Reroll NB is the new DK meta. Don't reroll more than once because there is a cost increase this next patch. Character creation is 33% longer along with quest completion time as well as a reduction in xp gained by 33%. It's to prevent an over abundance of NBs. It's all due to the fact Eric Wrobel doesn't think DKs are fun anymore and once DK population drops below 20% they're going to start their execute phase. Then say hello to NBs Unlimited.
Reroll NB is the new DK meta. Don't reroll more than once because there is a cost increase this next patch. Character creation is 33% longer along with quest completion time as well as a reduction in xp gained by 33%. It's to prevent an over abundance of NBs. It's all due to the fact Eric Wrobel doesn't think DKs are fun anymore and once DK population drops below 20% they're going to start their execute phase. Then say hello to NBs Unlimited.
You made my day
However, I think DKs mostly need:
-Mobility Skills (I know it will never happen );
-Direct Stamina Damage Skill;
-Buff Igneous Shield (useless like Sun Shield);
-Buff Healing received from skills (Deep Breath / Draw Essence- Burning Embers / Unstable Flame- Engulfing Flames / Burning Breath);
-Buff Heavy Armor (Add to "Bracing" something like this : If you wear 5+ Heavy Armor Pieces Stamina Regen is reduced by 50% while blocking).
Reroll NB is the new DK meta. Don't reroll more than once because there is a cost increase this next patch. Character creation is 33% longer along with quest completion time as well as a reduction in xp gained by 33%. It's to prevent an over abundance of NBs. It's all due to the fact Eric Wrobel doesn't think DKs are fun anymore and once DK population drops below 20% they're going to start their execute phase. Then say hello to NBs Unlimited.
You made my day
However, I think DKs mostly need:
-Mobility Skills (I know it will never happen );
-Direct Stamina Damage Skill;
-Buff Igneous Shield (useless like Sun Shield);
-Buff Healing received from skills (Deep Breath / Draw Essence- Burning Embers / Unstable Flame- Engulfing Flames / Burning Breath);
-Buff Heavy Armor (Add to "Bracing" something like this : If you wear 5+ Heavy Armor Pieces Stamina Regen is reduced by 50% while blocking).
so heavy armor users would have -50% stam regen while blocking next patch?
Reroll NB is the new DK meta. Don't reroll more than once because there is a cost increase this next patch. Character creation is 33% longer along with quest completion time as well as a reduction in xp gained by 33%. It's to prevent an over abundance of NBs. It's all due to the fact Eric Wrobel doesn't think DKs are fun anymore and once DK population drops below 20% they're going to start their execute phase. Then say hello to NBs Unlimited.
You made my day
However, I think DKs mostly need:
-Mobility Skills (I know it will never happen );
-Direct Stamina Damage Skill;
-Buff Igneous Shield (useless like Sun Shield);
-Buff Healing received from skills (Deep Breath / Draw Essence- Burning Embers / Unstable Flame- Engulfing Flames / Burning Breath);
-Buff Heavy Armor (Add to "Bracing" something like this : If you wear 5+ Heavy Armor Pieces Stamina Regen is reduced by 50% while blocking).
so heavy armor users would have -50% stam regen while blocking next patch?
ThyIronFist wrote: »ThyIronFist wrote: »I agree, ZoS should nerf Dragonknight.
Indeed. Nerf Dragonknight, replace it with Necromancer.
If you can't post anything that will at least add to the discussion then gtfo.
That's not very polite!
What can anyone post that will add to the discussion? Veteran Ranks can only be removed when Dragonknight class is removed, after Orsinium as Matt Firor said on Quakecon 2015.
You can be as impolite as you possibly can, doesn't change the fact Dragonknight deserves nerfs and should be removed from the game. This will have nothing but a positive effect for the long term health of the game; if Dragonknight is too complicated to code balance for, just remove it instead of making Cyrodiil lag even more.
I hope you realise how unsafe and insecure you're making forum users feel by being so impolite. The forums should be a place where everyone feels safe.
Necromancer would probably be easier to code than Dragonknight anyway, yet you don't even consider this, nor the possibilities that Dragonknight existing is causing all the issues with coding for the interns at ZoS. Take Flight bug and Chains 'too high, too low' are two examples.
Reroll NB is the new DK meta. Don't reroll more than once because there is a cost increase this next patch. Character creation is 33% longer along with quest completion time as well as a reduction in xp gained by 33%. It's to prevent an over abundance of NBs. It's all due to the fact Eric Wrobel doesn't think DKs are fun anymore and once DK population drops below 20% they're going to start their execute phase. Then say hello to NBs Unlimited.
You made my day
However, I think DKs mostly need:
-Mobility Skills (I know it will never happen );
-Direct Stamina Damage Skill;
-Buff Igneous Shield (useless like Sun Shield);
-Buff Healing received from skills (Deep Breath / Draw Essence- Burning Embers / Unstable Flame- Engulfing Flames / Burning Breath);
-Buff Heavy Armor (Add to "Bracing" something like this : If you wear 5+ Heavy Armor Pieces Stamina Regen is reduced by 50% while blocking).
so heavy armor users would have -50% stam regen while blocking next patch?
Let me explain: Heavy Armor has no real benefit compared to Medium or Light Armor, since it lacks regen and Resistance (due to penetration).
What I previously meant it's to give 5+ Heavy Armor users half of their regen while blocking and not 0 ( like now on pts):
this would make Heavy Armor usefull at least for blocking;in fact block nerf (and heal nerf too) totally destroyed Heavy Armor DKs playstyle.
Reroll NB is the new DK meta. Don't reroll more than once because there is a cost increase this next patch. Character creation is 33% longer along with quest completion time as well as a reduction in xp gained by 33%. It's to prevent an over abundance of NBs. It's all due to the fact Eric Wrobel doesn't think DKs are fun anymore and once DK population drops below 20% they're going to start their execute phase. Then say hello to NBs Unlimited.
You made my day
However, I think DKs mostly need:
-Mobility Skills (I know it will never happen );
-Direct Stamina Damage Skill;
-Buff Igneous Shield (useless like Sun Shield);
-Buff Healing received from skills (Deep Breath / Draw Essence- Burning Embers / Unstable Flame- Engulfing Flames / Burning Breath);
-Buff Heavy Armor (Add to "Bracing" something like this : If you wear 5+ Heavy Armor Pieces Stamina Regen is reduced by 50% while blocking).
so heavy armor users would have -50% stam regen while blocking next patch?
Let me explain: Heavy Armor has no real benefit compared to Medium or Light Armor, since it lacks regen and Resistance (due to penetration).
What I previously meant it's to give 5+ Heavy Armor users half of their regen while blocking and not 0 ( like now on pts):
this would make Heavy Armor usefull at least for blocking;in fact block nerf (and heal nerf too) totally destroyed Heavy Armor DKs playstyle.
Reroll NB is the new DK meta. Don't reroll more than once because there is a cost increase this next patch. Character creation is 33% longer along with quest completion time as well as a reduction in xp gained by 33%. It's to prevent an over abundance of NBs. It's all due to the fact Eric Wrobel doesn't think DKs are fun anymore and once DK population drops below 20% they're going to start their execute phase. Then say hello to NBs Unlimited.
Master_Kas wrote: »I would be happy with a Stam version of whip and some mobility
A/ Molten whip should have been stamina since 1.6. I fully agree !
B/ Put back the cost of Banner and morphs at 200 since :
- you have to be closer now to activate synergies
- 1.6 brought root immunities and counters options
- cost increase for a double nerf is never a good decision (triple nerf)
C/ Restore Heavy Armor "Constitution" (resources) and "Juggernaut" (+7% melee dmg) passive. It is not specific to DK, but DK is well suited to a (working) Heavy Armor since we have to stand our ground or die in PVP.
D/ Give us something more in terms of taking damage since we have no "glorious" escape mechanism in PVP like sorcs and NBs
E/ Change the useless "Elder Dragon" passive to something useful like "30% cost reduction to stamina abilities and mechanics (sneak, sprint, roll, break free) for 6 sec after being victim of a root, stun, disorient or knock down." Considering the free and permanent 20% stamina boost to sorcs in 2.1.2, I would just find this fair.
F/ Change Cinder Storm to be PBAOE again (arround the caster) with Major Maim (-30% damage) for meleers and leave eruption targeted for rangers and add Minor Maim (-15%)
G/ Fix flame of Oblivion so that it actually keeps working in WWolf form like all other buffs, Fix Leaps so that we can use it in intense battles without "freezing" but not jumping. Fix the unbreakable Fear bug.
H/ with lag and the change to the range to trigger synergies, the nerf to talons has became unnecessary, especially since we have since update 6 several unroot and root immunities options. Restore the 7 range on talons.
I/ Restore the original duration of Magma Armor and morphs to 10 seconds.
And I would be happy for this update.
First of all , all cc can bug out so you cannot break free. Can send you videos in PM. Not just a fear issue.
Second , where the hell do you see root immunity in game?? There is no root immunity. And with the nerfs to both dodgeroll and sorcs bolt escape, roots will be more powerful in this new update.
Rest of the stuff you wrote I agree with however. Just don't spill out lies like root immunity lol.
There are skills like shuffle (medium armor skill morph and rapid manouvers morph yes. But That's no immunity. You can still spam roots all day without players given immunity since it's considered soft cc unlocked hard cc (fear,knockdown etc).
Master_Kas wrote: »I would be happy with a Stam version of whip and some mobility
A/ Molten whip should have been stamina since 1.6. I fully agree !
B/ Put back the cost of Banner and morphs at 200 since :
- you have to be closer now to activate synergies
- 1.6 brought root immunities and counters options
- cost increase for a double nerf is never a good decision (triple nerf)
C/ Restore Heavy Armor "Constitution" (resources) and "Juggernaut" (+7% melee dmg) passive. It is not specific to DK, but DK is well suited to a (working) Heavy Armor since we have to stand our ground or die in PVP.
D/ Give us something more in terms of taking damage since we have no "glorious" escape mechanism in PVP like sorcs and NBs
E/ Change the useless "Elder Dragon" passive to something useful like "30% cost reduction to stamina abilities and mechanics (sneak, sprint, roll, break free) for 6 sec after being victim of a root, stun, disorient or knock down." Considering the free and permanent 20% stamina boost to sorcs in 2.1.2, I would just find this fair.
F/ Change Cinder Storm to be PBAOE again (arround the caster) with Major Maim (-30% damage) for meleers and leave eruption targeted for rangers and add Minor Maim (-15%)
G/ Fix flame of Oblivion so that it actually keeps working in WWolf form like all other buffs, Fix Leaps so that we can use it in intense battles without "freezing" but not jumping. Fix the unbreakable Fear bug.
H/ with lag and the change to the range to trigger synergies, the nerf to talons has became unnecessary, especially since we have since update 6 several unroot and root immunities options. Restore the 7 range on talons.
I/ Restore the original duration of Magma Armor and morphs to 10 seconds.
And I would be happy for this update.
First of all , all cc can bug out so you cannot break free. Can send you videos in PM. Not just a fear issue.
Second , where the hell do you see root immunity in game?? There is no root immunity. And with the nerfs to both dodgeroll and sorcs bolt escape, roots will be more powerful in this new update.
Rest of the stuff you wrote I agree with however. Just don't spill out lies like root immunity lol.
There are skills like shuffle (medium armor skill morph and rapid manouvers morph yes. But That's no immunity. You can still spam roots all day without players given immunity since it's considered soft cc unlocked hard cc (fear,knockdown etc).
It's been in game long before 1.6 but "break free" gives you a couple seconds of immunity to roots.
Master_Kas wrote: »Master_Kas wrote: »I would be happy with a Stam version of whip and some mobility
A/ Molten whip should have been stamina since 1.6. I fully agree !
B/ Put back the cost of Banner and morphs at 200 since :
- you have to be closer now to activate synergies
- 1.6 brought root immunities and counters options
- cost increase for a double nerf is never a good decision (triple nerf)
C/ Restore Heavy Armor "Constitution" (resources) and "Juggernaut" (+7% melee dmg) passive. It is not specific to DK, but DK is well suited to a (working) Heavy Armor since we have to stand our ground or die in PVP.
D/ Give us something more in terms of taking damage since we have no "glorious" escape mechanism in PVP like sorcs and NBs
E/ Change the useless "Elder Dragon" passive to something useful like "30% cost reduction to stamina abilities and mechanics (sneak, sprint, roll, break free) for 6 sec after being victim of a root, stun, disorient or knock down." Considering the free and permanent 20% stamina boost to sorcs in 2.1.2, I would just find this fair.
F/ Change Cinder Storm to be PBAOE again (arround the caster) with Major Maim (-30% damage) for meleers and leave eruption targeted for rangers and add Minor Maim (-15%)
G/ Fix flame of Oblivion so that it actually keeps working in WWolf form like all other buffs, Fix Leaps so that we can use it in intense battles without "freezing" but not jumping. Fix the unbreakable Fear bug.
H/ with lag and the change to the range to trigger synergies, the nerf to talons has became unnecessary, especially since we have since update 6 several unroot and root immunities options. Restore the 7 range on talons.
I/ Restore the original duration of Magma Armor and morphs to 10 seconds.
And I would be happy for this update.
First of all , all cc can bug out so you cannot break free. Can send you videos in PM. Not just a fear issue.
Second , where the hell do you see root immunity in game?? There is no root immunity. And with the nerfs to both dodgeroll and sorcs bolt escape, roots will be more powerful in this new update.
Rest of the stuff you wrote I agree with however. Just don't spill out lies like root immunity lol.
There are skills like shuffle (medium armor skill morph and rapid manouvers morph yes. But That's no immunity. You can still spam roots all day without players given immunity since it's considered soft cc unlocked hard cc (fear,knockdown etc).
It's been in game long before 1.6 but "break free" gives you a couple seconds of immunity to roots.
Lol no break free doesn't give immunity to roots. Happy to prove you wrong on PTS or live if you are EU
Hey everyone, hello ZoS.
I have a few things that I'd like to discuss that concern small scale group PvP. I have seen some of these points mentioned , but i think they've not been stressed enough.
1. ZoS, you're underestimating how important positioning and therefore mobility is in PvP. Yes, you nerfed the blinking Sorcs, yet you left NBs mechanics basically unchanged. Weapon abilities can not make up for lacking class mobility, since all of them need ground-based pathing.
2. The nerf to permablocking is neccessary, but it is only hitting two classes which heavily relied on it to be competitive in PvP: Templars and DKs. NBs and Sorcs never had the need of permablocking due to their high mobility and cloaking mechanisms. It feels still the same in the Imperial City.
3. By lowering damage and heal execute abilities became stronger and more important. I think i don't have to mention the class who has none.
4. By 'adjusting' the Battle Roar passive making it scale off each resource, magicka DKs got a huge nerf again. Have you tried calling your banner when you were down to 10%, ending up with a warm breeze of nothing and getting stomped because the heal you received was pretty much nonexistant? Sure, i can go for heavy armor and hitpoints, but tanking and hitting like a wet noodle isn't for everyone. Hello there ZoS, you heard right, not every DK wants to be a PvE Tank. I know, that comes bloody surprising, but someone had to tell you.
5. Stamina DKs are not worth being called DKs anymore. If i want to make a stamina-DK work, i have 1 class skill left on each bar. That includes ultimates. Plus you need to be vampire because (surprise) the only way to kind-of-reset a fight is to mistform away and regen some stamina doing so.
Each hour i spend on the PTS i get more frustrated about these imbalances. And i see that not only DKs are concerned with the points i mentioned, but sure as hell NBs (which happen to be twice as many in the IC as any other class proven by kill-achievements) have little problems with them.
What are your thoughts on this?
Hey everyone, hello ZoS.
I have a few things that I'd like to discuss that concern small scale group PvP. I have seen some of these points mentioned , but i think they've not been stressed enough.
1. ZoS, you're underestimating how important positioning and therefore mobility is in PvP. Yes, you nerfed the blinking Sorcs, yet you left NBs mechanics basically unchanged. Weapon abilities can not make up for lacking class mobility, since all of them need ground-based pathing.
2. The nerf to permablocking is neccessary, but it is only hitting two classes which heavily relied on it to be competitive in PvP: Templars and DKs. NBs and Sorcs never had the need of permablocking due to their high mobility and cloaking mechanisms. It feels still the same in the Imperial City.
3. By lowering damage and heal execute abilities became stronger and more important. I think i don't have to mention the class who has none.
4. By 'adjusting' the Battle Roar passive making it scale off each resource, magicka DKs got a huge nerf again. Have you tried calling your banner when you were down to 10%, ending up with a warm breeze of nothing and getting stomped because the heal you received was pretty much nonexistant? Sure, i can go for heavy armor and hitpoints, but tanking and hitting like a wet noodle isn't for everyone. Hello there ZoS, you heard right, not every DK wants to be a PvE Tank. I know, that comes bloody surprising, but someone had to tell you.
5. Stamina DKs are not worth being called DKs anymore. If i want to make a stamina-DK work, i have 1 class skill left on each bar. That includes ultimates. Plus you need to be vampire because (surprise) the only way to kind-of-reset a fight is to mistform away and regen some stamina doing so.
Each hour i spend on the PTS i get more frustrated about these imbalances. And i see that not only DKs are concerned with the points i mentioned, but sure as hell NBs (which happen to be twice as many in the IC as any other class proven by kill-achievements) have little problems with them.
What are your thoughts on this?




OrphanHelgen wrote: »Some really good arguments here. Take back cost of standard to 200 yes.
Remember when other classes is getting a buff, its the same as for example DK getting nerfed. So I dont see the point of buffing one class and nerfing the other, the gap between them is getting twice as big.
No, nerf DK more. DK is failed class. I hope they increase cost of Standard to 500.
ThyIronFist wrote: »Snip
DK is a PvE class bro, just ask next ESO live and they will tell you the same thing.
You want to PvP? That's okay because DK is for the masochist, you can find pleasure from being abused by every other class as they damage shield to grant immunity to your Underwhelming Flame.
DK should be nerfed into unplayability PvE and PvP, this will create a big controversy and then I can get a refund as I signed up for a subscription based AAA experience where passion and enthusiasm for the intellectual property which is The Elder Scrolls is the main driving force behind the game, none of this "Oh this class is really fun I don't want to nerf my own class let's just nerf every other class and not give them the attention they deserve." as it screams unprofessionalism and makes it look like game balance is done as a hobby for someone with too much money to spend in a single lifetime.
Nerf every class I say, nerf every class and see the population decrease so they're forced to get their act together.

I wonder if the Devs are even reading -any- of the dozen DK-linked topics here. So far tehy have not commented on a single one.
As "yonkit" suggested they should replace chains with a teleport gap closer. You basically turn into a fireball and smash into your opponent. Leave one morph for pulling.
D/ Give us something more in terms of taking damage since we have no "glorious" escape mechanism in PVP like sorcs and NBs
I will ignore your sarcasm for one second and tell you this: concerning 1.6 you're totally right. These things do work for DKs. In 1.7 they are just so much weaker. The ultimate is, due to the overall damage nerf, only HALF AS STRONG as it was in the beginning. igneous shield is basically giving you 15% more heal, which is pretty crappy, plus if you use it, you get vulnerable to the most used set in the future: shield breaker. And Dragon blood doesn't make up for anything, it is barely worth the magicka spent when you are down to 1% HP. I would suggest running with Vigor since it is so much more superior, maybe even as a magicka built.
Blergh. I very much dislike how ZoS is asking for feedback but ignoring any input.