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Plan for DK core of flame?

moo_2021
moo_2021
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Insteaf of nerf, they're making it even better in U50. The whole concept is rather problematic, see https://forums.elderscrollsonline.com/en/discussion/comment/8460946

I'm not complaining about balance, because it's not limited to DK - any stam build in PvP can and probably should slot it for infinite sustain. There is no more point in building recovery because higher stats guarantees higher resource returns from core of flame. I can sprint, block and dodge indefinitely now and the drawback from Aetherial Ascension is completely irrelevant!

Is this where ESO is moving to? Will there be more sustain skills like this with class revamp? maybe a stam-cost version so we can get both of infinite mag and stam..?
Edited by moo_2021 on May 16, 2026 11:06AM
  • acanca
    acanca
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    No not all classes will get an infinite sustain skill like this.

    I will of course continue abusing it as long as it stays in the game and i will abuse it even harder now that it heals for 45% max hp but i dont enjoy what this one skill does to build diversity in pvp or how it fundementally breaks the game by letting us all block forever without dedicating any part of your build to do it.

    Seriously, we had to go full sturdy + 3 infused block cost reduction on a resto staff for the 500 mag back it gave and then equip the storm weavers cavort to turn block cost to mag in order to do perma block and then you were restricted to using stam skills because mag sustain was still blocked while blocking. That was the kind of build dedication and cheese you had to commit and the only thing you could do after all that was be an immortal troll tank.

    Now you just click a single skill on a full damage build, this skill is far from ok. Dk already had its time in the spotlight lets hurry up and cut core of flames sustain in half with battle spirit active, this should have happened in last pts. Thanks
    Edited by acanca on May 16, 2026 11:14AM
  • Luneca
    Luneca
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    Like the above said, there is no possibility ZOS would put a similar skill on all classes. Why? Because subclassing still exists, and it could just be stacked. It would just result in their same old "buff-nerf" cycle they had in the past when they've claimed they are going a new direction.

    But even if not, the skill itself is a problem along with the entire skill line. Sustain should have never been moved out of Earthen Heart IMO, but I wasn't on the forums to say anything about this skill when it was released or other DK changes.

    I honestly don't understand how there wasn't any push back for lots of these DK changes, esp. whip getting that massive buff in damage and still healing.

    Jabs never approached the power of whip and got nerfed not too long ago, and it's a channel. What exactly was the rationale behind many of these DK changes?

    I don't think we'll ever truly know because the patch notes are not really an adequate explanation when there's an obvious counterargument to every comment made, and ZOS' own design philosophy with all the other classes being challenged by their changes for DK.

    But, like someone said on the forums (can't remember who or where I read it), what ZOS did with DK is harming the player base and they are making a lot of assumptions that many of the players will continue to be here and wait for the "refreshes" of other classes that are absolute jokes, esp. necromancer.
  • Wuuffyy
    Wuuffyy
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    I think we’re entering a new era and that skill type will become more common as other classes are reworked.

    Ask yourself: man, DK was really oppressive back in the day- why would it get a 50% increase in ~lethality~ with high sustain?

    PvE PvE PvE (Vengeance is where they will put you friend)

    ///

    I think it’s going to be a learn how to counter build (corro def needs to be more visualized for PvP; OR enter vengeance). I don’t think nerf-calling on forums is going to get you the same pull it did- eh- 3 or 4 years ago.
    Edited by Wuuffyy on May 16, 2026 3:01PM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • moo_2021
    moo_2021
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    I'm sure there can be counters. But it cannot be right to take sustain out of the game completely.


    my build used to need 2k+2k sustain plus druid's resurgence to break even. now I need nothing except pushing a button every 4 seconds which doubles as delayed burst, all while sprinting in 50k armor nonstop.

    and no doubt soon others will come up with even more broken builds than what we have now.
    Edited by moo_2021 on May 16, 2026 4:03PM
  • CatalinaWineMixer2
    CatalinaWineMixer2
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    Stop Nerfing our characters! Remove Subclass! It is not Dragonknights hitting you, it is Subclass!
  • Nordstern
    Nordstern
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    I can only say once again that all I put more into sustain with the old combustion passive was one charged trait. So this isnt really a big change for dk.
  • Wuuffyy
    Wuuffyy
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    Nordstern wrote: »
    I can only say once again that all I put more into sustain with the old combustion passive was one charged trait. So this isnt really a big change for dk.

    Shh, don't tell them that. How else can they properly call for the destruction of the next target on the hit list?

    And no, I don't like the DK playstyle... but I fight against in plenty. Strong should not mean automatic nerf, especially since there are so many variables (upcoming reworked classes) that may return potential counters/similar abilities to match these.
    Edited by Wuuffyy on May 20, 2026 3:12PM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Vaqual
    Vaqual
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    Nordstern wrote: »
    I can only say once again that all I put more into sustain with the old combustion passive was one charged trait. So this isnt really a big change for dk.

    Yeah, the several thousand points of Stam/Mag recovery I am getting from CoF completely pale compared to the (at best) 450 (in standard recovery format) from Combustion. Totally helpful take.

    I do not mean this in a derogatory way, but this is a clear display of ignorance. CoF can easily generate 5-10 times more than Combustion can under perfect conditions. Reliably, on regular builds.
  • VinnyGambini
    VinnyGambini
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    Personally I don't understand how you can give infinite sustain to one skill. Let's calculate this - I'm missing 15k stam, or mag, or both, this means 2250 recovery from this sill alone. If we add 600 base recovery, we have basically 2800 recovery, both resources.

    So you don't need anymore Orzorga food (you can use sugar skulls), and you don't need anymore tri stat potions, you can slot armor + spell resistance potions.

    Sugar skulls max resource increase increase your damage and healing by about 5%. Resistance potions, increase your tankiness by about 10%. So overall, this 1 single skill grants you 20% more powerful character (10% tankiness + 5% dmg + 5% healing), while also being very nice delayed burst skill. Even if this skill do not deal dmg at all, it's still easily top 3 skill in the game.

    Seriously? Slotting 1 skill = 20% more power? And now it will also heal you, so it will be like 30% more power? How this is going live?
  • YandereGirlfriend
    YandereGirlfriend
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    Personally I don't understand how you can give infinite sustain to one skill. Let's calculate this - I'm missing 15k stam, or mag, or both, this means 2250 recovery from this sill alone. If we add 600 base recovery, we have basically 2800 recovery, both resources.

    So you don't need anymore Orzorga food (you can use sugar skulls), and you don't need anymore tri stat potions, you can slot armor + spell resistance potions.

    Sugar skulls max resource increase increase your damage and healing by about 5%. Resistance potions, increase your tankiness by about 10%. So overall, this 1 single skill grants you 20% more powerful character (10% tankiness + 5% dmg + 5% healing), while also being very nice delayed burst skill. Even if this skill do not deal dmg at all, it's still easily top 3 skill in the game.

    Seriously? Slotting 1 skill = 20% more power? And now it will also heal you, so it will be like 30% more power? How this is going live?

    Probably because every class will end up with something very similar to it. As with basically all things DK, it only stands out because it was the first class to be touched.

    Like, look at WW sustain in this patch cycle. It went from highly bad to completely trivialized.

    You are feel to free however you want about it but I think that ZOS realizes that most players hate worrying about sustain and that providing easier mechanisms to achieve it is a popular feature with the vast majority of players.

    Look for Wardens to get their sustain improved when the U51 PTS hits.
  • Pinktraining
    Pinktraining
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    Frankly, making Sustain too simple is detrimental to the game. Moreover, this renders sets with Sustain in 2-4 bonuses , or Sustain passives and Mundus to worthless.

    Given the arms race for maximum damage and how easy it has become to manage resources in order to enhance the competitiveness of weaker players, we might as well just remove everything related to Sustain from the game altogether.
  • Wuuffyy
    Wuuffyy
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    Frankly, making Sustain too simple is detrimental to the game. Moreover, this renders sets with Sustain in 2-4 bonuses , or Sustain passives and Mundus to worthless.

    Given the arms race for maximum damage and how easy it has become to manage resources in order to enhance the competitiveness of weaker players, we might as well just remove everything related to Sustain from the game altogether.

    Frankly, infinite or near infinite sustain has been a think since Wretched Vitality/Roska became a thing. The only players that are generally running out of resources in PvP are ones that are being 1) zerged down, 2) are spamming roll (core of flame or anything similar still will not allow infinite streak/dodge), 3) those that aren't building correctly.

    Add to this, anyone in a group with their heals covered by a healer are far removed from any sustain issues and are only susceptible to bombs. The last one has been the case for over half a decade now I'm fairly certain.

    Reminder that you believe that necro is OP and nightblade pales in comparison. I just like reminding things other people advocate for, it's a pastime.
    Edited by Wuuffyy on May 21, 2026 3:28AM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Wuuffyy
    Wuuffyy
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    Personally I don't understand how you can give infinite sustain to one skill. Let's calculate this - I'm missing 15k stam, or mag, or both, this means 2250 recovery from this sill alone. If we add 600 base recovery, we have basically 2800 recovery, both resources.

    So you don't need anymore Orzorga food (you can use sugar skulls), and you don't need anymore tri stat potions, you can slot armor + spell resistance potions.

    Sugar skulls max resource increase increase your damage and healing by about 5%. Resistance potions, increase your tankiness by about 10%. So overall, this 1 single skill grants you 20% more powerful character (10% tankiness + 5% dmg + 5% healing), while also being very nice delayed burst skill. Even if this skill do not deal dmg at all, it's still easily top 3 skill in the game.

    Seriously? Slotting 1 skill = 20% more power? And now it will also heal you, so it will be like 30% more power? How this is going live?

    Probably because every class will end up with something very similar to it. As with basically all things DK, it only stands out because it was the first class to be touched.

    Like, look at WW sustain in this patch cycle. It went from highly bad to completely trivialized.

    You are feel to free however you want about it but I think that ZOS realizes that most players hate worrying about sustain and that providing easier mechanisms to achieve it is a popular feature with the vast majority of players.

    Look for Wardens to get their sustain improved when the U51 PTS hits.

    Magicka sustain on a werewolf is still not trivialized. Whereas, to my knowledge, core of flame if used correctly can cover all ends.

    When these get to live, at least against the 'bad ones', look to apply pressure that requires them to stop biting (heal) and go on the defensive. They will either stay and try to heal it out (and likely fail) or run away (which I don't even see live wolves do so probably the 1st one then).

    Their fury buildup will become non-existent and their only on-demand heal will be 30-40% weaker from live that costs 4-5k. This is what I mean when I previously mentioned how PERFECT of a storm duels are for werewolf.

    Outside of hyper-swiss covering all sides, I can absolutely see survivability being an issue (if we're losing 20-30% damage on tooltip from live where werewolves underperform, then if you build things like wretched then your damage will suffer GREATLY comparative to your run-of-the-mill pureclass/subclass build doing the same).
    Edited by Wuuffyy on May 21, 2026 3:40AM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • hoangdz
    hoangdz
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    Wuuffyy wrote: »

    Frankly, infinite or near infinite sustain has been a think since Wretched Vitality/Roska became a thing. The only players that are generally running out of resources in PvP are ones that are being 1) zerged down, 2) are spamming roll (core of flame or anything similar still will not allow infinite streak/dodge), 3) those that aren't building correctly.

    Your comparison is only 50% right because sustaining with Wretched/Roksa vs HoF are fundamentally different. While it's incredibly easy to build for infinite sustain with Wretched/Roksa, keeping damage alongside is an issue. You are always sacrificing damage/defense to gain this kind of recovery. This isn't the case for HoF, as it allows for near unlimited sustain without needing a single sustain set. Most DKs in Cyrodiil are playing with sub 1k recovery and using armor pots. That level of sustain has never been achieved in the game. The closest thing we got to that was Sorc with Dark Deal, but it too cannot drop tri-pots nor come close to the efficiency of HoF.
    Edited by hoangdz on May 21, 2026 4:57AM
  • Wuuffyy
    Wuuffyy
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    hoangdz wrote: »
    Wuuffyy wrote: »

    Frankly, infinite or near infinite sustain has been a think since Wretched Vitality/Roska became a thing. The only players that are generally running out of resources in PvP are ones that are being 1) zerged down, 2) are spamming roll (core of flame or anything similar still will not allow infinite streak/dodge), 3) those that aren't building correctly.

    Your comparison is only 50% right because sustaining with Wretched/Roksa vs HoF are fundamentally different. While it's incredibly easy to build for infinite sustain with Wretched/Roksa, keeping damage alongside is an issue. You are always sacrificing damage/defense to gain this kind of recovery. This isn't the case for HoF, as it allows for near unlimited sustain without needing a single sustain set. Most DKs in Cyrodiil are playing with sub 1k recovery and using armor pots. That level of sustain has never been achieved in the game. The closest thing we got to that was Sorc with Dark Deal, but it too cannot drop tri-pots nor come close to the efficiency of HoF.

    You are sacrificing negligible damage when you are getting 2 burst moves (merciless and beetles/blastbones), a spam able like surprise attack, a damage ult like incap, and several passives (like current sorc) just giving you 5-10% for free from subclassing. Hence why pureclass is being made to compete with subclass.

    I sacrifice one set to have infinite sustain, if I even need it as I may have 1-2 resource skills (netch and could be rune) already... while losing minimal as 1-2 passives from subclassing have made up for this.

    It's funny you mention dark deal as that is quite literally core of flame but with a channel, in aspect. It used to be a different story when it was bashable consistently but became an inconsiderable 'weakness' after the CC changes for being interrupted, etc. (as you're essentially near uninterruptable in a way that is truly punishable, especially when paired with streak).
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • hoangdz
    hoangdz
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    Wuuffyy wrote: »
    You are sacrificing negligible damage when you are getting 2 burst moves (merciless and beetles/blastbones), a spam able like surprise attack, a damage ult like incap, and several passives (like current sorc) just giving you 5-10% for free from subclassing

    No, it is not "negligible damage". When you slot either Roksa or Wretched Vitality (in some extreme cases, both sets together), you are giving up:

    Monster set:
    1) Balorgh - between 75 - 300 WD and 1.7k - 6.9k penetration in a real fight
    2) Bloodspawn - 13 ult gen and 3.7k armor for better ult uptime and more tankiness

    A 5-piece set
    1) Null Arca/Gorethief - massive burst proc to help 1-shot targets
    2) Order's Wrath/Essence Thief - Maximum crit chance + crit damage or unlimited stam sustain + high damage

    I can guarantee you right now that if you put an Assassination/Animal/X player wearing Wretched or Roksa against a Sorc with just Conservation of Energy's sustain passive (no Font of Power, no BM healing off any skill), or any class with equivalent built-in god-tier sustain, the Assassination/Animal/X player would be put on the back bar 90% of the duel.
    Wuuffyy wrote: »
    I sacrifice one set to have infinite sustain, if I even need it as I may have 1-2 resource skills (netch and could be rune) already... while losing minimal as 1-2 passives from subclassing have made up for this.

    You don't need to sacrifice anything on DK or Sorc next patch. You can build maximum damage and defense, while still getting sustain from their built-in passives/abilities. There's practically zero trade-offs.
    Wuuffyy wrote: »
    It's funny you mention dark deal as that is quite literally core of flame but with a channel, in aspect. It used to be a different story when it was bashable consistently but became an inconsiderable 'weakness' after the CC changes for being interrupted, etc. (as you're essentially near uninterruptable in a way that is truly punishable, especially when paired with streak).

    Dark Exchange is a channel and only restores HP + mag or stam. HoF completely shadows it by being an instant cast AoE burst (which is part of your active rotation) that also restores HP, mag, and stam. It is currently the best ability in the game by a large margin by providing 3 benefits in 1 package (damage, sustain, healing). No other ability comes close.
  • Firstmep
    Firstmep
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    Personally I don't understand how you can give infinite sustain to one skill. Let's calculate this - I'm missing 15k stam, or mag, or both, this means 2250 recovery from this sill alone. If we add 600 base recovery, we have basically 2800 recovery, both resources.

    So you don't need anymore Orzorga food (you can use sugar skulls), and you don't need anymore tri stat potions, you can slot armor + spell resistance potions.

    Sugar skulls max resource increase increase your damage and healing by about 5%. Resistance potions, increase your tankiness by about 10%. So overall, this 1 single skill grants you 20% more powerful character (10% tankiness + 5% dmg + 5% healing), while also being very nice delayed burst skill. Even if this skill do not deal dmg at all, it's still easily top 3 skill in the game.

    Seriously? Slotting 1 skill = 20% more power? And now it will also heal you, so it will be like 30% more power? How this is going live?

    Probably because every class will end up with something very similar to it. As with basically all things DK, it only stands out because it was the first class to be touched.

    Like, look at WW sustain in this patch cycle. It went from highly bad to completely trivialized.

    You are feel to free however you want about it but I think that ZOS realizes that most players hate worrying about sustain and that providing easier mechanisms to achieve it is a popular feature with the vast majority of players.

    Look for Wardens to get their sustain improved when the U51 PTS hits.

    Cool. And down the line you will see block cost increases and such, beacuse the type of sustain CoF provides lends itself to permablocking.
    And we have been thru infinite sustain metas before and to no one's suprise it was tanky bruiser heaven, just like it is for dks right now.

    Sustain is a core pillar of ESO's gameplay, it's what enabled a no cooldown approach to skill design.

    If they made CoF provide recovery instead of just plain resource return, it would be a different story altogether, as at least dks would have to drop block once in a blue moon.
  • Wuuffyy
    Wuuffyy
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    Firstmep wrote: »
    Personally I don't understand how you can give infinite sustain to one skill. Let's calculate this - I'm missing 15k stam, or mag, or both, this means 2250 recovery from this sill alone. If we add 600 base recovery, we have basically 2800 recovery, both resources.

    So you don't need anymore Orzorga food (you can use sugar skulls), and you don't need anymore tri stat potions, you can slot armor + spell resistance potions.

    Sugar skulls max resource increase increase your damage and healing by about 5%. Resistance potions, increase your tankiness by about 10%. So overall, this 1 single skill grants you 20% more powerful character (10% tankiness + 5% dmg + 5% healing), while also being very nice delayed burst skill. Even if this skill do not deal dmg at all, it's still easily top 3 skill in the game.

    Seriously? Slotting 1 skill = 20% more power? And now it will also heal you, so it will be like 30% more power? How this is going live?

    Probably because every class will end up with something very similar to it. As with basically all things DK, it only stands out because it was the first class to be touched.

    Like, look at WW sustain in this patch cycle. It went from highly bad to completely trivialized.

    You are feel to free however you want about it but I think that ZOS realizes that most players hate worrying about sustain and that providing easier mechanisms to achieve it is a popular feature with the vast majority of players.

    Look for Wardens to get their sustain improved when the U51 PTS hits.

    Cool. And down the line you will see block cost increases and such, beacuse the type of sustain CoF provides lends itself to permablocking.
    And we have been thru infinite sustain metas before and to no one's suprise it was tanky bruiser heaven, just like it is for dks right now.

    Sustain is a core pillar of ESO's gameplay, it's what enabled a no cooldown approach to skill design.

    If they made CoF provide recovery instead of just plain resource return, it would be a different story altogether, as at least dks would have to drop block once in a blue moon.

    Outside of PvE, I've seen many builds 'perma block' prior. I find it HILARIOUS that the pitch to nerf a reworked class now is 'but em sustain'.

    I'll just drop these here:

    awgykq4vd4c2.png

    (much wow, nothing lost)

    8b0ewbcl7gr2.png

    (wowzers, a whole 2 pc this time)

    f3pxm68ltems.png

    (and an end-all set for a 5 piece).

    ///

    Hmm, since these buffs are to make pureclass compete, I wonder what kind of skills I get to make up for damage lost building sustain on the flip side... while subclassing (the competition):

    bkcarjpfqvup.png

    (wowzers again, major and minor breach on a burst skill)

    oetis0be2ojy.png

    (ope, there's a sustain skill with a purge, your wep/spell buff, and a potential increase to damage)

    pactqg3iaiwm.png

    (WOW! 20% increase damage off of a 70 cost ult- wowwwwww)

    475ossoyambg.png

    (Surprise attack coming in with some of the highest consistent DPS for a standard spam able with a guaranteed crit to boot)

    ddggdbtpmg1o.png

    (WOWWWW, my crit buff and tooltip on a burst move higher than 90% of the skills in the game provide up-front)

    g4gbbuxk3cbw.png

    (good ol' FREE crit damage of course)

    c2rnv6nn03gk.png

    I mean shoot, darn- HOW will I make it IF I even need to run a sustain set???

    If you can't hold up while subclassing, just say something. No wonder why you're getting packed up by werewolves on PTS /s.
    Edited by Wuuffyy on May 21, 2026 8:08AM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Wuuffyy
    Wuuffyy
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    If you're talking about PvE, idek what to tell you. They clearly believe the general playerbase wants it this way and I somewhat agree. If you're doing a rotation the sustain risk can be overcorrecting with dodges and blocks and that's fine by me. Can't sustain a one-shot after all.
    Edited by Wuuffyy on May 21, 2026 7:20AM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Firstmep
    Firstmep
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    Wuuffyy wrote: »
    Firstmep wrote: »
    Personally I don't understand how you can give infinite sustain to one skill. Let's calculate this - I'm missing 15k stam, or mag, or both, this means 2250 recovery from this sill alone. If we add 600 base recovery, we have basically 2800 recovery, both resources.

    So you don't need anymore Orzorga food (you can use sugar skulls), and you don't need anymore tri stat potions, you can slot armor + spell resistance potions.

    Sugar skulls max resource increase increase your damage and healing by about 5%. Resistance potions, increase your tankiness by about 10%. So overall, this 1 single skill grants you 20% more powerful character (10% tankiness + 5% dmg + 5% healing), while also being very nice delayed burst skill. Even if this skill do not deal dmg at all, it's still easily top 3 skill in the game.

    Seriously? Slotting 1 skill = 20% more power? And now it will also heal you, so it will be like 30% more power? How this is going live?

    Probably because every class will end up with something very similar to it. As with basically all things DK, it only stands out because it was the first class to be touched.

    Like, look at WW sustain in this patch cycle. It went from highly bad to completely trivialized.

    You are feel to free however you want about it but I think that ZOS realizes that most players hate worrying about sustain and that providing easier mechanisms to achieve it is a popular feature with the vast majority of players.

    Look for Wardens to get their sustain improved when the U51 PTS hits.

    Cool. And down the line you will see block cost increases and such, beacuse the type of sustain CoF provides lends itself to permablocking.
    And we have been thru infinite sustain metas before and to no one's suprise it was tanky bruiser heaven, just like it is for dks right now.

    Sustain is a core pillar of ESO's gameplay, it's what enabled a no cooldown approach to skill design.

    If they made CoF provide recovery instead of just plain resource return, it would be a different story altogether, as at least dks would have to drop block once in a blue moon.

    Outside of PvE, I've seen many builds 'perma block' prior. I find it HILARIOUS that the pitch to nerf a reworked class now is 'but em sustain'.

    I'll just drop these here:

    awgykq4vd4c2.png

    (much wow, nothing lost)

    8b0ewbcl7gr2.png

    (wowzers, a whole 2 pc this time)

    f3pxm68ltems.png

    (and an end-all set for a 5 piece).

    ///

    Hmm, since these buffs are to make pureclass compete, I wonder what kind of skills I get to make up for damage lost building sustain on the flip side... while subclassing (the competition):

    bkcarjpfqvup.png

    (wowzers again, major and minor breach on a burst skill)

    oetis0be2ojy.png

    (ope, there's a sustain skill with a purge, your wep/spell buff, and a potential increase to damage)

    pactqg3iaiwm.png

    (WOW! 20% increase damage off of a 70 cost ult- wowwwwww)

    475ossoyambg.png

    (Surprise attack coming in with some of the highest consistent DPS for a standard spam able with a guaranteed crit to boot)

    ddggdbtpmg1o.png

    (WOWWWW, my crit buff and tooltip on a burst move higher than 90% of the skills in the game provide up-front)

    g4gbbuxk3cbw.png

    (good ol' FREE crit damage of course)

    c2rnv6nn03gk.png

    I mean shoot, darn- HOW will I make it IF I even need to run a sustain set???

    If you can't hold up while subclassing, just say something. No wonder why you're getting pack up about werewolves by on PTS /s.

    I'm not sure why you are being so hostile, but whatever.
    Neither roksa nor wretched allows for permablocking.

    Yes other classes have strong skills. So what?
    My point was that cof allows for an unhealthy playstyle and removes one of the core pillars of esos combat.

    We can talk about how the strongest dot class doesn't even use it's strongest dot beacuse it doesn't have to since it has so much damage built in everywhere else, but this topic is specifically about Core of Flame. And btw tons of ppl subclass, you guessed it, Ardent flame, specifically for CoF.

    Even if every class turns out to be as strong as dk after their rework, I still don't like the overall approach of having to be amazing at everything for classes.

    It's not about class envy, I just don't like the direction overall.

    Your bit about WW, I dont what you are getting at, the main issue I see with ww is it's interaction with sorcs Coe, outside of that WWs are plenty manageable with kiting.

  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    Firstmep wrote: »
    Wuuffyy wrote: »
    Firstmep wrote: »
    Personally I don't understand how you can give infinite sustain to one skill. Let's calculate this - I'm missing 15k stam, or mag, or both, this means 2250 recovery from this sill alone. If we add 600 base recovery, we have basically 2800 recovery, both resources.

    So you don't need anymore Orzorga food (you can use sugar skulls), and you don't need anymore tri stat potions, you can slot armor + spell resistance potions.

    Sugar skulls max resource increase increase your damage and healing by about 5%. Resistance potions, increase your tankiness by about 10%. So overall, this 1 single skill grants you 20% more powerful character (10% tankiness + 5% dmg + 5% healing), while also being very nice delayed burst skill. Even if this skill do not deal dmg at all, it's still easily top 3 skill in the game.

    Seriously? Slotting 1 skill = 20% more power? And now it will also heal you, so it will be like 30% more power? How this is going live?

    Probably because every class will end up with something very similar to it. As with basically all things DK, it only stands out because it was the first class to be touched.

    Like, look at WW sustain in this patch cycle. It went from highly bad to completely trivialized.

    You are feel to free however you want about it but I think that ZOS realizes that most players hate worrying about sustain and that providing easier mechanisms to achieve it is a popular feature with the vast majority of players.

    Look for Wardens to get their sustain improved when the U51 PTS hits.

    Cool. And down the line you will see block cost increases and such, beacuse the type of sustain CoF provides lends itself to permablocking.
    And we have been thru infinite sustain metas before and to no one's suprise it was tanky bruiser heaven, just like it is for dks right now.

    Sustain is a core pillar of ESO's gameplay, it's what enabled a no cooldown approach to skill design.

    If they made CoF provide recovery instead of just plain resource return, it would be a different story altogether, as at least dks would have to drop block once in a blue moon.

    Outside of PvE, I've seen many builds 'perma block' prior. I find it HILARIOUS that the pitch to nerf a reworked class now is 'but em sustain'.

    I'll just drop these here:

    awgykq4vd4c2.png

    (much wow, nothing lost)

    8b0ewbcl7gr2.png

    (wowzers, a whole 2 pc this time)

    f3pxm68ltems.png

    (and an end-all set for a 5 piece).

    ///

    Hmm, since these buffs are to make pureclass compete, I wonder what kind of skills I get to make up for damage lost building sustain on the flip side... while subclassing (the competition):

    bkcarjpfqvup.png

    (wowzers again, major and minor breach on a burst skill)

    oetis0be2ojy.png

    (ope, there's a sustain skill with a purge, your wep/spell buff, and a potential increase to damage)

    pactqg3iaiwm.png

    (WOW! 20% increase damage off of a 70 cost ult- wowwwwww)

    475ossoyambg.png

    (Surprise attack coming in with some of the highest consistent DPS for a standard spam able with a guaranteed crit to boot)

    ddggdbtpmg1o.png

    (WOWWWW, my crit buff and tooltip on a burst move higher than 90% of the skills in the game provide up-front)

    g4gbbuxk3cbw.png

    (good ol' FREE crit damage of course)

    c2rnv6nn03gk.png

    I mean shoot, darn- HOW will I make it IF I even need to run a sustain set???

    If you can't hold up while subclassing, just say something. No wonder why you're getting pack up about werewolves by on PTS /s.

    I'm not sure why you are being so hostile, but whatever.
    Neither roksa nor wretched allows for permablocking.

    Yes other classes have strong skills. So what?
    My point was that cof allows for an unhealthy playstyle and removes one of the core pillars of esos combat.

    We can talk about how the strongest dot class doesn't even use it's strongest dot beacuse it doesn't have to since it has so much damage built in everywhere else, but this topic is specifically about Core of Flame. And btw tons of ppl subclass, you guessed it, Ardent flame, specifically for CoF.

    Even if every class turns out to be as strong as dk after their rework, I still don't like the overall approach of having to be amazing at everything for classes.

    It's not about class envy, I just don't like the direction overall.

    Your bit about WW, I dont what you are getting at, the main issue I see with ww is it's interaction with sorcs Coe, outside of that WWs are plenty manageable with kiting.

    Me being objectively true does not equal hostile. There is nothing left to say there- you’re welcome to disagree with the direction but you can’t disagree that pure class has to be powerful to compete with subclassing. The werewolf comment was not related to you but I also legitimately agree that the Signet/Warden WW combo is FAR too strong myself on the same grounds bear and Signet were.

    If subclassing has everything with no rules, then logically the only way it’ll compete on all grounds (without nerfs/additional rules to subclassing) is for pureclassing to do the same.

    I WISH they had added rules to subclassing when it dropped, I WISH that mag/stam weren’t homogenized all these years ago but this is simply the way the game has shifted. We have to let go of the past to move on and enjoy the game as it is now.

    Or at the very least not throw a wrench in this ‘one class at a time’ plan by asking for nerfs 24/7 without seeing the bigger picture and then a rework being needed for the rework by the time it’s all done and over with.
    Edited by Wuuffyy on May 21, 2026 8:03AM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • Pinktraining
    Pinktraining
    ✭✭
    You don't need a PhD to see the harm Core of Flame can cause to game balance.
    Just like in U46 PTS, you could see how unbalanced skill lines could harm the game environment through subclasses.

    Therefore, there's absolutely no need to wait until all classes are reworked before adjusting Core of Flame. It's an obvious danger, a skill destined to be nerfed even after all classes are updated, so why not nerf it now?
    Edited by Pinktraining on May 21, 2026 8:10AM
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    You don't need a PhD to see the harm Core of Flame can cause to game balance.
    Just like in U46 PTS, you could see how unbalanced skill lines could harm the game environment through subclasses.

    Therefore, there's absolutely no need to wait until all classes are reworked before adjusting Core of Flame. It's an obvious danger, a skill destined to be nerfed even after all classes are updated, so why not nerf it now?

    Agreed, it caused harm but also allowed a lot of players (talking PvE specifically) to become more comfortable in content. After all, my 130-150k is their 80-100k.

    We don’t really know that core of flame is going to be so very different from what the other reworked classes offer.

    I imagine it looks something like

    -Warden is the closest to being done
    -Sorc is somewhat done

    Can’t remember the line up beyond this but…

    -Nightblade has some concepts up and maybe a few reworked skills for display in some backend place somewhere.

    For all we know, there are both checks and balances down the road they already have in place and/or this skill-type is built into the functionality of other planned class tooltips.

    The time to cut this skill would have been PTS U49 DK (or will be once all classes are completed and live) unless they truly made this some strange one off (which probably isn’t the case as they made werewolf function similarly granted their sustain is weighted towards one end -stam-).
    Edited by Wuuffyy on May 21, 2026 8:22AM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • hoangdz
    hoangdz
    ✭✭✭✭✭
    All of your examples are technically true in regard to the comparison between V1 classes and subclassed builds. However, reworked classes and certain class mastery passives FAR exceed subclassing's power ceiling.
    Wuuffyy wrote: »
    awgykq4vd4c2.png

    (much wow, nothing lost)

    8b0ewbcl7gr2.png

    (wowzers, a whole 2 pc this time)

    f3pxm68ltems.png

    (and an end-all set for a 5 piece).

    Yea you do lose tankiness and access to better sets. DK, WW, and Sorc on PTS do not need to crutch on Essence Thief, Wretched Vitality, or Roksa because they have nigh-unlimited sustain. This enables them to maximize damage by running Oak Father, gain superior healing + damage with Order's Wrath, or spec for full tankiness with Mara's Balm.
    Wuuffyy wrote: »
    Outside of PvE, I've seen many builds 'perma block' prior. I find it HILARIOUS that the pitch to nerf a reworked class now is 'but em sustain'.

    A build with permablock capability is fine IF that's the only thing it can do. What's NOT fine is when you combine permablocking with 40k+ resists and enough damage to 1-shot players.
    Wuuffyy wrote: »
    Hmm, since these buffs are to make pureclass compete, I wonder what kind of skills I get to make up for damage lost building sustain on the flip side... while subclassing (the competition):

    bkcarjpfqvup.png

    (wowzers again, major and minor breach on a burst skill)

    Heart of Flame + Incinerate provide greater burst, while also giving Major Prophecy, 15% missing stam + mag, and 15% missing health PER SECOND (soon to be 15% of your max HP instead).

    You don't need Major + Minor breach when you have full penetration with Corrosive Armor. In fact, most DKs are currently sourcing all of their penetration from this ultimate and using several forms of ult generation to increase this ult's uptime. This allows them to allocate their freed-up penetration stat to other offensive ones by using swords/axes and Charged/Infused traits. This is much more efficient than spreading your stats everywhere like a standard PvP build.

    For non-DK builds, Onslaught achieves similar effect, enabling the user to front-load all their penetration stat into crit damage/weapon damage. My current PTS Sorc build uses a Nirnhoned Battle Axe and Onslaught. My base pen is only 4k without Major Breach, but when I use Onslaught that won't matter because I'll have full pen regardless of what my opponent is wearing. To increase the uptime on this ult, I use Bloodspawn for my monster set.
    Wuuffyy wrote: »
    oetis0be2ojy.png

    (ope, there's a sustain skill with a purge, your wep/spell buff, and a potential increase to damage)

    This skill PALES in comparison to Conservation of Energy (CoE) and HoF. It's not even close.

    Wuuffyy wrote: »
    pactqg3iaiwm.png

    (WOW! 20% increase damage off of a 70 cost ult- wowwwwww)

    Too bad, that 20% debuff is purgable. Reworked DK and U50 Sorc can afford to use Mara's Balm because they have so much damage, so Incap is basically ineffective against them. Even if they don't use Mara's Balm, U50 DK and U50 Sorc are casually running around with 39-40k HP while dealing 5-6k DPS. Good luck bursting that with your Incap lol.

    Wuuffyy wrote: »
    475ossoyambg.png

    (Surprise attack coming in with some of the highest consistent DPS for a standard spam able with a guaranteed crit to boot)

    Surprise Attack is worse than Blood for Blood (Bfb) and Molten Whip.
    Wuuffyy wrote: »
    ddggdbtpmg1o.png

    (WOWWWW, my crit buff and tooltip on a burst move higher than 90% of the skills in the game provide up-front)

    Gets reduced by 50% against DK wings. Not only that, but my DK's Molten Whip hits just as hard as Spectral Bow lol. On my Sorc, I just permablock with Conservation + Bfb, so Spectral Bow can't really do anything.
    Wuuffyy wrote: »
    g4gbbuxk3cbw.png

    (good ol' FREE crit damage of course)

    Take a look at DK's passives and Sorc's damage passives.
    Wuuffyy wrote: »
    c2rnv6nn03gk.png

    I mean shoot, darn- HOW will I make it IF I even need to run a sustain set???

    You will still need more damage than this

    I'm sorry but I've had zero problems vs Animal/Assassination/X builds even on my U49 pure Sorc. Normally, they are only hard to deal with because of Warden Charm. That's it. The moment you remove that buggy ass CC, they become a non-issue. All of their damage is blockable, and when you consider the fact that V2 DK and U50 Sorc have enough sustain to permablock, you shouldn't really lose to any of these meta subclassed builds.


    Edited by hoangdz on May 21, 2026 9:11AM
  • Wuuffyy
    Wuuffyy
    ✭✭✭✭✭
    “Yea you do lose tankiness and access to better sets. DK, WW, and Sorc on PTS do not need to crutch on Essence Thief, Wretched Vitality, or Roksa because they have nigh-unlimited sustain. This enables them to maximize damage by running Oak Father, gain superior healing + damage with Order's Wrath, or spec for full tankiness with Mara's Balm.”

    I wonder why DK, WW, and a class mastery for a non-reworked class do this. Or the progenitor dark deal which also nets you… minor berserk and major force. Probably a mystery.

    I wonder what their goal is… beyond that- I hope I don’t need to show what Monomyth Reforged and Rallying Cry do (they’re both ‘tank sets’ that give you damage… doesn’t stop there either)…

    Or that hurricane is a damage move that gives your armor buff. For everything you mentioned ‘but I give up —-‘ I can give you a set/skill/etc. that efficiently gives you 2 or more lanes by itself.

    Real trade offs haven’t been a thing for a while. The only thing you’ll truly trade off is stam, or stam for health to be truly tanky (to the point where you’re more difficult to burst because of said health). Block is 50% mitigation with SO many free reduction increases and dodge roll is 100% immunity from any ST. If you are building correctly, regardless of whether you win a sustain war or not- your opponent is one good rotation from having their hairline removed by your burst.

    Running stam netch and essence thief alone net you the ability to block against one person nearly at will+ spam heals to infinitely stalemate.
    Edited by Wuuffyy on May 21, 2026 3:33PM
    Wuuffyy,
    WEREWOLF FINALLY GOT A REWORK AHHHHHHHHHHHHHHHHHHHH (sorry I mean... NERF WW, one-bar BAD, DESTROY one-bar builds)
    ESO player since 2014 (Xbox and PC for PTS)
    -new players, feel free to DM for guidance!
  • hoangdz
    hoangdz
    ✭✭✭✭✭
    Wuuffyy wrote: »
    I wonder why DK, WW, and a class mastery for a non-reworked class do this. Or the progenitor dark deal which also nets you… minor berserk and major force. Probably a mystery.

    I wonder what their goal is…

    The goal is probably to trivialize sustain even further? Also, Dark Deal doesn't give you Major Force... It gave Minor Force for 10s, then ZOS decided to remove it after increasing the Minor Berserk duration to 20s from 10s. Considering how Monomyth already gives Minor Berserk, that was a flat out nerf for Sorc's damage.
    Wuuffyy wrote: »
    I hope I don’t need to show what Monomyth Reforged and Rallying Cry do (they’re both ‘tank sets’ that give you damage… doesn’t stop there either)…

    Everyone knows what they do. I'm not sure how they are related to the argument though.
    Wuuffyy wrote: »
    Or that hurricane is a damage move that gives your armor buff. For everything you mentioned ‘but I give up —-‘ I can give you a set/skill/etc. that efficiently gives you 2 or more lanes by itself.

    What is your point here? I stated that HoF allows you to gain damage by forgo using a sustain set completely. I don't understand how this is related to the argument.
    Wuuffyy wrote: »
    Real trade offs haven’t been a thing for a while. The only thing you’ll truly trade off is stam, or stam for health to be truly tanky (to the point where you’re more difficult to burst because of said health). Block is 50% mitigation with SO many free reduction increases and dodge roll is 100% immunity from any ST. If you are building correctly, regardless of whether you win a sustain war or not- your opponent is one good rotation from having their hairline removed by your burst.

    Running stam netch and essence thief alone net you the ability to block against one person nearly at will+ spam heals to infinitely stalemate.


    There are still real trade offs. For example, the meta Assassination/Animal/X builds still requires sourcing recovery from Orzoga's Smoke Bear Haunt, tri-stat potion, and Sustained by Suffering CP, on top of Essence Thief, Netch, and/or Rune Focus. You could try to play with lower regen, but you'd FEEL it immediately. Meanwhile, HoF is on a completely different tier because it gives you so much sustain that you are able to use Bewitched Sugar Skull food, drop tri-stat potions for Health/Spell Resist/Physical Resist potion, drop Sustained by Suffering CP for Juggernaut/Boundless Vitality, and drop Essence Thief for Oakfather or another damage set. By definition, the Assassination/Animal/X builds are trading damage and mitigation for recovery, while HoF builds practically trade nothing. This difference is why HoF is so much stronger than your sustain examples. If you had tried to do the same thing on those subclassed builds, you would have gained similar damage and tankiness as HoF builds, but you would have also gassed out much sooner because you didn't have HoF lol. Don't believe me? Test it yourself.
    Edited by hoangdz on May 21, 2026 6:33PM
  • Savagejack
    Savagejack
    ✭✭✭
    I've only just recently picked up Ardent Flame since the DK rework, and tried it out in pvp. HoF gives ungodly sustain. It's so good what the hell lol. It basically rewards you for running low on resources.
  • YandereGirlfriend
    YandereGirlfriend
    ✭✭✭✭✭
    ✭✭✭✭✭
    hoangdz wrote: »
    Wuuffyy wrote: »

    Frankly, infinite or near infinite sustain has been a think since Wretched Vitality/Roska became a thing. The only players that are generally running out of resources in PvP are ones that are being 1) zerged down, 2) are spamming roll (core of flame or anything similar still will not allow infinite streak/dodge), 3) those that aren't building correctly.

    Your comparison is only 50% right because sustaining with Wretched/Roksa vs HoF are fundamentally different. While it's incredibly easy to build for infinite sustain with Wretched/Roksa, keeping damage alongside is an issue. You are always sacrificing damage/defense to gain this kind of recovery. This isn't the case for HoF, as it allows for near unlimited sustain without needing a single sustain set. Most DKs in Cyrodiil are playing with sub 1k recovery and using armor pots. That level of sustain has never been achieved in the game. The closest thing we got to that was Sorc with Dark Deal, but it too cannot drop tri-pots nor come close to the efficiency of HoF.

    I would bet many Septims that Dark Deal/Conv will restore both resources by the time that the Sorc re-work arrives.

    These single-resource abilities are going the way of the dinosaur.
  • Luneca
    Luneca
    ✭✭✭
    Wuuffyy wrote: »

    Running stam netch and essence thief alone net you the ability to block against one person nearly at will+ spam heals to infinitely stalemate.

    Hold up. You're talking about that set you have to run and collect the buff/sustain and trying to claim it's equivalent to a skill that you can press at any time, get more than it cost near instantly, and heal + gain magicka + gain stamina? Essence theif's built in opportunity cost is that you can be stopped from obtaining that buff (unless they changed it).

    That most players don't immobilize in addition to CC to pressure users of that set is a playstyle issue, not a general balance one. General player behavior does not make Essence Thief OP. What does is when something is already out of line and player building can further that to unimaginable extents.

    Again, unlike all the other sustain skills in the game Core of Flame doesn't have a real limit (except being bound by resources that can be stacked extremely high and improve the performance of the skills to ridiculous levels), all other sustain skills have a concrete limit to what they provide. Their skill trees they appear in are also limited. Do they heal and do they do it anywhere near as much?

    This is not the case for DK's core of Flame. Who, that isn't an NB is going to take Siphoning Strikes over Core of Flame? That's before looking at the damage component.

    You might not run any hybrid builds, but on my hybrids the skill is even more powerful than anyone can imagine. I simply refuse to use it because I know it will be due for a nerf. And I also just fire siege 99% of the time anyway.

    Lastly, let's talk about a skill v. a 5 piece set. You know, back in the day a set called Senchal Defender used to heal in addition to give stam and mag back when you heavy attacked? ZOS cut the healing on that set because giving all three was too powerful. A 5 piece was determined to be OP because it allowed you to heal and gain stam and mag back when you heavy attacked, and that was only significant when it was fully stacked.

    Yet here we are defending a single skill that requires no real investment or build decisions to make v. a 5 piece set with lackluster bonuses otherwise? And that skill also does damage?


    This is why balance is bad in the game. There's no consistency, and people defend whatever it is that allows them to gain an advantage. Eventually we'll see the words "fun" "identity" or whatever can be used to avoid looking at the issue objectively.
  • hoangdz
    hoangdz
    ✭✭✭✭✭
    Luneca wrote: »
    Wuuffyy wrote: »

    Running stam netch and essence thief alone net you the ability to block against one person nearly at will+ spam heals to infinitely stalemate.

    Hold up. You're talking about that set you have to run and collect the buff/sustain and trying to claim it's equivalent to a skill that you can press at any time, get more than it cost near instantly, and heal + gain magicka + gain stamina? Essence theif's built in opportunity cost is that you can be stopped from obtaining that buff (unless they changed it).

    That most players don't immobilize in addition to CC to pressure users of that set is a playstyle issue, not a general balance one. General player behavior does not make Essence Thief OP. What does is when something is already out of line and player building can further that to unimaginable extents.

    Again, unlike all the other sustain skills in the game Core of Flame doesn't have a real limit (except being bound by resources that can be stacked extremely high and improve the performance of the skills to ridiculous levels), all other sustain skills have a concrete limit to what they provide. Their skill trees they appear in are also limited. Do they heal and do they do it anywhere near as much?

    This is not the case for DK's core of Flame. Who, that isn't an NB is going to take Siphoning Strikes over Core of Flame? That's before looking at the damage component.

    You might not run any hybrid builds, but on my hybrids the skill is even more powerful than anyone can imagine. I simply refuse to use it because I know it will be due for a nerf. And I also just fire siege 99% of the time anyway.

    Lastly, let's talk about a skill v. a 5 piece set. You know, back in the day a set called Senchal Defender used to heal in addition to give stam and mag back when you heavy attacked? ZOS cut the healing on that set because giving all three was too powerful. A 5 piece was determined to be OP because it allowed you to heal and gain stam and mag back when you heavy attacked, and that was only significant when it was fully stacked.

    Yet here we are defending a single skill that requires no real investment or build decisions to make v. a 5 piece set with lackluster bonuses otherwise? And that skill also does damage?


    This is why balance is bad in the game. There's no consistency, and people defend whatever it is that allows them to gain an advantage. Eventually we'll see the words "fun" "identity" or whatever can be used to avoid looking at the issue objectively.

    Yea it's hilarious seeing Essence Thief brought up because as someone who has been using that set for 2+ years in Cyrodiil and BGs, I can't count how many times the set procs in random locations I can't get to. Like, I could be kiting on the 2nd floor of a tower and the set decides to proc on the ground outside the tower instead, or when I'm kiting a zerg and the set procs behind me lol.

    I'm so glad they buffed sustain to the point that I don't need that set anymore, but at the same time, they really gotta find a balance point. I'm actually perfectly ok with HoF giving that much sustain, but it has to be strictly a sustain skill, not a 4-in-1 one with so much power that you'd be in a massive disadvantage for not using it. Either remove the delayed burst damage component from HoF and keep the sustain, or remove the sustain from HoF and buff other sustain passives in DK's toolkit (Battle Roar for example). Another way to balance it is by having 1 morph deal damage but only restore 5% missing resources (no healing), while the other morph restores 15% resources + health but doesn't do damage.
    Edited by hoangdz on May 22, 2026 9:36AM
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