Wings are a great example - it's not good design. If that skill (base morph) lasted 6s and simply gave a 20% chance to deflect projectiles (dealing no damage) and 20% chance to reflect for full damage, with infinite charges for the duration, it would be much better. That would allow ranged builds to engage 1v1 and the skill would scale in power versus a greater number of opponents.
What you are describing is a skill that would be inferior to shuffle, yet cost a lot more while lasting a fraction of the time. Reduce the cost? Now imagine a stam DK that can afford to keep wings up almost all the time as a magicka sink in addition to running shuffle. Huge buff for a spec that doesn't need one.
How is a 40% chance to evade damage inferior to Shuffle's 20%? Also if I'm mathing right, infinite projectiles is greater than the current 4, and 6 seconds is greater than the current 4... And stam Dk's already do combine the two and with enough uptime to effectively shut down ranged builds 1v1.
My suggestion results in a nerf 1v1 but a huge buff 1vX.
It sure would be great if ZOS would just hammer out a few of the wacky design problems with the class before buffing outright. For example just make Power Lash proc on any hard CC or root rather than just off-balance. Voila, PvP damage and self-healing are more accessible and consistent and you don't have to flop that noodle around like a spaz all the time.
If what they say is true when a dodge is proced it creates a dodge I-frame in which everything is dodged. At 40% and under heavy fire it may never fail to proc an I-frame every second making the DK completely immune to projectiles. I am not sure that is whats intended here.
I don't like the idea of 20% no reflected damage. That means the person has a 80% chance of no consequence to firing a projectile. Can I get an 80% chance of no consequence for walking through mines? I can't even gap close through them without possibly triggering them all at once. I'm also really exhausted with RNG.
Or what about this idea for the base morph of wings:
Flex your scales to reflect the next incoming harmful projectile back to the attacker. For the next X seconds, you have a 30% chance to deflect all additional incoming harmful projectiles causing them to deal no damage.
This preserves the reactive aspect to fend off CFrags etc and is actually better against zergs than the current spam frenzy version. You could also spam the reflect 1v1 if desired but that would burn your magicka, which it should if you are completely shutting down a ranged build 1v1.
I did like your flame lash idea.
The only way I can spam wings in a 1v1 is when i'm playing defensivley against a burst sorc. When I do I have to weave resto heavies inbetween. It's mainly used reactivley or to keep up uncertainty about when to safely cast a projectile but there are so many ways to bypass reactive wings. You can animation cancel injections, you can point blank weave a pulse, cc while they are on their back bar, or channel a lit staff. Its going to take a lot of doing to safely get around a burst sorcs mines and you can't drop your defense and trust rng to save you through a wombo sorc combo. There has to be a push button ranged negate for that situation. Without push button heals or mobility its a hard situation with little to no room to give on. If the rumors I have heard are true then this upcoming mDK buff may open up some room for expanding and contracting wings over certain areas. Will have to see how it turns out.
@Joy_Division as I've said in several places, I do think that mDk needs some adjustment and I certainly think some things should be buffed, but I'm a big picture balance guy and there are also some things that will need to be toned down.
Wings are a great example - it's not good design. If that skill (base morph) lasted 6s and simply gave a 20% chance to deflect projectiles (dealing no damage) and 20% chance to reflect for full damage, with infinite charges for the duration, it would be much better. That would allow ranged builds to engage 1v1 and the skill would scale in power versus a greater number of opponents.
Just because someone doesn't main a mDk doesn't mean they can't speak intelligently and objectively with regard to balance. You know, this feels a lot like the sorc nerf fiasco wherein the forums were in a frothing rage about all the changes. You and many others rained fire down on me, quoting vague "lack of domain experience" etc despite the fact that on my sorc I had cleared vMA, got to AvA rank 10 (before the AP nerf), and obviously fought a veritable crap ton of Sorcs in duels and open world while on my other characters. But because I don't main a sorc I was somehow disqualified to dissent. Yet it turns out that the sky wasn't falling and the big picture prevailed and Surge, shields, Matriarch, etc are all a little better than before.
There is a similar balance conundrum brewing with Templar Extended Ritual. It's going to eventually be nerfed or changed, and for good reason, I'm telling you right now. I'm glad it didn't happen last patch because it was obvious ZOS didn't put enough thought into it and it would have been painful. But it is coming.
We probably don't agree on any of that, but that's ok, we're all just beating our heads against a wall here anyway. We're all chomping at the bit and can hardly contain our curiosity about what is coming to PTS in a few weeks. No matter what happens though I'm sure Eclipse will still be the worst skill in the game, amirite?
Or what about this idea for the base morph of wings:
Flex your scales to reflect the next incoming harmful projectile back to the attacker. For the next X seconds, you have a 30% chance to deflect all additional incoming harmful projectiles causing them to deal no damage.
This preserves the reactive aspect to fend off CFrags etc and is actually better against zergs than the current spam frenzy version. You could also spam the reflect 1v1 if desired but that would burn your magicka, which it should if you are completely shutting down a ranged build 1v1.
Joy_Division wrote: »@Solariken -
You are being way too over-dramatic with people that disagree with you. You cast off @Ishammael , who offered a very insightful and detailed analysis of what is wrong with DK, as insulting and someone who was ignorant and wrong because he was in a desolate state. You're mad because he said players are better than you? You're the person who said that you run into players that are "godly"!
You flat out said you don't play mDK that often and are asking basic questions like what is wrong with empowering chains, so now you get all bent out of shape when I you don't have the full picture of what it's like to play one? I never said your input was "tainted." Give me a break.
You don;t think ZoS already tried to just "hammer out the few [!] wacky design problems" for the past 2 years? They did! Here is all the stuff ZoS did:
Adjust Shifting Stardard morph from 250 to 200.
Rework Empowering Chains morph to function as a gap closer
Various other fixes in attempt to solve chains targeting issues.
Change "stamina" morphs from fire damage to poison damage.
Alter Burning embers morph to always heal upon additional casting rather than end of spell.
Rework Inferno and its morphs such that one healed and one did damage
Include poison in various "flame damage" passives.
Remove Battlespirit range increase on DK Leap to prevent illegal leaping into keeps.
Change physical portion of burning talons damage to flame damage.
Change target cap on inhale from 3 opponents to 6.
Rework Magma Shell morph to automatically give allies a damage shield
Change obsidian shard morph to give heal
Increased range of stonefist and morphs
Rework molten weapons to grant major sorcery to affect allies
Reworked disorient and damage for fossilize
Adjusted battle roar to grant resources proportional to attribute pools instead of scaling off magicka.
And this is just what I can remember.
Regarding DKs, I don't care about this point. The very fact that this class and this class alone makes people nervous when ZoS hints about buffs or class balance is all that needs to be said. No class is under such scrutiny and fear from the PvP community as the DK. Even if they do become competitive, people will flood the forums with more whining about OP DKs and ignore their own OP abilities on the classes they main.
What I do care is mischaracterizing what I say. I did not say your input was "tainted" so just stop it. I pointed out the correct fact that perspectives come from someone who 1) does not even play the class often and 2) has had to ask mechanical questions such as what's wrong with empowering chains does not have a full, complete picture about playing a DK. Why did you take this so personally? Ever wonder why I hardly comment on NB class? Because I don;t play them all that much and thus I don't have a full, complete picture what it's like to play one. It's not an insult!
It would be great though if in general we could keep design discussion focused on actual skills/mechanics/philosophy/etc rather than so many people trying to distort valid arguments or suggestions via subjective experiential clout wars. I'm not really being that dramatic and I assure you I'm not butthurt - I just get sick of the "shut up you don't know!" argument whenever I propose skill/design changes.
thankyourat wrote: »I don't understand how people think wings don't counter ranged builds in a 1v1. Every time I fight a mag dk with my magblade it turns into me spamming heavy resto attacks and hoping he gets comfortable and let's his wings go down. If he keeps them up I can't win. Most of the inexperienced dks I've fought do let their wings down but some of the better ones will always beat me because his class counters my class. Mag dk really isn't that bad. Maybe it's not great solo but it's top tier in 1v1 and still really good in group play.
thankyourat wrote: »I don't understand how people think wings don't counter ranged builds in a 1v1. Every time I fight a mag dk with my magblade it turns into me spamming heavy resto attacks and hoping he gets comfortable and let's his wings go down. If he keeps them up I can't win. Most of the inexperienced dks I've fought do let their wings down but some of the better ones will always beat me because his class counters my class. Mag dk really isn't that bad. Maybe it's not great solo but it's top tier in 1v1 and still really good in group play.
So why dont you slot a melee ability incase you run into a mDK? You have concealed dont you?
I am *** sick of the argument that wings is too strong because YOU chose to play ranged with no melee attacks. All the *** snipers back in 1.5 whined and whined and whined about wings because they ran 2xbow and wondered why they couldnt do dmg and it got nerfed severely.
It's your decision to run full range, so pay the consequences.
thankyourat wrote: »I don't understand how people think wings don't counter ranged builds in a 1v1. Every time I fight a mag dk with my magblade it turns into me spamming heavy resto attacks and hoping he gets comfortable and let's his wings go down. If he keeps them up I can't win. Most of the inexperienced dks I've fought do let their wings down but some of the better ones will always beat me because his class counters my class. Mag dk really isn't that bad. Maybe it's not great solo but it's top tier in 1v1 and still really good in group play.
So why dont you slot a melee ability incase you run into a mDK? You have concealed dont you?
I am *** sick of the argument that wings is too strong because YOU chose to play ranged with no melee attacks. All the *** snipers back in 1.5 whined and whined and whined about wings because they ran 2xbow and wondered why they couldnt do dmg and it got nerfed severely.
It's your decision to run full range, so pay the consequences.
thankyourat wrote: »thankyourat wrote: »I don't understand how people think wings don't counter ranged builds in a 1v1. Every time I fight a mag dk with my magblade it turns into me spamming heavy resto attacks and hoping he gets comfortable and let's his wings go down. If he keeps them up I can't win. Most of the inexperienced dks I've fought do let their wings down but some of the better ones will always beat me because his class counters my class. Mag dk really isn't that bad. Maybe it's not great solo but it's top tier in 1v1 and still really good in group play.
So why dont you slot a melee ability incase you run into a mDK? You have concealed dont you?
I am *** sick of the argument that wings is too strong because YOU chose to play ranged with no melee attacks. All the *** snipers back in 1.5 whined and whined and whined about wings because they ran 2xbow and wondered why they couldnt do dmg and it got nerfed severely.
It's your decision to run full range, so pay the consequences.
Well if I go melee than I will be stuck in talons the whole fight. Also if you go destro concealed your burst still comes from assasins will which you can't kill a mag dk without. So your main burst will still be reflected. I'm also not asking for a nerf to wings I'm just saying you have to be crazy if you don't think it's a huge advantage against certain classes. I'm fine with certain classes having advantages over others, but I'm not going to act like wings aren't a complete counter to ranged builds in 1v1.(Lol what's the point of using a destro staff if you make your spammable a melee ranged attack)
Joy_Division wrote: »@Solariken -
You are being way too over-dramatic with people that disagree with you. You cast off @Ishammael , who offered a very insightful and detailed analysis of what is wrong with DK, as insulting and someone who was ignorant and wrong because he was in a desolate state. You're mad because he said players are better than you? You're the person who said that you run into players that are "godly"!
You flat out said you don't play mDK that often and are asking basic questions like what is wrong with empowering chains, so now you get all bent out of shape when I you don't have the full picture of what it's like to play one? I never said your input was "tainted." Give me a break.
You don;t think ZoS already tried to just "hammer out the few [!] wacky design problems" for the past 2 years? They did! Here is all the stuff ZoS did:
Adjust Shifting Stardard morph from 250 to 200.
Rework Empowering Chains morph to function as a gap closer
Various other fixes in attempt to solve chains targeting issues.
Change "stamina" morphs from fire damage to poison damage.
Alter Burning embers morph to always heal upon additional casting rather than end of spell.
Rework Inferno and its morphs such that one healed and one did damage
Include poison in various "flame damage" passives.
Remove Battlespirit range increase on DK Leap to prevent illegal leaping into keeps.
Change physical portion of burning talons damage to flame damage.
Change target cap on inhale from 3 opponents to 6.
Rework Magma Shell morph to automatically give allies a damage shield
Change obsidian shard morph to give heal
Increased range of stonefist and morphs
Rework molten weapons to grant major sorcery to affect allies
Reworked disorient and damage for fossilize
Adjusted battle roar to grant resources proportional to attribute pools instead of scaling off magicka.
And this is just what I can remember.
Regarding DKs, I don't care about this point. The very fact that this class and this class alone makes people nervous when ZoS hints about buffs or class balance is all that needs to be said. No class is under such scrutiny and fear from the PvP community as the DK. Even if they do become competitive, people will flood the forums with more whining about OP DKs and ignore their own OP abilities on the classes they main.
What I do care is mischaracterizing what I say. I did not say your input was "tainted" so just stop it. I pointed out the correct fact that perspectives come from someone who 1) does not even play the class often and 2) has had to ask mechanical questions such as what's wrong with empowering chains does not have a full, complete picture about playing a DK. Why did you take this so personally? Ever wonder why I hardly comment on NB class? Because I don;t play them all that much and thus I don't have a full, complete picture what it's like to play one. It's not an insult!
It would be great though if in general we could keep design discussion focused on actual skills/mechanics/philosophy/etc rather than so many people trying to distort valid arguments or suggestions via subjective experiential clout wars. I'm not really being that dramatic and I assure you I'm not butthurt - I just get sick of the "shut up you don't know!" argument whenever I propose skill/design changes.
The incoming buffs make people nervous because they are already very strong 1v1, and general survivability is nowhere near as bad as many are claiming. Of course people who main mDk are going to accentuate the class weaknesses and try to downplay glaring class strengths in that pursuit, it's human nature.
Maybe they are out of place in this meta, but the meta is going to be upended again next update anyway. And sure ZOS takes forever to make meaningful class updates, but a lot of those changes you listed actually worked out pretty well IMO. Other classes have problems too, but thanks to the loudest forum warriors mDk is the next class to bathe in the same Wrobel seed as stam sorcs.
thankyourat wrote: »I don't understand how people think wings don't counter ranged builds in a 1v1. Every time I fight a mag dk with my magblade it turns into me spamming heavy resto attacks and hoping he gets comfortable and let's his wings go down. If he keeps them up I can't win. Most of the inexperienced dks I've fought do let their wings down but some of the better ones will always beat me because his class counters my class. Mag dk really isn't that bad. Maybe it's not great solo but it's top tier in 1v1 and still really good in group play.
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.
Personally my biggest gripe with dks is resources. Their skills cost so much. I can deal with the lack of mobility, I can deal with no execute, but in order to do that you need to stand your ground. Standing your ground on mDK is hella expensive.
Sure, you get resources back when you activate an Ultimate, but it's not like they have the super ulti generation of a Nightblade.
So in order to sustain, you run something like Seducer, sacrificing damage to cheapen your abilities. Not many other classes are required to make the sacrifices a mdk does.
So cost reduction, a siphoning attacks clone or minor heroism while an earthern heart or draconic power ability is active.. something to help with managing resources a bit better.
The buffs don't need to be huge, just useful.
Wings are a great example - it's not good design. If that skill (base morph) lasted 6s and simply gave a 20% chance to deflect projectiles (dealing no damage) and 20% chance to reflect for full damage, with infinite charges for the duration, it would be much better. That would allow ranged builds to engage 1v1 and the skill would scale in power versus a greater number of opponents.
Personally my biggest gripe with dks is resources. Their skills cost so much. I can deal with the lack of mobility, I can deal with no execute, but in order to do that you need to stand your ground. Standing your ground on mDK is hella expensive.
Sure, you get resources back when you activate an Ultimate, but it's not like they have the super ulti generation of a Nightblade.
So in order to sustain, you run something like Seducer, sacrificing damage to cheapen your abilities. Not many other classes are required to make the sacrifices a mdk does.
So cost reduction, a siphoning attacks clone or minor heroism while an earthern heart or draconic power ability is active.. something to help with managing resources a bit better.
The buffs don't need to be huge, just useful.
This is a stam versus magicka issue. All magicka skill lines need their costs reduced.
Stamina gets a passive in every weapon line for a 20% cost reduction (i.e. Like the Ranger passive for bow)
Personally my biggest gripe with dks is resources. Their skills cost so much. I can deal with the lack of mobility, I can deal with no execute, but in order to do that you need to stand your ground. Standing your ground on mDK is hella expensive.
Sure, you get resources back when you activate an Ultimate, but it's not like they have the super ulti generation of a Nightblade.
So in order to sustain, you run something like Seducer, sacrificing damage to cheapen your abilities. Not many other classes are required to make the sacrifices a mdk does.
So cost reduction, a siphoning attacks clone or minor heroism while an earthern heart or draconic power ability is active.. something to help with managing resources a bit better.
The buffs don't need to be huge, just useful.
This is a stam versus magicka issue. All magicka skill lines need their costs reduced.
Stamina gets a passive in every weapon line for a 20% cost reduction (i.e. Like the Ranger passive for bow)
Don't agree with this at all.
Skills need an across the board cost increase because it's too easy to sustain in the CP campaigns. Either that or a complete rework of the cost reduction available in the CP tree.
Personally my biggest gripe with dks is resources. Their skills cost so much. I can deal with the lack of mobility, I can deal with no execute, but in order to do that you need to stand your ground. Standing your ground on mDK is hella expensive.
Sure, you get resources back when you activate an Ultimate, but it's not like they have the super ulti generation of a Nightblade.
So in order to sustain, you run something like Seducer, sacrificing damage to cheapen your abilities. Not many other classes are required to make the sacrifices a mdk does.
So cost reduction, a siphoning attacks clone or minor heroism while an earthern heart or draconic power ability is active.. something to help with managing resources a bit better.
The buffs don't need to be huge, just useful.
Personally my biggest gripe with dks is resources. Their skills cost so much. I can deal with the lack of mobility, I can deal with no execute, but in order to do that you need to stand your ground. Standing your ground on mDK is hella expensive.
Sure, you get resources back when you activate an Ultimate, but it's not like they have the super ulti generation of a Nightblade.
So in order to sustain, you run something like Seducer, sacrificing damage to cheapen your abilities. Not many other classes are required to make the sacrifices a mdk does.
So cost reduction, a siphoning attacks clone or minor heroism while an earthern heart or draconic power ability is active.. something to help with managing resources a bit better.
The buffs don't need to be huge, just useful.
This is a stam versus magicka issue. All magicka skill lines need their costs reduced.
Stamina gets a passive in every weapon line for a 20% cost reduction (i.e. Like the Ranger passive for bow)
Don't agree with this at all.
Skills need an across the board cost increase because it's too easy to sustain in the CP campaigns. Either that or a complete rework of the cost reduction available in the CP tree.