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 think you're right. I don't think ZOS's goal was ever to get pure DK competitive.. I think they just wanted to do the best they could in a couple of weeks. I had hoped we'd see a big increase in pure DK running around in because it was just so good but I doubt that will happen now. I think a lot more builds will be running one DK line but we will soon find it's just better subclassed.
I maintain there should be an escalating bonus for each DK skill line being run. I also think they should have leaned toward a little too OP and then dialed it back if it proved too much. DK had it's moment, it's in a better place, but subclassing is still king.
Hopefully I'm wrong about that.
AdmiralDigby wrote: »It's a mistake to let Molten Whip buff flat damage to monsters for ALL skills. I forsee it mainly being used to buff Fatecarver.
RedKynAbyss wrote: »AdmiralDigby wrote: »It's a mistake to let Molten Whip buff flat damage to monsters for ALL skills. I forsee it mainly being used to buff Fatecarver.
100% this is what it’s going to be used for. They need to qualify that damage buff to be for ONLY flame damage skills (since outside of the destruction tree, DK is the only real source of flame damage) or ONLY Dragonknight skills. They took the power off Engulfing so Fatecarver is back to being the single most powerful skill in the game, and they’re inadvertently buffing Fatecarver even more with this morph.
RedKynAbyss wrote: »AdmiralDigby wrote: »It's a mistake to let Molten Whip buff flat damage to monsters for ALL skills. I forsee it mainly being used to buff Fatecarver.
100% this is what it’s going to be used for. They need to qualify that damage buff to be for ONLY flame damage skills (since outside of the destruction tree, DK is the only real source of flame damage) or ONLY Dragonknight skills. They took the power off Engulfing so Fatecarver is back to being the single most powerful skill in the game, and they’re inadvertently buffing Fatecarver even more with this morph.
I’d take Flame Skills all day.
That would be insinuated Class Synergy, which is what they should be doing for each Class, not this “when playing a Dragonknight” garbage.
RedKynAbyss wrote: »AdmiralDigby wrote: »It's a mistake to let Molten Whip buff flat damage to monsters for ALL skills. I forsee it mainly being used to buff Fatecarver.
100% this is what it’s going to be used for. They need to qualify that damage buff to be for ONLY flame damage skills (since outside of the destruction tree, DK is the only real source of flame damage) or ONLY Dragonknight skills. They took the power off Engulfing so Fatecarver is back to being the single most powerful skill in the game, and they’re inadvertently buffing Fatecarver even more with this morph.
I’d take Flame Skills all day.
That would be insinuated Class Synergy, which is what they should be doing for each Class, not this “when playing a Dragonknight” garbage.
RedKynAbyss wrote: »AdmiralDigby wrote: »It's a mistake to let Molten Whip buff flat damage to monsters for ALL skills. I forsee it mainly being used to buff Fatecarver.
100% this is what it’s going to be used for. They need to qualify that damage buff to be for ONLY flame damage skills (since outside of the destruction tree, DK is the only real source of flame damage) or ONLY Dragonknight skills. They took the power off Engulfing so Fatecarver is back to being the single most powerful skill in the game, and they’re inadvertently buffing Fatecarver even more with this morph.
I’d take Flame Skills all day.
That would be insinuated Class Synergy, which is what they should be doing for each Class, not this “when playing a Dragonknight” garbage.
I can definitely agree with you on this one. While I’ve said that I’m not opposed to class-locked skill buffs, that’s mostly because I’m not confident balance between skill lines, pure classes, and subclasses can be maintained without a tool like that. Honestly though, it’s not something I particularly like.
Class synergy feels like a much better route. I’m actually quite confused that such an obvious option wasn’t explored. For example, buffing flame damage for Whip, and doing something similar for Avalanche/Landslide. That approach would have satisfied a lot of players who want stronger pure-class identity, without creating as much frustration for players who enjoy subclassing and feel that “when playing a Dragonknight” restrictions undermine that system entirely.
MXVIIDREAM wrote: »I think the only thing they can improve on now is to add crit healing to the new crit damage thing it would significantly help pve and PvP healers would be pretty cool
I'm not using engulfing dragonfire, no changes made affect negatively the build I'm using, that's why something feels odd, and it's not just me
I'm not using engulfing dragonfire, no changes made affect negatively the build I'm using, that's why something feels odd, and it's not just me
Some people elsewhere have mentioned that ZOS changed the whip's bonus from "increases damage to monsters by 15%" in the text to "increases damage by 15%". This will indeed reduce the original damage in the damage calculation, because "increases damage by 15%" will not actually increase the damage by 15% in the formula, but will be less than 15%.
MXVIIDREAM wrote: »I think the only thing they can improve on now is to add crit healing to the new crit damage thing it would significantly help pve and PvP healers would be pretty cool
I wish they took the crit away. It's way more fun to stack flat dmg.
MXVIIDREAM wrote: »MXVIIDREAM wrote: »I think the only thing they can improve on now is to add crit healing to the new crit damage thing it would significantly help pve and PvP healers would be pretty cool
I wish they took the crit away. It's way more fun to stack flat dmg.
More fun 🤣 yeah because more crit is a bad thing obviously
MXVIIDREAM wrote: »MXVIIDREAM wrote: »I think the only thing they can improve on now is to add crit healing to the new crit damage thing it would significantly help pve and PvP healers would be pretty cool
I wish they took the crit away. It's way more fun to stack flat dmg.
More fun 🤣 yeah because more crit is a bad thing obviously
It is actually. It creates massive imbalance in PvP and forces everyone to run high ipen through rallying cry.
BardokRedSnow wrote: »MXVIIDREAM wrote: »MXVIIDREAM wrote: »I think the only thing they can improve on now is to add crit healing to the new crit damage thing it would significantly help pve and PvP healers would be pretty cool
I wish they took the crit away. It's way more fun to stack flat dmg.
More fun 🤣 yeah because more crit is a bad thing obviously
It is actually. It creates massive imbalance in PvP and forces everyone to run high ipen through rallying cry.
Even rallying cry alone really isnt enough unless youre in a group. Or especially in a group if its large enough and you stack. Rally plus body impen and sometimes even the cp perk. Otherwise long range crit builds will absolutely melt you.
I would prefer to see WD used more for all classes instead of crit besides nightblade maybe and sorc, just for build diversity sake, but the argument against that is that because of monomyth, this would be a nerf to the classes with WD in the kit only and not crit damage or crit chance, or both. Because of the meta.
So even though this 10 percent buff leans into that meta more, enforcing it, it also is good for DK to have a place in said meta. Its better to have both, which we do have rn.
Only bad thing is no crit heal also.
YandereGirlfriend wrote: »BardokRedSnow wrote: »MXVIIDREAM wrote: »MXVIIDREAM wrote: »I think the only thing they can improve on now is to add crit healing to the new crit damage thing it would significantly help pve and PvP healers would be pretty cool
I wish they took the crit away. It's way more fun to stack flat dmg.
More fun 🤣 yeah because more crit is a bad thing obviously
It is actually. It creates massive imbalance in PvP and forces everyone to run high ipen through rallying cry.
Even rallying cry alone really isnt enough unless youre in a group. Or especially in a group if its large enough and you stack. Rally plus body impen and sometimes even the cp perk. Otherwise long range crit builds will absolutely melt you.
I would prefer to see WD used more for all classes instead of crit besides nightblade maybe and sorc, just for build diversity sake, but the argument against that is that because of monomyth, this would be a nerf to the classes with WD in the kit only and not crit damage or crit chance, or both. Because of the meta.
So even though this 10 percent buff leans into that meta more, enforcing it, it also is good for DK to have a place in said meta. Its better to have both, which we do have rn.
Only bad thing is no crit heal also.
I would also like to see Pen in a few more lines. We used to have it in three (Assass, Grave, Tome) but now it's only in two (Grave, Tome). Sprinkling some into some of these otherwise trashcan skill lines would be perhaps a more interesting way of spicing them up than simply stapling Critical Damage onto everything.
With access to Critical Damage being so easy and ubiquitous and then stacked with the free auto-Pen sources (that for some reason keep getting buffed...), Pen went from being vital to essentially a dump stat for many builds.
As a thought experiment, about how much Weapon Damage equivalence do we think that the auto-Pen from Onslaught and Corrosive would translate into? It would be like several thousand. You could do the same thing for the Acuity proc.
If these other damage stats can have the, "Invest nothing except for this ONE WEIRD TRICK!" treatment then perhaps we can have a morph of Overload that provides like five seconds of 5000 Weapon Damage or something, heh.
Mainly joking except to point-out the double-standard. In general, I quite dislike the dump-stat-papered-over-by-a-single-ability meta and would definitely prefer to see more balanced builds return.
Molten Whip's 15% damage increase against monsters is far too high, and it's entirely predictable that it will be abused in Fatecarver builds. Since Searing Claw's duration has been reduced to 10 seconds, it's easy to stack three layers of the Whip buff in combat. Players simply need to be a main-DK and choose Ardent Flame / Herald of the Tome / any to gain the 15% damage increase against monsters, an additional burning damage buff and chance (which can stack with Arc's Psychic Lesion), resource recovery when burning, and an additional 5% fire damage duel. This will make Fatecarver builds in PvE overpowered!
Don't forget, almost all mainstream PvE builds have Fire Enchanting in their front row, and some use Fire Staff and Elemental Wall in the back row. Giving a skill a 15% damage increase against monsters, the same amount as Velothi Ur-Mage's Amulet, is clearly unreasonable.
Please slightly increase Molten Whip's damage and reduce its damage increase against monsters. This approach satisfies both PvE and PvP players and encourages them to use Molten Whip instead of just treating it as a buff in the bar.
Addendum: Even in the live servers, Molten Whip is already being used as a buff in the bar; In the ESO-Logs, such as RGhm, this build has almost become the standard answer. Giving it a 15% monster damage buff will only exacerbate this situation.
This is a screenshot of RGhm's Log, showing that the whip has been abused by Arc-subclasses as a pure buff.
This possible builds after U49:
MidnightDuel wrote: »When does U49 go live?
The expectation for U49 is early March, but no official go-live date has been posted that I can find.
Molten Whip's 15% damage increase against monsters is far too high, and it's entirely predictable that it will be abused in Fatecarver builds. Since Searing Claw's duration has been reduced to 10 seconds, it's easy to stack three layers of the Whip buff in combat. Players simply need to be a main-DK and choose Ardent Flame / Herald of the Tome / any to gain the 15% damage increase against monsters, an additional burning damage buff and chance (which can stack with Arc's Psychic Lesion), resource recovery when burning, and an additional 5% fire damage duel. This will make Fatecarver builds in PvE overpowered!
Don't forget, almost all mainstream PvE builds have Fire Enchanting in their front row, and some use Fire Staff and Elemental Wall in the back row. Giving a skill a 15% damage increase against monsters, the same amount as Velothi Ur-Mage's Amulet, is clearly unreasonable.
Please slightly increase Molten Whip's damage and reduce its damage increase against monsters. This approach satisfies both PvE and PvP players and encourages them to use Molten Whip instead of just treating it as a buff in the bar.
Addendum: Even in the live servers, Molten Whip is already being used as a buff in the bar; In the ESO-Logs, such as RGhm, this build has almost become the standard answer. Giving it a 15% monster damage buff will only exacerbate this situation.
This is a screenshot of RGhm's Log, showing that the whip has been abused by Arc-subclasses as a pure buff.
This possible builds after U49:
I see skills from three classes in your suggestion. How is that done?
YandereGirlfriend wrote: »This may be an unpopular opinion but I would actually have liked one of the morphs of Leap to retain the Knock-Up even in PvP. Likely the shield morph that PvE tanks are meant to use (e.g. the less popular morph for PvP so that the majority of DK players can keep their preferred Knockback).
When I am dealing damage, I don't want to yeet a player 8 meters away from me. I want them to remain where they are so that I can follow up with an execute.
Giving players that option should they want it seems reasonable.