! slotted damage champion points
- 3 infused spell damage jewelry
- Rallying Cry active no group members so full value
- Essence Thief proc'd
- Lightning staff 12% direct damage bonus
- Only thing missing is the continuous buff (+10% weapon/spell damage)
- Dark Elf race for weapon/spell damage instead of khajiit for crit damage (still hits 111% crit damage)
- Lover mundus for ~10k pen before balorghs/breach
Bar layout because the tooltip for crushing shock is hiding it:
Empty slots are contingency and heal soul
This is a giga squishy build with 24k resistances on the back bar (20k front bar) and only 1 single defensive champion point, yet it barely tooltips for 3x4k on Crushing Shock and that's the tooltip damage, not the actual damage done after applying battle spirit, player armor, percent mitigations, block, etc.
Even accounting for a crit on all 3 of crushing shocks damage instances, that is still a stretch to be hitting tooltip values through all the percent mitigation bonuses, armor, and other ways to mitigate damage that players have access to.
Turtle_Bot wrote: »
Here's the problem... on PTS:
- 30k Health Build, pop Corrosive Armor and engage with your ultimate that is supposed to give you an offensive window by actually reducing incoming damage. Damage taken reduced to 12% of Maximum Health.
- Get CC'd by X.
- Get hit by random Nightblade, Light Attack (2000~ damage), Surprise Attack (3600 damage), Sundered Proc (1500~ damage)
- Get hit by a random Crushing Shock from 28m away, take 3x 3600 damage and another 3x 1000~ damage from status procs.
- Get hit by a random arcanist beam from someone doing PvP for the first time on their full damage PvE parse setup. 3 ticks for 3600 damage.
- Take 31 700 Damage total, your health bar. You are now dead.
Genuine question here (and this may just be a BGs vs OW Cyro difference), but what build are you running where crushing shock on it's own (ignoring status procs, set procs, LAs, etc. that land at the same time) is dealing (actually dealing, not just tooltipping) 3x3600 damage against you?
That is borderline actual tooltip damage, crushing shock tooltips for ~3x4k damage at roughly 5.6k weapon/spell damage, as such, these being actual damage values received, should only be happening if you have literally zero resistances (even 10-15k resistances (which is still low for squishy builds with both breach debuffs inflicted on them) will reduce it to like 2-2.5k x3 which would be below the 8% threshold it was on week 1 PTS anyway).
Here's a full DPS setup using 3 meta DPS lines and 2 meta damage sets and crushing shock with nearly 6k spell damage barely gets over 4k per instance for it's tooltip and this is on the wiki builder that actually shows in the tooltips the damage increase that don't show up in the in-game tooltips such as crit chance, crit damage, pen, debuffs, etc.
The active buffs that are boosting Crushing Shock to the shown tooltip:
- 5.8k weapon/spell damage (including a 150 balorghs)
- 3! slotted damage champion points
- 3 infused spell damage jewelry
- Rallying Cry active no group members so full value
- Essence Thief proc'd
- Lightning staff 12% direct damage bonus
- Only thing missing is the continuous buff (+10% weapon/spell damage)
- Dark Elf race for weapon/spell damage instead of khajiit for crit damage (still hits 111% crit damage)
- Lover mundus for ~10k pen before balorghs/breach
Bar layout because the tooltip for crushing shock is hiding it:
Empty slots are contingency and heal soul
This is a giga squishy build with 24k resistances on the back bar (20k front bar) and only 1 single defensive champion point, yet it barely tooltips for 3x4k on Crushing Shock and that's the tooltip damage, not the actual damage done after applying battle spirit, player armor, percent mitigations, block, etc.
Even accounting for a crit on all 3 of crushing shocks damage instances, that is still a stretch to be hitting tooltip values through all the percent mitigation bonuses, armor, and other ways to mitigate damage that players have access to.
Turtle_Bot wrote: »
Here's the problem... on PTS:
- 30k Health Build, pop Corrosive Armor and engage with your ultimate that is supposed to give you an offensive window by actually reducing incoming damage. Damage taken reduced to 12% of Maximum Health.
- Get CC'd by X.
- Get hit by random Nightblade, Light Attack (2000~ damage), Surprise Attack (3600 damage), Sundered Proc (1500~ damage)
- Get hit by a random Crushing Shock from 28m away, take 3x 3600 damage and another 3x 1000~ damage from status procs.
- Get hit by a random arcanist beam from someone doing PvP for the first time on their full damage PvE parse setup. 3 ticks for 3600 damage.
- Take 31 700 Damage total, your health bar. You are now dead.
Genuine question here (and this may just be a BGs vs OW Cyro difference), but what build are you running where crushing shock on it's own (ignoring status procs, set procs, LAs, etc. that land at the same time) is dealing (actually dealing, not just tooltipping) 3x3600 damage against you?
That is borderline actual tooltip damage, crushing shock tooltips for ~3x4k damage at roughly 5.6k weapon/spell damage, as such, these being actual damage values received, should only be happening if you have literally zero resistances (even 10-15k resistances (which is still low for squishy builds with both breach debuffs inflicted on them) will reduce it to like 2-2.5k x3 which would be below the 8% threshold it was on week 1 PTS anyway).
Here's a full DPS setup using 3 meta DPS lines and 2 meta damage sets and crushing shock with nearly 6k spell damage barely gets over 4k per instance for it's tooltip and this is on the wiki builder that actually shows in the tooltips the damage increase that don't show up in the in-game tooltips such as crit chance, crit damage, pen, debuffs, etc.
The active buffs that are boosting Crushing Shock to the shown tooltip:
- 5.8k weapon/spell damage (including a 150 balorghs)
- 3! slotted damage champion points
- 3 infused spell damage jewelry
- Rallying Cry active no group members so full value
- Essence Thief proc'd
- Lightning staff 12% direct damage bonus
- Only thing missing is the continuous buff (+10% weapon/spell damage)
- Dark Elf race for weapon/spell damage instead of khajiit for crit damage (still hits 111% crit damage)
- Lover mundus for ~10k pen before balorghs/breach
Bar layout because the tooltip for crushing shock is hiding it:
Empty slots are contingency and heal soul
This is a giga squishy build with 24k resistances on the back bar (20k front bar) and only 1 single defensive champion point, yet it barely tooltips for 3x4k on Crushing Shock and that's the tooltip damage, not the actual damage done after applying battle spirit, player armor, percent mitigations, block, etc.
Even accounting for a crit on all 3 of crushing shocks damage instances, that is still a stretch to be hitting tooltip values through all the percent mitigation bonuses, armor, and other ways to mitigate damage that players have access to.
I have been hit by a 3x2k crit Crushing Shock on my tank build, but that was from a full damage ganker. Most Crushing Shock crits for 3x1.2k for me, which turns out to be about 3.6k total. That's a normal value for how much mitigation I'm running. So yea, I'm wondering myself how he's getting hit that hard.
Turtle_Bot wrote: »
Here's the problem... on PTS:
- 30k Health Build, pop Corrosive Armor and engage with your ultimate that is supposed to give you an offensive window by actually reducing incoming damage. Damage taken reduced to 12% of Maximum Health.
- Get CC'd by X.
- Get hit by random Nightblade, Light Attack (2000~ damage), Surprise Attack (3600 damage), Sundered Proc (1500~ damage)
- Get hit by a random Crushing Shock from 28m away, take 3x 3600 damage and another 3x 1000~ damage from status procs.
- Get hit by a random arcanist beam from someone doing PvP for the first time on their full damage PvE parse setup. 3 ticks for 3600 damage.
- Take 31 700 Damage total, your health bar. You are now dead.
Genuine question here (and this may just be a BGs vs OW Cyro difference), but what build are you running where crushing shock on it's own (ignoring status procs, set procs, LAs, etc. that land at the same time) is dealing (actually dealing, not just tooltipping) 3x3600 damage against you?
That is borderline actual tooltip damage, crushing shock tooltips for ~3x4k damage at roughly 5.6k weapon/spell damage, as such, these being actual damage values received, should only be happening if you have literally zero resistances (even 10-15k resistances (which is still low for squishy builds with both breach debuffs inflicted on them) will reduce it to like 2-2.5k x3 which would be below the 8% threshold it was on week 1 PTS anyway).
Here's a full DPS setup using 3 meta DPS lines and 2 meta damage sets and crushing shock with nearly 6k spell damage barely gets over 4k per instance for it's tooltip and this is on the wiki builder that actually shows in the tooltips the damage increase that don't show up in the in-game tooltips such as crit chance, crit damage, pen, debuffs, etc.
The active buffs that are boosting Crushing Shock to the shown tooltip:
- 5.8k weapon/spell damage (including a 150 balorghs)
- 3! slotted damage champion points
- 3 infused spell damage jewelry
- Rallying Cry active no group members so full value
- Essence Thief proc'd
- Lightning staff 12% direct damage bonus
- Only thing missing is the continuous buff (+10% weapon/spell damage)
- Dark Elf race for weapon/spell damage instead of khajiit for crit damage (still hits 111% crit damage)
- Lover mundus for ~10k pen before balorghs/breach
Bar layout because the tooltip for crushing shock is hiding it:
Empty slots are contingency and heal soul
This is a giga squishy build with 24k resistances on the back bar (20k front bar) and only 1 single defensive champion point, yet it barely tooltips for 3x4k on Crushing Shock and that's the tooltip damage, not the actual damage done after applying battle spirit, player armor, percent mitigations, block, etc.
Even accounting for a crit on all 3 of crushing shocks damage instances, that is still a stretch to be hitting tooltip values through all the percent mitigation bonuses, armor, and other ways to mitigate damage that players have access to.
He most likely was in a glass cannon dk build and got nuked, or he went against a glass cannon pulse ganker and got nuked.
Turtle_Bot wrote: »
Here's the problem... on PTS:
- 30k Health Build, pop Corrosive Armor and engage with your ultimate that is supposed to give you an offensive window by actually reducing incoming damage. Damage taken reduced to 12% of Maximum Health.
- Get CC'd by X.
- Get hit by random Nightblade, Light Attack (2000~ damage), Surprise Attack (3600 damage), Sundered Proc (1500~ damage)
- Get hit by a random Crushing Shock from 28m away, take 3x 3600 damage and another 3x 1000~ damage from status procs.
- Get hit by a random arcanist beam from someone doing PvP for the first time on their full damage PvE parse setup. 3 ticks for 3600 damage.
- Take 31 700 Damage total, your health bar. You are now dead.
Genuine question here (and this may just be a BGs vs OW Cyro difference), but what build are you running where crushing shock on it's own (ignoring status procs, set procs, LAs, etc. that land at the same time) is dealing (actually dealing, not just tooltipping) 3x3600 damage against you?
That is borderline actual tooltip damage, crushing shock tooltips for ~3x4k damage at roughly 5.6k weapon/spell damage, as such, these being actual damage values received, should only be happening if you have literally zero resistances (even 10-15k resistances (which is still low for squishy builds with both breach debuffs inflicted on them) will reduce it to like 2-2.5k x3 which would be below the 8% threshold it was on week 1 PTS anyway).
Here's a full DPS setup using 3 meta DPS lines and 2 meta damage sets and crushing shock with nearly 6k spell damage barely gets over 4k per instance for it's tooltip and this is on the wiki builder that actually shows in the tooltips the damage increase that don't show up in the in-game tooltips such as crit chance, crit damage, pen, debuffs, etc.
The active buffs that are boosting Crushing Shock to the shown tooltip:
- 5.8k weapon/spell damage (including a 150 balorghs)
- 3! slotted damage champion points
- 3 infused spell damage jewelry
- Rallying Cry active no group members so full value
- Essence Thief proc'd
- Lightning staff 12% direct damage bonus
- Only thing missing is the continuous buff (+10% weapon/spell damage)
- Dark Elf race for weapon/spell damage instead of khajiit for crit damage (still hits 111% crit damage)
- Lover mundus for ~10k pen before balorghs/breach
Bar layout because the tooltip for crushing shock is hiding it:
Empty slots are contingency and heal soul
This is a giga squishy build with 24k resistances on the back bar (20k front bar) and only 1 single defensive champion point, yet it barely tooltips for 3x4k on Crushing Shock and that's the tooltip damage, not the actual damage done after applying battle spirit, player armor, percent mitigations, block, etc.
Even accounting for a crit on all 3 of crushing shocks damage instances, that is still a stretch to be hitting tooltip values through all the percent mitigation bonuses, armor, and other ways to mitigate damage that players have access to.
Whip - you yourself acknowledged the potential for one shots (you said the charged up whip TT is comparable to spec bow) so while it's frustrating that they don't address the existing one shots, this seems appropriate for a future PvP standard of "no more instant deaths"It'd be nice to hear a bit more of an explanation on why the developers thought these changes needed to happen and why the defensive aspect of Corrosive was targeted when it is something that no one really complained about.
Whip - you yourself acknowledged the potential for one shots (you said the charged up whip TT is comparable to spec bow) so while it's frustrating that they don't address the existing one shots, this seems appropriate for a future PvP standard of "no more instant deaths"It'd be nice to hear a bit more of an explanation on why the developers thought these changes needed to happen and why the defensive aspect of Corrosive was targeted when it is something that no one really complained about.
Corrosive - in practice the defensive component meant that opponents would stall the fight for 10 seconds or simply disengage. So in any real fight all Corrosive did was stall and reset, who cares about clowning on unaware opponents, you can do that with anything
I'm glad they're keeping PvP DK focused on pressure damage and off-balance skill shots, not Corrosive-Whip one shots. I'm also happy to see more "against monsters" being used, can't wait to see the NB rework where spec bow is now only "against monsters" xD
Fine by me. PvP does not need "turtle for 10 seconds, disengage, or get one shotted" as a play pattern, that's all Corrosive has ever been, any good theorycrafter has plenty of other options to deal with mediocre back line BGs healers who don't pay attention to opponent buffs.This won't be doable next patch and my opinion as this game's top PvP theorycrafter (by results, 52.8 KDR & 75% WR) is that it will see zero use on good builds after it is made near useless defensively
Turtle_Bot wrote: »Turtle_Bot wrote: »
Here's the problem... on PTS:
- 30k Health Build, pop Corrosive Armor and engage with your ultimate that is supposed to give you an offensive window by actually reducing incoming damage. Damage taken reduced to 12% of Maximum Health.
- Get CC'd by X.
- Get hit by random Nightblade, Light Attack (2000~ damage), Surprise Attack (3600 damage), Sundered Proc (1500~ damage)
- Get hit by a random Crushing Shock from 28m away, take 3x 3600 damage and another 3x 1000~ damage from status procs.
- Get hit by a random arcanist beam from someone doing PvP for the first time on their full damage PvE parse setup. 3 ticks for 3600 damage.
- Take 31 700 Damage total, your health bar. You are now dead.
Genuine question here (and this may just be a BGs vs OW Cyro difference), but what build are you running where crushing shock on it's own (ignoring status procs, set procs, LAs, etc. that land at the same time) is dealing (actually dealing, not just tooltipping) 3x3600 damage against you?
That is borderline actual tooltip damage, crushing shock tooltips for ~3x4k damage at roughly 5.6k weapon/spell damage, as such, these being actual damage values received, should only be happening if you have literally zero resistances (even 10-15k resistances (which is still low for squishy builds with both breach debuffs inflicted on them) will reduce it to like 2-2.5k x3 which would be below the 8% threshold it was on week 1 PTS anyway).
Here's a full DPS setup using 3 meta DPS lines and 2 meta damage sets and crushing shock with nearly 6k spell damage barely gets over 4k per instance for it's tooltip and this is on the wiki builder that actually shows in the tooltips the damage increase that don't show up in the in-game tooltips such as crit chance, crit damage, pen, debuffs, etc.
The active buffs that are boosting Crushing Shock to the shown tooltip:
- 5.8k weapon/spell damage (including a 150 balorghs)
- 3! slotted damage champion points
- 3 infused spell damage jewelry
- Rallying Cry active no group members so full value
- Essence Thief proc'd
- Lightning staff 12% direct damage bonus
- Only thing missing is the continuous buff (+10% weapon/spell damage)
- Dark Elf race for weapon/spell damage instead of khajiit for crit damage (still hits 111% crit damage)
- Lover mundus for ~10k pen before balorghs/breach
Bar layout because the tooltip for crushing shock is hiding it:
Empty slots are contingency and heal soul
This is a giga squishy build with 24k resistances on the back bar (20k front bar) and only 1 single defensive champion point, yet it barely tooltips for 3x4k on Crushing Shock and that's the tooltip damage, not the actual damage done after applying battle spirit, player armor, percent mitigations, block, etc.
Even accounting for a crit on all 3 of crushing shocks damage instances, that is still a stretch to be hitting tooltip values through all the percent mitigation bonuses, armor, and other ways to mitigate damage that players have access to.
He most likely was in a glass cannon dk build and got nuked, or he went against a glass cannon pulse ganker and got nuked.
The reason I'm curious about it is that I have ran uber glass cannon magDK in the past (literal 26k max health, when 30k was the norm, 64 points into mag, 6L/1M armor, bomb build loadout) and sure I would take damage, but it never felt squishy (even had 2 sweats full sweat-lording me outside Sej 2v1 and they couldn't kill me even though I wasn't using corrosive).
It's why I really do struggle to see how anyone can see those sorts of numbers against them, especially now where there's so much mitigation (armor and percent values) available that medium armor is the literal BiS weight for tanking due to the sustain, bonuses and cost reductions it gives for things tanks struggle with such as roll dodge and movement speed as well as the block bonuses and the free damage/crit to buff healing helps as well). The mitigation access is very relevant especially with champion points, hence why I asked straight up if it was simply a BG vs Cyro difference.
Fine by me. PvP does not need "turtle for 10 seconds, disengage, or get one shotted" as a play pattern, that's all Corrosive has ever been, any good theorycrafter has plenty of other options to deal with mediocre back line BGs healers who don't pay attention to opponent buffs.This won't be doable next patch and my opinion as this game's top PvP theorycrafter (by results, 52.8 KDR & 75% WR) is that it will see zero use on good builds after it is made near useless defensively
Onslaught is absolutely degenerate in PvP, like Acuity it allows you to run max crit damage builds with zero investment in crit chance, literally degenerating the game, but it's much stronger than Acuity because it's so easily controllable while also a much lower build investment.
As far as the current meta... maybe the new dev team would be willing to work with us on the one shot proc sets in the short term? https://forums.elderscrollsonline.com/en/discussion/688006/please-remove-rushing-agony-and-null-arca-from-build-pvp/p1?new=1
The goal is a meta where it's worth putting up dots and pressuring on a pure DK. The last time I can remember a good balance of burst and pressure was, ironically the Malacath proc set meta in like 2021, before that the Morrowind melee bleed meta in like 2017.
I dislike Acuity the same way, you're right there are bigger problems, like Assassination, which I crusaded to nerf for months on end, maybe the new dev team can do something to it short term so we're not stuck with this crap for years waiting for the NB rework.Also the focus on Onslaught is funny
The only way to rein in the one shot crit damage meta
I dislike Acuity the same way, you're right there are bigger problems, like Assassination, which I crusaded to nerf for months on end, maybe the new dev team can do something to it short term so we're not stuck with this crap for years waiting for the NB rework.Also the focus on Onslaught is funny
The only way to rein in the one shot crit damage meta
But I don't recall ever being "one shotted" by a bow or jav combo unless there were procs from Null Arca and/or Kjalnar to spike their burst from 25-30k to 40k+ and RoA is its own disaster. There is no defending an effective 40% damage buff from a 5pc proc set.
There are endless ways devs could address the crit damage problem. Your suggestion is to let me play an un-burstable pure dot DK? Sure, I'm fine with that
BardokRedSnow wrote: »Wow, these changes are really bad. If this goes through, there really is no point in using corrosive at all and we'll all just stick to using spell wall instead or a subclassed ult on the back bar, anything but corrosive. The skill only lasts ten seconds, its not as crazy as warden's Northern Storm. No dot damage, weak damage mitigation, the only plus is the no pen required.
Personofsecrets wrote: »Who else gets pure dysynergy and "nonbos" built right in to their classes identity? I doubt other classes will be treated this way moving forward.BardokRedSnow wrote: »Wow, these changes are really bad. If this goes through, there really is no point in using corrosive at all and we'll all just stick to using spell wall instead or a subclassed ult on the back bar, anything but corrosive. The skill only lasts ten seconds, its not as crazy as warden's Northern Storm. No dot damage, weak damage mitigation, the only plus is the no pen required.
MashmalloMan wrote: »Personofsecrets wrote: »Who else gets pure dysynergy and "nonbos" built right in to their classes identity? I doubt other classes will be treated this way moving forward.BardokRedSnow wrote: »Wow, these changes are really bad. If this goes through, there really is no point in using corrosive at all and we'll all just stick to using spell wall instead or a subclassed ult on the back bar, anything but corrosive. The skill only lasts ten seconds, its not as crazy as warden's Northern Storm. No dot damage, weak damage mitigation, the only plus is the no pen required.
Why do people keep acting like this isn't a new beginning for class balance as a whole, you can use the current context of the game for reference, but let's not pretend DK is the ugly step child when we don't even understand how other classes will change yet. I understand it may be frustrating to wait for the next 2 years, but honestly it's no different than the past 10, meta's shift, at least we can see a major overhaul instead of a random number change like years past.
I can only hope every other class gets the same level of polish from top to bottom DK is receiving. You may disagree with their balancing decisions, but there is a lot of good there, we can see the intent, and nothing about it is directly malicious just because you don't like your class getting weaker in 1 area or another. Let's stop playing the victim and provide meaningful feedback they can action upon or guess what, it will remain as is.
MashmalloMan wrote: »Personofsecrets wrote: »Who else gets pure dysynergy and "nonbos" built right in to their classes identity? I doubt other classes will be treated this way moving forward.BardokRedSnow wrote: »Wow, these changes are really bad. If this goes through, there really is no point in using corrosive at all and we'll all just stick to using spell wall instead or a subclassed ult on the back bar, anything but corrosive. The skill only lasts ten seconds, its not as crazy as warden's Northern Storm. No dot damage, weak damage mitigation, the only plus is the no pen required.
Why do people keep acting like this isn't a new beginning for class balance as a whole, you can use the current context of the game for reference, but let's not pretend DK is the ugly step child when we don't even understand how other classes will change yet. I understand it may be frustrating to wait for the next 2 years, but honestly it's no different than the past 10, meta's shift, at least we can see a major overhaul instead of a random number change like years past.
I can only hope every other class gets the same level of polish from top to bottom DK is receiving. You may disagree with their balancing decisions, but there is a lot of good there, we can see the intent, and nothing about it is directly malicious just because you don't like your class getting weaker in 1 area or another. Let's stop playing the victim and provide meaningful feedback they can action upon or guess what, it will remain as is.