Hi Zos:
I think
@Jules has done an excellent job detailing the problems that currently plague (magicka) Dragonknights. Please do not make us wait months and months until we can have fun playing the class. Please recognize that putting some stuff on incremental patches or the pts can help you identify and address inherent issues that your internal staff, as hard as they try, misses. My suggestion is not to try and reinvent the wheel. This was the most elegantly designed class at launch; it's skills meshed smoothly and effectively with each other and how the game's mechanics worked then. As Jules pointed out, most of the DKs issues have come as a consequence of the game developing in a direction that undermined what the Dragonknight was designed to do. You do not need to overhaul the class. You just need to tweak it so its skills and its overall design are in harmony with how ESO gameplay has changed.
Fiery Grip. Original intent: pulls enemies to you. Undermined by: change in elevation restrictions has made skill unreliable to use, other gap closers are objectively superior.
Solution: Give DKs a choice of DPS gap-closer that follows the basics mechanics of other gap-closers or tank "pull" option.
This conceptually awesome ability combines the worst of all gap-closer mechanics: grants CC immunity without CCing, does low damage, low base range, we never quite know what will happen. I do not understand why there needs to be a thing as "chain pull immunity" when it is not needed for the shield or Templar charge. I do thinking chaining people and bosses who have CC immunity is too strong. So the goal is to make the skill reliably and competitively perform its function:
Base Skill:: The "tank" version. Under normal circumstances, the *target* is pulled to you and takes a moderate amount of damage. Range is same as other gap-closers, none of this 18 meter nonsense. If the target has some sort of CC immunity (blocking, immovable, boss), the chain snaps like a rubber band and hits target for some additional damage, a small DoT, and a snare that is one step higher than the Warmth Rank II passive [edit: to be clear the target is not pulled, i.e. the CC immunity is respected]. I don't think the snapping mechanic should work on castle walls because other gap closing skills are also unusable. Now this skill respects CC immunity and will reliably do something.
Morph1:. The "tank" morph. As base skill with the additional effect that the target is disoriented, a very logical status that goes not grant free CC immunity to the opponent, and takes 10% additional damage to the next attack that hits them. Also, no more PVE enemies who walk away even though they are taloned!
Morph2:. The DPS version. Always pulls *you* to any target that any other gap-closer can hit. Range is standard. Two ways to do this: 1) modest damage + the force of the DK slamming into the opponent knocks them down. 2) Potentially high damage + no CC (make damage based on the distance traveled like the Critical Rush skill and has high fire damage over time to discourage spamming)
Why this change? The spirit of the original skill is retained in one morph. The other morph conforms to the mechanics of other gap-closers.
Difficulty in implementing? Hardly any. Could be put into the game as soon as the art team did their usual good job.
Inferno. Original intent: AoE DoT for opponents next to DKs. Sacrifice magicka sustain for higher DPS or resource return. Undermined by: redundancy with mage light, removal of AoE DoT.
Solution: revert back AoE component, revert back to old animation to make art consistent with function (also the new animation is uninspiring), and revert to original intent of a choice between higher DPS (without redundancy) or higher sustain.
ZoS does not recognize just how much toggles undercut the versatility needed in PvP. If that toggle isn't *really* good like the old NB siphoning strikes, we are going to be hesitant to use it. Note: In PvE I do use this ability, but I highly question the design of a skill that is redundant with mage light and whose sole purpose is to give a passive dot. There is no more boring skill in the game.
Base Skill:: Revert back to the awesome animation in 1.5 and basic functionality, that is an AoE DoT that effects all enemies. Grants the DK major major brutality and major sorcerery (ZoS: please do this too for the sorcerer critical surge skill. Stop presenting us with what is in essence a morph choice of "get both" or "pick this underwhelming version"). This is a buff, not a toggle.
Morph1: The DoT scales for higher damage the longer an opponent stays within (it's like lava). When an enemy dies in it, the DK is granted minor force for X seconds.
Morph2:. The DoT scales for higher damage the longer an opponent stays within. When an enemy dies in it, the DK is granted 5% of its health, magicka, and stamina and X ultimate.
Why this change? Because the old skill was altered because it was incorrectly assumed that nobody used it (see ESO Live in December 2014). Returns the skill to its pre 1.6 theme, presenting DKs with a choice that increases damage via critical hits (morph 1) or gives them sustain (morph 2). Gaining ultimate is essential for a DK sustain and it was an oversight by the developers when dynamic ultimate regeneration was cut without an option to replace it
Difficulty in implementing? None. Just use the old animation. Next Monday's incremental patch.
Dragon Blood: Original intent: burst heal plus additional benefits not available elsewhere. Undermined by: Designed to scale of our highest attribute instead of magicka/spellpower, now that attribute is much lower and magicka/spellpower is much higher. Additional benefits now redundant with potions.
Solution: complicated because ZoS has failed to make health a desirable attribute.
I am of the belief that the nerf to health was probably the worst design change in ESO. It has encouraged us to stack everything into damage, which allowed us to completely ignore the mechanics of end-game PvE content and created the whole TTK mess in 1.6. The IC patch still has not solved the fundamental problem that we do too much damage with too much sustain and too little health; if it temporary alleviated getting insta-killed, it has also created negative consequences elsewhere. Dragon Blood does not benefit from spellpower (which has gone up enormously) like other heals, 50% of 33% of low attribute is just bad. In essence, its benefits have declined whereas every other heal has increased. I don't see how this skill can work under the current game mechanics. Stuff like this is why
I think the 50% battle spirit system does not address the core problems in PvP and is unsustainable . This skill is obsolete, dependent on game mechanics that either no longer exist or have changed dramatically. It needs to be redesigned to reflect where ESO has gone.
Temporary solution: This skill is exempt from the 50% Battle Spirit reduction. It instead is reduced by the original 20%.
Difficulty in implementing? None. Next Monday's incremental patch.
Molten Armaments - Original intent: group buff that increased damage. Gave DKs option for moderate increase in sustain DPS or short burst based on critical hit. Undermined by: tying the increased damage mechanic to a fully charged heavy attacks, which are a DPS loss. Classic case of one step forward, two steps backward.
Solution: Revert back to original intent on offering DKs a choice, either a short burst or an execute of sorts:
I do not use this skill because fully charged heavy attacks are a DPS loss, the duration is too short, the skill doesn't work with restoration staffs, and the execute morph take too long to execute, thus defeating it's very purpose. Another question to ask is do we *want* to make heavy attacks high DPS and just have DKs duct-taping their left mouse button and posting Raid leading DPS? I don't think so. This doesn't mean there shouldn't be a class that potentially have some awesome synergy with a heavy attack, that actually sounds like an interesting mechanic. Let's just make it more exciting than holding down a button and think of a way to fit in an execute.
Base Skill: This is a long duration buff (roughly 30 seconds like the old molten armaments). Like the old, it infuses the DKs light and heavy attacks with an extra fire damage. On a fully charged heavy attack, the damage is increased by 40%, the DK is granted the empower buff, and the target is inflicted with the specific burning status effect associated with this skill (i.e. it could stack with other burning status, but not with itself).
Morph1:: Upon completion of a fully charged heavy attack, the target and any adjacent allies are subjected to an explosion that does X damage and grants the DK the minor force buff for 12 seconds.
Morph2:: While this skill is active, any fire damage inflicted by a DK has a chance of causing the explosion effect (it's already in the game, it happens against fire vulnerable monsters like zombies) against targets under 20% health.
Why these changes? Trying to make heavy attacks do something more than just damage (boring). A fully charged heavy attack would now be a part of a DK's rotation as opposed to dominating it. Heavy attacks are interesting now that a DK can use them for the burst damage it lacks and conforms to one of the original morph's intentions. Should a DK go with route 2, the DK loses its on demand burst potential, but the patient one who was dedicated to maintaining their DoTs now has an interesting execute proportional to their ability to keep those DoTs up.
Difficulty in implementing? Some, but let's not overestimate this as most of these mechanics are currently in the game. Only thing new is the stuff on a completed heavy attack on morph 1.
Reflective Scales. Original intent: protect the DK from ranged attacks. Function as the DK's ranged attack. Undermined by: Introduction of new ranged skills that bypass it (Jesus Beam, Inevitable Detonation), experienced players who have learned to defeat them (NBs no longer spam snipe. Now they ambush + fear + incapacitating strike + executioner). This skill is also pointless against stealth attacks.
Solution: Remove the 4 projectile limit as this nerf is no longer needed.
The four projectile limit was always pointless as it did not nothing for a dedicated ranged user in a 1v1 fight. The nerf just allows DKs to get zerged down easier which has undercut the intended "tankiness" of the DK. To those who hate this ability and feel the 4 projectile nerf is needed, I challenge you to explain how this benefits you in anyway aside from allowing you to zerg down a DK. In a 1V1 scenario, do you willingly fire 4 projectiles and take the subsequent damage from them in order to defeat them? If the DK is getting zerged and you have no fear of retaliation, how is it that your one-trick pony build that only uses ranged projectiles can't use a single skill that is not a ranged projectile? Why are Sorcerer shields, Templar Jesus Beams, NB cloak all L2P issues that have counters but DK scales somehow does not fall under the same category? If we are going to champion the "don't nerf, use counterplay arguments," why then are DKs excluded from that philosophy?
Difficulty in implementing? None. Next Monday's incremental patch.
DK Standard. Original intent: Provide a battleground where the immobile DK could stand her ground against overwhelming odds. Undermined by: Elimination of dynamic ultimate gain, introduction of a dubious mechanic that made it very difficult to activate its synergy, increased cost, opponents who know enough to walk out of them.
Solution: Give the DKs options to increase their ultimate gain, revert cost back to 200 (still very expensive), give priority to shackle synergy.
The elimination of dynamic ultimate was the second worst change in ESO gameplay in my opinion. To all you people who complained that under the old system ultimates were somehow not "special" or that it didn't take any skill to drop multiple banners, are you happy under the "fair" system that allows zergs to gain ultimate just as fast as everyone else? You complained and complained how broken it was for a group of 4 to use their ultimates in a way that they could stand their ground and fight a zerg ... congratulations, now only a zerg can beat a zerg. You took the one avenue people had to be "heoric" against the very zergs you claim to despise, and thus took away their ability to drop those banners and batswarms that compelled the zergs to spread out. That doesn't sound very "special" to me. In fact, it sounds painfully dull. You had your chance. We have seen what happens. It doesn't work. Step aside gracefully.
I am not arguing that the old system of mindless AoEs should fill an ultimate bar, yet something other than a virtual cooldown is desperately needed to break the zergs and give DKs back their only source of resource sustain. This system should be somehow tied into rewarding play against unfavorable odds, i.e. it's original intention. While ZoS tinkers with that, there is zero reason why Standard should stay at 250 ultimate and for me to spend 10 seconds running my character around searching for the 13 eligible pixles for the shackle synergy to do nothing against opponents who already moved away.
Difficulty in implementing? Minimal. Just recode the shackle synergy to give it priority and make the radius bigger (please do the same for Nova while you are at it).
Inhale - Original intent: give DKs a means of surviving when surrounded by multiple enemies. Undermined by: nerf to 3 target limit.
Solution: make it comparable to its closest counterpart, the Nightblade skill Sap Essence.
Unlike most skills here, this one is still decent and viable for a DK to use. But why is it that this skill stops being effective at three opponents but Sap Essence actually continues to scale in effectiveness the more enemies that are around? Inhale is also hurt by the explosion delay which makes it impracticable to spam (Sap essence has no such issues). 6 seems to be your favorite number for AoE caps, I fail to see how stealing a little health from 3 additional enemies will prevent, let alone noticeably delay, the 6 people beating down a DK from finishing the job. Note: I am of the belief the stamina version of Drain Power is noticeably worse than Sap Essence.
Difficulty in implementing? None. Next Monday's incremental patch.
Stonefist - Original intent: ranged CC. Undermined by: There have always been better skills.
Solution: Acknowledge that fossilize serves the same purpose and does so more effectively Vs. dodging and blocking opponents. Roll the minor effects the original stonefist had (damage, cool animation) into fossilize. Redesign stonefist.
While I appreciate the combat's teams efforts to make this skill more appealing, it still has a low range, high cost, low damage, a marginal heal that I have little control over. In short, it still isn't that good. It seems to me the Earthen Heart tree is meant to utility and support. Suggestion for redesign: A DKs affinity with the very earth she stands on allows her some degree of attunement with it. A DK who activates this ability ought to free herself of snares and immobilization effects for 4 seconds and grant the minor expedition buff, minor armor buff, and minor evasion buff for 20 odd seconds. One more would confer these effects onto closet 3 allies. The other morph might infuse the DKs weapons with minor berserk.
Difficulty in implementing? A lot. We'll wait until next year. This is the sort of thing that takes months, not tweaks to existing skills.
Ash Cloud - Original indent - Provide an area of protection for the immobile DK to fight in. Undermined by: Dubious decision to removal the 30% miss chance and turn the skill into a ranged DoT.
Solution: Was nothing wrong with original skill that did both a DoT and provided a miss chance. Revert.
My DPS does use the eruption skill as it was a decent long last DoT that proced Valkyn. Now that Valkyn never procs, I do not use it, but we could keep the ranged option as a morph. It's still a poor man's caltrops as its area is small and lasts half as long.
Base Skill: It's the old Cinderstorm skill. 5 meter radius, X fire damage every 0.5 seconds, grants the DK major evasion provided she is within the cloud. Snares opponents for 70%.
Morph1:: Retain the current Ash Cloud mechanic of snare persisiting for 2.5 seconds after leaving the area..
Morph2:: Retain the idea of the current Eruption but expand the radius to 8 meters and increase the damage by 25% as the major evasion component is no longer associated with the skill.
Why this change? Because the old skill fit exactly into the intended design of the Dragonknight: stay and fight (effectively) on chosen ground and was never broken as opponents could chose not to enter the Cinderstorm. The ranged DPS version is there for players who value that ability as the original Eruption morph was uninspiring.
Difficulty in implementing? Minimal. Add the major evasion flag to the old Cinderstorm skill and change the radius number of Eruption. Next Monday's incremental patch.
Obsidian Shield - Original intent: Provide a DK with a damage shield plus some beneficial effect. Undermined by: Nerf to health and current Battle Spirit Buff that has undercut the protection the shield is supposed to offer. Fragmented morph nerfed to Oblivion.
Solution: ZoS needs to figure out what to do with damage shields, buff health, make the other morph appealing so the ability is actually know by its proper name instead of "Igneous Shield".
The old version of fragmented shield had to go as I could spam that skill in a trials raid and post the highest DPS. Adding something like minor berserk for 6 seconds might be enough to convince people to take this morph
Difficulty in implementing? Moderate. One morph needs to be reconsidered.
Battle Roar (passive) - Original intent: Serve as the DK's method of sustain. Undermined by: elimination of dynamic ultimate, nerf to ultimate gain in general, other classes have percentage scaling passives that perform much better without softcaps.
Solution: Provide means in the game for higher ultimate regeneration (preferred), increase the resources returned by the passive (lazy).
Sorcerers and NBs use their percentage based sustain passives and flaunt their 3k+ spell/weapon power builds that have 3k+ regen cannot claim this passive is OP. It was very good in the day of softcaps. Those days are no longer here. Note: I hear you templars, the Devs promised during Beta to come up with a replacement for the unnecessary Battle Spirit nerf and still have not come through. One thing and one thread at a time though
Iron Skin (passive) - Original intent: Serve as the DK's method of defense, she could block better than other classes. Undermined by: change is game mechanics that make blocking costs prohibitive for any character that is not a specialist.
Solution: Complicated because ZoS is wedded to a blocking mechanic that punishes people who do not perma-block.
The 0% stamina regeneration penalty does not discriminate. It is mathematically disadvantageous for a non-stamina build to block any attack that is not a one-shot. A more elegant solution to the perma-blocking problem would be to simply reduce the damage and effectiveness of skill used while holding block by 50%. Then players can block to their heart's content but will be woefully ineffective at doing everything else while doing so. But that is neither here nor there. This passive thus is useless for any DK who is not a tank and thus fails to do its intended purpose of protecting all DK players. Either the passive needs to change or blocking needs to actually be viable choice for non DK tanks.
Kindling (passive) - Original intent: Make DKs better at fire damage. Undermined by: (Unnnecessary) nerfs to the destruction staff, (unnecessary) nerfs to burning procs.
Solution: Fix destruction staffs, revert burning procs.
A separate topic, but the destruction staff is a bad weapon that will lower your spell damage by about 750, has only one good skill (one that is unrelated to damage) and the burning condition in general triggers far less that it once did. Yes, I know in May 2014 Impulse was very strong. It is October 2015. Just roll stamina and steel tornado stuff.
What is missing from the DK's passives is something to help make their DoTs viable in PvP. In general, the overall effectiveness of DoTs in the game is really poor. You see DKs spamming whip because: the overall damage that comes from DoTs is not much higher, the game is currently at a state where resources are plentiful, and thus the efficiency of DoTs are not needed, and it is too easy for opponents to cleanse/purge/heal them. This goes beyond the fact that somehow, someway, many DoTs are blockable, dodgeable, shieldable, and avoidable which is inexplicable. I would prefer a PvP that was something more than spam your highest damaging skill, but apparently that viewed is not shared by enough people.
The common thread that links these problems is the game is no longer governed by the same mechanics that existed in say July 2014. ZoS has created a meta that places a premium on high burst glass cannon builds whose main "defense" against outnumbered opposition is mobility/escape. The (magicka) DK is designed to do neither and without the supply of ultimate or decent skills to fuel their ability to "tank," the solo roaming DK has been all but rendered extinct. This does not mean it is impossible to create and play a DK that an experienced player can't make "work." But that resultant success is a reflection of the player rather than the qualities of the DK. Templars have also collectively struggled in this new meta, but, as someone who has played both, I will tell you a magicka Templar is far easier to play because I have access to a gap closer, a practical execute, a ranged attack, and functioning self-heal from my class - this means I do not have to compromise my build by using a staff (neither are very good and lose you potentially 750 spellpower), waste my precious stamina on a low damage gap-closer, and can go dual wield swords on both bars that help my class that isn't designed for burst still hit hard. In sum, the game is now a round hole and a magicka DK is a square peg.
I do not think ZoS appreciates the reality that trying to play a magicka DK is simply not fun. The Elder Scrolls Online is not a career, a relationship, or an endeavor that promises a better future for sticking through the tough times. It is a game. If it is not fun, people have better things to do than bang their heads against a wall. *Much* of this annoyance can be alleviated by simply tweaking DKs skills so that their function is commensurate with how the game has developed in the past year and a half. That does not require extensive testing by ZoS's internal staff. In fact, it would be more efficient to put some of this stuff on Live and let us give feedback because
many of these problems have arisen precisely because ZoS's internal testers have failed to recognize how the game's changing mechanics have undercut their intended goals.
In sum: Magicka DKs have been undermined since 1.6. The IC exacerbated these issues to the point where the class is not fun anymore to play. There are remedies available that do not require extensive internal testing or redesigning the game. I don't think it is agreeable to ignore them and ask us to not have fun when logging in.