MXVIIDREAM wrote: »As dks are very lacking in offensive penetration could disintegrating dragon breath instead either give an unnamed armor debuff or after activation boosts dks penetration by an amount say a percentage of the initial damage dealt on first target hit this would I believe increase the effectiveness for single target pure dk builds.
Are they ? I have 14k pen unbuffed they have access to major breach aswell and with the new changes addition minor breach has been added so idk that pen is a big issue b
MXVIIDREAM wrote: »As dks are very lacking in offensive penetration could disintegrating dragon breath instead either give an unnamed armor debuff or after activation boosts dks penetration by an amount say a percentage of the initial damage dealt on first target hit this would I believe increase the effectiveness for single target pure dk builds.
Are they ? I have 14k pen unbuffed they have access to major breach aswell and with the new changes addition minor breach has been added so idk that pen is a big issue b
Pve or PvP build? Also without gear dks have no inherent pen like most other classes have in their passives. In pve dks are sorely missing pen and have to trade off a lot to get to minimum pve numbers for trials. What I’m mainly pointing out dk builds are a bit more restrictive and for both pve and PvP get restricted in build freedom. I’m simply advocating for more build diversity.
MXVIIDREAM wrote: »As dks are very lacking in offensive penetration could disintegrating dragon breath instead either give an unnamed armor debuff or after activation boosts dks penetration by an amount say a percentage of the initial damage dealt on first target hit this would I believe increase the effectiveness for single target pure dk builds.
Are they ? I have 14k pen unbuffed they have access to major breach aswell and with the new changes addition minor breach has been added so idk that pen is a big issue b
Pve or PvP build? Also without gear dks have no inherent pen like most other classes have in their passives. In pve dks are sorely missing pen and have to trade off a lot to get to minimum pve numbers for trials. What I’m mainly pointing out dk builds are a bit more restrictive and for both pve and PvP get restricted in build freedom. I’m simply advocating for more build diversity.
"Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "
What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.
Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.
"Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "
What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.
Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.
MXVIIDREAM wrote: »From my understanding, the goal of this update was to increase class power, but this change feels like the opposite. Replacing the Weapon and Spell Damage bonus with a 5% damage done to monsters per stack is effectively a significant nerf to Molten Whip, especially in PvP. While I can see how this may result in a gain for PvE although we now lose 300 wd/sd on everything which includes heals, in a PvP context it’s a clear loss of power and flexibility, and that’s disappointing to see.
It feels like we’re moving back toward PvE-only scaling rather than improving the core strength of the skill across all content. I genuinely thought the direction here was to modernise and elevate Dragonknight performance, not narrow it.
If I’m misunderstanding the intent or missing something in the numbers, I’m more than happy to be corrected. That said, a much better solution would have been to add the PvE monster damage bonus alongside the existing Weapon and Spell Damage, rather than replacing it. That approach would have improved PvE without gutting the skill’s value in PvP, and would have been a far better experience for everyone.
Right now, this just feels like a step in the wrong direction, which is a shame given the otherwise positive direction of the refresh.
Otherwise the changes are very good just this one that’s confused me
I like the damage increase to corrosive and that depending on how it performs could be increased more personally but will see how it plays out
MXVIIDREAM wrote: »MXVIIDREAM wrote: »As dks are very lacking in offensive penetration could disintegrating dragon breath instead either give an unnamed armor debuff or after activation boosts dks penetration by an amount say a percentage of the initial damage dealt on first target hit this would I believe increase the effectiveness for single target pure dk builds.
Are they ? I have 14k pen unbuffed they have access to major breach aswell and with the new changes addition minor breach has been added so idk that pen is a big issue b
Pve or PvP build? Also without gear dks have no inherent pen like most other classes have in their passives. In pve dks are sorely missing pen and have to trade off a lot to get to minimum pve numbers for trials. What I’m mainly pointing out dk builds are a bit more restrictive and for both pve and PvP get restricted in build freedom. I’m simply advocating for more build diversity.
PvP for what I’m running but it’s only the 2 maces I have on with sharpened but they have both minor and major breach now as minor has been added to one of the dk skills
Below is an early look at the upcoming adjustments for DK:
Ardent Flame
- Lava Whip: This ability and the Flame Lash morph now generate 5 stacks of their empowered forms for 20 seconds, rather than enabling the ability to cast the ability as many times as you can within 7.9s (at most, 7 casts). Increased the damage by 40% to account for less casts. Overall, this should make both versions of the ability much easier to use in a rotation, rather than feeling like you must choose between uptime of other abilities and the super sick flip whip.
- Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight.
- In a future PTS update this will be increased to 15% for 45s but only if all stacks are consumed – to help avoid turning it into a passive buff effect and more of a reward for using the ability to its maximum effect.
Below is an early look at the upcoming adjustments for DK:
Ardent Flame
- Lava Whip: This ability and the Flame Lash morph now generate 5 stacks of their empowered forms for 20 seconds, rather than enabling the ability to cast the ability as many times as you can within 7.9s (at most, 7 casts). Increased the damage by 40% to account for less casts. Overall, this should make both versions of the ability much easier to use in a rotation, rather than feeling like you must choose between uptime of other abilities and the super sick flip whip.
- Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight.
- In a future PTS update this will be increased to 15% for 45s but only if all stacks are consumed – to help avoid turning it into a passive buff effect and more of a reward for using the ability to its maximum effect.
I, don't know how to interpret this? My Dragonknight build completely relies on setting enemies Off Balance so I can use the Power Lash form of Flame Lash, but this sounds like the change is taking away a lot of the ability's up time? Does targeting Off Balance enemies even still change the ability to Power Lash?
"Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "
What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.
Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.
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.
Overall moving on the right direction, listening to community feedback.
The corrosive change, while being a pretty significant nerf, does have a little justification but could be adjusted to more fair terms. 12% is absurd, 8% is even high but WORKS. Removing the dot from PvP is understandable as it was pretty ridiculous, however, ulti gen should be brought back to the skill as now you take significantly more damage to only gain full pent for physical and magical dmg. We cannot forget the ideology of DK, it should be able to brawl and sustain in fights without significant draw backs in terms of defense. Onslaught gives you that and 100% crit(acuity) with NO drawbacks, all in 1 ability for significantly less ultimate cost.
BananaBender wrote: »"Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "
What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.
Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.
I actually really like the idea of individual skills being better based on the class you are playing on. While this doesn't really address the issue of subclassing being stronger than pure DK, but it does give people reason to play on multiple different characters based on the build, assuming they are going to introduce something like this on all classes.
BananaBender wrote: »I think the subclass vs pure class issue is going to get fixed once we are done with all classes being reworked and here I think ZOS has done a really good job with DK.
BananaBender wrote: »Right now the reason why subclassing is so incredibly strong is that some classes can give up skill lines and lose effectively nothing while gaining a bunch of power, but with the reworked DK all the skill lines are good and give something valuable which means that subclassing wont be just a massive bonus without any downsides.
BananaBender wrote: »Of course this is going to make DK weaker for now until other classes are going through their reworks, but once every class is designed around subclassing, I think DK and pure builds in general are going to be in much healthier spot.
BananaBender wrote: »"Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "
What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.
Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.
I actually really like the idea of individual skills being better based on the class you are playing on. While this doesn't really address the issue of subclassing being stronger than pure DK, but it does give people reason to play on multiple different characters based on the build, assuming they are going to introduce something like this on all classes.
No, it incentivizes people to play on the one class that gets a 12% buff. They'd be deranged to impliment this on all classes, because it would completely ruin the point of subclassing. Neither pure classes or subclassed builds should be inherently stronger. Until this change, they were well on their way to that.BananaBender wrote: »I think the subclass vs pure class issue is going to get fixed once we are done with all classes being reworked and here I think ZOS has done a really good job with DK.
It will not be fixed if they continue making certain skills only worth using on the base class.BananaBender wrote: »Right now the reason why subclassing is so incredibly strong is that some classes can give up skill lines and lose effectively nothing while gaining a bunch of power, but with the reworked DK all the skill lines are good and give something valuable which means that subclassing wont be just a massive bonus without any downsides.
Yes, that is why subclassing is so strong. Which is exactly the reason why all skill lines need to be created equal, which this change flies in the face of. With crazy changes like this we end up with skill lines that are good as long as you're on the base class and using one specific ability but worthless for everyone else. This is how you destroy build diversity.BananaBender wrote: »Of course this is going to make DK weaker for now until other classes are going through their reworks, but once every class is designed around subclassing, I think DK and pure builds in general are going to be in much healthier spot.
But this change isn't "designed around subclassing", its designed against it. Things like this are going to put the entire game in a less healthy spot. Once again, neither pure classes or subclasses should be inherently stronger. The skill lines provided together in a class should synergize well together, not be built to force every DK to keep ardent flame and use whip because the whole class was balanced around having an exclusive 12% buff.
BananaBender wrote: »"Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "
What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.
Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.
I actually really like the idea of individual skills being better based on the class you are playing on. While this doesn't really address the issue of subclassing being stronger than pure DK, but it does give people reason to play on multiple different characters based on the build, assuming they are going to introduce something like this on all classes.
No, it incentivizes people to play on the one class that gets a 12% buff. They'd be deranged to impliment this on all classes, because it would completely ruin the point of subclassing. Neither pure classes or subclassed builds should be inherently stronger. Until this change, they were well on their way to that.BananaBender wrote: »I think the subclass vs pure class issue is going to get fixed once we are done with all classes being reworked and here I think ZOS has done a really good job with DK.
It will not be fixed if they continue making certain skills only worth using on the base class.BananaBender wrote: »Right now the reason why subclassing is so incredibly strong is that some classes can give up skill lines and lose effectively nothing while gaining a bunch of power, but with the reworked DK all the skill lines are good and give something valuable which means that subclassing wont be just a massive bonus without any downsides.
Yes, that is why subclassing is so strong. Which is exactly the reason why all skill lines need to be created equal, which this change flies in the face of. With crazy changes like this we end up with skill lines that are good as long as you're on the base class and using one specific ability but worthless for everyone else. This is how you destroy build diversity.BananaBender wrote: »Of course this is going to make DK weaker for now until other classes are going through their reworks, but once every class is designed around subclassing, I think DK and pure builds in general are going to be in much healthier spot.
But this change isn't "designed around subclassing", its designed against it. Things like this are going to put the entire game in a less healthy spot. Once again, neither pure classes or subclasses should be inherently stronger. The skill lines provided together in a class should synergize well together, not be built to force every DK to keep ardent flame and use whip because the whole class was balanced around having an exclusive 12% buff.
BananaBender wrote: »"Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "
What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.
Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.
I actually really like the idea of individual skills being better based on the class you are playing on. While this doesn't really address the issue of subclassing being stronger than pure DK, but it does give people reason to play on multiple different characters based on the build, assuming they are going to introduce something like this on all classes.
No, it incentivizes people to play on the one class that gets a 12% buff. They'd be deranged to impliment this on all classes, because it would completely ruin the point of subclassing. Neither pure classes or subclassed builds should be inherently stronger. Until this change, they were well on their way to that.
Yes, that is why subclassing is so strong. Which is exactly the reason why all skill lines need to be created equal, which this change flies in the face of. With crazy changes like this we end up with skill lines that are good as long as you're on the base class and using one specific ability but worthless for everyone else. This is how you destroy build diversity.
But this change isn't "designed around subclassing", its designed against it. Things like this are going to put the entire game in a less healthy spot. Once again, neither pure classes or subclasses should be inherently stronger. The skill lines provided together in a class should synergize well together, not be built to force every DK to keep ardent flame and use whip because the whole class was balanced around having an exclusive 12% buff.
BananaBender wrote: »I do wish they had made the damage buff more specialized than just a unique damage done boost to monsters, but I think class specific buffs are a great tool for the devs to incentivise class diversity (if done right).
BananaBender wrote: »I do wish they had made the damage buff more specialized than just a unique damage done boost to monsters, but I think class specific buffs are a great tool for the devs to incentivise class diversity (if done right).
Forest for the trees take, certainly.
You encourage class diversity by making all classes comparable, not by telling anyone who is playing a class other than Dragonknight to ignore Ardent Flame entirely.
When you isolate skill lines to certain classes, you eliminate diversity, not increase it.
BananaBender wrote: »"Flame Lash: This morph now also grants 12% damage done to monsters for 30s after activating if you are a Dragonknight. "
What. The. Oblivion. Is. THAT??? Please do not give weird hard locked incentives to not subclass. You guys specifically said you wanted to simply make all skill lines worth having, that is NOT what this change is. This change locks an entire active ability to the base class, while also forcing everyone using the class to use that one ability. Not to mention having a BULT IN NERF if you have a certain other ability slotted. What happened to "Play the way you want"? If you go through with that insanity my approval of the refresh defiantly drops form 7/10 to 3/10. You had a pretty good thing going until now, PLEASE don't throw it away with something ridiculous like that.
Make the skill lines work well together to incentivize pure classing, don't punish people for subclassing.
I actually really like the idea of individual skills being better based on the class you are playing on. While this doesn't really address the issue of subclassing being stronger than pure DK, but it does give people reason to play on multiple different characters based on the build, assuming they are going to introduce something like this on all classes.
No, it incentivizes people to play on the one class that gets a 12% buff. They'd be deranged to impliment this on all classes, because it would completely ruin the point of subclassing. Neither pure classes or subclassed builds should be inherently stronger. Until this change, they were well on their way to that.BananaBender wrote: »I think the subclass vs pure class issue is going to get fixed once we are done with all classes being reworked and here I think ZOS has done a really good job with DK.
It will not be fixed if they continue making certain skills only worth using on the base class.BananaBender wrote: »Right now the reason why subclassing is so incredibly strong is that some classes can give up skill lines and lose effectively nothing while gaining a bunch of power, but with the reworked DK all the skill lines are good and give something valuable which means that subclassing wont be just a massive bonus without any downsides.
Yes, that is why subclassing is so strong. Which is exactly the reason why all skill lines need to be created equal, which this change flies in the face of. With crazy changes like this we end up with skill lines that are good as long as you're on the base class and using one specific ability but worthless for everyone else. This is how you destroy build diversity.BananaBender wrote: »Of course this is going to make DK weaker for now until other classes are going through their reworks, but once every class is designed around subclassing, I think DK and pure builds in general are going to be in much healthier spot.
But this change isn't "designed around subclassing", its designed against it. Things like this are going to put the entire game in a less healthy spot. Once again, neither pure classes or subclasses should be inherently stronger. The skill lines provided together in a class should synergize well together, not be built to force every DK to keep ardent flame and use whip because the whole class was balanced around having an exclusive 12% buff.
Yeah I can’t tell if they just don’t get it, or are refusing to see how this will impact their game.
-They are soft rolling back Subclassing.
-Quick swap Skill selection is coming.
Both of those points should be getting much more pushback, but people are blinded by all of the flashiness of the new animation reworks.
I seriously have to question… are people really okay with the skill gap widening and our creativity being taken away?
That said, I can guarantee at least this much: this will be the last time I advocate for the little guys if they won’t do so for themselves. At the end of the day, the rich are getting richer, and I’ll just kill the poor faster when I can swap between skills on the fly, and start gatekeeping players based on their origin class.
What else are we supposed to do?
They are implying that this is the culture that they want with changes that encourage it.