At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I get nervous every time I think about the incoming mDk changes. I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I get nervous every time I think about the incoming mDk changes. I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
Templar counters DK dots, but all the roots and CCs work to counter sweeps and keep the Templar defensive
At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I get nervous every time I think about the incoming mDk changes. I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
Joy_Division wrote: »At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I get nervous every time I think about the incoming mDk changes. I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
Why?
This forum has a serious case of post traumatic DK syndrome. mDK is the worst template out there: no maneuverability, no burst, no execute, no reliable gap-closer, gimped self heal, needs all three stats. Every way the combat mechanics have changed have undermined them.
DKs don;t struggle because their DoTs get cleansed. Only one class can do that and doing so isn't cheap or threatening the DK in anyway. They did just fine before 1.6 with purgable DoTs. And their wings most certainly do not need to be towned down. If anything they need to be toned up.
ZoS has already tried to fix/buff mDKs twice and we're still waiting. Unless ZoS plans on actually changing the class to better match how ESO has changed over the past 2 1/2 years, DKs are probably still going to be limited and frustrating to play. Duct tapping the right mouse key and having no burst in a "meta" that pretty much requires burst to kill enemy players gets real old real fast. They are decent in 1v1 duels and in groups (because their weaknesses are covered by allies), but in the open world it's an exercise in frustration. There is a reason Sypher hasn't played his main in forever.
At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I get nervous every time I think about the incoming mDk changes. I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
Tone up wings though? That skill can already shut down multiple ranged builds simultaneously - mDk is basically untargetable for all ranged builds until all other enemy players are dead. Why does it need a buff?
Joy_Division wrote: »At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I get nervous every time I think about the incoming mDk changes. I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
Why?
This forum has a serious case of post traumatic DK syndrome. mDK is the worst template out there: no maneuverability, no burst, no execute, no reliable gap-closer, gimped self heal, needs all three stats. Every way the combat mechanics have changed have undermined them.
DKs don;t struggle because their DoTs get cleansed. Only one class can do that and doing so isn't cheap or threatening the DK in anyway. They did just fine before 1.6 with purgable DoTs. And their wings most certainly do not need to be towned down. If anything they need to be toned up.
ZoS has already tried to fix/buff mDKs twice and we're still waiting. Unless ZoS plans on actually changing the class to better match how ESO has changed over the past 2 1/2 years, DKs are probably still going to be limited and frustrating to play. Duct tapping the right mouse key and having no burst in a "meta" that pretty much requires burst to kill enemy players gets real old real fast. They are decent in 1v1 duels and in groups (because their weaknesses are covered by allies), but in the open world it's an exercise in frustration. There is a reason Sypher hasn't played his main in forever.
@Joy_Division you know as well as I do that ZOS is most likely to go too far with the buffs, probably worse than they did with stamsorc (funny I'm actually writing this after my most recent death coming from an 11k Implosion FFS). No hate for stam Sorcs though, Stormcalling is hands down the most well-designed class skill line currently IMO.
Tone up wings though? That skill can already shut down multiple ranged builds simultaneously - mDk is basically untargetable for all ranged builds until all other enemy players are dead. Why does it need a buff? I would like to see it become a longer duration (8s) but 50% chance to reflect. That would at least allow ranged builds to engage them.
I also don't think mDk needs any boost to burst, I would rather see burst damage, healing, and regen brought down a bit for certain specs/skills (and those gawddamn proc sets) to allow for a reasonable TTK and counterplay but inevitable resource exhaustion. It honestly can't be that hard to find a happy balance - ZOS just doesn't even try.
There are a handful of mDks that I run into regularly that are already pretty godly, especially thanks to the destro ult. I can attest to the fact that there is a build sweet spot for mDk between damage output and mitigation that lets mDk 1v1 and 1vX really well, and it doesn't require block-casting everything. Perhaps the biggest risk here though is accidentally buffing stamina Dk which in no way needs a buff.
I personally hope that ZOS goes a LOT further in this balance update than just spending time on mDk. Class design is so half-baked in this game and there are a ton of skills and passives that just don't work, don't synergize, or are grossly out of place.
This is just what I *think* ZOS will do, not exactly what I want. I still don't think it's a bad idea, but there's other things I'd rather see.At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
I mean, why not? mDKs move like a turtle and have no self healing. They need to be within melee range to get a good heal, so a sniper could just use them as a pincushion. This prevents that from happening.At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
Tone up wings though? That skill can already shut down multiple ranged builds simultaneously - mDk is basically untargetable for all ranged builds until all other enemy players are dead. Why does it need a buff? I would like to see it become a longer duration (8s) but 50% chance to reflect. That would at least allow ranged builds to engage them.
At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
Rohamad_Ali wrote: »It's about time . MagDK has been suffering a long time and just recently have been useful with some new sets doing more of the work then the class . MagicDK suffered some of the hardest nerfs after their last reign . I can only hope it's a good update for them as we take chances with a certain dev lol .
Several thingsAs far as a gap closer, what's wrong with Empowering Chains?
World in Ruin - add
Enemies effected by your DoTs/AoEs that fall beneath 40% health take up to 300% more damage from Ardent Flame abilities.
There is a lot of misconception about mDK going back and forth in this thread, so let's set some things straight.
Right now, and since the IC patch dropped more than one year ago, the mDK has not had the following:
1. Gap Closer
2. Self Heal
3. Maneuverability
4. Execute
The class does not have these things -- objectively. The idea that there are somehow "godly" DKs wandering around Cyrodiil is absurd. Those players are simply better than you. The gameplay instances where DKs excel are those in which their weakness are completely covered by another player: groups or duels. In a duel you don't need that burst heal, gap closer, or maneuverability. In a group, your buddies will heal you and give you speed. The videos you see posted on the forums are highlight reels pulled from hours of frustrating gameplay. I have 10s of GB of videos on my HD of "leet" mDK footage going all the way back to the early 1.6 days. In the current meta, gear sets are so powerful that some of the mDK weakness can be covered by choosing the proper sets. That doesn't mean the DK is in a good place.
The Magicka DK -- its skills and passives -- were completely designed for gameplay mechanics WHICH NO LONGER EXIST, and have not existed since January 2015 (the end of patch 1.5). The main mechanics are: soft caps on stats, dynamic ultimate, real resource management, no Battle Spirit, no CPs.
Now let's address some specifics:
1. Wings. The change to 4 projectiles was overdone in typical fashion. It also does not work properly. Here is what doesn't work: damage reduction by battle spirit also applies a second time after the projectile is reflected, projectiles with DoTs still apply the DoT even if reflected (e.g. Poison Injection), projectiles that cause status effects still cause the effect even if reflected (e.g. Dark Flare heal debuff), projectiles fired from stealth cannot be reflected, sometimes projectiles go through wings even when up (causes unknown).
2. Dragon Blood. If you have 30k total health and are in execute range (10/30k) Dragon Blood can heal you for 20*0.16 = 3.2k at a cost of >3k mana. If you apply Igneous and Volatile you might get 3.2*1.42 = 4.5k... which can't get you out of execute range. If you are heal debuffed, poisoned, or whatever, the skill is useless. Compare this to >15k tooltip Vigor which can TICK for more than DB can heal and scales with weapon damage. Or compare it to BoL which is nearly 6x as efficient (since it hits two people) and scales which spell power / mana.
3. "Tankiness". Name the skills and passives which inherently make DK "tanky". I'll wait. This is a huge misconception. DKs have ONE passive which adds 3k spell resist and ONE passive which adds 10% block dmg reduction. The tankiness that you see on DKs is because people are forced to gear and spec for defense (aka blocking). Evasion on cinder storm was taken away. Dynamic Ultimate for Battle Roar was taken away. A Templar, NB, or Sorc can gear for damage and gain survivability at the same time.
4. Gap Closer / Maneuverability. Chains is useless in open-world PvP. Go try it. Handing out free CC immunity without CC'ing someone is ridiculous. It can't go up slopes. It can be dodged. And since an mDK can't gap close, any player which wishes to survive a fight against a mDK can simply run away. That's right -- people that die to mDK in open world are too stupid to run away. A mDK can't catch you! This also means that if five people see me and decide to all fight -- I must fight and win or die. I can't run! This used to be OK with dynamic ultimate, Dragon Blood, Evasion on Cinder Storm, and Wings. Now its probably the most frustrating part of open world mDK. Notice that exactly zero streamers play mDK. Not Kodi, Sypher, Fengrush.
5. Execute. The mDK was given a janky execute in 1.6 with Molten Weapons. It was good only in a select few Heavy Attack builds. But even that was taken away. mDK doesn't need an execute and shouldn't get one.
I think that if ZoS can address each of these five issues then mDK will be competitive again in open world PvP. Until then it is the worst spec in the game. Here's how I think it should be done to keep the theme of the class:
1. Wings. Fix all the bugs I listed, up the projectile cap to 8. This won't affect duels, still requires 1/4 of all your GCDs to keep up permanently and provides some defense against swarms of players.
2. Dragon Blood. Simply exempt this skill from Battle Spirit. Nothing else.
3. Tankiness. Add Major evasion when standing in cinder storm and make it cast at your feet. Eruption stays the same. Add Minor or Major Heroism to a class passive.
4. Gap closer. Make the Shielded Assault morph cost mana. Chose a morph of the 2H gap closer to cost mana.
5. Execute. No changes. Maybe consider adding Minor Sorcery to a class passive somewhere.
Name one skill that makes a Dk tanky? Haha! Just, haha. How about Choking Talons, Hardened Armor, Coagulating Blood, Reflective Plate, Iron Skin, Burning Heat, Elder Dragon, Scaled Armor, Magma Armor, Igneous Shield, Battle Roar, Helping Hands, and various strong CC. Come on man, what a ridiculous question. They have more inherent tankiness than any other class.
Name one skill that makes a Dk tanky? Haha! Just, haha. How about Choking Talons, Hardened Armor, Coagulating Blood, Reflective Plate, Iron Skin, Burning Heat, Elder Dragon, Scaled Armor, Magma Armor, Igneous Shield, Battle Roar, Helping Hands, and various strong CC. Come on man, what a ridiculous question. They have more inherent tankiness than any other class.
This list is compiled from going on a skill calculator and writing everything down that sounds tanky, rather than being derived from the reality of PvP. In almost every case the only mitigation or protection that occurs in PvP is Crit resistance, shields, dodging and blocking. Armor is almost always 100% penetrated, our shields are garbage and health based, outside of obsidian shard our push button heals are garbage and OS can be dodged. Health recovery is cut in half by defile or vamp which is almost necessary, Magma armor has been broken since beta. The only reliable thing in there is maim and our block reduction passive which will require some building to use and is far less mitigation than you might think. iirc it's around 2-3%
Name one skill that makes a Dk tanky? Haha! Just, haha. How about Choking Talons, Hardened Armor, Coagulating Blood, Reflective Plate, Iron Skin, Burning Heat, Elder Dragon, Scaled Armor, Magma Armor, Igneous Shield, Battle Roar, Helping Hands, and various strong CC. Come on man, what a ridiculous question. They have more inherent tankiness than any other class.
This list is compiled from going on a skill calculator and writing everything down that sounds tanky, rather than being derived from the reality of PvP. In almost every case the only mitigation or protection that occurs in PvP is Crit resistance, shields, dodging and blocking. Armor is almost always 100% penetrated, our shields are garbage and health based, outside of obsidian shard our push button heals are garbage and OS can be dodged. Health recovery is cut in half by defile or vamp which is almost necessary, Magma armor has been broken since beta. The only reliable thing in there is maim and our block reduction passive which will require some building to use and is far less mitigation than you might think. iirc it's around 2-3%
+Healing and health recovery = tankiness
Completely avoiding projectile damage = tankiness
Resource and health return on ult = tankiness
15% enemy damage reduction = tankiness
Bonus block mitigation = tankiness
Crowd control = tankiness
I'm also sick of the argument that Physical and Spell resist values are worthless - nobody opens up on you negating all of your armor. These stats are valuable.
These are white belt mechanics and you should learn to use them to your advantage.