The new Insatiable Hunger Proc conditions:
I did solo content by myself, mainly black rose prison first stage fight repeatedly to test, and i found it much, much harder to maintain the werewolf form compared to before.
I constantly hovered around 200 ult, only going above when in rampage form because i was in combat all the time and my health never dropped below the treshold so the only way to regain ult with insatiable Hunger was when i was at or below 200 ult.
I think this change would make maintaining ww form difficult in some scenarios such as long scripted fights without a lot of mobs dying constantly where you could take the opportunity to use the synergy before as the opportunity presented itself and now you cant.
I also fear this change would be terrible for pvp because of the very common stuck in combat bug or even if it works as intended. Imagine some one in your group is fighting some 200 metres away and you find yourself in a situation with 250 ult and a corpse in front of you? You cant use Insatiable Hunger to restore ult and make your way over to the fight, you dont meet the conditions, and making your way over at half ult with the ult draining would have you reach the fight at below 100 ult with only seconds remaining to stay in werewolf form. It is, im afraid, a pretty bad quality of life change even when it works as intended.
I understand that the problem that was trying to be solved is the synergy popping up constantly and making other synergies hard to come by. In that case please give Insatiable Hunger the lowest prioriity so other synergies are always appears when available.
Thank you
beer781993 wrote: »Stealth detection buffs are too much, it should rather get nerfed. Detection pots already make using cloak completely useless.
There is no need to buff camo and mage light.
In my opinion there shouldn't be anything that can make you visible while using cloak unless you take damage.
Don't destroy stealth gameplay. ...
Major_Mangle wrote: »Mainly writing from a PvP point of view here.
The good:
* Elemental susceptibility changes. Giving it a cost has been long overdue and is a very welcome change. I still find it a bit too strong with how long of a range it has. Reduce the range to 20-22 m and it´s in fairly balanced spot.
* Werewolf ability cost changes. Even without the sorcerer class mastery, the abilities were way too cheap and required very little sustain investment (if none). With sorcerer class mastery the sustain was a complete joke. Not related to werewolf but sustain across the board in both PvP and PvE is way too strong and need some serious rebalance.
The bad/less good:
* No changes to DK Core of Flame. This goes together with my previous point. Sustain should be something you should´ve to invest into, or fix by utilizing group play. The problem with DK isn´t the damage it does with whip or whatever the power status of corrosive is, but the fact you can´t run the class out of "juice". I´m fine with high damage/bursty playstyles, but the trade off should be that you can´t "stick around" for too long or you risk running out of resources.
* No positive changes to NB in PvP. Class masteries are severely underwhelming and I can´t remember the last time NB was in such a poor state in PvP.
* Templar losing out on more damage once again. Templar doesn´t need more survivability, the class is already too strong in that department. Sure templar is in a solid spot in PvE from what I can gather, but PvP wise it´s relegated to a support class with some utility through cleanse. Templar need some of its damage back in PvP (please make puncturing sweeps viable in PvP again), and I´d happily trade it for some of templar survivability.
Major_Mangle wrote: »Mainly writing from a PvP point of view here.
The good:
* Elemental susceptibility changes. Giving it a cost has been long overdue and is a very welcome change. I still find it a bit too strong with how long of a range it has. Reduce the range to 20-22 m and it´s in fairly balanced spot.
* Werewolf ability cost changes. Even without the sorcerer class mastery, the abilities were way too cheap and required very little sustain investment (if none). With sorcerer class mastery the sustain was a complete joke. Not related to werewolf but sustain across the board in both PvP and PvE is way too strong and need some serious rebalance.
The bad/less good:
* No changes to DK Core of Flame. This goes together with my previous point. Sustain should be something you should´ve to invest into, or fix by utilizing group play. The problem with DK isn´t the damage it does with whip or whatever the power status of corrosive is, but the fact you can´t run the class out of "juice". I´m fine with high damage/bursty playstyles, but the trade off should be that you can´t "stick around" for too long or you risk running out of resources.
* No positive changes to NB in PvP. Class masteries are severely underwhelming and I can´t remember the last time NB was in such a poor state in PvP.
* Templar losing out on more damage once again. Templar doesn´t need more survivability, the class is already too strong in that department. Sure templar is in a solid spot in PvE from what I can gather, but PvP wise it´s relegated to a support class with some utility through cleanse. Templar need some of its damage back in PvP (please make puncturing sweeps viable in PvP again), and I´d happily trade it for some of templar survivability.
LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.
I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.
Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.
These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.
I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
You are saying to be logical and “objective” but every one of these issues that you are claiming are *relative* to DK. Dk doing 20k whips is unacceptable, yes. But do not base ww balance on something as bizarrely overpowered as DK. Ww is relatively more powerful than just about every class other than dk and maybe sorc.
These things here...
"Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot."
...are things I can't have/trade-off/'give up' on werewolf that aren't real trade-offs for DK (or really anyone in PvP anymore, to be honest).
As far as DK specifically goes:
I am hitting folks with 27k molten whips using a sword and board backbar, rallying cry, orders wrath, monomyth, a piece of trainee, and BloodSpawn via my DK with onsalught/corro (up to 15-19k without)... all of these are 'free' to me and the sword and board backbar (or ice staff) especially isn't a 'trade-off' a DK makes in PvP (you're just going to run it because you can/lack of better options).
Lastly, you say 'bizarrely overpowered (DK) is a bad comparison for balance discussion in any capacity' but according to the devs after a simple change to the 'free healing' on the 'softer-landing' morph of whip:
DK isn't even overpowered in PvP according to the dev team. In fact, according to them, DK is in a 'healthy' spot outside of I suppose half of the healing for the 5-stack, AoE whip morph.
They even shadow-buffed pyrebrand (could have been left out of the patch notes unintentionally):
Before-
After-
and of course, their channeled breath attack was 'rather significantly' buffed too.
So again, it seems like you're mistaken (or your perspective is shifted from the combat dev team’s line of thinking) because current DK must actually be the pinnacle of proper balance to them, for PvP.
LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.
I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.
Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.
These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.
I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
You are saying to be logical and “objective” but every one of these issues that you are claiming are *relative* to DK. Dk doing 20k whips is unacceptable, yes. But do not base ww balance on something as bizarrely overpowered as DK. Ww is relatively more powerful than just about every class other than dk and maybe sorc.
These things here...
"Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot."
...are things I can't have/trade-off/'give up' on werewolf that aren't real trade-offs for DK (or really anyone in PvP anymore, to be honest).
As far as DK specifically goes:
I am hitting folks with 27k molten whips using a sword and board backbar, rallying cry, orders wrath, monomyth, a piece of trainee, and BloodSpawn via my DK with onsalught/corro (up to 15-19k without)... all of these are 'free' to me and the sword and board backbar (or ice staff) especially isn't a 'trade-off' a DK makes in PvP (you're just going to run it because you can/lack of better options).
Lastly, you say 'bizarrely overpowered (DK) is a bad comparison for balance discussion in any capacity' but according to the devs after a simple change to the 'free healing' on the 'softer-landing' morph of whip:
DK isn't even overpowered in PvP according to the dev team. In fact, according to them, DK is in a 'healthy' spot outside of I suppose half of the healing for the 5-stack, AoE whip morph.
They even shadow-buffed pyrebrand (could have been left out of the patch notes unintentionally):
Before-
After-
and of course, their channeled breath attack was 'rather significantly' buffed too.
So again, it seems like you're mistaken (or your perspective is shifted from the combat dev team’s line of thinking) because current DK must actually be the pinnacle of proper balance to them, for PvP.
Alright man. Youre pretending that 20k+ dmg on any skill 2-5 times in a row is something that was historically present in the game. That is not normal, and that should not be normal. We are here in the forum because we want to inform the devs that something they implemented is either broken, or messing up the way the game is played. Yes, if you do not pvp, and have not gotten essentially, GANKED, by a brawler class? Then yes with the bliss of ignorance, you can say that dk is in a healthy spot. But anybody not running dk will tell you that dk is not balanced.
But I mean hey, if you want to see the game die because you want to pretend that theres nothing wrong here, then to each their own.
Balance gives room for creativity. Hundreds of sets in the game and most of them unusable due to the unipolar balance structure of the game. You will never be able to compete with a class who’s every skill has 2-3 powerful functions and or distinct skill specific buffs.
Recently I have been playing my warden. All the main buffs need to be casted, there are no slottables. So you spend 5 gcd every 30 seconds keeping uptime on essential major and minor buffs. For DK? Every single one of those buffs either has full uptime due to being slottable, a long duration or the skill has a non buff related combat effect. For example, the major resolve buff can have a shield, incinerate is a delayed damage aoe explosion every 5 seconds (or a heal), wings gives expedition snare removal and 50% projectile damage reduction (ridiculous), molten armaments LASTS 1 MINUTE and does direct flame damage every couple of seconds.
My point here is that overtly useful combat functionalities are woven into every skill that provides a buff, plain and simple, no other class is really like that, not as powerful, and not as overloaded. I dont know if you have, but play the other classes and it should immediately be painfully obvious why every class is worse than dk by miles.
You should swap the DK and NB class passives.
The Dragonknight Elder Dragon passive should grant Minor Savagery and the Nightblade Hemorrhage passive should grant Minor Brutality.
SonOfAsura wrote: »Increasing Elemental Susceptibility cost to 3.2k is a big mistake for PvE, especially in encounters where it needs to be applied to multiple enemies.
LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.
I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.
Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.
These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.
I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
You are saying to be logical and “objective” but every one of these issues that you are claiming are *relative* to DK. Dk doing 20k whips is unacceptable, yes. But do not base ww balance on something as bizarrely overpowered as DK. Ww is relatively more powerful than just about every class other than dk and maybe sorc.
These things here...
"Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot."
...are things I can't have/trade-off/'give up' on werewolf that aren't real trade-offs for DK (or really anyone in PvP anymore, to be honest).
As far as DK specifically goes:
I am hitting folks with 27k molten whips using a sword and board backbar, rallying cry, orders wrath, monomyth, a piece of trainee, and BloodSpawn via my DK with onsalught/corro (up to 15-19k without)... all of these are 'free' to me and the sword and board backbar (or ice staff) especially isn't a 'trade-off' a DK makes in PvP (you're just going to run it because you can/lack of better options).
Lastly, you say 'bizarrely overpowered (DK) is a bad comparison for balance discussion in any capacity' but according to the devs after a simple change to the 'free healing' on the 'softer-landing' morph of whip:
DK isn't even overpowered in PvP according to the dev team. In fact, according to them, DK is in a 'healthy' spot outside of I suppose half of the healing for the 5-stack, AoE whip morph.
They even shadow-buffed pyrebrand (could have been left out of the patch notes unintentionally):
Before-
After-
and of course, their channeled breath attack was 'rather significantly' buffed too.
So again, it seems like you're mistaken (or your perspective is shifted from the combat dev team’s line of thinking) because current DK must actually be the pinnacle of proper balance to them, for PvP.
Alright man. Youre pretending that 20k+ dmg on any skill 2-5 times in a row is something that was historically present in the game. That is not normal, and that should not be normal. We are here in the forum because we want to inform the devs that something they implemented is either broken, or messing up the way the game is played. Yes, if you do not pvp, and have not gotten essentially, GANKED, by a brawler class? Then yes with the bliss of ignorance, you can say that dk is in a healthy spot. But anybody not running dk will tell you that dk is not balanced.
But I mean hey, if you want to see the game die because you want to pretend that theres nothing wrong here, then to each their own.
Balance gives room for creativity. Hundreds of sets in the game and most of them unusable due to the unipolar balance structure of the game. You will never be able to compete with a class who’s every skill has 2-3 powerful functions and or distinct skill specific buffs.
Recently I have been playing my warden. All the main buffs need to be casted, there are no slottables. So you spend 5 gcd every 30 seconds keeping uptime on essential major and minor buffs. For DK? Every single one of those buffs either has full uptime due to being slottable, a long duration or the skill has a non buff related combat effect. For example, the major resolve buff can have a shield, incinerate is a delayed damage aoe explosion every 5 seconds (or a heal), wings gives expedition snare removal and 50% projectile damage reduction (ridiculous), molten armaments LASTS 1 MINUTE and does direct flame damage every couple of seconds.
My point here is that overtly useful combat functionalities are woven into every skill that provides a buff, plain and simple, no other class is really like that, not as powerful, and not as overloaded. I dont know if you have, but play the other classes and it should immediately be painfully obvious why every class is worse than dk by miles.
LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.
I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.
Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.
These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.
I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
You are saying to be logical and “objective” but every one of these issues that you are claiming are *relative* to DK. Dk doing 20k whips is unacceptable, yes. But do not base ww balance on something as bizarrely overpowered as DK. Ww is relatively more powerful than just about every class other than dk and maybe sorc.
These things here...
"Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot."
...are things I can't have/trade-off/'give up' on werewolf that aren't real trade-offs for DK (or really anyone in PvP anymore, to be honest).
As far as DK specifically goes:
I am hitting folks with 27k molten whips using a sword and board backbar, rallying cry, orders wrath, monomyth, a piece of trainee, and BloodSpawn via my DK with onsalught/corro (up to 15-19k without)... all of these are 'free' to me and the sword and board backbar (or ice staff) especially isn't a 'trade-off' a DK makes in PvP (you're just going to run it because you can/lack of better options).
Lastly, you say 'bizarrely overpowered (DK) is a bad comparison for balance discussion in any capacity' but according to the devs after a simple change to the 'free healing' on the 'softer-landing' morph of whip:
DK isn't even overpowered in PvP according to the dev team. In fact, according to them, DK is in a 'healthy' spot outside of I suppose half of the healing for the 5-stack, AoE whip morph.
They even shadow-buffed pyrebrand (could have been left out of the patch notes unintentionally):
Before-
After-
and of course, their channeled breath attack was 'rather significantly' buffed too.
So again, it seems like you're mistaken (or your perspective is shifted from the combat dev team’s line of thinking) because current DK must actually be the pinnacle of proper balance to them, for PvP.
Alright man. Youre pretending that 20k+ dmg on any skill 2-5 times in a row is something that was historically present in the game. That is not normal, and that should not be normal. We are here in the forum because we want to inform the devs that something they implemented is either broken, or messing up the way the game is played. Yes, if you do not pvp, and have not gotten essentially, GANKED, by a brawler class? Then yes with the bliss of ignorance, you can say that dk is in a healthy spot. But anybody not running dk will tell you that dk is not balanced.
But I mean hey, if you want to see the game die because you want to pretend that theres nothing wrong here, then to each their own.
Balance gives room for creativity. Hundreds of sets in the game and most of them unusable due to the unipolar balance structure of the game. You will never be able to compete with a class who’s every skill has 2-3 powerful functions and or distinct skill specific buffs.
Recently I have been playing my warden. All the main buffs need to be casted, there are no slottables. So you spend 5 gcd every 30 seconds keeping uptime on essential major and minor buffs. For DK? Every single one of those buffs either has full uptime due to being slottable, a long duration or the skill has a non buff related combat effect. For example, the major resolve buff can have a shield, incinerate is a delayed damage aoe explosion every 5 seconds (or a heal), wings gives expedition snare removal and 50% projectile damage reduction (ridiculous), molten armaments LASTS 1 MINUTE and does direct flame damage every couple of seconds.
My point here is that overtly useful combat functionalities are woven into every skill that provides a buff, plain and simple, no other class is really like that, not as powerful, and not as overloaded. I dont know if you have, but play the other classes and it should immediately be painfully obvious why every class is worse than dk by miles.
I don’t know what you’re talking about. I am just calling out the apparent combat team perspective multiple people have gathered from the lack of DK adjustments and that dev note.
You are welcome to perceive my own opinion however you’d like but if that is the conclusion you came to on my opinion on the matter… then I don’t know what else to really say.
Let’s just keep this thread to feedback on abilities and leave my or your opinion on DK out of it, especially when it isn’t relevant. I simply provided important information on apparent dev perspective while replying to the other troll’s poster’s comment on why I would reference DK in a comparative balance discussion.
XVestigeXx wrote: »LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.
I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.
Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.
These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.
I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
You are saying to be logical and “objective” but every one of these issues that you are claiming are *relative* to DK. Dk doing 20k whips is unacceptable, yes. But do not base ww balance on something as bizarrely overpowered as DK. Ww is relatively more powerful than just about every class other than dk and maybe sorc.
These things here...
"Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot."
...are things I can't have/trade-off/'give up' on werewolf that aren't real trade-offs for DK (or really anyone in PvP anymore, to be honest).
As far as DK specifically goes:
I am hitting folks with 27k molten whips using a sword and board backbar, rallying cry, orders wrath, monomyth, a piece of trainee, and BloodSpawn via my DK with onsalught/corro (up to 15-19k without)... all of these are 'free' to me and the sword and board backbar (or ice staff) especially isn't a 'trade-off' a DK makes in PvP (you're just going to run it because you can/lack of better options).
Lastly, you say 'bizarrely overpowered (DK) is a bad comparison for balance discussion in any capacity' but according to the devs after a simple change to the 'free healing' on the 'softer-landing' morph of whip:
DK isn't even overpowered in PvP according to the dev team. In fact, according to them, DK is in a 'healthy' spot outside of I suppose half of the healing for the 5-stack, AoE whip morph.
They even shadow-buffed pyrebrand (could have been left out of the patch notes unintentionally):
Before-
After-
and of course, their channeled breath attack was 'rather significantly' buffed too.
So again, it seems like you're mistaken (or your perspective is shifted from the combat dev team’s line of thinking) because current DK must actually be the pinnacle of proper balance to them, for PvP.
Alright man. Youre pretending that 20k+ dmg on any skill 2-5 times in a row is something that was historically present in the game. That is not normal, and that should not be normal. We are here in the forum because we want to inform the devs that something they implemented is either broken, or messing up the way the game is played. Yes, if you do not pvp, and have not gotten essentially, GANKED, by a brawler class? Then yes with the bliss of ignorance, you can say that dk is in a healthy spot. But anybody not running dk will tell you that dk is not balanced.
But I mean hey, if you want to see the game die because you want to pretend that theres nothing wrong here, then to each their own.
Balance gives room for creativity. Hundreds of sets in the game and most of them unusable due to the unipolar balance structure of the game. You will never be able to compete with a class who’s every skill has 2-3 powerful functions and or distinct skill specific buffs.
Recently I have been playing my warden. All the main buffs need to be casted, there are no slottables. So you spend 5 gcd every 30 seconds keeping uptime on essential major and minor buffs. For DK? Every single one of those buffs either has full uptime due to being slottable, a long duration or the skill has a non buff related combat effect. For example, the major resolve buff can have a shield, incinerate is a delayed damage aoe explosion every 5 seconds (or a heal), wings gives expedition snare removal and 50% projectile damage reduction (ridiculous), molten armaments LASTS 1 MINUTE and does direct flame damage every couple of seconds.
My point here is that overtly useful combat functionalities are woven into every skill that provides a buff, plain and simple, no other class is really like that, not as powerful, and not as overloaded. I dont know if you have, but play the other classes and it should immediately be painfully obvious why every class is worse than dk by miles.
I don’t know what you’re talking about. I am just calling out the apparent combat team perspective multiple people have gathered from the lack of DK adjustments and that dev note.
You are welcome to perceive my own opinion however you’d like but if that is the conclusion you came to on my opinion on the matter… then I don’t know what else to really say.
Let’s just keep this thread to feedback on abilities and leave my or your opinion on DK out of it, especially when it isn’t relevant. I simply provided important information on apparent dev perspective while replying to the other troll’s poster’s comment on why I would reference DK in a comparative balance discussion.
forums are specifically for people to voice their opinions. The majority of customer's opinion is dk needs nerfed which is the most important opinion in any business and trumps all others
XVestigeXx wrote: »LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.
I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.
Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.
These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.
I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
You are saying to be logical and “objective” but every one of these issues that you are claiming are *relative* to DK. Dk doing 20k whips is unacceptable, yes. But do not base ww balance on something as bizarrely overpowered as DK. Ww is relatively more powerful than just about every class other than dk and maybe sorc.
These things here...
"Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot."
...are things I can't have/trade-off/'give up' on werewolf that aren't real trade-offs for DK (or really anyone in PvP anymore, to be honest).
As far as DK specifically goes:
I am hitting folks with 27k molten whips using a sword and board backbar, rallying cry, orders wrath, monomyth, a piece of trainee, and BloodSpawn via my DK with onsalught/corro (up to 15-19k without)... all of these are 'free' to me and the sword and board backbar (or ice staff) especially isn't a 'trade-off' a DK makes in PvP (you're just going to run it because you can/lack of better options).
Lastly, you say 'bizarrely overpowered (DK) is a bad comparison for balance discussion in any capacity' but according to the devs after a simple change to the 'free healing' on the 'softer-landing' morph of whip:
DK isn't even overpowered in PvP according to the dev team. In fact, according to them, DK is in a 'healthy' spot outside of I suppose half of the healing for the 5-stack, AoE whip morph.
They even shadow-buffed pyrebrand (could have been left out of the patch notes unintentionally):
Before-
After-
and of course, their channeled breath attack was 'rather significantly' buffed too.
So again, it seems like you're mistaken (or your perspective is shifted from the combat dev team’s line of thinking) because current DK must actually be the pinnacle of proper balance to them, for PvP.
Alright man. Youre pretending that 20k+ dmg on any skill 2-5 times in a row is something that was historically present in the game. That is not normal, and that should not be normal. We are here in the forum because we want to inform the devs that something they implemented is either broken, or messing up the way the game is played. Yes, if you do not pvp, and have not gotten essentially, GANKED, by a brawler class? Then yes with the bliss of ignorance, you can say that dk is in a healthy spot. But anybody not running dk will tell you that dk is not balanced.
But I mean hey, if you want to see the game die because you want to pretend that theres nothing wrong here, then to each their own.
Balance gives room for creativity. Hundreds of sets in the game and most of them unusable due to the unipolar balance structure of the game. You will never be able to compete with a class who’s every skill has 2-3 powerful functions and or distinct skill specific buffs.
Recently I have been playing my warden. All the main buffs need to be casted, there are no slottables. So you spend 5 gcd every 30 seconds keeping uptime on essential major and minor buffs. For DK? Every single one of those buffs either has full uptime due to being slottable, a long duration or the skill has a non buff related combat effect. For example, the major resolve buff can have a shield, incinerate is a delayed damage aoe explosion every 5 seconds (or a heal), wings gives expedition snare removal and 50% projectile damage reduction (ridiculous), molten armaments LASTS 1 MINUTE and does direct flame damage every couple of seconds.
My point here is that overtly useful combat functionalities are woven into every skill that provides a buff, plain and simple, no other class is really like that, not as powerful, and not as overloaded. I dont know if you have, but play the other classes and it should immediately be painfully obvious why every class is worse than dk by miles.
I don’t know what you’re talking about. I am just calling out the apparent combat team perspective multiple people have gathered from the lack of DK adjustments and that dev note.
You are welcome to perceive my own opinion however you’d like but if that is the conclusion you came to on my opinion on the matter… then I don’t know what else to really say.
Let’s just keep this thread to feedback on abilities and leave my or your opinion on DK out of it, especially when it isn’t relevant. I simply provided important information on apparent dev perspective while replying to the other troll’s poster’s comment on why I would reference DK in a comparative balance discussion.
forums are specifically for people to voice their opinions. The majority of customer's opinion is dk needs nerfed which is the most important opinion in any business and trumps all others
I’m not going to devolve this thread over you but I ask that you personally recognize that just because you ‘believe something’ doesn’t mean you represent the majority or that your opinion is the majority opinion or that you’re even ‘right’. Fine, whatever- do or don’t do that, it doesn’t really matter to me.
Feel free to read through any of my comments referencing DK, my stance should be fairly obvious. The fact I even pointed what I did out and the terminology I used should be a ‘deal sealer’ alone for what I believe. You are arguing a moot point with me, I promise to you.
At the end of the day, they can do what they want. But with that being said, they appear to believe DK is in a ‘healthy state’ for PvP- this is the point I was trying to relay in the original post.
XVestigeXx wrote: »XVestigeXx wrote: »LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.
I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.
Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.
These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.
I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
You are saying to be logical and “objective” but every one of these issues that you are claiming are *relative* to DK. Dk doing 20k whips is unacceptable, yes. But do not base ww balance on something as bizarrely overpowered as DK. Ww is relatively more powerful than just about every class other than dk and maybe sorc.
These things here...
"Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot."
...are things I can't have/trade-off/'give up' on werewolf that aren't real trade-offs for DK (or really anyone in PvP anymore, to be honest).
As far as DK specifically goes:
I am hitting folks with 27k molten whips using a sword and board backbar, rallying cry, orders wrath, monomyth, a piece of trainee, and BloodSpawn via my DK with onsalught/corro (up to 15-19k without)... all of these are 'free' to me and the sword and board backbar (or ice staff) especially isn't a 'trade-off' a DK makes in PvP (you're just going to run it because you can/lack of better options).
Lastly, you say 'bizarrely overpowered (DK) is a bad comparison for balance discussion in any capacity' but according to the devs after a simple change to the 'free healing' on the 'softer-landing' morph of whip:
DK isn't even overpowered in PvP according to the dev team. In fact, according to them, DK is in a 'healthy' spot outside of I suppose half of the healing for the 5-stack, AoE whip morph.
They even shadow-buffed pyrebrand (could have been left out of the patch notes unintentionally):
Before-
After-
and of course, their channeled breath attack was 'rather significantly' buffed too.
So again, it seems like you're mistaken (or your perspective is shifted from the combat dev team’s line of thinking) because current DK must actually be the pinnacle of proper balance to them, for PvP.
Alright man. Youre pretending that 20k+ dmg on any skill 2-5 times in a row is something that was historically present in the game. That is not normal, and that should not be normal. We are here in the forum because we want to inform the devs that something they implemented is either broken, or messing up the way the game is played. Yes, if you do not pvp, and have not gotten essentially, GANKED, by a brawler class? Then yes with the bliss of ignorance, you can say that dk is in a healthy spot. But anybody not running dk will tell you that dk is not balanced.
But I mean hey, if you want to see the game die because you want to pretend that theres nothing wrong here, then to each their own.
Balance gives room for creativity. Hundreds of sets in the game and most of them unusable due to the unipolar balance structure of the game. You will never be able to compete with a class who’s every skill has 2-3 powerful functions and or distinct skill specific buffs.
Recently I have been playing my warden. All the main buffs need to be casted, there are no slottables. So you spend 5 gcd every 30 seconds keeping uptime on essential major and minor buffs. For DK? Every single one of those buffs either has full uptime due to being slottable, a long duration or the skill has a non buff related combat effect. For example, the major resolve buff can have a shield, incinerate is a delayed damage aoe explosion every 5 seconds (or a heal), wings gives expedition snare removal and 50% projectile damage reduction (ridiculous), molten armaments LASTS 1 MINUTE and does direct flame damage every couple of seconds.
My point here is that overtly useful combat functionalities are woven into every skill that provides a buff, plain and simple, no other class is really like that, not as powerful, and not as overloaded. I dont know if you have, but play the other classes and it should immediately be painfully obvious why every class is worse than dk by miles.
I don’t know what you’re talking about. I am just calling out the apparent combat team perspective multiple people have gathered from the lack of DK adjustments and that dev note.
You are welcome to perceive my own opinion however you’d like but if that is the conclusion you came to on my opinion on the matter… then I don’t know what else to really say.
Let’s just keep this thread to feedback on abilities and leave my or your opinion on DK out of it, especially when it isn’t relevant. I simply provided important information on apparent dev perspective while replying to the other troll’s poster’s comment on why I would reference DK in a comparative balance discussion.
forums are specifically for people to voice their opinions. The majority of customer's opinion is dk needs nerfed which is the most important opinion in any business and trumps all others
I’m not going to devolve this thread over you but I ask that you personally recognize that just because you ‘believe something’ doesn’t mean you represent the majority or that your opinion is the majority opinion or that you’re even ‘right’. Fine, whatever- do or don’t do that, it doesn’t really matter to me.
Feel free to read through any of my comments referencing DK, my stance should be fairly obvious. The fact I even pointed what I did out and the terminology I used should be a ‘deal sealer’ alone for what I believe. You are arguing a moot point with me, I promise to you.
At the end of the day, they can do what they want. But with that being said, they appear to believe DK is in a ‘healthy state’ for PvP- this is the point I was trying to relay in the original post.
You can look all around at the forums, zone chats, guild chats, youtube, reddit and they all agree DK is wildly OP and needs to be nerfed to preserve the gameplay experience if the class refreshes are going to be 1 a year like they are turning out to be. Please don't be disingenuous about that. The devs can think whatever they want but at the end of the day its the players that pay for the game and they should get the changes they want the same as a customer at a restaurant. If Zos doesn't do something they will lose customers. Its pretty simple

XVestigeXx wrote: »XVestigeXx wrote: »LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.
I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.
Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.
These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.
I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
You are saying to be logical and “objective” but every one of these issues that you are claiming are *relative* to DK. Dk doing 20k whips is unacceptable, yes. But do not base ww balance on something as bizarrely overpowered as DK. Ww is relatively more powerful than just about every class other than dk and maybe sorc.
These things here...
"Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot."
...are things I can't have/trade-off/'give up' on werewolf that aren't real trade-offs for DK (or really anyone in PvP anymore, to be honest).
As far as DK specifically goes:
I am hitting folks with 27k molten whips using a sword and board backbar, rallying cry, orders wrath, monomyth, a piece of trainee, and BloodSpawn via my DK with onsalught/corro (up to 15-19k without)... all of these are 'free' to me and the sword and board backbar (or ice staff) especially isn't a 'trade-off' a DK makes in PvP (you're just going to run it because you can/lack of better options).
Lastly, you say 'bizarrely overpowered (DK) is a bad comparison for balance discussion in any capacity' but according to the devs after a simple change to the 'free healing' on the 'softer-landing' morph of whip:
DK isn't even overpowered in PvP according to the dev team. In fact, according to them, DK is in a 'healthy' spot outside of I suppose half of the healing for the 5-stack, AoE whip morph.
They even shadow-buffed pyrebrand (could have been left out of the patch notes unintentionally):
Before-
After-
and of course, their channeled breath attack was 'rather significantly' buffed too.
So again, it seems like you're mistaken (or your perspective is shifted from the combat dev team’s line of thinking) because current DK must actually be the pinnacle of proper balance to them, for PvP.
Alright man. Youre pretending that 20k+ dmg on any skill 2-5 times in a row is something that was historically present in the game. That is not normal, and that should not be normal. We are here in the forum because we want to inform the devs that something they implemented is either broken, or messing up the way the game is played. Yes, if you do not pvp, and have not gotten essentially, GANKED, by a brawler class? Then yes with the bliss of ignorance, you can say that dk is in a healthy spot. But anybody not running dk will tell you that dk is not balanced.
But I mean hey, if you want to see the game die because you want to pretend that theres nothing wrong here, then to each their own.
Balance gives room for creativity. Hundreds of sets in the game and most of them unusable due to the unipolar balance structure of the game. You will never be able to compete with a class who’s every skill has 2-3 powerful functions and or distinct skill specific buffs.
Recently I have been playing my warden. All the main buffs need to be casted, there are no slottables. So you spend 5 gcd every 30 seconds keeping uptime on essential major and minor buffs. For DK? Every single one of those buffs either has full uptime due to being slottable, a long duration or the skill has a non buff related combat effect. For example, the major resolve buff can have a shield, incinerate is a delayed damage aoe explosion every 5 seconds (or a heal), wings gives expedition snare removal and 50% projectile damage reduction (ridiculous), molten armaments LASTS 1 MINUTE and does direct flame damage every couple of seconds.
My point here is that overtly useful combat functionalities are woven into every skill that provides a buff, plain and simple, no other class is really like that, not as powerful, and not as overloaded. I dont know if you have, but play the other classes and it should immediately be painfully obvious why every class is worse than dk by miles.
I don’t know what you’re talking about. I am just calling out the apparent combat team perspective multiple people have gathered from the lack of DK adjustments and that dev note.
You are welcome to perceive my own opinion however you’d like but if that is the conclusion you came to on my opinion on the matter… then I don’t know what else to really say.
Let’s just keep this thread to feedback on abilities and leave my or your opinion on DK out of it, especially when it isn’t relevant. I simply provided important information on apparent dev perspective while replying to the other troll’s poster’s comment on why I would reference DK in a comparative balance discussion.
forums are specifically for people to voice their opinions. The majority of customer's opinion is dk needs nerfed which is the most important opinion in any business and trumps all others
I’m not going to devolve this thread over you but I ask that you personally recognize that just because you ‘believe something’ doesn’t mean you represent the majority or that your opinion is the majority opinion or that you’re even ‘right’. Fine, whatever- do or don’t do that, it doesn’t really matter to me.
Feel free to read through any of my comments referencing DK, my stance should be fairly obvious. The fact I even pointed what I did out and the terminology I used should be a ‘deal sealer’ alone for what I believe. You are arguing a moot point with me, I promise to you.
At the end of the day, they can do what they want. But with that being said, they appear to believe DK is in a ‘healthy state’ for PvP- this is the point I was trying to relay in the original post.
You can look all around at the forums, zone chats, guild chats, youtube, reddit and they all agree DK is wildly OP and needs to be nerfed to preserve the gameplay experience if the class refreshes are going to be 1 a year like they are turning out to be. Please don't be disingenuous about that. The devs can think whatever they want but at the end of the day its the players that pay for the game and they should get the changes they want the same as a customer at a restaurant. If Zos doesn't do something they will lose customers. Its pretty simple
XVestigeXx wrote: »XVestigeXx wrote: »LordDragonSlayer wrote: »Most WWs have about 15 to 18k mag and stamina and about 40 to 44k health. With these new numbers they will be out of resources in seconds. They do not have burst damage
I think that' the point and what ZOS was going for. If you choose to build with that little bit of resource pools, you'll now suffer the consequences like everyone else that does. 15k to 18k mag and stamina and that much of a lopsided build would be bad anywhere in the game, esp. in a PvP environment except on certain "special" builds.
That it wasn't before actually proves that the costs were too low in the first place regardless of what you or the others that enjoyed paying next to nothing for skills without any investment want to claim.
That's why they did it. Because putting the requirement to either build sustain or get good enough not to have to do it will put a limit and cap on the defensive or offensive power that's possible with your build. Which is the cap that everyone except DK abides by (though even DK needs to build into resource pools, though again, there's other builds possible that can bypass it).
The probability of you convincing them is likely 0. Skill costs should have never been that low in the first place. Literally proving that sustain was previously far too easy and ignorable with that comment, not that anyone here didn't know so already.
You don't 'suffer the consequences'. You just run sorc and potentially Arteum and you're set. In a '1 v 1' dueling parse or 'on a practice dummy', nothing meaningfully changes in these scenarios, even post-nerf. Even still, the stamina values from your own perspective do not make sense with PTS werewolf either.
I want to build 30k health on my wolf like I used to before DK rework... but I can't when a non-corro whip can easily land for 15-18k on a crit and a corro whip can near take my entire health bar with 27k. Even if I wanted to build less health, my heals across the board become worse in PvE and PvP in just about every way.
Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot.
These are mediums of defense (and offense via buffs) that everyone is able to adhere to that I am fully excluded from on a werewolf.
I get that you have disdain for werewolf, but please try to be logical and objective to at least what I'm clearly stating above. 'Being 1 bar' doesn't magically provide me some intangible benefit that makes up for these glaring deficiencies that the current, efficient PTS stat spread disallows appropriate remediation on.
You are saying to be logical and “objective” but every one of these issues that you are claiming are *relative* to DK. Dk doing 20k whips is unacceptable, yes. But do not base ww balance on something as bizarrely overpowered as DK. Ww is relatively more powerful than just about every class other than dk and maybe sorc.
These things here...
"Every other class has access to 'easy' defensive buffs like minor protection (I have to lose significant damage with my roar morph to access), minor resolve (which wolf is incapable of gaining), major protection from Monomyth (which I am incapable of properly using due to bugs especially; can never gain both components), sword and board backbar (which I cannot access without tanking my damage even further; I don't receive all defense passives from this), and much more.
Meanwhile, if I want to recoup more damage from my 'damage healing howl', I essentially use a heal that provides no meaningful healing value (even if I stack nothing but stam and wep/spell damage sets; definitely not enough to outheal 15-27k whips depending on setting) and up to a 12% increase in damage taken. Werewolf berserker (as mentioned) completely forgoes my major protection as well and my overarching reward for an 'even' major buff is a 1 second, highly unforgiving dot."
...are things I can't have/trade-off/'give up' on werewolf that aren't real trade-offs for DK (or really anyone in PvP anymore, to be honest).
As far as DK specifically goes:
I am hitting folks with 27k molten whips using a sword and board backbar, rallying cry, orders wrath, monomyth, a piece of trainee, and BloodSpawn via my DK with onsalught/corro (up to 15-19k without)... all of these are 'free' to me and the sword and board backbar (or ice staff) especially isn't a 'trade-off' a DK makes in PvP (you're just going to run it because you can/lack of better options).
Lastly, you say 'bizarrely overpowered (DK) is a bad comparison for balance discussion in any capacity' but according to the devs after a simple change to the 'free healing' on the 'softer-landing' morph of whip:
DK isn't even overpowered in PvP according to the dev team. In fact, according to them, DK is in a 'healthy' spot outside of I suppose half of the healing for the 5-stack, AoE whip morph.
They even shadow-buffed pyrebrand (could have been left out of the patch notes unintentionally):
Before-
After-
and of course, their channeled breath attack was 'rather significantly' buffed too.
So again, it seems like you're mistaken (or your perspective is shifted from the combat dev team’s line of thinking) because current DK must actually be the pinnacle of proper balance to them, for PvP.
Alright man. Youre pretending that 20k+ dmg on any skill 2-5 times in a row is something that was historically present in the game. That is not normal, and that should not be normal. We are here in the forum because we want to inform the devs that something they implemented is either broken, or messing up the way the game is played. Yes, if you do not pvp, and have not gotten essentially, GANKED, by a brawler class? Then yes with the bliss of ignorance, you can say that dk is in a healthy spot. But anybody not running dk will tell you that dk is not balanced.
But I mean hey, if you want to see the game die because you want to pretend that theres nothing wrong here, then to each their own.
Balance gives room for creativity. Hundreds of sets in the game and most of them unusable due to the unipolar balance structure of the game. You will never be able to compete with a class who’s every skill has 2-3 powerful functions and or distinct skill specific buffs.
Recently I have been playing my warden. All the main buffs need to be casted, there are no slottables. So you spend 5 gcd every 30 seconds keeping uptime on essential major and minor buffs. For DK? Every single one of those buffs either has full uptime due to being slottable, a long duration or the skill has a non buff related combat effect. For example, the major resolve buff can have a shield, incinerate is a delayed damage aoe explosion every 5 seconds (or a heal), wings gives expedition snare removal and 50% projectile damage reduction (ridiculous), molten armaments LASTS 1 MINUTE and does direct flame damage every couple of seconds.
My point here is that overtly useful combat functionalities are woven into every skill that provides a buff, plain and simple, no other class is really like that, not as powerful, and not as overloaded. I dont know if you have, but play the other classes and it should immediately be painfully obvious why every class is worse than dk by miles.
I don’t know what you’re talking about. I am just calling out the apparent combat team perspective multiple people have gathered from the lack of DK adjustments and that dev note.
You are welcome to perceive my own opinion however you’d like but if that is the conclusion you came to on my opinion on the matter… then I don’t know what else to really say.
Let’s just keep this thread to feedback on abilities and leave my or your opinion on DK out of it, especially when it isn’t relevant. I simply provided important information on apparent dev perspective while replying to the other troll’s poster’s comment on why I would reference DK in a comparative balance discussion.
forums are specifically for people to voice their opinions. The majority of customer's opinion is dk needs nerfed which is the most important opinion in any business and trumps all others
I’m not going to devolve this thread over you but I ask that you personally recognize that just because you ‘believe something’ doesn’t mean you represent the majority or that your opinion is the majority opinion or that you’re even ‘right’. Fine, whatever- do or don’t do that, it doesn’t really matter to me.
Feel free to read through any of my comments referencing DK, my stance should be fairly obvious. The fact I even pointed what I did out and the terminology I used should be a ‘deal sealer’ alone for what I believe. You are arguing a moot point with me, I promise to you.
At the end of the day, they can do what they want. But with that being said, they appear to believe DK is in a ‘healthy state’ for PvP- this is the point I was trying to relay in the original post.
You can look all around at the forums, zone chats, guild chats, youtube, reddit and they all agree DK is wildly OP and needs to be nerfed to preserve the gameplay experience if the class refreshes are going to be 1 a year like they are turning out to be. Please don't be disingenuous about that. The devs can think whatever they want but at the end of the day its the players that pay for the game and they should get the changes they want the same as a customer at a restaurant. If Zos doesn't do something they will lose customers. Its pretty simple
This is quite right. After seeing 3 updates in a row that signals me that ZOS is stubborn in implementing their own messed up vision about keeping class balances in an utterly ruined state really makes me think why am I investing money and time to this nonsense. It's like I'm forced to play the game with and against nepo babies (DKs) who are subject to a different ruleset, they are playing a different game with more powerful options, this is not fair, this is maddening and saddening.
Please, if you are to keep this sustain model, return werewolf 30% stam and remove the 30% density you provided on the rework patch. This stam was meant to give us the scaling and sustain, it was removed as sustain became very high, now that is no longer the case as many skills have tripled in costs- please return our old 'stam' stat buff and remove the scaling density
PLEASE return the 10 seconds for claws. This skill RARELY wants to land in any PvP environment and I will be at a point where I borderline no longer want to cast BloodClaws any more for the unreliability and stam costs alone.
PLEASE return the 4 seconds back to the berserker bleed in PvP. It was HEAVILY nerfed from prior live to the 'rework patch' live and remains the most awkward (in terms of tooltip), unforgiving dot in the entire game.
Just throw us a bone, you RIPPED us a part including our only on-demand heal even further yet leave everyone else nearly as powerful as they were when you started the patch (cough DK... cough).