BananaBender wrote: »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.
As if whip and the buff is the only thing the entire skill line brings. For pure DPS output, yes it's weaker when you don't get the whip buff, but it's by far the strongest skill line for soloing stuff on PTS. If they fix the targetting on the heals it will be a good healer subclass and a tank one as well. I agree that they should look into making standard a more of a dps ult than a support one to make the skill line more attractive to subclass into, but I think the class unique buffs are not a bad thing at all, in fact I would love to see more of them.
Making skills vastly different in PvP and PvE is unwise.
The New-DK was in excellent condition in v11.3.1 and only needed minor modifications to be released. However, I think the changes in 11.3.2 are a bit of an overreaction.
- Flame Lash & Molten Whip: Do we really need both morphs to have an "increased damage to monsters" buff? This only diminishes the difference between the two skills, negating the purpose of morphs. Why can't they each have different advantages in PvP and PvE?
However, I don't object to conditions like "if you are a Dragonknight," as long as other class reworks have similar conditions. This would at least ensure we see more different main classes, each with its own unique characteristics and advantages. The characteristics of Main Arc + Assassination + Aedric Spear should be different from Main Templar + Herald of the Tome + Assassination, not just produce the same effect.
- Corrosive Armor: It's unwise to make skills vastly different in PvP and PvE. While set bonuses are fine, completely disabling the damage of a class skill, especially an ultimate skill, in PvP is extremely unwise. I think other suggestions are good, such as "reducing initial damage and increasing its damage against monsters" or "reducing damage dealt when affected by a Battle Spirit." Completely disabling it is really overreacting.
- Blessing at the Peak: It should have 10% Critical healing added, consistent with other similar passive abilities.
- Onslaught: Again, It's unwise to make skills vastly different in PvP and PvE. Onslaught's new restrictions are a bit of an overreaction. Completely removing Critical Chance in PvP only makes Onslaught seem like it's being deliberately discriminated against in PvP. There are obviously many more compromises, such as using Battle Sprites for balance, like "only 50% Critical Chance is gained when affected by a Battle Spirit."
U49 has done a good job most of the time, with most of the New-DK changes meeting player expectations and the communication being excellent. However, please do not overcorrect at the last minute and ruin everything.
BananaBender wrote: »Except when other classes get a buff similar to the one on DK which gives and incentive to pick that class as your base class. Classes need to have unique strengths to give players a reason to play on multiple characters, like the game was before subclassing. Adding unique buffs to certain skills is one way of achieving this, reworking class masteries and class sets could be another one.
BananaBender wrote: »How would you go by making subclassing and pure classes equally strong?
BananaBender wrote: »Subclassing allows for you to patch in the weaknesses from your builds. If you don't have AoE damage, you can simply slot in some AoE damage from another class. No execute? That's easily fixed with subclassing. How can you make sure pure class is on the same level to subclassing when the idea of subclassing is to improve your base class? The only way subclassing could be a "side-grade" is if all skill lines are a the exact same level in every single way, meaning they are identical.
BananaBender wrote: »In this current state, whip is a really good spammable/semi-spammable with a really strong buff and the only one which requires you to be a specific class, but as I stated, assuming in the future every class gets a buff which incentivises a player to pick that class as their base class, how is this a bad thing? If DK ends up being the only class with a unique buff requiring you to be a base DK, I agree that would be stupid, because it's exactly what was the case with arcanist and the insanely strong class mastery and it sucked.
BananaBender wrote: »On PTS there is already twice as much build variety as there is on live. Ardent Flame + Earthen Heart + Assassination seems extremely strong, so does Animal Companions + Winter's Embrace + Herald and the old meta builds are still as strong as ever. I don't really see how the DK whip has destroyed build variety when as of right now we have twice the playable builds we had before.
BananaBender wrote: »If every class ends up with a unique buff, I don't see how that is going to hurt build variety in the slightest (assuming it's implemented properly). I'm going to make a hypothetical situation which hopefully demonstrates what I would like to see from the future of subclassing and the unique buffs.
Let's say you have a build with Ardent Flame + Winter's Embrace and Herald of the Tome, now you would get a flat dmg buff from being a base DK, very nice. If you were a base Warden with the same build, they might get a buff like "While Artic Blast is active your status effects deal 200% more damage" or something along those lines. Now you are incentivised build around status effects, making the build play completely differently. Arcanist on the other hand could have a buff which increases your AoE damage etc. With the same 3 subclasses you could end up with 3 builds which play completely differently from one another. Of course one build is going to be stronger is most situations, but the specialization of builds is what got killed by subclassing and that's what I hope will be brought back.
You no longer bring a templar in the group because you want more single target and execute damage, because every build already has those. Or necro for AoE, because again, everyone has everything.
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).
tomofhyrule wrote: »As much as I hate Subclassing, I really don't like the idea of a skill giving a buff specifically because of your base class. It feels a lot like that one patch that made the Warden Piercing Cold passive into a buff for Ice staves specifically, basically saying "if you're a Warden and not a frost mage, you're doing it wrong."
Having said that, my read of the change that they're making to whip to tie it to the DK base class seems like it's a temporary stopgap in order to try to bump "pure DK" to the level of "Arcbladeplar" while the refresh is ongoing, and that once the other classes are taken care of they'll remove that restriction and rework it. Because otherwise, there's really no reason to play pure DK when Arcbladeplar exists, particularly in its current state.
If that were the case, however, it would be nice if they explicitly stated that.
LonePirate wrote: »The change to the Standard of Might ultimate is a nerf that should be cancelled if the goal is to increase the power of the DK. It takes me more time now to kill mobs with the new Standard of Might than it did using Standard of Might as it exists now on the live servers. That’s a power reduction, not a power increase.
LonePirate wrote: »The change to the Standard of Might ultimate is a nerf that should be cancelled if the goal is to increase the power of the DK. It takes me more time now to kill mobs with the new Standard of Might than it did using Standard of Might as it exists now on the live servers. That’s a power reduction, not a power increase.
Ecgberht_confused wrote: »I think Ardent and Draconic are in a very good place right now. New DK certainly feels refreshed! I understand there's a lot of complaints about molten pts 3 changes from pvp perspective, but people seem to have quickly forgotten that compared to live, molten stack increased from 20% to 33% (39% buff in total) AND you can gain stacks from any DK ability not just Ardent. These way outshine the 300 w/s damage it lost. Molten is in a good place and will be everywhere in pvp!
Question: the 12% monster damage buff from power lash only buffs power lash, correct? It certainly didn't buff the DK channel when I tried it. Not saying it needs to, the channel is already in a good place, just asking if that's intended, as the wording may be misleading.
Earthen Heart is dead on arrival though, I have to say. Certainly for a DK channel build where you're not continuously light attacking to benefit from the igneous weapons charges. That's not too bad, Ardent and Draconic are enough for someone to feel DK, but picking Earthen heart would in almost every case be a big self nerf
MXVIIDREAM wrote: »Ecgberht_confused wrote: »I think Ardent and Draconic are in a very good place right now. New DK certainly feels refreshed! I understand there's a lot of complaints about molten pts 3 changes from pvp perspective, but people seem to have quickly forgotten that compared to live, molten stack increased from 20% to 33% (39% buff in total) AND you can gain stacks from any DK ability not just Ardent. These way outshine the 300 w/s damage it lost. Molten is in a good place and will be everywhere in pvp!
Question: the 12% monster damage buff from power lash only buffs power lash, correct? It certainly didn't buff the DK channel when I tried it. Not saying it needs to, the channel is already in a good place, just asking if that's intended, as the wording may be misleading.
Earthen Heart is dead on arrival though, I have to say. Certainly for a DK channel build where you're not continuously light attacking to benefit from the igneous weapons charges. That's not too bad, Ardent and Draconic are enough for someone to feel DK, but picking Earthen heart would in almost every case be a big self nerf
lol do you think everyone in here that does PvP is lying or ?
Ecgberht_confused wrote: »MXVIIDREAM wrote: »Ecgberht_confused wrote: »I think Ardent and Draconic are in a very good place right now. New DK certainly feels refreshed! I understand there's a lot of complaints about molten pts 3 changes from pvp perspective, but people seem to have quickly forgotten that compared to live, molten stack increased from 20% to 33% (39% buff in total) AND you can gain stacks from any DK ability not just Ardent. These way outshine the 300 w/s damage it lost. Molten is in a good place and will be everywhere in pvp!
Question: the 12% monster damage buff from power lash only buffs power lash, correct? It certainly didn't buff the DK channel when I tried it. Not saying it needs to, the channel is already in a good place, just asking if that's intended, as the wording may be misleading.
Earthen Heart is dead on arrival though, I have to say. Certainly for a DK channel build where you're not continuously light attacking to benefit from the igneous weapons charges. That's not too bad, Ardent and Draconic are enough for someone to feel DK, but picking Earthen heart would in almost every case be a big self nerf
lol do you think everyone in here that does PvP is lying or ?
I do pvp as well and I'm allowed an opinion, am I not? 40% buff and much easier stacks make molten very strong even without the 300 w/s damage. You can keep asking for more buffs till it becomes op and then nerfed a couple of patches later, your call.
Tool tip is already close to merciless, and you can have it every 3rd gcd not 5th. Also merciless does not need to become the new measuring stick. NB hasn't had their refresh yet and it's quite likely the whole assassination line will take a hit
Ecgberht_confused wrote: »MXVIIDREAM wrote: »Ecgberht_confused wrote: »I think Ardent and Draconic are in a very good place right now. New DK certainly feels refreshed! I understand there's a lot of complaints about molten pts 3 changes from pvp perspective, but people seem to have quickly forgotten that compared to live, molten stack increased from 20% to 33% (39% buff in total) AND you can gain stacks from any DK ability not just Ardent. These way outshine the 300 w/s damage it lost. Molten is in a good place and will be everywhere in pvp!
Question: the 12% monster damage buff from power lash only buffs power lash, correct? It certainly didn't buff the DK channel when I tried it. Not saying it needs to, the channel is already in a good place, just asking if that's intended, as the wording may be misleading.
Earthen Heart is dead on arrival though, I have to say. Certainly for a DK channel build where you're not continuously light attacking to benefit from the igneous weapons charges. That's not too bad, Ardent and Draconic are enough for someone to feel DK, but picking Earthen heart would in almost every case be a big self nerf
lol do you think everyone in here that does PvP is lying or ?
I do pvp as well and I'm allowed an opinion, am I not? 40% buff and much easier stacks make molten very strong even without the 300 w/s damage. You can keep asking for more buffs till it becomes op and then nerfed a couple of patches later, your call.
Tool tip is already close to merciless, and you can have it every 3rd gcd not 5th. Also merciless does not need to become the new measuring stick. NB hasn't had their refresh yet and it's quite likely the whole assassination line will take a hit
YandereGirlfriend wrote: »I think that tacking Weapon Damage onto Whip was lazy design, and, in that sense, I'm glad to see it go.
But having that power simply evaporate into the ether in PvP definitely feels bad and should be revisited.
Whip ought to hit harder than Bowproc because Whip is a risky melee cast whereas Bowproc is not. Melee is barely ever rewarded in ESO and this is yet another example of that.
I still like allowing Whip to stack up to 5x stacks of +33% damage and to enshrine it as the undisputed best melee ability. But failing that, even just giving it +5% Flame Damage per stack would add the missing damage back into the PvP kit while buffing primarily DK skills.
Yup they replaced the weapon/spell damage with Minor Courage and tacked it on Dragon Blood.