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https://forums.elderscrollsonline.com/en/discussion/668861

Tweaking DK skills so their intended fuction matches how the game has changed

  • Tankqull
    Tankqull
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    Tankqull wrote: »
    https://www.youtube.com/watch?v=tBxu_2H9ANU


    well the only change i would agree to beside fixing the horrible hight protection - would be a change to GDB to be usefull in pvp again (sth like double cost and vigor like hot effect added to it)

    I deleted one of my Nightblades and made a Dragon Knight. I Don't see what's wrong with Green Dragon's Blood it pops me out of execute range and with class passives buff all heals. Giving my HoTs time to do their thing but also adds health and Stamina regen that's higher then my Nightblade's one was same Tank set up points in the same place 5 heavy to 2 Light, same gear.

    So Dragon Knights can't force every Ranger in to a melee fight and hold block the whole time. Welcome to Mortality.

    i´m not playing my dk currently but GDB works great in PvE and is a waste of mana in PvP significantly disadvanteging mana Dks over stamina weapon users as the healing is pittyfull. with the common 25k HP down to 20% it heals without healing advancements for 3200HP - wich does not pop you out of executioner range...(that would require a 5k heal)
    so with adding a vigor like hot to it in PvP it would heal as much as every stamina user has access to in form of rally+vigor.
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • kendellking_chaosb14_ESO
    kendellking_chaosb14_ESO
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    Tankqull wrote: »
    i´m not playing my dk currently but GDB works great in PvE and is a waste of mana in PvP significantly disadvanteging mana Dks over stamina weapon users as the healing is pittyfull. with the common 25k HP down to 20% it heals without healing advancements for 3200HP - wich does not pop you out of executioner range...(that would require a 5k heal)
    so with adding a vigor like hot to it in PvP it would heal as much as every stamina user has access to in form of rally+vigor.

    Now I hear what you're saying but healing advancements are common place my Argonian takes 9% more healing, with Burning Heart I take 12% more healing with a Draconic power running, 5% more healing with five Heavy Armor and with the Champion System both heals I initiate and healing received is buffed by 15% so that's 30% better heals from myself.

    That means that my heals on my self are 54% stronger countering the healing debuff of PvP with 4% on top and that's with out my Unassailable four piece bonus with 1k more health all the jewelry is healthy so I have even more health with 8% more healing received. Making that 62% more healing from self heals and 47% from outside heals.
    Chaos Shadow-Scale: Shadow Archer
    Chaos Death-Scale: Shadow Knight
    Tanks-With-Sap-Essence: Dark Mage
    Dark Brotherhood Listener: Blade of Argonia
    Chaos Dragon-Scale: Draconic Shield Master
    Chaos Light-Scale: Marsh Paladin
    Chaos Lightning-Scale: Daedric Master
    Hurricane Chaos: Storm Archer
    Bask-In-My-Light: Warrior of The Light
    Forged-In-Dragon-Fire: Pyro Mage
    Guardian of The Hist: Light Mender
    Chaos of Black Marsh: Master of The Burning Sword
    Star of Chaos: Frost Blade Champion
    Chaos-Lightning-Tower: Lightning Shield Master

    For the King of Argonia
    May Sithis hold back his Void
  • aco5712
    aco5712
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    i am going to bump this thread every single day until the DK changes come.

    I agree with everything you have said and more. The ultimate generation paragraph was spot on. The morph changes are all really nice. Give me back my ability to tank lots of people as a DK. I have had to go to stamina and rely too much on my healers and magma shell in order to be tanky. The DK was designed for more then this!!
    Banned for Naming and Shaming exploiters. Great ideology ZOS.
    #FreeLeo

    Main: Vir Cor | Dragonknight
    Alt: Leo Cor | Nightblade
    Alt: Leonidas Cor | Templar

    Guild: K-Hole
    Youtube: CorESO
    DK PvP Tank/DPS Hybrid Build (2.1+): Cor Leonis
  • Tankqull
    Tankqull
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    Tankqull wrote: »
    i´m not playing my dk currently but GDB works great in PvE and is a waste of mana in PvP significantly disadvanteging mana Dks over stamina weapon users as the healing is pittyfull. with the common 25k HP down to 20% it heals without healing advancements for 3200HP - wich does not pop you out of executioner range...(that would require a 5k heal)
    so with adding a vigor like hot to it in PvP it would heal as much as every stamina user has access to in form of rally+vigor.

    Now I hear what you're saying but healing advancements are common place my Argonian takes 9% more healing, with Burning Heart I take 12% more healing with a Draconic power running, 5% more healing with five Heavy Armor and with the Champion System both heals I initiate and healing received is buffed by 15% so that's 30% better heals from myself.

    That means that my heals on my self are 54% stronger countering the healing debuff of PvP with 4% on top and that's with out my Unassailable four piece bonus with 1k more health all the jewelry is healthy so I have even more health with 8% more healing received. Making that 62% more healing from self heals and 47% from outside heals.

    even with your 62% self healing increasement you are barely out of executioner range (4860HP healed [20% of 25k HP= 5k HP left, 20k*0.30(healing value 30% of missing HP)*1.62(your heal modifyer)*0.5(pvp heal modifier) = 4860 HP. (and that remains the case for every base HP pool as the base heal value is HPpool% based )
    while my stamina char without any heal increasements heals 2.4k/s in pvp...
    Edited by Tankqull on 9 October 2015 16:36
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • dodgehopper_ESO
    dodgehopper_ESO
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    I'm just going to say I agree, but Templars need the same pass really, particularly Tank spec.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Evandus
    Evandus
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    Hi Zos:

    ...

    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.

    kane.gif

    Absolutely agreed!

    I also very much enjoyed reading @Jules thread as well. Both threads do an excellent job of putting out there what's gone horribly wrong with DK's. 5 of my eight character slots were different DK builds. And I fell in love with them in beta. Having returned to the game I've deleted 3 of them to try playing other classes. I still cannot bring myself to log onto and play my main, a DK PVE tank. I don't even recognize that character anymore.

    I sincerely hope ZOS takes a hard look and makes some changes to my preferred class.

  • aco5712
    aco5712
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    just another idea. Make burning embers heal 36% of the damge you do per second so it becomes a hot instead of a heal after 10 secs. This would make it a more reliable thing and would help DK survivability.
    Banned for Naming and Shaming exploiters. Great ideology ZOS.
    #FreeLeo

    Main: Vir Cor | Dragonknight
    Alt: Leo Cor | Nightblade
    Alt: Leonidas Cor | Templar

    Guild: K-Hole
    Youtube: CorESO
    DK PvP Tank/DPS Hybrid Build (2.1+): Cor Leonis
  • SRIBES
    SRIBES
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    Stam DK needs molten whip lol. It's a classless playstyle atm I use 2-3 skills in my build, many others do as well. The only passives I find useful are the block cost reduction, battle roar, and the 5% stamina return on earthen heart abilities. I suggest you add a stamina moteln whip into your OP, but still a good post! These buffs look nice for magicka dk though.
    @Joy_Division

    Edit: My bad, more block mitigation, was half asleep when I wrote this.
    Edited by SRIBES on 10 October 2015 14:15
  • SRIBES
    SRIBES
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    aco5712 wrote: »
    just another idea. Make burning embers heal 36% of the damge you do per second so it becomes a hot instead of a heal after 10 secs. This would make it a more reliable thing and would help DK survivability.

    Great idea.
  • Bashev
    Bashev
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    Stam DK needs molten whip lol. It's a classless playstyle atm I use 2-3 skills in my build, many others do as well. The only passives I find useful are the block cost reduction, battle roar, and the 5% stamina return on earthen heart abilities. I suggest you add a stamina moteln whip into your OP, but still a good post! These buffs look nice for magicka dk though.
    @Joy_Division
    DKs has no passive that reduce the cost of block. The passive that they have mitigates 5% more damage while you are blocking 0.5*0.1 = 0.05 = 5%
    Because I can!
  • Farorin
    Farorin
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    DKs definately need soe fine tuning, but I think literally all of the classes need some adjustment, as they all have at least a good handful of skills that are almost useless.
  • SRIBES
    SRIBES
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    Bashev wrote: »
    Stam DK needs molten whip lol. It's a classless playstyle atm I use 2-3 skills in my build, many others do as well. The only passives I find useful are the block cost reduction, battle roar, and the 5% stamina return on earthen heart abilities. I suggest you add a stamina moteln whip into your OP, but still a good post! These buffs look nice for magicka dk though.
    @Joy_Division
    DKs has no passive that reduce the cost of block. The passive that they have mitigates 5% more damage while you are blocking 0.5*0.1 = 0.05 = 5%

    I was half asleep when I wrote this, my bad lol. Ik my DK stuff :p
  • Bashev
    Bashev
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    Bashev wrote: »
    Stam DK needs molten whip lol. It's a classless playstyle atm I use 2-3 skills in my build, many others do as well. The only passives I find useful are the block cost reduction, battle roar, and the 5% stamina return on earthen heart abilities. I suggest you add a stamina moteln whip into your OP, but still a good post! These buffs look nice for magicka dk though.
    @Joy_Division
    DKs has no passive that reduce the cost of block. The passive that they have mitigates 5% more damage while you are blocking 0.5*0.1 = 0.05 = 5%

    I was half asleep when I wrote this, my bad lol. Ik my DK stuff :p
    I know that you know it. I just wanted to point it out cause you have a nice reputation and newbies will read your comment and they will think that DK has such passives and then they will continue crying for more DK nerfs.

    Because I can!
  • aco5712
    aco5712
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    Bashev wrote: »
    Bashev wrote: »
    Stam DK needs molten whip lol. It's a classless playstyle atm I use 2-3 skills in my build, many others do as well. The only passives I find useful are the block cost reduction, battle roar, and the 5% stamina return on earthen heart abilities. I suggest you add a stamina moteln whip into your OP, but still a good post! These buffs look nice for magicka dk though.
    @Joy_Division
    DKs has no passive that reduce the cost of block. The passive that they have mitigates 5% more damage while you are blocking 0.5*0.1 = 0.05 = 5%

    I was half asleep when I wrote this, my bad lol. Ik my DK stuff :p
    I know that you know it. I just wanted to point it out cause you have a nice reputation and newbies will read your comment and they will think that DK has such passives and then they will continue crying for more DK nerfs.

    tbh the DK should have this passive instead of the health recovery. Reduce our block cost by 5% or something.
    Banned for Naming and Shaming exploiters. Great ideology ZOS.
    #FreeLeo

    Main: Vir Cor | Dragonknight
    Alt: Leo Cor | Nightblade
    Alt: Leonidas Cor | Templar

    Guild: K-Hole
    Youtube: CorESO
    DK PvP Tank/DPS Hybrid Build (2.1+): Cor Leonis
  • Armitas
    Armitas
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    Bashev wrote: »
    Stam DK needs molten whip lol. It's a classless playstyle atm I use 2-3 skills in my build, many others do as well. The only passives I find useful are the block cost reduction, battle roar, and the 5% stamina return on earthen heart abilities. I suggest you add a stamina moteln whip into your OP, but still a good post! These buffs look nice for magicka dk though.
    @Joy_Division
    DKs has no passive that reduce the cost of block. The passive that they have mitigates 5% more damage while you are blocking 0.5*0.1 = 0.05 = 5%

    I was half asleep when I wrote this, my bad lol. Ik my DK stuff :p

    I got excited and ran to my passives as my hope in ZOS began to blossom again...then I cried inside. Then I saw the maelstrom inferno staff and cried some more. I would like to report that my hope in them has returned to normal levels.
    Edited by Armitas on 10 October 2015 22:42
    Retired.
    Nord mDK
  • Moglijuana
    Moglijuana
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    Bump. Zos, you there? I would really like to see other builds being used besides wrecking blow spammers...
    Edited by Moglijuana on 22 October 2015 18:56
    Ps4 - PSN:jdmaya
    Dårth Måul (AD- Dunmer Mag DK) Legate
    Latest Vid:https://youtu.be/WZp_IdyrL6Q
  • Corrupted_Soul
    Corrupted_Soul
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    Thoroughly Agree
    Corrupted_Soul - V16 DK - PS4 NA
  • Bipolo
    Bipolo
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    My ESO has been limited to dropping by the forums now and then.

    THIS THREAD is by far the best thing ive seen here in the last couple months. It easily explains what i think most veteran Magicka DK feel and contrary to the milkdrinker's DK bias, it has never really been about going back to "pre 1.6 easy mode". It has however to do with the very important fact that the class we loved to play, is no longer fun to play due to a lot of game changes.

    I really hope ZoS read this mr. OP, that they are willing to understand their own game and act on what you point out... It might even lead to a reason to dust off my axe and shield and see if this rusty old Nord can have some fun again.
    Edited by Bipolo on 29 October 2015 18:51
    Skeggǫld, Skálmǫld, Skildir ro Klofnir
    "Nords who prove themselves in battle awaken in the realm after death. Pain and illness vanish within the Hall of Valor.
    Revelry is never-ending, mead flows freely, and the greatest Nords of all time compete in tests of strength and prowess. (...)
    Through all the suffering and adversity in this world, true Nord warriors endure, for Sovngarde awaits."

    - The Road to Sovngarde
  • jbcrocks
    jbcrocks
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    Thanks for posting this! I cried. Hopefully zos will listen to this..or at least make some changes that will benefit us and not nerf us again.
    jbcrocks [EP] - Dunmer DK - Vamp since launch - AvA 37
    Chaboyyyhd [EP]- Altmer Sorcerer - AvA 9
    Jb Shadowcloak [EP] - Imperial Nightblade AvA 9
    Commander Soviets [AD] - Bosmer Nightnlade AvA 5

  • BalgusFlinn
    BalgusFlinn
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    bump
  • Bashev
    Bashev
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    I want to add about deep breath. The skill was designed when there were several channel and cast skills in the game. Currently most of the interruptible skills are not interpretable anymore. Make the skill AoE CC which stun 3 targets for 2 seconds and bypass block.
    Because I can!
  • Rikumaru
    Rikumaru
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    I agree with pretty much everything but the cinder storm evasion chance. 70% evasion chance is ridiculous and would be OP in both outnumbered situations and 1v1s. A better adjustment would be a healing debuff and damage debuff of 15%.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
  • Bashev
    Bashev
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    Rikumaru wrote: »
    I agree with pretty much everything but the cinder storm evasion chance. 70% evasion chance is ridiculous and would be OP in both outnumbered situations and 1v1s. A better adjustment would be a healing debuff and damage debuff of 15%.
    It is 70% snare which is right now in live too. The OP proposed to give the major evasion (20% dodge chance) if you are in the cloud.

    Because I can!
  • Joy_Division
    Joy_Division
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    Rikumaru wrote: »
    I agree with pretty much everything but the cinder storm evasion chance. 70% evasion chance is ridiculous and would be OP in both outnumbered situations and 1v1s. A better adjustment would be a healing debuff and damage debuff of 15%.

    Don't think anyone suggested that. Certainly wasn't me.

    "Ash Cloud - Original intent - 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. "
    Edited by Joy_Division on 30 October 2015 14:53
  • Rikumaru
    Rikumaru
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    Rikumaru wrote: »
    I agree with pretty much everything but the cinder storm evasion chance. 70% evasion chance is ridiculous and would be OP in both outnumbered situations and 1v1s. A better adjustment would be a healing debuff and damage debuff of 15%.

    Don't think anyone suggested that. Certainly wasn't me.

    "Ash Cloud - Original intent - 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. "

    Ah I was mistaken, dont worry. 30% evasion chance sounds good however as the ability is kinda just a aoe snare atm.
    Overload rework. Power Overload now does physical damage and grants you the power of a tornado: You throw a brick at the target with a light attack, and you hammer your head into that brick with every heavy attack. We have decreased its Ultimate cost, but increased the chance that you get stuck in the animation.
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