D0ntevenL1ft wrote: »Reduce the cast time on wrecking blow since dk's (and other classes) need to implement a CC in-between casts. The changes have been good but the skill does half the effects as it did previously so we need half the cast time to use other abilities. Yes I'm posting this in a DK thread because it relates to the class. @Wrobel
@Wrobel
Dragonblood needs serious attention for PvP. It is severely lacking. This is the Dragonknight's most important self-heal.... and it is ignored on most magic builds... do you honestly find this working as intended? This is the Dragonknight's class-defining skill. Wouldn't you agree, that a player should be able to count on their class self-heal to reliably heal them? How do you feel about the fact, those who play a magic DK are -forced- into using a resto staff because their class-defining skill is drastically under-performing?
@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_RichLambert @ZOS_MattFiror @ZOS_JessicaFolsom
Did you guys know that Dragonblood has been severely nerfed by the Battle-spirit healing reduction? Same thing with Malubeth 2 piece set bonus, which was a bug and was fixed this patch. Can we please look at Dragonblood and address the issue for this very important class-defining skill for Dragonknights?
@ZOS_AndyC @ZOS_Abdu @ZOS_AidanF @ZOS_AJ @ZOS_AjanJ @ZOS_BPerry @ZOS_BasileA @ZOS_BillMueller @ZOS_BobE @ZOS_BoydBeasley @ZOS_ChesterN @ZOS_CaitlinR @ZOS_CatK @ZOS_CharlieH @ZOS_Dan @ZOS_DanDunham @ZOS_DavidGee @ZOS_DavidH @ZOS_DavidP @ZOS_EdLynch @ZOS_EmilyM @ZOS_Emma @ZOS_EugeneB @ZOS_EveP @ZOS_FelixP @ZOS_Finn @ZOS_GabrielleA @ZOS_GaryA @ZOS_Gideon
Hey guys, did ya'll hear about Dragonblood being severely nerfed by Battle spirit healing reduction? It's pretty bad for magic DKs that want to enjoy PvP.
@ZOS_Heather @ZOS_HeatherB @ZOS_HugoP @ZOS_JoBurba @ZOS_JamesO @ZOS_JanS @ZOS_JaredR @ZOS_JasonB @ZOS_KaiSchober @ZOS_KaleyR @ZOS_Karli @ZOS_Katarina @ZOS_Kelly @ZOS_LenaicR @ZOS_LeroyW @ZOS_LodieA @ZOS_LonnyL @ZOS_LucasA @ZOS_MaxG @ZOS_MaggieS @ZOS_NickKonkle @ZOS_NinaM @ZOS_Olivier @ZOS_PaulSage @ZOS_QuinnC @ZOS_RobertCordero @ZOS_RebeccaE
Do you any of you play a Dragonknight?
To Mr @Wrobel and his team who scour the forums for feedback..
I watched the ESO live Thieves Guild episode where you took a lot of time out of your day to answer questions and give us an update on the structures you guys use for class balance and development. 3 things stood out in particular.
- The current PvP meta is to do a lot of damage.
- DKs had their execute removed because they get their damage from surrounding dots.
- The PvP state of Dragonsblood is satisfactory because you guys are okay with skills being good in some situations and not others. IE: Good in PvE but not PvP.
We magicka DKs feel like you are choking us with both hands and just starving the life out of the DK. I’ll explain why and get back to this at the end.
DK Damage – As you said we have a competitively balanced dps via our dots and our whip. I would agree, but how does this play out in Cyrodiil? When I do a trial my dps rotation looks like this. (in no particular order)This is what I have to keep up with to maintain the expected dps benchmark. This is fine in PvE but it is really not fine in PvP where you have to be your own tank, healer, and dps. You can’t dedicate 5 slots just to make dps in PvP and hope to survive. You need a well rounded tool kit but our system of doing damage does not accommodate that. That is why we have been calling whip a noodle for over a year and why we are always asking you for more damage. We cannot complete your expectations of how we should do damage in PvP. There are ways to fix this without breaking PvE, I even know of a way, but either way we can't just ignore this fact because of PvE.
- Molten Whip
- Burning Embers
- Engulfing Flames
- Flames of Oblivion
- Eruption
DK Defense – Why can’t Dragonsblood be good in Cyrodiil? You have systematically killed everything that made us tanky and self sufficient in Cyrodiil. Dragonsblood is in fact useless in Cyrodiil which ties us to the resto staff as a requirement for magicka DK survival. You have killed our DK House via the loss of miss chance from cinderstorm. You have severely nerfed reflect which is what kept us from getting defiled by lethal arrow, and what allowed us to manage without mobility or range. You have killed our class shield due to battle spirit coupled with it’s foundation in health rather than magicka. The only defense or healing you have left in this class is draw essence which is great, and Armor Rating. However Armor rating is the worst form of defense in Cyrodiil because any person with a maul or mace has an automatic 20% armor penetration as a passive. The strongest existing defenses in Cyrodiil are healing, shielding, and dodging and we have neither of those left within the magicka DK.
So we can’t meet the damage meta you have created in Cyrodiil, nor are we allowed to have survival for some reason. So with one hand you are choking our dps and with the other hand you are choking our ability to survive . This is why we have been upset for over a year now, and repeating the same issues. You are killing the life of us. Let go with one hand and let us be something, because right now you are making us nothing.
To Mr @Wrobel and his team who scour the forums for feedback..
I watched the ESO live Thieves Guild episode where you took a lot of time out of your day to answer questions and give us an update on the structures you guys use for class balance and development. 3 things stood out in particular.
- The current PvP meta is to do a lot of damage.
- DKs had their execute removed because they get their damage from surrounding dots.
- The PvP state of Dragonsblood is satisfactory because you guys are okay with skills being good in some situations and not others. IE: Good in PvE but not PvP.
We magicka DKs feel like you are choking us with both hands and just starving the life out of the DK. I’ll explain why and get back to this at the end.
DK Damage – As you said we have a competitively balanced dps via our dots and our whip. I would agree, but how does this play out in Cyrodiil? When I do a trial my dps rotation looks like this. (in no particular order)This is what I have to keep up with to maintain the expected dps benchmark. This is fine in PvE but it is really not fine in PvP where you have to be your own tank, healer, and dps. You can’t dedicate 5 slots just to make dps in PvP and hope to survive. You need a well rounded tool kit but our system of doing damage does not accommodate that. That is why we have been calling whip a noodle for over a year and why we are always asking you for more damage. We cannot complete your expectations of how we should do damage in PvP. There are ways to fix this without breaking PvE, I even know of a way, but either way we can't just ignore this fact because of PvE.
- Molten Whip
- Burning Embers
- Engulfing Flames
- Flames of Oblivion
- Eruption
DK Defense – Why can’t Dragonsblood be good in Cyrodiil? You have systematically killed everything that made us tanky and self sufficient in Cyrodiil. Dragonsblood is in fact useless in Cyrodiil which ties us to the resto staff as a requirement for magicka DK survival. You have killed our DK House via the loss of miss chance from cinderstorm. You have severely nerfed reflect which is what kept us from getting defiled by lethal arrow, and what allowed us to manage without mobility or range. You have killed our class shield due to battle spirit coupled with it’s foundation in health rather than magicka. The only defense or healing you have left in this class is draw essence which is great, and Armor Rating. However Armor rating is the worst form of defense in Cyrodiil because any person with a maul or mace has an automatic 20% armor penetration as a passive. The strongest existing defenses in Cyrodiil are healing, shielding, and dodging and we have neither of those left within the magicka DK.
So we can’t meet the damage meta you have created in Cyrodiil, nor are we allowed to have survival for some reason. So with one hand you are choking our dps and with the other hand you are choking our ability to survive . This is why we have been upset for over a year now, and repeating the same issues. You are killing the life of us. Let go with one hand and let us be something, because right now you are making us nothing.
+1, excellent summary.
Obsidian Shard - This heal just seems awkward and without purpose. What are the chances I would need to heal and CC at the same time? How many bosses are CC-able and why would I use this heal for trash mobs. Why wouldn't I use healing ward instead? This skill really needs to stand out from among the universal and class heals.
I would like to see this shard do no damage but instead explode into a large aoe circle in the location of the the target that buffs the players in the circle as well has heals them like healing springs only with a larger upfront heal with minor ticks behind it. Also increase the cast cost of the skill and make the duration 8 seconds.
The buff could be (note some will require an increased cast cost)
- Crit defense
- Minor spell and physical mitigation
- 2k shield in PvP
- 1320 Armor Penetration
- Stamina Regen hot.
The heal should be
- ~2000 in PvP on the first tick
- ~800 in PvP on the subsequent ticks.
If I have succeed in tuning Obsidian Shard then healing ward, blessing of restoration and healing springs will still be primary heal sources, while Obsidian Shard will be used in between as a buff rotation and aoe localized rapid regen.
This will give Obsidian Shard a clear, common, and desirable purpose while still being valuable for solo use.
Oh gods please no.Obsidian Shard - This heal just seems awkward and without purpose. What are the chances I would need to heal and CC at the same time? How many bosses are CC-able and why would I use this heal for trash mobs. Why wouldn't I use healing ward instead? This skill really needs to stand out from among the universal and class heals.
I would like to see this shard do no damage but instead explode into a large aoe circle in the location of the the target that buffs the players in the circle as well has heals them like healing springs only with a larger upfront heal with minor ticks behind it. Also increase the cast cost of the skill and make the duration 8 seconds.
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WhiteNoiseMaker wrote: »Oh gods please no.Obsidian Shard - This heal just seems awkward and without purpose. What are the chances I would need to heal and CC at the same time? How many bosses are CC-able and why would I use this heal for trash mobs. Why wouldn't I use healing ward instead? This skill really needs to stand out from among the universal and class heals.
I would like to see this shard do no damage but instead explode into a large aoe circle in the location of the the target that buffs the players in the circle as well has heals them like healing springs only with a larger upfront heal with minor ticks behind it. Also increase the cast cost of the skill and make the duration 8 seconds.
[/b][/color]
I like Obsidian Shards as it is now and I utilize it quite often in certain rotations. It's on my Ranged-Boss bar for situations like the end-boss of Veteran Fungal Grotto and the Engine Guardian of Veteran Darkshade. It's on my PVP Resto-Staff bar and I make consistent use of it in group skirmishes. Why? Because this still proc's the Helping Hands passive whereas Healing Ward does not and Obsidian costs less Magicka. I understand you think it should be a dedicated heal, and that fits your purposes better, but please don't assume that just because you don't use it, that no one does.
genjutsu_kami wrote: »dragon nights are fine the new changes are fine just don't give them magic gap closers and they will stay balanced and fair
genjutsu_kami wrote: »dragon nights are fine the new changes are fine just don't give them magic gap closers and they will stay balanced and fair
What if I told you....they already had magicka gap closers...
RoamingRiverElk wrote: »genjutsu_kami wrote: »dragon nights are fine the new changes are fine just don't give them magic gap closers and they will stay balanced and fair
What if I told you....they already had magicka gap closers...
But at least they don't work!
.
.
.
...or did they fix them? I really can't believe that they would have done that...
genjutsu_kami wrote: »RoamingRiverElk wrote: »genjutsu_kami wrote: »dragon nights are fine the new changes are fine just don't give them magic gap closers and they will stay balanced and fair
What if I told you....they already had magicka gap closers...
But at least they don't work!
.
.
.
...or did they fix them? I really can't believe that they would have done that...
omg do they ???? damn!
well don't give them major expedition in any way they will be OP but apart from that they are fine
I will explain further.Obsidian shard will not cc a boss and if you are healing you should be getting helping hands from igneous shield. If you are dpsing in stamina then there is something wrong with your build if you are needing this for Stam return. If you are PvP healing you should be laying down your hots and carpeting with blessing of restoration, not casting a CC for a minor single target heal on someone. Burst healing is for Templar BOL, we DK's should be running the base heals underneath and keeping the hots up for spell power cure.
DUTCH_REAPER wrote: »I get you dont get to use the 7% bonus to fire damage racial passive. BUT.... You get to double dip into mighty and thamaturge for your ardent flame abilities. + things like weapon enchants, valkyns skoria proc, STANDARD OF MIGHT etc still get boosted by dunmer passive. Overall you should see a HUGE net DPS gain with this change.
I still cant comprehend why dunmer stam dks are complaining. Changes are BOOSTING YOUR OVERALL DPS.
And NO. Dunmer stam DK was NEVER fantastic. Its a sub par choice. Kinda like making a khajit tank. Best stam DKs in order imo are;
1. Redguard
2. Imperial
3. Bosmer/dunmer
Dunmer DKs for stamina were never a fantastic choice for DKs unless you intend on only playing without CP on the no-cp campaign.
They finally fixed the Khajiit passive it seems in the PTS.
Now, the DPS gain from 8% crit is 4% minimum. It can be boosted upto 10% by increasing crit damage. The gain of DPS from 10% extra stamina is 2.2%. So statistically if the Khajiit passive works when DB goes live, Khajiit would be the best race.
So useful racial benefits are:
Khajiit : 4-10% extra DPS, 10% stamina regen at all times
Redguard : 2.2% extra DPS, 9% stamina regen in combat, Adrenaline rush which is equivalent to 7-14% stamina regen depending on how often you manage to proc it
Bosmer : 0.67% extra DPS, 21% stamina regen at all times
Imperial : 2.2 extra DPS, 10% more health
In the end, the overall result is not very different, regardless of class choice. If you are struggling with sustain, go Bosmer. You can balance DPS and sustain with Redguard. If your health is an issue go Imperial. If you can manage both health and sustain, and want to squeeze the best numbers out of your Stamina DK go Khajiit.
I don't know where your getting your numbers from man but a khajiit DK outfitted exactly the same as an imperial DK. The imperial will hit harder because he has more Stam = more dps. Just because crit is "increased from khajiit passive" does not mean more if the imperial is already around 50% plus popping a potion if need be. A crit is just double the non crit damage. At least that's what I thought. Could be wrong though.
Unless you have a different theory?
1) Stamina scaling DPS - Stamina scales with 1 dmg per at least 8 stamina for highest scaling direct attack types (0.128 scale) and usually like 1 dmg per 12 stamina for average direct attack types (0.084 scale). For DoTs it is the same for the highest scaling ones (0.128). But for the rest it is 1 per 16 stamina (0.064 scale).
Now consider a character without racial passives at 36k stamina. With Imperial/Redguard extra stamina of 10%, he gets 3600 extra stamina. With it he will get 3600/12 or 300 extra damage if he uses low scaling direct attacks and 3600/8 or 450 extra damage if he uses high scaling direct attacks. Now consider he is running 2 high scaling DoTs (like Poison Injection) and 1 weak DoT, and 1 DoT that is unaffected by stamina (like Poison status effect and enchantment procs). He gets 3600/8*2 + 3600/16 or 900 extra total damage on high scaling DoTs and 225 on low scaling DoTs. Now most high scaling DoTs have durations of 9 secs and most low scaling DoTs have durations of around 5 sec. Then you get total of 900/9 + 225/5 or 145 DoT damage per second.
Average DPS of maxed Stamina DK without any racial bonus to DPS- 33k per second
Bonus DPS from max stamina increase passives of Imperial/Redguard = 300+125 to 450+125 = 425 to 575 depending on relative scaling of skills in his rotations
Bonus in percentage increase of DPS = 425/33000*100 to 575/33000*100 = 1.29% to 1.75%
Now if someone uses all high scaling direct attacks and DoTs, then they can get a 2.2% increase at max
Increase in DPS by Imperial/Redguard = 1.28-2.20%
2) Scaling of DPS by critical hit chance - Critical hits can increase the damage of DPS by a flat 50% on top of all other damage increase mechanics. The increase percent of the damage can also be boosted. This is a linear mechanic and affects the final damage of the hit, essentially overriding all other mechanics.
So minimum DPS increase by 8% extra crit chance of Khajiit = 8*50% = 4%
Now maximum critical damage bonus percentage for DKs = 50(base) + 19(7 legendary divides Shadow Mundus) + 25(Max Precise Strikes CP) + 30(Major Force) + 10(Minor Force) = 134%
So maximum DPS increase by 8% extra crit chance of Khajiit = 8*134% = 10.72%
Increase in DPS by Khajiit = 4-10.72%
@DUTCH_REAPER I think this will help you understand it.
They should use something similar to the Eruption animation for Noxious Breath. Toxicity from Fire can be attributed to Sulfur. Just a suggestion.
BlackMadara wrote: »Posted this in another thread concerning battle spirit and health based skills.
I just think a flat heal value is needed, maybe something like 10% or 20% max health increased by missing HP? So 20k HP would give a 2k or 4k base heal, cut in half by battle spirit, increasing by up to 300% to 8k or 16k heal at dangerously low HP. So a build with high dmg and normal health (20k) in cyrodil has a strong heal in execute range comparable to, lets say, a breath of life. What do you think?
This has dragonblood perform similar but opposite to an execute.
BlackMadara wrote: »Posted this in another thread concerning battle spirit and health based skills.
I just think a flat heal value is needed, maybe something like 10% or 20% max health increased by missing HP? So 20k HP would give a 2k or 4k base heal, cut in half by battle spirit, increasing by up to 300% to 8k or 16k heal at dangerously low HP. So a build with high dmg and normal health (20k) in cyrodil has a strong heal in execute range comparable to, lets say, a breath of life. What do you think?
This has dragonblood perform similar but opposite to an execute.
3. Fix flappy flaps so that it actually works. Increase to six. Add major expedition to one of the morphs.
They should use something similar to the Eruption animation for Noxious Breath. Toxicity from Fire can be attributed to Sulfur. Just a suggestion.
Sulfuric Acid is also highly corrosive. This would explain the added effect of Noxious Breath (Major Fracture). The new Searing Strike morph should also attribute its poisoning effect to SULFUR not "venom".
What is sulfur dioxide?Sulfur dioxide is a colorless gas with a pungent and suffocating odor, similar to a just-struck match. It has an acidic taste and is a liquid when under pressure. Sulfur dioxide is formed when fuel containing sulfur, such as coal and oil, is burned. The chemical symbol for sulfur dioxide is SO2.
Most sulfur dioxide in the air comes from the burning of coal and oil at electric power plants. Other sources of sulfur dioxide in the air are industrial facilities that use coal or oil, petroleum refineries, cement manufacturing, metal processing, paper pulp manufacturing, and copper smelting. Trains, large ships, and some diesel equipment burn high sulfur fuel, which releases sulfur dioxide into the air. It can also be released into the air from volcanic eruptions.
Sulfur dioxide is used as a food preservative for some fruits and vegetables; as a disinfectant; for bleaching flour, fruit, grain, wood pulp, wool, textile fibers, wicker, gelatin, and glue; and for making other chemicals. It is also used in metal mining and refining, water treatment, and food processing. Sulfur dioxide and nitrogen oxides react with precipitation, oxygen, and other substances in the atmosphere to form acid rain.
How might I be exposed to sulfur dioxide?
Sulfur dioxide is a common air pollutant found in most of the air in the United States. You can be exposed to sulfur dioxide outdoors mainly by breathing air that contains it. You are most likely to be exposed to sulfur dioxide in the summer, when the sun and hot temperatures react with pollution to form smog, causing government officials to issue air quality alerts. You can also be exposed to sulfur dioxide through natural pollution sources, such as plant decay and volcanoes.
Levels of sulfur dioxide in the air will be higher than normal near facilities that release sulfur dioxide through heavy industrial activities such as copper smelting or the burning or processing of coal and oil.
You can be exposed to sulfur dioxide at work if you work in facilities that produce sulfur dioxide as a by-product, such as copper smelting plants and electric power plants. You can also be exposed if you work in the manufacturing of sulfuric acid, paper, food preservatives, or fertilizers.
How can sulfur dioxide affect my health?
Short-term exposure to high levels of sulfur dioxide in the air can be life-threatening by causing breathing difficulties and obstructing airways, especially for people with lung disease. Long-term exposure to persistent levels of sulfur dioxide can cause chronic bronchitis, emphysema, and respiratory illness. It can also aggravate existing heart disease.
When sulfur dioxide reacts with other chemicals in the air to form tiny sulfate particles, these particles can gather in the lungs and cause increased respiratory problems and difficulty breathing. Long-term exposure to sulfate particles can cause respiratory disease and even premature death.
Prolonged industrial exposure to sulfur dioxide may decrease fertility in men and women.
Breathing sulfur dioxide can irritate the nose, throat, and lungs, and cause coughing and shortness of breath. Short-term exposure to sulfur dioxide can cause stomach pain, menstrual disorders, watery eyes, inhibition of thyroid function, loss of smell, headache, nausea, vomiting, fever, convulsions, and dizziness.
At work, direct contact with sulfur dioxide as a gas can irritate and burn the skin and eyes, with possible eye damage. Direct contact with sulfur dioxide as a liquid can cause frostbite. The U.S. Occupational Safety and Health Administration has established safe levels of exposure to sulfur dioxide and standards for sampling air that might contain it.
Adults and children with asthma are sensitive to sulfur dioxide exposure, especially if they are active outdoors. Other people who are sensitive to sulfur dioxide are children, adults, and the elderly who have heart or lung disease.
For poisoning emergencies or questions about possible poisons, please contact your local poison control center at 1-800-222-1222.
This description is based on the information found in the Web links listed with this topic.
https://toxtown.nlm.nih.gov/text_version/chemicals.php?id=29