MXVIIDREAM wrote: »BardokRedSnow wrote: »Just saw the newest pts update for molten whip and its 2 percent damage done to players per stack. That I think definitely addresses all issues. Very happy about that change, cant lie Im surprised zos is reading the forums seemingly a lot more than before.
Ggs.
Agreed great changes on mostly all front to be fair to them it’s a shame the landslide timers haven’t changed but they clearly see something we don’t a lot of people think it’s too long to build especially for pve but I guess time will tell, is nice that it lines up nicely with potions though so maybe that’s the saving grace, shame not to see crit healing added to the new crit damage passive but either way grateful for the changes they have made so far, much happier with whip
For some reason me and some people I talked to have less dps now, when It is suppose to be more dps with the changes you have made, we were hitting 180k+ dps in week three, and now in week four it is about 10k less, I'm not sure what's wrong but it feels odd, like something dosen't work as intended
For some reason me and some people I talked to have less dps now, when It is suppose to be more dps with the changes you have made, we were hitting 180k+ dps in week three, and now in week four it is about 10k less, I'm not sure what's wrong but it feels odd, like something dosen't work as intended
For some reason me and some people I talked to have less dps now, when It is suppose to be more dps with the changes you have made, we were hitting 180k+ dps in week three, and now in week four it is about 10k less, I'm not sure what's wrong but it feels odd, like something dosen't work as intended
The Whip provides 15% increased monster damage, but Engulfing Dragonfire damage is reduced by 30% (from a maximum of 80% to 50%), so pure-DKs lose 15% damage.
For some reason me and some people I talked to have less dps now, when It is suppose to be more dps with the changes you have made, we were hitting 180k+ dps in week three, and now in week four it is about 10k less, I'm not sure what's wrong but it feels odd, like something dosen't work as intended
The Whip provides 15% increased monster damage, but Engulfing Dragonfire damage is reduced by 30% (from a maximum of 80% to 50%), so pure-DKs lose 15% damage.
With all due respect, you can’t really calculate it like that. And moreover, engulfing dragonfire isn’t even used in those builds
^And I am in complete opposition to this.
The stated goal of these reworks was to spread out the power of each skill line, and by doing so, you solve the balance issues we are currently facing.
There is no need to add artificial restrictions upon using different skills and passives based on what Class you play. This is nothing short of a walk-back of Subclassing and for those of us who came back to the game to use the system, this is disrespectful.
Those pushing against Subclassing do not feel that this restriction is enough, and continue to push for further exclusivity, while people like me, who found a whole new breath of life with ESO’s implication of Subclassing… are completely blown away by this decision to soft-lock us out of iconic skills.
The original note for this change indicated that this stat boost was temporary, but how long is it expected that we’ll hang around while we lose access to more and more skills?
It is honestly great that they do it. Subclassing should have never been in the game, let alone be mandatory. You can still subclass to use whatever skills you like, but you should have never been strong with them.
Can you explain how mastering the abcombination of three skill lines conflicts with having a greater variety of options? The releases of new classes didn't reduce the reward of mastering a chosen class until arguably Arcanist because the beam has too high of a reward with no real skill required. Subclassing didn't make it any easier, it just made the numbers for doing the same actions higher due to individual skill line specialization.BardokRedSnow wrote: »... Part of balancing subclassing is making mastery of a class, or specializing rather, actually important and meaningful. Making someone have to main said class is pretty much common sense in my opinion.
I'm not entirely sure what your point here is. It seems like you're saying that you're not being extrinsically motivated to make new characters, when you already have little intrinsic motivation. What's the loss here?My humble vote is that you zos stick to your guns on this one. Otherwise there's very little reason to make more characters with different classes practically. I already main one character only, subclassing as is without the base class requirement makes it even less enticing to make more characters for me outside of RP which I haven't done in a good while.
That's clearly untrue. Subclassing both Arcanist and Necromancer reduces your ability to utilize the class mechanics, and reduces the amount of crux or corpses you have available, the benefits of doing so, and ways to use them. The trouble comes with the fact that group content will always heavily reward specialization, and the large sacrifices in potential durability and support don't mean anything, so sacrificing those for even small damage increase is worth it. That's why one of, if not the, biggest goals is to make every line offer something substantial for every role. One of my biggest comlaints with this version of the refresh is that it significantly reduces overall support ability in the whole class, and has a much higher focus on damage in all three lines. Pre-refresh Earthen Heart alone was better for tanks than all three of these combined, and there's still nothing worthwhile here for healers.This is the main reason why subclassing is unbalanced in the first place, any character can fully utilize any skill line.
For some reason me and some people I talked to have less dps now, when It is suppose to be more dps with the changes you have made, we were hitting 180k+ dps in week three, and now in week four it is about 10k less, I'm not sure what's wrong but it feels odd, like something dosen't work as intended
170-180k dps on pure class DK?
Did you test DK subclassed into NB or Arc?
For some reason me and some people I talked to have less dps now, when It is suppose to be more dps with the changes you have made, we were hitting 180k+ dps in week three, and now in week four it is about 10k less, I'm not sure what's wrong but it feels odd, like something dosen't work as intended
170-180k dps on pure class DK?
Did you test DK subclassed into NB or Arc?
For some reason me and some people I talked to have less dps now, when It is suppose to be more dps with the changes you have made, we were hitting 180k+ dps in week three, and now in week four it is about 10k less, I'm not sure what's wrong but it feels odd, like something dosen't work as intended
The Whip provides 15% increased monster damage, but Engulfing Dragonfire damage is reduced by 30% (from a maximum of 80% to 50%), so pure-DKs lose some damage.
However, the Whip's 15% increased monster damage benefits subclasses, so the DPS increase mentioned mainly applies to subclasses.
*Correcting a calculation error
It is honestly great that they do it. Subclassing should have never been in the game, let alone be mandatory. You can still subclass to use whatever skills you like, but you should have never been strong with them.
Why? Aren't options and variety good things? I agree that subclassing shouldn't be much stronger than pure classing, but what are the negatives of them being roughly equal?
It's true that player count went down after subclassing, but definitively saying that it was because of the core concept of the feature instead of the fact that it was implemented without doing the necessary rebalancing beforehand is unsubstantiated. The Fatecarver plague was already rampant, it just let more players access it without having to level another character.No, honestly "variety" isn't good. Every update, subclassing, hybridization, etc that has been forced on us because of "variety" has made the game lose more and more players and in reality narrowed down variety even more.
The Fatecarver plague was already rampant, it just let more players access it without having to level another character.
It's true that player count went down after subclassing, but definitively saying that it was because of the core concept of the feature instead of the fact that it was implemented without doing the necessary rebalancing beforehand is unsubstantiated. The Fatecarver plague was already rampant, it just let more players access it without having to level another character.No, honestly "variety" isn't good. Every update, subclassing, hybridization, etc that has been forced on us because of "variety" has made the game lose more and more players and in reality narrowed down variety even more.
It is somewhat hard for me to sympathize. Subclassing is what really hooked me, after not having played much since beta.
Realistically, though, I don’t think that kind of perfect balance will ever be achieved.
Can you explain how mastering the abcombination of three skill lines conflicts with having a greater variety of options? The releases of new classes didn't reduce the reward of mastering a chosen class until arguably Arcanist because the beam has too high of a reward with no real skill required. Subclassing didn't make it any easier, it just made the numbers for doing the same actions higher due to individual skill line specialization.BardokRedSnow wrote: »... Part of balancing subclassing is making mastery of a class, or specializing rather, actually important and meaningful. Making someone have to main said class is pretty much common sense in my opinion.I'm not entirely sure what your point here is. It seems like you're saying that you're not being extrinsically motivated to make new characters, when you already have little intrinsic motivation. What's the loss here?My humble vote is that you zos stick to your guns on this one. Otherwise there's very little reason to make more characters with different classes practically. I already main one character only, subclassing as is without the base class requirement makes it even less enticing to make more characters for me outside of RP which I haven't done in a good while.That's clearly untrue. Subclassing both Arcanist and Necromancer reduces your ability to utilize the class mechanics, and reduces the amount of crux or corpses you have available, the benefits of doing so, and ways to use them. The trouble comes with the fact that group content will always heavily reward specialization, and the large sacrifices in potential durability and support don't mean anything, so sacrificing those for even small damage increase is worth it. That's why one of, if not the, biggest goals is to make every line offer something substantial for every role. One of my biggest comlaints with this version of the refresh is that it significantly reduces overall support ability in the whole class, and has a much higher focus on damage in all three lines. Pre-refresh Earthen Heart alone was better for tanks than all three of these combined, and there's still nothing worthwhile here for healers.This is the main reason why subclassing is unbalanced in the first place, any character can fully utilize any skill line.
So, we agree that the problem stems from being able to select three more specialized lines. Solutions should, then, target that problem, no?BardokRedSnow wrote: »1 Subclassing has made pretty much everything easier because of the way skill lines are designed, meaning you can stack for healing, dps or tanking with zero cost. Pure classing in that case was immediately made weaker, this is why sweats use three damage lines like storm call, animal companion (shalks) and aedric spear, then use protective jewelry to make up for lack of damage reduction from a defensive skill line. Increasing the numbers as you put it is literally the point.
subclassing was introduced after arcanist was released so not sure what point you're making there, there's countless threads and videos about how subclassing has homogenized the game because everyone's using the same skills and skill lines. Almost everyone for instance in cyrodiil has animal companion for sustain and cleanse via betty netch, the 20 percent addition to sustain from the passive, and shalks burst.
I agree that having access to individual skill lines could make levelling that class for that skill line pointless, but if you want more than one line from a class, you have to be that class. If you want your character to be based on plants AND animals, you have to be a Warden. Of course, if everything in a class for your chosen role is in one line anyway, it doesn't matter, because you're not using the other lines as a pure class because they don't really give you anything - again, a problem steming from role-specialized lines. Even being a Warden inhibits your ability to fit that theme, because plants are -only- healing, and animals are almost all damage, except for the aoe breaches and the free cleanses for tanks. This part of the problem existed before Subclassing.2. If Im not motivated prior to subclassing to main another character for the classes, when I had to do so in order to enjoy other classes, why would I bother to now when I can substitute the other skill lines on a whim to try them out at no cost. I dont make a lot of characters or play the others i have much because I mainly like playing DK, and dont feel the need.
Subclassing pretty much erased any sort of pressure to make a character for me entirely because of its lack of cost in doing so. Why would anyone bother making more characters aside from rp, or not wanting to switch between pve and pvp gear when they can easily change out all 3 skill lines, use them to full potential and have them all leveled in an hour or less each.
Classes and having to level multiple characters adds what us single player fans call replayability. With this base class requirement, some of that returns. Most fans are not like me seemingly and live for more than just DK lol, but its still pretty obvious that people wont make multiple characters nearly as much if they don't have to.
Too much convenience is not good for an MMO, that's why grind is necessary.
The problem with that solution is that it doesn't address the core problem. It's an awkard restriction, not a fix. These versions don't even impact healers and tanks - which I guess is fine, because this version is just three specialized dps lines. The tiny bits of utility added aren't even competitive with weapon skills and scribing. In essence, what they did is a new set of Herald of the Tome/Assassination/Aedric spear, but these ones don't work unless you stick to the predefined cookie-cutter combinations. Don't use too many weapon skills, or guild skills, and heaven forbid trying to get experimental with subclassing.3. Exactly, there's not enough cost and whatever you lost from not using all three skill lines of any class is easily supplemented by the damage increase you gain from subclassing others. Tankiness is easily gained by other means since you no longer have to put in as much for damage via jewelry or your mundus or even a damage set. This is why making a base class requirement is necessary.
The only arguments that I've heard against reducing power is the concern for trial groups who made extra progress after the power boost from subclassing suddenly not being able to complete the same content.People want things to be balanced but dont wanna lose power or be inconvenienced, and unfortunately that isn't possible. The problem with subclassing isn't just flat numerical value, its also the function of different skills and their buffs and how they interact with skills from other classes. That's what needs to be limited, and shuffling the skills around alone isn't enough.
So, we agree that the problem stems from being able to select three more specialized lines. Solutions should, then, target that problem, no?BardokRedSnow wrote: »1 Subclassing has made pretty much everything easier because of the way skill lines are designed, meaning you can stack for healing, dps or tanking with zero cost. Pure classing in that case was immediately made weaker, this is why sweats use three damage lines like storm call, animal companion (shalks) and aedric spear, then use protective jewelry to make up for lack of damage reduction from a defensive skill line. Increasing the numbers as you put it is literally the point.
subclassing was introduced after arcanist was released so not sure what point you're making there, there's countless threads and videos about how subclassing has homogenized the game because everyone's using the same skills and skill lines. Almost everyone for instance in cyrodiil has animal companion for sustain and cleanse via betty netch, the 20 percent addition to sustain from the passive, and shalks burst.
Also feels like we’re trying to balance against other base classes, in no way shape or form does it seem the kits for DK in U49 are going to be optimal without subclassing.
I'm not opposed to giving classes something substantial and unique for being that class. I do think it's better for a DK with Ardent Flame/Winter's Embrace/Stormcalling to be noticably different than a Sorcerer or Warden with the same skill lines. Where I don't agree is that it should be subtractive, rather than additive. Making skill lines not work when picked up becomes a needless trap.BardokRedSnow wrote: »Sure. Why not both?
Also feels like we’re trying to balance against other base classes, in no way shape or form does it seem the kits for DK in U49 are going to be optimal without subclassing.