Ragnar_Lodbrok wrote: »JosephChip wrote: »It's a dragonknight's literally ONLY heal, costs a lot of magicka and is based on health missing, so you can't use at half or more health without losing efficiency.
Please.
It is literally not the only heal. Inhale and Battle Roar.
Inhale was nerfed into the ground, is way too costly for 250-300 hp gained Learn about the skill please.
FlatLine84 wrote: »Do you actually know how this skill works? It recovers 33% of your lost health. When you have 2k max health it doesn't mean that every-time you recover 700hp. If you are currently at 1000/2000hp it will recover 330hp. Then you will be with 1330/2000hp and if you use it again it will recover 221hp and so on...Think about this, with most people having about 2k health near the end, dragon blood literally heals up to 700 points instantly, and last 20 seconds, it's crazy op, tune in down to 20 percent and 8 seconds.
So its like poping 4 to 5 potions back to back so if you get burned down to 20percent health you pretty much get back to full health.. Yah I don't really see how its op
ipkonfigcub18_ESO wrote: »Sometimes I feel all these "Nerf this ability" are from Sorc players.
Snowstrider wrote: »Sorry,ZoS only nerf and will only nerf TemplarsDK's
Umm. No.
It's the only heal in the game with a diminishing return, it's inherently balanced. The closer to dead you are the more it heals and even if you spec hard into +% healing your never going to restore more health to yourself than a Templar can for themselves plus everyone in the room. There's nothing wrong with it, DK's are designed to be tough. Ever notice a lack of a disengage in the class? Yeah that's because DK's have HoT's, Armor buffs, Stamina kickers, Ultimate proc'd restores, Damage Shields, Damage debuffs, snares, PBAoE's, and the only Pull in the game. Up close and personal is encouraged. Same goes for Templar class design: big effin' heals, no GTFO.
Nightblade's mitigate by going invisible.
Sorcerer's mitigate by going out of range.
Templar's mitigate by out healing the damage.
Dragonknights mitigate by soaking it up and spitting it back out.
If they're designed to be tough, they should also be designed to do less dps. That's the problem with PvP atm.. the dps difference from a tanky build vs a max dps build is very small.
This thread is ridiculous, there are only a handful of effective builds currently in the game and people are calling for more nerfs? How about we fix bugged abilities, make NBs and templars viable DPS and figure out WTH is going on with the insane lag in Cyrodill first...............
This thread is ridiculous, there are only a handful of effective builds currently in the game and people are calling for more nerfs? How about we fix bugged abilities, make NBs and templars viable DPS and figure out WTH is going on with the insane lag in Cyrodill first...............
The thread was created by someone tired of DKs making a new ridiculous nerf bolt escape thread every hour.
Green Dragons Blood
cost: 448 Magicka
example build max HP: 3000
When used at a hypothetical 0 HP value, Green Dragons Blood costs 448 magicka, and restores 1000 HP. Second use, Green Dragons Blood costs 448 magicka, and restores 667 HP. Third use, Green Dragons Blood costs 448 magicka, and restores 444 HP. Fourth use, Green Dragons Blood costs 448 magicka, and restores 296 HP.
Diminished Return Rate: 33% per subsequent cast
HP restored (2407) to MP lost (1792) ratio: 1.343:1
Verdict: Balanced (snip)
morashtakb16_ESO wrote: »First they came for the Vampires, and I did not speak out—
Because I was not a Vampire.
Then they came for the Dragon Knights, and I did not speak out—
Because I was not a Dragon Knight.
Then they came for the Sorcerers, and I did not speak out—
Because I was not a Sorcerer.
Then they came for me—and there was no one left to speak for me.
Green Dragons Blood
cost: 448 Magicka
example build max HP: 3000
When used at a hypothetical 0 HP value, Green Dragons Blood costs 448 magicka, and restores 1000 HP. Second use, Green Dragons Blood costs 448 magicka, and restores 667 HP. Third use, Green Dragons Blood costs 448 magicka, and restores 444 HP. Fourth use, Green Dragons Blood costs 448 magicka, and restores 296 HP.
Diminished Return Rate: 33% per subsequent cast
HP restored (2407) to MP lost (1792) ratio: 1.343:1
Verdict: Balanced (snip)
The issue isn't with <insert DK skill>, its that no other class gets something like it.
Green Dragons Blood
cost: 448 Magicka
example build max HP: 3000
When used at a hypothetical 0 HP value, Green Dragons Blood costs 448 magicka, and restores 1000 HP. Second use, Green Dragons Blood costs 448 magicka, and restores 667 HP. Third use, Green Dragons Blood costs 448 magicka, and restores 444 HP. Fourth use, Green Dragons Blood costs 448 magicka, and restores 296 HP.
Diminished Return Rate: 33% per subsequent cast
HP restored (2407) to MP lost (1792) ratio: 1.343:1
Verdict: Balanced (so STFU)
@Obscure
I tend to agree that the skill itself doesn't need to be changed. The issue isn't with Dragon's Blood, its that no other class gets something like it. Templar's best self-heal has way too long of a cast time so it can be easily interrupted. Sorcs best self-heal is a channel that leaves you as a sitting duck to be interrupted or just DPS'ed down (since any competent DPS can out damage the rate of healing on this slow channel.) NBs best heals require targets to work.
DKs on the other hand don't have to worry about being interrupted and they don't need a target. When they get low, they've got the perfect "oh-****" button.
Like I said earlier, leave Dragon's Blood alone.
Reduce the cast time on Healing Ritual and Dark Exchange and increase the healing done from Swallow Soul.