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PTS Feedback Thread for Dragonknight Balance Improvements

  • Zakor
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    My Top 3 wanted DK-Changes:
    1. Stonefist redesign
      I think it's obvious by now that this skill is pretty useless in both, PvE and PvP. Even the increase in speed hasn't fixed the many problems this skill has.

      Suggestion:
      Redo the skill and change it to the following:
      Base Skill: Stonetotem
      Create a totem at your position for 12s. In a 8m radius every enemy is slowed by 30% and takes x firedamage + y physical damage from fire eruptions.

      Morph 1: Volcanic totem
      Scales from higher Stat (giving Stam DK a bit AoE while being useable for mDK). Targets in range get a minor defile debuff. (maybe add something for PvE here too)

      Morph 2: Warding totem
      Changes this skill to a "HoT Shield" (Apply a shield every 1/2 second(s)). Every Shield tick recovers 2% of targets stamina. The totem is clickable for synergy to increase the value to 5% per tick and instantly grant 3k to the activating player.

      Why?
      This way we get back to the old way DKs used to fight (I stand here, if you also stand here you'll have a bad time). From what was posted here in the thread I saw two main issues regarding the melee DK. First the problem with even getting into range which should be partially fixed now with the buff to fiery grip. The other problem was to hold the enemies in range since ash cloud is too easy to avoid. With dropping the volcanic totem right after gap close you wouldn't just slow your target (to apply talons or what not) but also decrease it's healing for a moment to make it easier to keep them low.
      The healing morph would actually ease DK-Heal life a lot + being able to restore stamina is something more classes then templars need abilities for. The shard can stay as it is but give us something to catch up on that. Why a shield hot and not only a hot? Since shields are the way to go for a DK + it works well for a DK heal (Igneous Shield, Barrier, Bone Shield,...). Since you invest in Bastion anyway as DK heal, why don't reward it then. Furthermore, it would be a unique mechanic.

    2. Inferno back to AoE
      The next important thing is to return Inferno back to an AoE ability. We Dks have lots of AoE, sure, but nothing that tells someone to run away in the way the old inferno did. It's the same point (I stand here, ...). It's the way the Dk was designed and how it's supposed to work. So...

      Baseskill: Inferno
      Revert back to AoE with ~7-8m range.

      Morph 1: FoO
      Make this viable for Stam and Mag DKs and let it increase DoT damage on all targets in range. If thats not possible for whatever reason just give it a flat increase in damage for DoTs. If you're afraid of breaking the upper damage cap just reduce damage of our dots a bit. It's about more pressure not about (much) more damage.

      Morph 2: Cauterize
      Let this stay a heal and keep the fireball on this one. The problem with cauterize is that, even when you know the first tick will be damn usefull, you can't tell if the others are wasted or not. So this ability just needs something to bridge the idle time of the fireball. A healing flamecloak would be exactly that (+it fits in the concept, since allies near a DK should have a good time ;) ). So give this a heal in the area around the DK and everything is fine.

    3. Molten weapons nearly useless
      Keep calm fellow DKs, this one needs to be said. This skill and it's morph are in their current version close to useless. Many stam DK will point at me now and shout something like "Traitor!" but listen first. Let's look at what we get. The normal skill provides spell damage for the whole group. Actually pretty nice. But the only people needing spell damage are mDD and they most likely will buff it themself. So it's only good for us. If it's only good for us we could also take entropy from mages guild which also gives a small dot and hot + magicka and regen increase from mageguild + the possibility for empower.
      Let's go on: First morph, Igneous Weapons, adds weapon damage. It's exactly the same problem here except the stamDKs often run bow + dual wield and can't simply switch to another buff. So they really need this damn weak ability which is nothing against something like rally or NBs drain power which can also damage and/or heal.
      So we have the second morph. But this one is also disappointing since 1) the special effect is no group buff, 2) the buff for "fully charged heavy attacks" is weak and 3) it's even weaker after U13.

      So let's recap this one: We got a group buff, that nobody except us needs, a morph that every stam chars need and a morph that is actually useless after the patch. Do you still think it's a great ability?

      Suggestion:
      Baseskill: Molten Weapons
      Increase both, magic damage and weapon damage, in the base skill.

      Morph 1: Molten Armaments
      Add a group buff that applies additional 5% fire and 5% physical damage to all damage done. This way this skill would be back as a nice usefull damage tool in groups. It would again be desired.

      Morph 2: Igneous Weapons
      Add a group buff that restores ressources. Like give them 1% mag + 1% stam for every hit they do. This wouldn't be too strong and with the recent nerf to magicka sustain (and especially to mDK sustain which was bad anyway) it is much needed.
      Our skills are still far too expensive for our recent sustain and now it got even worse. Give us some sustain back with this.

      The most important thing: Let both buffs exist on one target. If we have two DKs with different morphs, why the hell would you overwrite the skill. That way you punish a group for having more than one DK. Let both buffs exist and DKs would have a real choice with this skill again.

    There are plenty more changes that I would like to see (evasion on ash cloud, changes to the passives, magma shell being somewhat usefull if no tank..) but I think those 3 changes would be perfect to bring the DK a step back to the old days of glory IMO.

    @ZOS_GinaBruno Thanks for the dev comments in the patchnotes. They were awesome. Now we need more dev comments on the class topics ;)
    Edited by Zakor on 17 January 2017 11:25
  • Carbonised
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    Carbonised wrote: »
    Just wanted to thank everyone for all the feedback in this thread. We have some updates/changes coming for the next PTS build that we’d like to share:
    • Obsidian Shard – Doubled the speed of the projectile.
    • Fiery Grip (and morphs) – This ability is no longer dodgeable. Also reduced the duration of the expedition buff by 2 seconds. (6s instead of 8s) Note: the damage portion of this ability can still be blocked.
    • Dragon Leap (and morphs) – This ability is no longer dodgeable. (it is an AOE after all). In addition we fixed an issue where the CC immunity while leaping was not being added correctly – you are now immune to all forms of CC, including roots while leaping. Note – players can still out range this ability while the DK is in the air if the DK leaps from max range and the player immediately runs away.

    As a note, we are still evaluating the changes to Coagulating Blood. We do hear your feedback on this ability and will continue to monitor it closely on PTS.

    @ZOS_RichLambert

    Let me get this right. Sorcs received a small nerf to their DPS burst, Vel Curse, then spent 17 pages bawling their eyes out about it, and finally you caved in and gave them back their burst skill, even added a nice little buff to it as well.

    In the meantime, mDKs, who were told we had some nice balancing buffs coming to us this update, got nothing substantial, hey, you even managed to nerf our already rediculously underperforming burst heal, aka dragonblood, even further than what could possibly be imagined - and even gave us a nice -5% blanket nerf to Banner damage and mitigation.

    Now you come here with some long overdue fixes and patches to a couple of skills that no one even bothers slotting at all, due to them being underperforming, underwhelming and underpowered. And that's it?

    Forgive me if I come across rather ungrateful and offended. I can assure you it is because I am indeed those things, considering what utter load of BS you're offering us this update, and even have the audacity of calling it a balancing update.
    A joke would be a more apt name for this, and hey, that also fits very nicely with your upcoming Jester's Day festival. Guess we can dress up all mDKs in jester costumes and send us dancing and skipping across the fields, cause lord knows that's the only thing we're good for anymore.

    Since PTS patch just came yesterday, allow me to quote myself for emphasis.

    Summing up last patch as a magDK: Couple of bugfixes to some skills no one bothers to slot anyway. Oh, and by the way, you still cannot initiate Dragon Leap while rooted. Woopediddelydoo for that ultimate...
    Dragon blood still beyond useless, still not deserving that -5 % nerf to Banner, wings still nerfed to the ground, and still no nothing whatsoever.
    • Dragon Leap. You gave magicka the worse of the ultimate morphs. Less damage, more ult cost. You can have your useless health damage shield back thank you very much. This could have been what mDKs needed as a cheap ultimate for burst damage and ressource regain, instead I get damage a little below Shooting star, while Shooting gives me more magicka, magicka regen, returns ult and can be cast at a distance. Leap is close combat, has no lingering AOE like Star, still CANNOT be initiated by root, and has no secondary benefits like Star. Leap needs to have the damage shield removed, and add some secondary effect, like lingering berserk/force, or even more appropriate, a lingering DOT that sticks to the targets with burning fire damage - much like Dawnbreaker's DOT. Considering we have no execute, a damage burst with added DOT damage will give the necessary pressur eon the opponents, and justify picking this morph when the other has added damage up front and lower cost.
    • Dragon Blood. I don't get it. I simply don't get it. Why is it impossible to make this skill somewhat reliable and useful, instead of highly circumstancial and unreliable. You reward us for poor ressource management and punish us for ressource management? What the heck? Make this heal for a % of total health, or total magicka, or make it a burst heal with lingering HoT. Stop making it a circus horse that only works in this and that circumstance when I'm already out of magicka aka. dead. At least make it ignore battle spirit, as it should since it's a % based and not number based.
    • Inferno. Useless beyond useless. No competition whatsoever with Inner Light. You ruined the magicka morph by making it into a stupid and unwanted heal that doesn't even work. Meaning I'm left with the stamina morph, and will only bother putting it on my bar if I have nothing else to put there. Thank you for giving the large toggle AOE to stam sorcs btw. Really. Warms my heart seeing them hurricane left and right while I'm left with my Cauterize ball that's beyond useless. Make this a large AOE that either buffs dots, deals dots that increase over time, or whatever else. Make this cool again. Current inferno is a limp, amputated, twitching embarrasment.
    • Chains. Apart from chaining in adds in vet trials and dungs, useless. Other gap closers have much more powerful secondary effects and CCs, not to mention they are reliable. Chains is a bugged mess, and your can really stick that expedition for 6 secs somewhere else.
    • Ressource management. High magicka cost on everything, nerfed magicka regen from next update due to minor magickasteal changes. Demanding rotation, and high cost ults that give only half of Battle Roar in Cyrodiil. A nightmare to manage, but at least when I run out of magicka in 5 secs I can really get a nice heal off dragon blood ..... We need lowered costs for magicka abilities, and we need Battle Roar to ignore battlespirit.

    All in all hugely disappointed in this so-called 'magicka DK buff' that Wrobel talked about in his AMA

    In fact, I was going to ditch light armor and staff and respec into heavy armor to at least have some enjoyment out of PvP, but with your incoming Black Rose nerfs and heavy armor nerfs, why even bother with that. Stam gets so much more out of going heavy, since the synergy between weapon passives and heavy armor passives are more suited for a stamina build than magicka. With your heavy armor nerfs, it's not even going to be viable to spec into heavy & shield for a magDK, which leaves me stuch again with the robe and staff, and pretty much a walking bag of AP for any stam build or magsorc that has half a brain.

    What exactly do you want the magDK to be good at? A stamDK is already a better tank and a much, much harder PvP opponent, and every other class is better in PvP, with sorcs being the better PvE DPS choice. That leaves the MagDK on the floor, with no real niche to excel in.
  • Armitas
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    Read my discord this morning and it looks like chains still has the z axis problem. Wow so dragon leap still won't fire while rooted? With all the nerfs I really don't feel like we moved much this update, we moved up a bit for sure but it really doesn't feel like much given the things we moved back on.

    I counted the classes of the top 30 on the leaderboards for each faction last campaign for TF.
    11DKs
    18 Sorcs
    19 NBs
    42 Templars.

    I don't see that changing at all. How many popular streamers are PvPing primarily on mDK?
    Edited by Armitas on 17 January 2017 15:54
    Retired.
    Nord mDK
  • Sugaroverdose
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    Armitas wrote: »
    Read my discord this morning and it looks like chains still has the z axis problem. Wow so dragon leap still won't fire while rooted? With all the nerfs I really don't feel like we moved much this update, we moved up a bit for sure but it really doesn't feel like much given the things we moved back on.

    I counted the classes of the top 30 on the leaderboards last campaign for TF.
    11DKs
    18 Sorcs
    19 NBs
    42 Templars.

    I don't see that changing at all. How many popular streamers are PvPing primarily on mDK?
    I know only one popular streamer who don't main on cheese builds, so it's not that good metric.

  • Hutch679
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    I think they just want everyone to be a Templar for pvp. A fully geared Templar is much more resourceful, can heal better including other friendlies, deal more damage, have higher survivability, and reliably use a class gap closer better than a dk. Oh wait I already spent a year building my DK. Welp lol. I quit. Later all!
  • Chadwikid
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    I wish that I could say that I am not looking forward to some of the changes that we are getting with the next update. That is simply because I have been playing mDk since the first day that I put the ESO disk in my Xbox. I can currently play the class very effectively in solo/small scale PvP. So for me these changes, the ones that don't make you scratch your head anyway, are a buff and going to make me more powerful.

    My problem with that is that I need to preface that statement with "for me." I love that mDk has a higher skill ceiling than just about any other class in the game, at least in relation to PvP. I don't PvE so I can't speak to that, but it's TOO high. I don't see how a new player, hell even some veteran players, that have not been playing mDk from the beginning, could possibly pick up this class and be in anyway successful in PvP, excluding zerging of course.

    The amount of mDks that I run into in PvP is few and most of them are damn near laughable (No offense to anyone). They have no damage but cant be killed. They have a ton of damage but get 2 shotted. They are out of resources 15 secs into the fight. They cant figure out a proper combo. They are running something other than meteor and thus can't kill half the player base. They cannot stand without backup. They are generally clueless. This, unfortunately, is the standard

    These are all problems that we know about and have experienced ourselves in playing the class. THESE are the problems that we asked to have fixed for so long that I got tired of saying them. The buffs that they are giving us this patch, and yes they are buffs (the jury is still out on cDB, although it will work well for me in the state its in on the PTS as backwards as it is) do not even begin to address a majority of those issues. I will not get into specifics as it has all been said already over and over and over again.

    Regardless of whose fault it is or the reasons why, we are dying. You ZoS are the only ones that can fix it. We have begged and pleaded with you, screamed and yelled, calmly reasoned with you. We have told and given examples of our issues, and how to fix them, over and over. You finally heard us. You finally said that we, specifically, were getting buffs to take us off life support. You gave us hope. Then you took it away.

    While a few of the buffs will help me. While a few of the buffs may help me. Most of them are meaningless or just flat out useless/poorly thought out and will help next to no one be able to play this class any more effectively than they do now. We feel betrayed and unheard. It's sad to watch the most iconic ESO class, my favorite class, slowly die. It appears, however, that due to your unwillingness to listen we will continue to die. The amount of mDK players that are left are few. You can see most of them on this thread. Most have given up. The fact that Vycor is missing from these discussions is very telling to me and should be to you as well.

    Just wanted to share my feelings.
  • Zedrian
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    I am worried about the Coagulating blood morph for my Stamina DK Tank and here is why:

    - Green Dragonblood is not optimal for my DK tank because Major Fortitude doesn't do much as I am Vampire with low Health Regen but higher Magicka Regen, and Major Endurance is useful to the extend I am not blocking. I can see Green Dragonblood a good utility for a Stamina DK DPS, and useless for a Magicka DK DPS. Vigor (both morphs) bring more utility to the group, and is thus superior than Green Dragonblood.

    - Coagulating Blood in Homestead will heal a lot less than it does now for a Tank. Why? Because my max Magicka pool on a Stamina DK tank is not much to begin with (~12k without Prismatic Armor enchants and ~16-17k with Prismatic Armor Enchants), making it a heal that does 4-5k for more than 3K magicka, instead of a 8-10k heal on my 33K max health. Due to its cost, it is also not spammable as it is only effective when low magicka. So for healing, Vigor (any morph) is better.

    - Coagulating Blood can crit, but Tanks have a low crit chance.

    - Coagulating Blood was better than the green dragon blood because it gives Minor Vitality. But if I have an off tank that puts Mystic Guard on me, there is no more reasons to use Coagulating Blood in Homestead.

    - For most trials, I would always use Echoing Vigor on my tank, because it not only heals me, but also my allies. Only on certain boss fights, would I use coagulating blood (as more efficient self heal) such as the Warrior in HelRa, the Mage Axes in AA, tanking adds away from the group, etc... And for the DK Tank, Coagulating blood is essential on the last boss of vDSA (When you take adds alone away from the group...)

    - Magicka DK DPS already had a self heal that does great amount of damage: Burning Embers.

    As I see it right, now not only will a DK Stam Tank will no longer use Coagulating blood, but Magicka DK DPS won't add it to their bar because overall it is not a reliable heal.

    Coagulating Blood was fine as it was, and if the design was meant for a Magicka build, then why not give Major Intellect instead of Major Endurance, and make it cost Stamina? Or follow some of the other advice on this thread, like a Healing over time on both morphs.
    Edited by Zedrian on 17 January 2017 14:17
  • MaxwellC
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    @Zedrian
    No they need to either get rid of the fortitude/endurance and replace it with major intellect and minor magicka/stamina steal or they need to get rid of fortitude and put major intellect + major endurance on it.They could even make it restore a fix amount of stamina (600 a second) but I doubt that'll happen.

    Coag blood needs to scale off of Max health or Max Magic + provide major intellect.

    Still waiting on a damn AoE Flames of Oblivion (Looking at you @ZOS_RichLambert ). I really want this ability (along with many others) to go back to a AoE that applies a DoT and increases DoT damage that (YOU apply) not anyone else.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • Joy_Division
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    square-peg-round-hole.jpg
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • RoamingRiverElk
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    Armitas wrote: »
    Read my discord this morning and it looks like chains still has the z axis problem. Wow so dragon leap still won't fire while rooted? With all the nerfs I really don't feel like we moved much this update, we moved up a bit for sure but it really doesn't feel like much given the things we moved back on.

    I counted the classes of the top 30 on the leaderboards last campaign for TF.
    11DKs
    18 Sorcs
    19 NBs
    42 Templars.

    I don't see that changing at all. How many popular streamers are PvPing primarily on mDK?

    Indeed. Given the Trainee set nerf (it really was mag dk set because mag dks need ALL three attributes) and the nerf to wings (not reflecting force shock anymore), ...
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • Tonnopesce
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    I actually enjoied the stonefist buff, i need to try the two morph still but the base speed makes the skill almost undogable at close range and if the heal is good i can use it instead of coagulating blood and fossilize with a good trade off
    Signature


  • Zedrian
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    MaxwellC wrote: »
    @Zedrian
    No they need to either get rid of the fortitude/endurance and replace it with major intellect and minor magicka/stamina steal or they need to get rid of fortitude and put major intellect + major endurance on it.They could even make it restore a fix amount of stamina (600 a second) but I doubt that'll happen.

    Coag blood needs to scale off of Max health or Max Magic + provide major intellect.
    @MaxwellC
    I believe we agree on the same thing ;-)
    Zedrian wrote: »
    ..., and if the design was meant for a Magicka build, then why not give Major Intellect instead of Major Endurance,..

  • Blackfyre20
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    I've said it before in here and will say it again because I think it needs to be reiterated. The heal from dragon blood was a great concept, complemented mDK's other heals nicely, and the functionality of the skill did not need to be drastically altered. You got a bigger heal when you need it and then have multiple other heals in the mDK toolkit to rely on when you have higher health. It got killed by battle spirit and all it needed was either battle spirit to affect it less, or increase the % of missing health it healed for. Also the major fortitude buff was useless and should have been replaced with a small HoT.

    I don't mind the gimicky heal on coagulating blood with potential for huge burst heals being an option, but then green dragonblood needs a buff (the ones i mentioned above and move minor vitality to GDB to replace minor endurance). It is a huge oversight IMO that ZOS would so drastically alter one morph and completely ignore the other morph that nobody uses (the added ability for it to crit is good but not sufficient). It's like they acknowledged the skill was significantly underperforming and then only got around to looking at one morph.
    Edited by Blackfyre20 on 17 January 2017 16:17
    Buff Soft Caps
  • Armitas
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    Tonnopesce wrote: »
    I actually enjoied the stonefist buff, i need to try the two morph still but the base speed makes the skill almost undogable at close range and if the heal is good i can use it instead of coagulating blood and fossilize with a good trade off

    The heal is very good. I used it for a short bit and only took it off due the fact that it was dodged so much and was fairly expensive to not get the heal from it. It's a nice nuke heal that you can put on your front bar because it also runs your CC and powerlash triggers. If you are about to die you can also block up and spam it giving you stam and health. I'm considering going back to it depending how things pan out when this is released.

    It has a much higher heal base than Blessing of Restoration, but you will still need another heal because obsidian requires a target so you can't los and heal with it. IMO there is a lot of potential to be had from either morph.
    Edited by Armitas on 17 January 2017 16:35
    Retired.
    Nord mDK
  • NBrookus
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    Chadwikid wrote: »
    Regardless of whose fault it is or the reasons why, we are dying. You ZoS are the only ones that can fix it. We have begged and pleaded with you, screamed and yelled, calmly reasoned with you. We have told and given examples of our issues, and how to fix them, over and over. You finally heard us. You finally said that we, specifically, were getting buffs to take us off life support. You gave us hope. Then you took it away.

    Amen.

    This feels like an abusive relationship. If only maybe we tried harder or didn't make him so mad. He's really not this bad all the time. He's getting better and he promised he'd stop.

    Yeah, they are still "evaluating" CDB, as if they can't smell that it stinks like a charred corpse.

    Any "buffs" we got were eviscerated by the nerfs to heavy armor.
    Tonnopesce wrote: »
    I actually enjoied the stonefist buff, i need to try the two morph still but the base speed makes the skill almost undogable at close range and if the heal is good i can use it instead of coagulating blood and fossilize with a good trade off

    It still costs a lot and the heal is not large or reliable that you will get it instead of the guy dying afk nearby. If you want the heal, you are better off running resto bar bar and healing ward -- which is also not reliable as a self heal but is a better heal and doesn't require managing to hit a shuffling, roll dodging active target.
  • Stalwart385
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    Armitas wrote: »
    I counted the classes of the top 30 on the leaderboards last campaign for TF.
    11DKs
    18 Sorcs
    19 NBs
    42 Templars.

    I bet those 11 DK's are stam DKs.
    Edited by Stalwart385 on 17 January 2017 17:05
  • Armitas
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    Armitas wrote: »
    I counted the classes of the top 30 on the leaderboards last campaign for TF.
    11DKs
    18 Sorcs
    19 NBs
    42 Templars.

    I bet those 11 DK's are stam DKs.

    At the very least there were 2 mDKs. I was one, and there was 1 other mdk that I could confirm in magicka.
    Retired.
    Nord mDK
  • KundaliniHero
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    I mostly play PVE on my mDK and I must admit it's my favorite class for this purpose, the rotation is advanced and the potential damage output is significant. I would never take my mDK into PVP, they just have limited functionality outside of niche builds and tanking, other classes have more versatility in this area IMO. From a PVE perspective:

    Dragon Leap. Useless either way for PVE. magDK's have better ulty options, this needs a dot and I mean a strong one to compensate for our lack of execute and purges to even remotely come close to being on the menu.

    Standard of Might. I understand the concept of checks and balances but I dont wholly believe this was necessary. MagDK's should do more sustained damage to compensate for the lack of an execute. While other classes get to fingerbang a single button during execute we are rotation locked. To be clear I am not asking for an execute but can we at least get a lowered ulty cost on this or just revert it back to what it was. In the end this may still be a superior PVE ulty due to the fact it still buffs the damage you do and with the extra 5% on whips and 8% from Ancient Knowledge it may even out. But what's the point of changing something just to even it out, rearranging seats on the titanic are we?

    Dragon Blood. This has always been useless. Would be great if it worked like a dark deal instead of whatever you want to call this mess of a skill now.

    Chains. Chains needs a serious overhaul, as it stand it's buggy and mostly situational, however it is absolutley necessary for vMOL. I would suggest that for Unrelenting Grip it retain the magika refund but also increase range, that way it feels like it's more of an utility improvement rather than just reimbursing me for mechanics ie; mob cc immunity.

    Whip.Solid. The 5% is welcome indeed, I must give credit to the forum warriors for dropping whine ultimates consistently for the past 2 years to get this change, although I know it was always a PVP thing: Thank You!

    Inferno.For PVE we always slot this skill on our back bar as our poor man's innerlight and the paltry set it and forget it damage it produces. However I would like to see this skill go back to the aoe it was in its glory days. Its still used for a lack of other options but for a high tiered skill it's absolutley lackluster.

    Scalding Rune.This may actually have a place on my bar this patch. Currently its a 12k dot over 11.5 seconds in line with Burning Embers and Engulfing Flames give or take, it's a fairly instant cast and can be easily bar swap cancelled. With the patch its gotten a significant damage buff 11% on the frontend and 33% on the backend making it almost 16k when factoring in other buffs, sounds pretty solid to me but we'll have to see how it pans out.
  • Stalwart385
    Stalwart385
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    I mostly play PVE on my mDK and I must admit it's my favorite class for this purpose, the rotation is advanced and the potential damage output is significant. I would never take my mDK into PVP, they just have limited functionality outside of niche builds and tanking, other classes have more versatility in this area IMO. From a PVE perspective:

    Dragon Leap. Useless either way for PVE. magDK's have better ulty options, this needs a dot and I mean a strong one to compensate for our lack of execute and purges to even remotely come close to being on the menu.

    Standard of Might. I understand the concept of checks and balances but I dont wholly believe this was necessary. MagDK's should do more sustained damage to compensate for the lack of an execute. While other classes get to fingerbang a single button during execute we are rotation locked. To be clear I am not asking for an execute but can we at least get a lowered ulty cost on this or just revert it back to what it was. In the end this may still be a superior PVE ulty due to the fact it still buffs the damage you do and with the extra 5% on whips and 8% from Ancient Knowledge it may even out. But what's the point of changing something just to even it out, rearranging seats on the titanic are we?

    Dragon Blood. This has always been useless. Would be great if it worked like a dark deal instead of whatever you want to call this mess of a skill now.

    Chains. Chains needs a serious overhaul, as it stand it's buggy and mostly situational, however it is absolutley necessary for vMOL. I would suggest that for Unrelenting Grip it retain the magika refund but also increase range, that way it feels like it's more of an utility improvement rather than just reimbursing me for mechanics ie; mob cc immunity.

    Whip.Solid. The 5% is welcome indeed, I must give credit to the forum warriors for dropping whine ultimates consistently for the past 2 years to get this change, although I know it was always a PVP thing: Thank You!

    Inferno.For PVE we always slot this skill on our back bar as our poor man's innerlight and the paltry set it and forget it damage it produces. However I would like to see this skill go back to the aoe it was in its glory days. Its still used for a lack of other options but for a high tiered skill it's absolutley lackluster.

    Scalding Rune.This may actually have a place on my bar this patch. Currently its a 12k dot over 11.5 seconds in line with Burning Embers and Engulfing Flames give or take, it's a fairly instant cast and can be easily bar swap cancelled. With the patch its gotten a significant damage buff 11% on the frontend and 33% on the backend making it almost 16k when factoring in other buffs, sounds pretty solid to me but we'll have to see how it pans out.

    I think standard was done to keep PvE on par but help PvP with whip. I'm okay with the idea at face value. I think mDK does okay in PvE, maybe a bit of range struggles.
    Edited by Stalwart385 on 17 January 2017 21:32
  • Blackfyre20
    Blackfyre20
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    I like my flames of oblivion in duels.

    Oh I don't doubt it. The FOO, skoria proc, meteor combo as a source of burst is just preposterous was what I was pointing out.
    Buff Soft Caps
  • Armitas
    Armitas
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    Obsidian shard is still being dodged because of addons. Not to mention auto dodged. It's useless as a heal. Particle speed won't matter when your UI says dodge now, or worse, you have a program that does it for you. Dragon leap appears to be very easy to dodge out of by range, and with plenty of obvious warning.
    Edited by Armitas on 17 January 2017 22:57
    Retired.
    Nord mDK
  • Mojmir
    Mojmir
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    If they cant/won't fix blood,can we have cauterize just heal ourselves?
  • Veg
    Veg
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    Just wanted to thank everyone for all the feedback in this thread. We have some updates/changes coming for the next PTS build that we’d like to share:
    • Dragon Leap (and morphs) – This ability is no longer dodgeable. (it is an AOE after all). In addition we fixed an issue where the CC immunity while leaping was not being added correctly – you are now immune to all forms of CC, including roots while leaping. Note – players can still out range this ability while the DK is in the air if the DK leaps from max range and the player immediately runs away.

    I cant count how many people have asked for F-leap to have a DoT. The damage isn't close to being usable. mDK's rely on their ultimate's more than any other class and yet none of our ultimate's make a kill mechanic. F-leap is meant to do damage. Make it do damage.

    Roots still stops us from leaping. This is very important since we don't have a single purify. This ability has not been buffed at all and is in serious need of major buffing. I can make more videos showing why it needs to be buffed and how to buff it but whats the point if you completely ignore my message?

    "We have some changes coming up that you will like." don't go back on your word @Wrobel .
    Edited by Veg on 18 January 2017 00:33
    ᕙ༼ຈل͜ຈ༽ᕗ
  • IxskullzxI
    IxskullzxI
    ✭✭✭✭
    @Veg
    I would rather have the damage shield than a dot for leap. My damage is fine. I'll take survivability. How can you complain about an ability that tooltips close to meteor and costs 75 less?
    #HowDoYouLikeYourDK?
  • Veg
    Veg
    ✭✭✭✭✭
    IxskullzxI wrote: »
    @Veg
    I would rather have the damage shield than a dot for leap. My damage is fine. I'll take survivability. How can you complain about an ability that tooltips close to meteor and costs 75 less?

    Im still editing the recent dueling videos but i've been playing this class for solo pvp since the beta. With how pvp has changed burst damage is the only kill mechanic. Its also the 1 thing mDK's cant do.

    Leap is a perfect example of a burst damage ability. It should do damage not defend. We have other ultimate s for defending. Resto ult is great. bats or corrosive armor are also great.

    Dragon leap should not be great for defending. It should be great for doing damage. And yet its not great for doing damage. We also have nothing to use with it. Nothing that compares to what other classes can use.

    Again, if you dont believe me try playing a stamplar or stamsorc for a few months. the difference is insane. You can slaughter groups that you would normally struggle to run away from.

    If you REALLY think leap is fine then duel me on the pts. I forward this message to anyone that thinks mDKs can use leap for a kill mechanic. pm me @Nick_Almighty on live or the pts.
    Edited by Veg on 18 January 2017 04:07
    ᕙ༼ຈل͜ຈ༽ᕗ
  • Garwulf
    Garwulf
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    Not sure why anyone actually bothers to 'test' the PTS content at all. Essentially from what I can see you are largely ignored by ZoS who have their own agenda which is seemingly at odds with enjoyable game play.

    As far a PVP and enjoyability of said PVP goes, the answer from Zos appears to be...go find another game.
    Considering that there is hardly anyone playing PVP these days(the difficulty getting into PVP largely caused by very low population caps) it seems the 'silent' majority have done just that.



  • Drishtan
    Drishtan
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    @ZOS_GinaBruno

    Please Make Burning Embers A Healing over Time!!!
  • MaxwellC
    MaxwellC
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    ✭✭
    Please give me my AoE Flames of Oblivion back. I'm doing as you said @ZOS_RichLambert along with other people, we will continue to have an overwhelming support of Flames of Oblivion going back to an AoE as there is no issues with it being in the game now. Just make it provide no negatives alongside providing increased DoT Damage given by 20% (only the players DoT).
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • Aquanova
    Aquanova
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    Make Obsidian Shard ALWAYS heal the caster with a chance to heal another player. This skill is unreliable as is, even when soloing. If i could get a guaranteed heal from this then it would actually find a place on my bar as I currently use resto staff for heals instead of CB.
    NA/PC
  • MaxwellC
    MaxwellC
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    ✭✭
    ^Good point, I feel that change would definitely be useful. I never even use this skill as it seems pointless and unreliable but if it hits an enemy and gives me some sort of life steal (like 1200 through battle spirit unbuffed) then that would be well worth slotting.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
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