SuperMexHero wrote: »Hi, me and my raid group were really excited to see some new sources of highly sought after buffs entering the game such as Minor Courage via "Blood of the Elder Dragon" and Minor Heroism via "Hearthfire".
We tested them both in the PTS and were quite disappointed in both of these abilites lack of usefulness for maintaining these buffs in 12-man content as their targeting for allies is quite awful.
They only affect 6 players and it's always the first 6 people to enter the current map "Chunk" you're in.
What's even more criminal is this even applies to the healing ticks of "Hearthfire" and it's morhps.
It "Smart targets" on the initial tick from the cast but the subsequent ticks do not.
Meaning if you cast it while someone in your 12-man raid group is low on health, all the ticks after the cast for the entire duration of the skill will prioritze them, even if they're at full health and someone else is not.
This means there are situations where you can be dying, standing in this ability, and just die because it's healing people with full health from the "Chunk" priority or the intial "Smart target" cast and not you.
Dying slowly while standing in a healing ability is pretty lame if you ask anyone.
Furthermore this also applies for every ground-targeted healing ability in the game on the live server with the very specific exception of the Illustrious springs morph.
Not even Healing springs or Grand healing "Smart target" on subsequent ticks outside of the initial cast's first tick.
Same goes with the new "Blood of the Elder Dragon" ability, the Minor courage/Major fortitude only goes to the first 6 people in the map "chunk".
It does "Smart target" people with lower health but this means in 12-man content maintaining the Minor courage sourced from this ability is not really viable.
It would be nice to see skills like these prioritize the people closest to the caster and in addition "Smart targeting" people with lower health. That way you can keep up the Minor courage and also heal people in need. (Not saying this is the best solution but I'd think it's a rather simple one)
I understand there are technological limitations involved but this whole "Chunk" priority thing is really plaguing the 12-man content in this game by making so many sources of buffs from abilites and sets borderline useless because they're impractical to maintain on everyone in your raid group.
We always love to see new tools to source these strong buffs in content, just wish we could actually justify using them for once instead of keeping them in the toolbox collecting dust.
A lot people I know in the raiding community share these frustrations.
Anyways Thanks for reading the long post, peace.
Passives:
For the most part I do like that the passives seem to be more balanced out, however I think Avalanche is the elephant in the room here. You guys really talked up this passive, like it was going to be central to what makes a DK a DK, but its really not good at all. It takes almost a full minute to get up to speed, then falls off pretty much as soon as a boss has a phase where you aren't dealing damage. I think something with a faster charge up and less falloff would be better, even if the % goes down a little.
Bang on with Avalanche, however I'd also argue it's too weak with a max of 10% damage done. Or at least, as the only dps passive in that skill line, it's not enough.
Look at it this way, if they added +10% crit damage would people be looking at the earthen heart line and be saying "omg, this is too strong!".
I seriously doubt it.
Honestly what ZoS should be doing is pushing the class up until they are thinking "ok, that's a bit much" and then take one step back from there. If it needs nerfing as the other classes get reworked, fine, balance it more then, but leaving it in this very very average state isn't a win for anyone.
dhoward5b14_ESO wrote: »Really dislike moving minor brutality out of Earthen Heart. If you have to move it put it in Ardent Flame instead of Draconic, as I don't see Draconic being a skill line a DK DPS is necessarily going to want. The group alternative is minor sorcery from Templar which has its own issues.
With the nerf to Stone Giant, changes in stamimna recovery, and moving minor brutality I am not sure why I'd want to be a DK tank any more. Seems to be losing identity instead of improving it from tank perspective. The only good change I see for tank (beyond healing perhaps) is moving major resolve to Earthen Heart, but that won't matter on trial tank (even many dungeon tanks) because we use Frost Cloak anyway.
SuperMexHero wrote: »Hi, me and my raid group were really excited to see some new sources of highly sought after buffs entering the game such as Minor Courage via "Blood of the Elder Dragon" and Minor Heroism via "Hearthfire".
We tested them both in the PTS and were quite disappointed in both of these abilites lack of usefulness for maintaining these buffs in 12-man content as their targeting for allies is quite awful.
They only affect 6 players and it's always the first 6 people to enter the current map "Chunk" you're in.
What's even more criminal is this even applies to the healing ticks of "Hearthfire" and it's morhps.
It "Smart targets" on the initial tick from the cast but the subsequent ticks do not.
Meaning if you cast it while someone in your 12-man raid group is low on health, all the ticks after the cast for the entire duration of the skill will prioritze them, even if they're at full health and someone else is not.
This means there are situations where you can be dying, standing in this ability, and just die because it's healing people with full health from the "Chunk" priority or the intial "Smart target" cast and not you.
Dying slowly while standing in a healing ability is pretty lame if you ask anyone.
Furthermore this also applies for every ground-targeted healing ability in the game on the live server with the very specific exception of the Illustrious springs morph.
Not even Healing springs or Grand healing "Smart target" on subsequent ticks outside of the initial cast's first tick.
Same goes with the new "Blood of the Elder Dragon" ability, the Minor courage/Major fortitude only goes to the first 6 people in the map "chunk".
It does "Smart target" people with lower health but this means in 12-man content maintaining the Minor courage sourced from this ability is not really viable.
It would be nice to see skills like these prioritize the people closest to the caster and in addition "Smart targeting" people with lower health. That way you can keep up the Minor courage and also heal people in need. (Not saying this is the best solution but I'd think it's a rather simple one)
I understand there are technological limitations involved but this whole "Chunk" priority thing is really plaguing the 12-man content in this game by making so many sources of buffs from abilites and sets borderline useless because they're impractical to maintain on everyone in your raid group.
We always love to see new tools to source these strong buffs in content, just wish we could actually justify using them for once instead of keeping them in the toolbox collecting dust.
A lot people I know in the raiding community share these frustrations.
Anyways Thanks for reading the long post, peace.
wilsonwjesse wrote: »dhoward5b14_ESO wrote: »Really dislike moving minor brutality out of Earthen Heart. If you have to move it put it in Ardent Flame instead of Draconic, as I don't see Draconic being a skill line a DK DPS is necessarily going to want. The group alternative is minor sorcery from Templar which has its own issues.
With the nerf to Stone Giant, changes in stamimna recovery, and moving minor brutality I am not sure why I'd want to be a DK tank any more. Seems to be losing identity instead of improving it from tank perspective. The only good change I see for tank (beyond healing perhaps) is moving major resolve to Earthen Heart, but that won't matter on trial tank (even many dungeon tanks) because we use Frost Cloak anyway.
That's literally the point. They need to balance the skill lines. That's the whole point of this whole class update. It should encourage you to choose all the lines as they all have something to offer for DPS, Healing, and Tanks, and PvP AND they work together more cohesively than other class lines. They did a surprisingly good job at this, with some room for improvements that I listed above.
I'm hopeful after the other class updates, sub classing will be creative and fun rather than rigid and mandatory. By balancing the lines, they make pure classing a valid strategy, and they make sub classing more fun and creative with more variety.
Ways they can improve is to remove the certain types of damage buffs like AoE/dot and Fire, from DK, and Frost, Shock, and Physical from others.
wilsonwjesse wrote: »dhoward5b14_ESO wrote: »Really dislike moving minor brutality out of Earthen Heart. If you have to move it put it in Ardent Flame instead of Draconic, as I don't see Draconic being a skill line a DK DPS is necessarily going to want. The group alternative is minor sorcery from Templar which has its own issues.
With the nerf to Stone Giant, changes in stamimna recovery, and moving minor brutality I am not sure why I'd want to be a DK tank any more. Seems to be losing identity instead of improving it from tank perspective. The only good change I see for tank (beyond healing perhaps) is moving major resolve to Earthen Heart, but that won't matter on trial tank (even many dungeon tanks) because we use Frost Cloak anyway.
That's literally the point. They need to balance the skill lines. That's the whole point of this whole class update. It should encourage you to choose all the lines as they all have something to offer for DPS, Healing, and Tanks, and PvP AND they work together more cohesively than other class lines. They did a surprisingly good job at this, with some room for improvements that I listed above.
I'm hopeful after the other class updates, sub classing will be creative and fun rather than rigid and mandatory. By balancing the lines, they make pure classing a valid strategy, and they make sub classing more fun and creative with more variety.
Ways they can improve is to remove the certain types of damage buffs like AoE/dot and Fire, from DK, and Frost, Shock, and Physical from others.
The changes you want to put in week 3 of the pts regarding Molten Whip are a big nerf in general for DK in pvp, this skill is not overperfoming please reconsider
GloatingSwine wrote: »wilsonwjesse wrote: »dhoward5b14_ESO wrote: »Really dislike moving minor brutality out of Earthen Heart. If you have to move it put it in Ardent Flame instead of Draconic, as I don't see Draconic being a skill line a DK DPS is necessarily going to want. The group alternative is minor sorcery from Templar which has its own issues.
With the nerf to Stone Giant, changes in stamimna recovery, and moving minor brutality I am not sure why I'd want to be a DK tank any more. Seems to be losing identity instead of improving it from tank perspective. The only good change I see for tank (beyond healing perhaps) is moving major resolve to Earthen Heart, but that won't matter on trial tank (even many dungeon tanks) because we use Frost Cloak anyway.
That's literally the point. They need to balance the skill lines. That's the whole point of this whole class update. It should encourage you to choose all the lines as they all have something to offer for DPS, Healing, and Tanks, and PvP AND they work together more cohesively than other class lines. They did a surprisingly good job at this, with some room for improvements that I listed above.
I'm hopeful after the other class updates, sub classing will be creative and fun rather than rigid and mandatory. By balancing the lines, they make pure classing a valid strategy, and they make sub classing more fun and creative with more variety.
Ways they can improve is to remove the certain types of damage buffs like AoE/dot and Fire, from DK, and Frost, Shock, and Physical from others.
That's not how it works though. They don't just need "something to offer" they need to have enough concentrated value in each to compete with every other skill line in the game. Right now, before these changes, Earthen Heart has that for tanks. After the changes no Dragonknight skill line will have enough value in one line to compete with Winter's Embrace or Soldier of Apocrypha and no value as a third with those already picked.
It is a dead class for tanking after these changes. The number of viable skill lines on it is going from one to zero, and a class with zero viable skill lines cannot be used as a base and will not be picked into from others
And it doesn't even get better as a pureclass, in fact it's actually worse because it loses the consistent value of Helping Hands when using magicka skills for a much more situational stamina restore on heavy attack, the value of Stagger is going down, and the ultimate generation and minor brutality are getting split up instead of both being activated by skills you are already incentivised to use regularly (Stone Giant).
These changes are a nerf to DK for pureclass tanking and delete it from subclass tanking, and they don't seem to have addressed this in any of the responses, focusing only on its DD performance.
YandereGirlfriend wrote: »Wanted to signal-boost a neat idea that I saw while watching a recent Creative Excuses video on the DK changes:
Adding a small Direct Heal component to Burning ticks that, if you are leaning into the Burning status, can collectively function as a viable self-heal. Like a more specialized version of Critical Surge for DKs but uncapped in procs per second and healing for a relatively token amount per proc. To further reward DKs for spreading the Burning effect, as fits the class power fantasy.
Would fit easily into the Combustion passive. Or wherever it would be most balanced.
HalfDragoness wrote: »YandereGirlfriend wrote: »Wanted to signal-boost a neat idea that I saw while watching a recent Creative Excuses video on the DK changes:
Adding a small Direct Heal component to Burning ticks that, if you are leaning into the Burning status, can collectively function as a viable self-heal. Like a more specialized version of Critical Surge for DKs but uncapped in procs per second and healing for a relatively token amount per proc. To further reward DKs for spreading the Burning effect, as fits the class power fantasy.
Would fit easily into the Combustion passive. Or wherever it would be most balanced.
I have wanted this since I first made a DK. It's the ultimate power fantasy that thae more everything else is on fire, the more I heal. >:D
MXVIIDREAM wrote: »
avalanche
Great great idea, sadly a little ineffective in combat bosses immune phases and just combat in general make this a little redundant I propose 2 seconds to build stacks 4 seconds of no damage to lose them
Much better uptime for 90% of combat this alone could fix a lot of the underwhelming dk performance in most pve scenarios
GloatingSwine wrote: »That's not how it works though. They don't just need "something to offer" they need to have enough concentrated value in each to compete with every other skill line in the game.
GloatingSwine wrote: »That's not how it works though. They don't just need "something to offer" they need to have enough concentrated value in each to compete with every other skill line in the game.
wilsonwjesse wrote: »GloatingSwine wrote: »That's not how it works though. They don't just need "something to offer" they need to have enough concentrated value in each to compete with every other skill line in the game.
I can agree with this. I think they were successful at moving it in that direction, but they need to go further and really make sure each line has something uniquely invaluable to offer each: DD, tank, healer, and PvP.
I am a DK main btw. I like these changes, but I agree more needs to be done at least until the other lines are balanced and there are no allstar lines to choose from for DD, Healing, Tanking, and PvP at the end of the 2 years (although that's scary because people aren't going to want to give up temporary buffs).
Hi,
we were just checking out, how the new DK effects look for 3rd persons.
E.g. if I'm tank what all effects I'll get to notice, while having additional effects from allies turned off.
My big request, please rework that setting, e.g. the new fire beam from DK is taking far too much capacity.
From players pov the new skill effect is nice, but for others in group & especially as Tank this is an awful effect and puts way too much distraction into the game fights.
GloatingSwine wrote: »I literally just explained how they did not do that and did the opposite. Dragonknight is worse for tanks and no better for healers than it was, which was unusable, because the skills that sounds interesting for their buffs don't actually consistently provide those buffs as explained above.
And as a DD it's still worse than Arcanist, it's worse than Arcanist at using its own buffs!
They cannot balance things based on a hypothetical state two years in the future, they need to balance every class as competitive now in the current game with the current power of a fully subclassed alternative with the best possible picks in mind.
wilsonwjesse wrote: »GloatingSwine wrote: »I literally just explained how they did not do that and did the opposite. Dragonknight is worse for tanks and no better for healers than it was, which was unusable, because the skills that sounds interesting for their buffs don't actually consistently provide those buffs as explained above.
And as a DD it's still worse than Arcanist, it's worse than Arcanist at using its own buffs!
They cannot balance things based on a hypothetical state two years in the future, they need to balance every class as competitive now in the current game with the current power of a fully subclassed alternative with the best possible picks in mind.
And I agreed. I they need to make each skill line much better at every aspect. However, you can’t do that without making DK op for PvP where DD, Healing, and Tanking all matter because it is competing with dedicated skill lines which are the best of the best and completely unbalanced. You’re never going to have a non-op DK that is on par with subclassing until you balance the other skill lines.
Realistically they should do this all at once. And do the animation updates later (I don’t even think the animation updates are widely liked).