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DK Relief?

  • Ludof
    Ludof
    ✭✭✭
    Halfwitte wrote: »
    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 :D

    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).
    Edited by Ludof on August 23, 2015 8:07PM
    [EP-EU]
    [Cloud Chasers]
    Ludof - Dragonknight EP
    Ludo-Fly-High - Warden DC
    Irenilde Bantrel - Templar EP
    Edd Bastian - Sorcerer EP
    Lvdof - Templar EP
    Nadia Brown - Templar EP
    Ludof Shadowblade -Nightblade EP
    Lùdof- Templar DC
  • Manslayer49
    Manslayer49
    ✭✭✭
    I play as a dragonknight and i dont like how much they suck in pvp. a nb should never be able to kill a dragonknight wearing heavy armor and a 2 handed weapon at range from stealth with bow attacks in 1 or 2 shots. its only proper that your should be able to retaliate and kill your attacker and thats proper balance.
  • Draxys
    Draxys
    ✭✭✭✭✭
    ✭✭
    Ludof wrote: »
    Halfwitte wrote: »
    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 :D

    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?
    Edited by Draxys on August 23, 2015 8:15PM
    2013

    rip decibel
  • Manslayer49
    Manslayer49
    ✭✭✭
    Draxys wrote: »
    Ludof wrote: »
    Halfwitte wrote: »
    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 :D

    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?

    i think no stanima regen while blocking is appropriate because its more or less that perma blocking is a crutch to make up for how bad heavy armor is right now. if heavy armor actualy gave decent mitigation like its supposed too i doubt anyone would complain.

    all the shield users i see in pvp wear medium because they might as well since the only mitigation they can get is blocking.

    and the 100% armor penetration bug makes it worse and i know its fixed on pts its just that heavy armor should add enough mitigation to take on a full dps like an nb and have a chance to kill him.
  • Manslayer49
    Manslayer49
    ✭✭✭
    the way to fix heavy armor is to increase the amount of armor points for each piece and raise the hard cap to 75% and 75% is pretty standard and makes sense

    no more easy kills for nbs and sorcs
    Edited by Manslayer49 on August 23, 2015 8:31PM
  • Ludof
    Ludof
    ✭✭✭
    Draxys wrote: »
    Ludof wrote: »
    Halfwitte wrote: »
    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 :D

    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.
    Edited by Ludof on August 23, 2015 8:46PM
    [EP-EU]
    [Cloud Chasers]
    Ludof - Dragonknight EP
    Ludo-Fly-High - Warden DC
    Irenilde Bantrel - Templar EP
    Edd Bastian - Sorcerer EP
    Lvdof - Templar EP
    Nadia Brown - Templar EP
    Ludof Shadowblade -Nightblade EP
    Lùdof- Templar DC
  • Darlon
    Darlon
    ✭✭✭✭✭
    Teiji wrote: »
    Teiji 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.


    5/10 on trolling index....
  • Manslayer49
    Manslayer49
    ✭✭✭
    Ludof wrote: »
    Draxys wrote: »
    Ludof wrote: »
    Halfwitte wrote: »
    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 :D

    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.

    like i said buff heavy armor and increase the hard cap to 75% and problem solved. no more free kills from range and the armor penetration has already been fixed on pts but in my opinion armor penetration should either be nerfed into the ground or removed.

    and on a side note not everyone wants to be pigeon holed into using sword and board some of us like to split damage and survivability and use a 2 handed sword with defending on it and 5 pieces of hundings rage and 3 pieces of ashen grip in all heavy with divines with the warrior mundus stone.

    heavy armor should always be viable in pvp no excuses.
    Edited by Manslayer49 on August 23, 2015 9:11PM
  • Draxys
    Draxys
    ✭✭✭✭✭
    ✭✭
    Ludof wrote: »
    Draxys wrote: »
    Ludof wrote: »
    Halfwitte wrote: »
    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 :D

    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.

    ok yea that makes sense... sounds like something the devs would have no clue how to implement
    2013

    rip decibel
  • Gilvoth
    Gilvoth
    ✭✭✭✭✭
    ✭✭✭✭✭
    Halfwitte wrote: »
    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.

    is this true? sounds a bit fake and not sure if this statement i quoted is true, so, can anyone confirm this is truth?
  • Domander
    Domander
    ✭✭✭✭✭
    Master_Kas wrote: »
    EnOeZ wrote: »
    Kloud wrote: »
    I would be happy with a Stam version of whip and some mobility :D

    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 :
    1. you have to be closer now to activate synergies
    2. 1.6 brought root immunities and counters options
    3. 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
    Master_Kas
    ✭✭✭✭✭
    ✭✭
    Domander wrote: »
    Master_Kas wrote: »
    EnOeZ wrote: »
    Kloud wrote: »
    I would be happy with a Stam version of whip and some mobility :D

    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 :
    1. you have to be closer now to activate synergies
    2. 1.6 brought root immunities and counters options
    3. 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 :)
    EU | PC
  • Domander
    Domander
    ✭✭✭✭✭
    Master_Kas wrote: »
    Domander wrote: »
    Master_Kas wrote: »
    EnOeZ wrote: »
    Kloud wrote: »
    I would be happy with a Stam version of whip and some mobility :D

    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 :
    1. you have to be closer now to activate synergies
    2. 1.6 brought root immunities and counters options
    3. 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 :)

    I think it went in when they fixed the stun root unbreakable CC bug. (Like invasion + talons)

    It's also not exactly something you can use on demand since you need to be hard cc'd to break free in the first place.

    You can also be rooted while CC'd , break free won't remove it. One good example is fossilize.

    Edited by Domander on August 23, 2015 10:32PM
  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    There isn't going to be any DK relief. All we have gotten are nerfs and stuff we never asked for. Look at how long fiery grip has been broken, or how we have complained about how bad molten armaments is for pvp since 1.6 and their response was to make it worse for 1.7. Our complaint was "there is too much prep for this execute in pvp", and they go an increase the prep on it by forcing us to use a full heavy attack.
    Edited by Armitas on August 23, 2015 10:18PM
    Retired.
    Nord mDK
  • Tethys
    Tethys
    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?
  • Truewavesound
    Truewavesound
    ✭✭✭
    I hope the title of this thread doesn't come up on my search history, someone might get the wrong idea...
  • Draxys
    Draxys
    ✭✭✭✭✭
    ✭✭
    Tethys wrote: »
    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?

    All agreed. Though, people will tell you that we have molten armaments, which is only useful if you build for it which in turn makes the rest of your build completely unviable.

    After considering putting my DK away indefinitely last patch, I'm seriously considering it again.
    2013

    rip decibel
  • Teiji
    Teiji
    ✭✭✭✭✭
    Tethys wrote: »
    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?

    Great post, but I'm sorry to elaborate on; all these changes have been mounting up and up ever since 1.6 and stamina morphs were first introduced into the game.

    Your concerns are on the bottom of the priority list, just like staying as a subscription based game. ZoS doesn't care.

    de3fe4d9a75967eb7eb9a2e905d86f40.jpg
    2494f2c035eae04105f12de474408c71.jpg?_ga=1.134088590.1426424225.1440257995
    eb24f0e8f0e56a919e53a4950a1fdf31.jpg?_ga=1.134088590.1426424225.1440257995
    57a8c69c2c9e4e74a4aa9b4446c41eef.jpg?_ga=1.134088590.1426424225.1440257995

    This is what ZoS cares about now.

    Actions speak louder than words and their actions have been loud and clear. DK is fine, Templar is fine, Sorcerer is fine, damage shields are fine, increasing healing received debuff from -15% to -50% is a sensible thing to do, not doubling it from -15% to -30%, that would be a small change. ZoS doesn't care about small changes.

    Just look at interviews with Paul Sage where he was adamant about The Elder Scrolls Online being a subscription MMORPG. Now The Elder Scrolls Online doesn't exist as we are playing The Elder Scrolls Online: Tamriel Unlimited.

    Igneous Weapons is still in-game, Inferno is still in-game, they're so thrilled, happy and jumping through hoops that these abilities are "so much better now" and not "uninteresting and repetitive" like stamina regen from blocking. If it's not broke, don't fix it; old Igneous Weapons was better than what we have now, Inferno too. Every DK change has slowly been making them even worse ever since update 1.6 with "The latest and greatest in crazy, wacky, game designer innovation that you'll just love! By the way, don't run in Texas folks!" Igneous weapons post-rework and Inferno post-rework is great innovation if you're a masochist.

    ZoS will only look at DK eight months from now when they're curious as to why hardly anyone plays the class. Then they'll probably remove grass from Cyrodiil in an attempt to fix lag instead of fixing DK.
    Edited by Teiji on August 23, 2015 11:01PM
    "Serving Boethiah is Freedom, embracing heroism is Liberty, existing solely for noxiphilic sanguivoria is truth." - Martin Luther King, Jr.

    European megaserver Fallout 4

    Loyalist of Boethiah, heroism enthusiast, exposer of secrets, bless'ed of noxiphilic sanguivoria.

    Nerf one grind, two more take its place; hail Gryndra!


    I am a dank memer and satire enthusiast
  • Corrupted_Soul
    Corrupted_Soul
    ✭✭✭
    Hear Hear!
    Teiji 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.

    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.

    anchorman_punch_mouth.png.png?1404163492
    Edited by Corrupted_Soul on August 24, 2015 3:24AM
    Corrupted_Soul - V16 DK - PS4 NA
  • BuggeX
    BuggeX
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    i will never stop playing my DK, and this just cause he has master angler, daedric Lord slayer and other *** achivments............
    #makemagickadkgreataigan
    #givemeaexecute
    #ineedheal
    #betterhotfixgrindspots
  • 13oot5straps
    WTB stamina chains skill morph for nord dk. does minimal damage but in turn applies root 2.5 secs and major fracture/breach 8.5 secs. 5500 crowns OBO
  • Armitas
    Armitas
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    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.
    Edited by Armitas on August 24, 2015 1:44PM
    Retired.
    Nord mDK
  • Tethys
    Tethys
    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.
  • Baragorath
    Baragorath
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    Tethys wrote: »
    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.

    They will read only if bad references start showing up on MMO sites like www.mmorpg.com

    Baragorath - Proud Nord - Dragon Knight - Former Emperor - AR40
    One-Who-Crushes-Mountains - Argonian - Templar - AR8
    Grotarg Delan - Dunmer - Nightblade - AR6
    Avosaris - High Elf - Sorcerer - AR6

    Squishy Tomatoes - Pact Support Group - July 2016 - up to date

    Decimation Elite - Field Marshal - December 2014 - May 2016

    Gave up on Banana Squad members math skills - March 2016
  • Ishammael
    Ishammael
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    ✭✭
    Armitas wrote: »
    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.

    If we could get a teleport gap closer I would stop complaining about everything else. It would help soooooo much to have a magicka-based gap closer. Especially if I sprouted wings and exploded in fire while doing it.
  • omfgitsbatman
    omfgitsbatman
    ✭✭✭✭
    EnOeZ wrote: »

    D/ Give us something more in terms of taking damage since we have no "glorious" escape mechanism in PVP like sorcs and NBs

    I totally agree. DK's should get something like an ultimate that makes you immortal for a few seconds. They should also get something that reflects incoming projectiles for a while. They should also get a shield that increases their healing done by 30%. They should totally also get a really good instant self heal that can combine with that shield I just mentioned. You know what sounds good too? A CC that can heal you. DK's should totally get that.

    Once DK's get all of that, they should be able to take damage better than any other class. That would make them pretty useful in many situations.

    He's the healer Tamriel deserves, but not the one it needs right now. So we'll hurt his tank. Because he can heal them to full. Because he's not our hero. He's a silent guardian, a watchful rejuvinator. A Cloaked Healer.

    @Omfgitsbatman PC/NA
    Ticktick-Argonian Nightblade Healer/Magicka DPS
    Tinytick- Imperial DK Tank
    Wuches Y'Shaur- V16 High Elf Sorc Magicka DPS
    Ticktator- Dunmer DK Magicka DPS
    Tick Head- Dark Elf Magicka NB DPS

    GM:
    Mercs Of Sovngarde (EP/NA): AA (HM), HRC (HM), VSO (HM), VDSA, VMSA complete
    Vet Maw 4/5

  • Tethys
    Tethys
    [/quote]

    I totally agree. DK's should get something like an ultimate that makes you immortal for a few seconds. They should also get something that reflects incoming projectiles for a while. They should also get a shield that increases their healing done by 30%. They should totally also get a really good instant self heal that can combine with that shield I just mentioned. You know what sounds good too? A CC that can heal you. DK's should totally get that.
    [/quote]

    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.
  • Hope499
    Hope499
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    Bump this, DK's are not getting anything done these days....

    Dk Tank?? pfffft, dont even bother.
    Tripped over my friends bra.....
    ....
    ....
    ..she is always setting booby traps!
  • omfgitsbatman
    omfgitsbatman
    ✭✭✭✭
    Tethys wrote: »
    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.

    Magma still makes you immortal for a few seconds. The fact that the incoming damaged is halved doesn't change the fact that you're immortal. Igneous is still giving you the 30 percent bonus, but to a 50% reduced heal. Everyone has that reduced healing. Igneous Shields are no less worth it because of this. You can still easily basically reset the fight by doing Igneous shields and coagulating blood.

    As far as shield breaker- that set is OP, and definitely needs fixing. So yeah, that makes igneous shields kinda bad against this set. But again, DK's aren't the only class that's happening to. It's happening to everyone.
    He's the healer Tamriel deserves, but not the one it needs right now. So we'll hurt his tank. Because he can heal them to full. Because he's not our hero. He's a silent guardian, a watchful rejuvinator. A Cloaked Healer.

    @Omfgitsbatman PC/NA
    Ticktick-Argonian Nightblade Healer/Magicka DPS
    Tinytick- Imperial DK Tank
    Wuches Y'Shaur- V16 High Elf Sorc Magicka DPS
    Ticktator- Dunmer DK Magicka DPS
    Tick Head- Dark Elf Magicka NB DPS

    GM:
    Mercs Of Sovngarde (EP/NA): AA (HM), HRC (HM), VSO (HM), VDSA, VMSA complete
    Vet Maw 4/5

  • Paulhewhewria
    Paulhewhewria
    ✭✭✭
    Once again I request more DK buffs please.
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