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.
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.
VinnyGambini 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?
Pinktraining wrote: »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.
YandereGirlfriend wrote: »VinnyGambini 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.
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.
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
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).
YandereGirlfriend wrote: »VinnyGambini 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.
YandereGirlfriend wrote: »VinnyGambini 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.










YandereGirlfriend wrote: »VinnyGambini 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:
(much wow, nothing lost)
(wowzers, a whole 2 pc this time)
(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):
(wowzers again, major and minor breach on a burst skill)
(ope, there's a sustain skill with a purge, your wep/spell buff, and a potential increase to damage)
(WOW! 20% increase damage off of a 70 cost ult- wowwwwww)
(Surprise attack coming in with some of the highest consistent DPS for a standard spam able with a guaranteed crit to boot)
(WOWWWW, my crit buff and tooltip on a burst move higher than 90% of the skills in the game provide up-front)
(good ol' FREE crit damage of course)
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.
YandereGirlfriend wrote: »VinnyGambini 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:
(much wow, nothing lost)
(wowzers, a whole 2 pc this time)
(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):
(wowzers again, major and minor breach on a burst skill)
(ope, there's a sustain skill with a purge, your wep/spell buff, and a potential increase to damage)
(WOW! 20% increase damage off of a 70 cost ult- wowwwwww)
(Surprise attack coming in with some of the highest consistent DPS for a standard spam able with a guaranteed crit to boot)
(WOWWWW, my crit buff and tooltip on a burst move higher than 90% of the skills in the game provide up-front)
(good ol' FREE crit damage of course)
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.
Pinktraining wrote: »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?
(much wow, nothing lost)
(wowzers, a whole 2 pc this time)
(and an end-all set for a 5 piece).
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'.
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):
(wowzers again, major and minor breach on a burst skill)
(ope, there's a sustain skill with a purge, your wep/spell buff, and a potential increase to damage)
(Surprise attack coming in with some of the highest consistent DPS for a standard spam able with a guaranteed crit to boot)
(WOWWWW, my crit buff and tooltip on a burst move higher than 90% of the skills in the game provide up-front)
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…
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.
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.
Running stam netch and essence thief alone net you the ability to block against one person nearly at will+ spam heals to infinitely stalemate.
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.