dap_robertb16_ESO wrote: »Personally, I dislike DKs. A lot of those who play it, especially in the beginning, did so because it was the one build that allowed the to 1vX the best with as little effort as possible and made use of the unbalanced and sometimes broken mechanics. Some of these same people spent the last 12-18 months complaining that ZOS broke DKs because they couldn't 1vX with little effort any more and had to learn something other than block and lol.
However, I strongly support the call to change GDB into what it used to be where you could gain 50-80% of your health back as an emergency heal. All the other changes with the exception of broken wings are bringing DKs back into the equally broken balance of the other classes and will still allow all the good players (note: not those who cheese) to make extremely good viable magicka DKs.
I don't know what you're talking about. Nova is an amazing ult.@blabafat
Id place DKs at number 3 for ults, templars being the last since the only real good ult they have(in regards to pvp) is rite of passage, which is good in situational things since it cant be interrupted in pvp. The other 2 are replaceable by meteor and dawnbreaker. This is about it as i barely even run out of resources as a dk and talons is really useful in pve and pvp for when i want to make someone run out of resources faster.
HoloYoitsu wrote: »I don't know what you're talking about. Nova is an amazing ult.@blabafat
Id place DKs at number 3 for ults, templars being the last since the only real good ult they have(in regards to pvp) is rite of passage, which is good in situational things since it cant be interrupted in pvp. The other 2 are replaceable by meteor and dawnbreaker. This is about it as i barely even run out of resources as a dk and talons is really useful in pve and pvp for when i want to make someone run out of resources faster.
Groups use Nova all the time, Gravity Crush is one of the best things in the game.HoloYoitsu wrote: »I don't know what you're talking about. Nova is an amazing ult.@blabafat
Id place DKs at number 3 for ults, templars being the last since the only real good ult they have(in regards to pvp) is rite of passage, which is good in situational things since it cant be interrupted in pvp. The other 2 are replaceable by meteor and dawnbreaker. This is about it as i barely even run out of resources as a dk and talons is really useful in pve and pvp for when i want to make someone run out of resources faster.
Rarely seen it used in pvp is what im getting at. Still wouldnt top DKs ults though. That 5k flame damage a second from standard of might is just too nice to miss in pve.
HoloYoitsu wrote: »Groups use Nova all the time, Gravity Crush is one of the best things in the game.HoloYoitsu wrote: »I don't know what you're talking about. Nova is an amazing ult.@blabafat
Id place DKs at number 3 for ults, templars being the last since the only real good ult they have(in regards to pvp) is rite of passage, which is good in situational things since it cant be interrupted in pvp. The other 2 are replaceable by meteor and dawnbreaker. This is about it as i barely even run out of resources as a dk and talons is really useful in pve and pvp for when i want to make someone run out of resources faster.
Rarely seen it used in pvp is what im getting at. Still wouldnt top DKs ults though. That 5k flame damage a second from standard of might is just too nice to miss in pve.
HoloYoitsu wrote: »Groups use Nova all the time, Gravity Crush is one of the best things in the game.HoloYoitsu wrote: »I don't know what you're talking about. Nova is an amazing ult.@blabafat
Id place DKs at number 3 for ults, templars being the last since the only real good ult they have(in regards to pvp) is rite of passage, which is good in situational things since it cant be interrupted in pvp. The other 2 are replaceable by meteor and dawnbreaker. This is about it as i barely even run out of resources as a dk and talons is really useful in pve and pvp for when i want to make someone run out of resources faster.
Rarely seen it used in pvp is what im getting at. Still wouldnt top DKs ults though. That 5k flame damage a second from standard of might is just too nice to miss in pve.
Wrong.As far as ultimates go, I'd have to say in order of best it goes:
1. Nightblades
2. Dragonknights (could be debated to be #3)
3. Sorcerers (could be debated to be #2)
4. Templars
dap_robertb16_ESO wrote: »Personally, I dislike DKs. A lot of those who play it, especially in the beginning, did so because it was the one build that allowed the to 1vX the best with as little effort as possible and made use of the unbalanced and sometimes broken mechanics. Some of these same people spent the last 12-18 months complaining that ZOS broke DKs because they couldn't 1vX with little effort any more and had to learn something other than block and lol.
However, I strongly support the call to change GDB into what it used to be where you could gain 50-80% of your health back as an emergency heal. All the other changes with the exception of broken wings are bringing DKs back into the equally broken balance of the other classes and will still allow all the good players (note: not those who cheese) to make extremely good viable magicka DKs.
themdogesbite wrote: »dap_robertb16_ESO wrote: »Personally, I dislike DKs. A lot of those who play it, especially in the beginning, did so because it was the one build that allowed the to 1vX the best with as little effort as possible and made use of the unbalanced and sometimes broken mechanics. Some of these same people spent the last 12-18 months complaining that ZOS broke DKs because they couldn't 1vX with little effort any more and had to learn something other than block and lol.
However, I strongly support the call to change GDB into what it used to be where you could gain 50-80% of your health back as an emergency heal. All the other changes with the exception of broken wings are bringing DKs back into the equally broken balance of the other classes and will still allow all the good players (note: not those who cheese) to make extremely good viable magicka DKs.
Yeah i agree completely! How DARE magcia DKs utilise one of the few defence mechanisms avaible to them. They should just shield stack or dodgeroll like the rest of us. The worst of the worst are definetly the DKs from launch... With their flappy wings! They just needed to dedicate a entire set in order to only loose all their stamina and not their magica when they wanted to reflect something! Outrageous! The real skilled players played nightblades, VoB and harness magica whilst blocking to mitigate over 100% of magical damage was weak and very very hard to pull of!
Block and lol was what every damn class did, thats not DK specific.
HoloYoitsu wrote: »Wrong.As far as ultimates go, I'd have to say in order of best it goes:
1. Nightblades
2. Dragonknights (could be debated to be #3)
3. Sorcerers (could be debated to be #2)
4. Templars
Wrong.
Wrong.
And wrong.
Here is the correct order of top ults:
1. Shooting Star.
2. Shooting Star.
3. Shooting Star.
4. Shooting Star.
The_Outsider wrote: »Hey, @Jules so I just read through your post- Thieves Guild update.
You laid out all the Magicka Dragonknights weaknesses (quite nicely, I might add) and show how similar skills or a few skills used together can outshine a MDKs options. You want to be viable in Cyrodiil. Just a few thoughts I pulled out of your post:
DKs are not as good as other builds and need Major Expedition because of the Hasty passive.
" are not as good as other builds and need buffed Coagulating Blood because of BoL.
" are not as good as other builds and need a % Dodge Chance Ability because of Shuffle.
" are not as good as other builds and need and need better gap closer because some gap closers stun.
I agree that MDKs could use a little polishing. But a lot of these suggestions imply that you want to have the exact same tools and strengths as everyone else (And this isn't a MDK vs. everything else scenario; each class/build has tools that others don't, or don't do as well)?
I have always viewed (ZoS too maybe?) DKs as the class that excels at the tanky-warrior type that outshines others in mitigation and toughness. Why should DKs have heals to match the Templar, or mobility to match the Sorc, or damage to match the NB? Especially in a Meta where everyone is doing the same things to be viable, do we really want to make DKs look even more like the other classes? What if we were cool with different classes having different strengths and weakness. So I wonder...
What are your thoughts on the roll of the DK in Cyrodiil moving forward?
(forgive my scattered thoughts)
If we want DKs to be viable in PvP, ZoS needs to buff their survivability. If they buff their mobility, then we have similar classes to what we already have.The_Outsider wrote: »Hey, @Jules so I just read through your post- Thieves Guild update.
You laid out all the Magicka Dragonknights weaknesses (quite nicely, I might add) and show how similar skills or a few skills used together can outshine a MDKs options. You want to be viable in Cyrodiil. Just a few thoughts I pulled out of your post:
DKs are not as good as other builds and need Major Expedition because of the Hasty passive.
" are not as good as other builds and need buffed Coagulating Blood because of BoL.
" are not as good as other builds and need a % Dodge Chance Ability because of Shuffle.
" are not as good as other builds and need and need better gap closer because some gap closers stun.
I agree that MDKs could use a little polishing. But a lot of these suggestions imply that you want to have the exact same tools and strengths as everyone else (And this isn't a MDK vs. everything else scenario; each class/build has tools that others don't, or don't do as well)?
I have always viewed (ZoS too maybe?) DKs as the class that excels at the tanky-warrior type that outshines others in mitigation and toughness. Why should DKs have heals to match the Templar, or mobility to match the Sorc, or damage to match the NB? Especially in a Meta where everyone is doing the same things to be viable, do we really want to make DKs look even more like the other classes? What if we were cool with different classes having different strengths and weakness. So I wonder...
What are your thoughts on the roll of the DK in Cyrodiil moving forward?
(forgive my scattered thoughts)
I can see your point and forgive me for improperly communicating that I want everything that every other class has. My intent was to show how we are weaker in those departments (damage, mobility) and why we need to excel in other departments which we currently do not. This would balance things.
I do not think DK's need to be redefined as a mobile class, however I think some level of mobility is necessary for open world pvp on every class. Otherwise with the way snares and stuns work now, you end up getting permarooted and dying a miserable death.
I agree that ZOS views the class as a tough/mitigating class however I think they have overlooked some things. While other classes are given tools to also mitigate damage (Templars- restoring focus/strong heals/purify, Sorcerers- Hardened Ward, Nightblades- Heals in their damage/doubletake) - DK's have nothing that really outshines any of them in terms of tanking aside from the ult that reduces incoming damage to 3% and a blocking passive that is all but circumstantial with block nerfs. Conversely, while other classes are able to tank, DK's are not able to be mobile in any sense. Do you see the conundrum?
If we want DKs to be viable in PvP, ZoS needs to buff their survivability. If they buff their mobility, then we have similar classes to what we already have.The_Outsider wrote: »Hey, @Jules so I just read through your post- Thieves Guild update.
You laid out all the Magicka Dragonknights weaknesses (quite nicely, I might add) and show how similar skills or a few skills used together can outshine a MDKs options. You want to be viable in Cyrodiil. Just a few thoughts I pulled out of your post:
DKs are not as good as other builds and need Major Expedition because of the Hasty passive.
" are not as good as other builds and need buffed Coagulating Blood because of BoL.
" are not as good as other builds and need a % Dodge Chance Ability because of Shuffle.
" are not as good as other builds and need and need better gap closer because some gap closers stun.
I agree that MDKs could use a little polishing. But a lot of these suggestions imply that you want to have the exact same tools and strengths as everyone else (And this isn't a MDK vs. everything else scenario; each class/build has tools that others don't, or don't do as well)?
I have always viewed (ZoS too maybe?) DKs as the class that excels at the tanky-warrior type that outshines others in mitigation and toughness. Why should DKs have heals to match the Templar, or mobility to match the Sorc, or damage to match the NB? Especially in a Meta where everyone is doing the same things to be viable, do we really want to make DKs look even more like the other classes? What if we were cool with different classes having different strengths and weakness. So I wonder...
What are your thoughts on the roll of the DK in Cyrodiil moving forward?
(forgive my scattered thoughts)
I can see your point and forgive me for improperly communicating that I want everything that every other class has. My intent was to show how we are weaker in those departments (damage, mobility) and why we need to excel in other departments which we currently do not. This would balance things.
I do not think DK's need to be redefined as a mobile class, however I think some level of mobility is necessary for open world pvp on every class. Otherwise with the way snares and stuns work now, you end up getting permarooted and dying a miserable death.
I agree that ZOS views the class as a tough/mitigating class however I think they have overlooked some things. While other classes are given tools to also mitigate damage (Templars- restoring focus/strong heals/purify, Sorcerers- Hardened Ward, Nightblades- Heals in their damage/doubletake) - DK's have nothing that really outshines any of them in terms of tanking aside from the ult that reduces incoming damage to 3% and a blocking passive that is all but circumstantial with block nerfs. Conversely, while other classes are able to tank, DK's are not able to be mobile in any sense. Do you see the conundrum?
ZoS should change Iron skin passive with 50%/100% stamina regen while blocking. Then let the other classes have their mobility, heals, whatever
xEcthelionx wrote: »How you reposition when 2-3 people jump on you, you don't. You stand your ground like a beast and own their soul.
The class is not built to be able to reposition easily or effectively nor is it built to tank a large amount of damage while dishing it out (Sorc). The class currently excels in doing sustained AoE and single target dps while healing through damage not spamming GDB which btw took absolutely no skill so it is not a surprise all of the forum whiners are calling for that instead of learning to play.
dap_robertb16_ESO wrote: »Personally, I dislike DKs. A lot of those who play it, especially in the beginning, did so because it was the one build that allowed the to 1vX the best with as little effort as possible and made use of the unbalanced and sometimes broken mechanics. Some of these same people spent the last 12-18 months complaining that ZOS broke DKs because they couldn't 1vX with little effort any more and had to learn something other than block and lol.
However, I strongly support the call to change GDB into what it used to be where you could gain 50-80% of your health back as an emergency heal. All the other changes with the exception of broken wings are bringing DKs back into the equally broken balance of the other classes and will still allow all the good players (note: not those who cheese) to make extremely good viable magicka DKs.
xEcthelionx wrote: »This is so true. I know a certain streamer that gained a ton of notoriety because they posted videos 1vX'ing on a magicka DK. Come to find out, the player doesn't play the class anymore, and still can't play the class because its the "developers ruining the class." Realistically, if you have to change to the new meta every patch just to make yourself look good on your stream, you are pathetic.
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 Maxwell
The_Outsider wrote: »Hey, @Jules so I just read through your post- Thieves Guild update.
You laid out all the Magicka Dragonknights weaknesses (quite nicely, I might add) and show how similar skills or a few skills used together can outshine a MDKs options. You want to be viable in Cyrodiil. Just a few thoughts I pulled out of your post:
DKs are not as good as other builds and need Major Expedition because of the Hasty passive.
" are not as good as other builds and need buffed Coagulating Blood because of BoL.
" are not as good as other builds and need a % Dodge Chance Ability because of Shuffle.
" are not as good as other builds and need and need better gap closer because some gap closers stun.
I agree that MDKs could use a little polishing. But a lot of these suggestions imply that you want to have the exact same tools and strengths as everyone else (And this isn't a MDK vs. everything else scenario; each class/build has tools that others don't, or don't do as well)?
I have always viewed (ZoS too maybe?) DKs as the class that excels at the tanky-warrior type that outshines others in mitigation and toughness. Why should DKs have heals to match the Templar, or mobility to match the Sorc, or damage to match the NB? Especially in a Meta where everyone is doing the same things to be viable, do we really want to make DKs look even more like the other classes? What if we were cool with different classes having different strengths and weakness. So I wonder...
What are your thoughts on the roll of the DK in Cyrodiil moving forward?
(forgive my scattered thoughts)
I can see your point and forgive me for improperly communicating that I want everything that every other class has. My intent was to show how we are weaker in those departments (damage, mobility) and why we need to excel in other departments which we currently do not. This would balance things.
I do not think DK's need to be redefined as a mobile class, however I think some level of mobility is necessary for open world pvp on every class. Otherwise with the way snares and stuns work now, you end up getting permarooted and dying a miserable death.
I agree that ZOS views the class as a tough/mitigating class however I think they have overlooked some things. While other classes are given tools to also mitigate damage (Templars- restoring focus/strong heals/purify, Sorcerers- Hardened Ward, Nightblades- Heals in their damage/doubletake) - DK's have nothing that really outshines any of them in terms of tanking aside from the ult that reduces incoming damage to 3% and a blocking passive that is all but circumstantial with block nerfs. Conversely, while other classes are able to tank, DK's are not able to be mobile in any sense. Do you see the conundrum?
Tbh i have actually come to realise its not even dragon blood and damage thats a problem. (while i do understand DB is still broken af). Its the no stam regen while blocking which broke everything. I never die because i cant outheal the incoming damage. I never die because i kill to slowly (which i dont anymore). I die because i have to block damage because everyone hits so god damn hard and is specced into full dps mode and not even heavy armour can protect you, and then once i lose all my stamina, i get CCed and then its game over.
Tbh i have actually come to realise its not even dragon blood and damage thats a problem. (while i do understand DB is still broken af). Its the no stam regen while blocking which broke everything. I never die because i cant outheal the incoming damage. I never die because i kill to slowly (which i dont anymore). I die because i have to block damage because everyone hits so god damn hard and is specced into full dps mode and not even heavy armour can protect you, and then once i lose all my stamina, i get CCed and then its game over.
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 Maxwell
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 Maxwell
MaxwellCrystal wrote: »@spenc_cathb16_ESO
Molt Armament heavy was way better for execute if you're weaving in other abilities so that's a no (post patch better than executioner IMO).
So You want me to WB and somehow hit through the shield then leap into a block while executioner spam while they block. That just doesn't work.
Stamina DKs had something good prior to the changes and that was Flames of Oblivion but that's gone to a mage light reskin so nope pretty bad and unstable flames/ burning breath are jokes in PvE and PvP.
You can definitely block cast all day as a Magicka DK and no they do not take 3 to 4 hits block casting I can very well get some clips in today of me fighting some pretty good magicka DKs like I did yesterday who block casted me all day firing off CCs left n right with flame lash following up with DoTs. You can block cast don't even exaggerate saying it's only 3 to 4 hits.
Executioner isn't a class execute but a skill line execute the fact that as a DK we lost ours is non-negotiable and out right stupid when the explanation revolved around "Homogenizing" the classes and that "You shouldn't have to worry about a DK executing you".
As a Stam DK costs for break frees is still pretty high and if I gotta keep fighting against a magicka DKs DoTs and burst damage then I'll be using vigor/rally more often on top of block casting too. Any Magicka DK who has a good rotation will definitely have a CC or two when it comes to PvP.
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 Maxwell
Tbh i have actually come to realise its not even dragon blood and damage thats a problem. (while i do understand DB is still broken af). Its the no stam regen while blocking which broke everything. I never die because i cant outheal the incoming damage. I never die because i kill to slowly (which i dont anymore). I die because i have to block damage because everyone hits so god damn hard and is specced into full dps mode and not even heavy armour can protect you, and then once i lose all my stamina, i get CCed and then its game over.