To make Green blood more viable it could get some more treatment like instead of passive regen that don't stack with potions to make it return 5% of stamina if healed when below 50%.
I think it's safe to say that no matter how many people ask for a fix to dragonblood in pvp, it just isn't going to happen. ZOS is afraid of returning to the times when Dk's were unstoppable. Sucks, I guess I'll just spam healing ward for now.
To make Green blood more viable it could get some more treatment like instead of passive regen that don't stack with potions to make it return 5% of stamina if healed when below 50%.
On the ESO love for TG some asked about health based skills like dragonblood and they said they were ' okay with some skills being good here (pve) but not there (PvP)'. So as far as what they have said it just seems arbitrary.
I threw up a little and a bit of my soul died after hearing that response.
On the ESO live for TG some asked about health based skills like dragonblood and they said they were ' okay with some skills being good here (pve) but not there (PvP)'. So as far as what they have said it just seems arbitrary.
I threw up a little and a bit of my soul died after hearing that response.
Yeah, I really don't know why someone would use Dragon's Blood in PvE. I don't think I've heard of a single person using it in vMA and that's the hardest solo PvE content out there. Similarly, I don't think I've ever seen a person use a morph other than Eruption.
Shadesofkin wrote: »The problem with chains right now is that we have a LOT of ways in which is can't be used and I am not convinced that Expedition is a worthwhile benefit even if we get refunded (on the pull morph). Empowering is a great addition to the other morph, but maybe minor sorcery for the opposite morph rather than expedition.
Just a thought.
vortexman11 wrote: »Shadesofkin wrote: »The problem with chains right now is that we have a LOT of ways in which is can't be used and I am not convinced that Expedition is a worthwhile benefit even if we get refunded (on the pull morph). Empowering is a great addition to the other morph, but maybe minor sorcery for the opposite morph rather than expedition.
Just a thought.
Chains should just be redone as a magicka version of invasion... thats all everyone wants anyways
vortexman11 wrote: »Shadesofkin wrote: »The problem with chains right now is that we have a LOT of ways in which is can't be used and I am not convinced that Expedition is a worthwhile benefit even if we get refunded (on the pull morph). Empowering is a great addition to the other morph, but maybe minor sorcery for the opposite morph rather than expedition.
Just a thought.
Chains should just be redone as a magicka version of invasion... thats all everyone wants anyways
vortexman11 wrote: »Lastly, Dragonfirescales... I don't see this change as important as the other two, but one of the main factors for how Dragonknights survived without mobility was their short 4 second immunity to projectiles. At the time that DK Reflect was considered overpowered there were very few options for ranged users to hit through reflect, but that has since changed. Now DKs are faced with buggy unreliable wings that at most times get used up by a level 10 with a bow standing in the back of a group with light attacks. In the current way the game is, I see no issue with reflect being increased to at least 8 projectiles in its 4 second time.
vortexman11 wrote: »As for damage.. people constantly complain that this is an area where Dragonknights are lacking , but I don't think thats the case. The issue stems from the fact that we have to sacrifice so much more to survive than every other class. We don't have shields that scale up as we stack our main damage resource. We don't have the ability to cloak out of situations. We don't have a reliable heal that scales with spell damage and max magicka. We don't have the stamina to roll dodge every 4 seconds. Our main heal and shield scales with our health, our damage is magicka, and we need our stamina to block. We need to invest in all three resources and at least 2 of the 3 regens..
vortexman11 wrote: »Oh, and make chains set people off balance
I think it's safe to say that no matter how many people ask for a fix to dragonblood in pvp, it just isn't going to happen. ZOS is afraid of returning to the times when Dk's were unstoppable. Sucks, I guess I'll just spam healing ward for now.
vortexman11 wrote: »I'll give a brief explanation on where I think Magicka Dragonknights stand in PvP, and what I think they need and don't need.
It is clear to me from how the class functions that they are meant to be in the middle of every fight, with high survivability paired with AoE roots, snares, interrupts. They are very close to achieving this role but lack a few things.
We NEED a class based dodge chance, giving us Major Evasion on Cinder Storm and its morphs will increase our survivability to the point where I think the class would be considered competitive in solo environments.
We NEED a fix, improvement, or change to DragonBlood. Dragonknights and templars alike should NOT be forced to use a restoration staff for good self heals that don't require a target. Dragonblood at low health when buffed with igneous was almost equivalent to a selfish Breath of Life, and was balanced due to the fact that you had to wait until you were in execute range to achieve a heal of that strength.
Lastly, Dragonfirescales... I don't see this change as important as the other two, but one of the main factors for how Dragonknights survived without mobility was their short 4 second immunity to projectiles. At the time that DK Reflect was considered overpowered there were very few options for ranged users to hit through reflect, but that has since changed. Now DKs are faced with buggy unreliable wings that at most times get used up by a level 10 with a bow standing in the back of a group with light attacks. In the current way the game is, I see no issue with reflect being increased to at least 8 projectiles in its 4 second time.
As for damage.. people constantly complain that this is an area where Dragonknights are lacking , but I don't think thats the case. The issue stems from the fact that we have to sacrifice so much more to survive than every other class. We don't have shields that scale up as we stack our main damage resource. We don't have the ability to cloak out of situations. We don't have a reliable heal that scales with spell damage and max magicka. We don't have the stamina to roll dodge every 4 seconds. Our main heal and shield scales with our health, our damage is magicka, and we need our stamina to block. We need to invest in all three resources and at least 2 of the 3 regens..
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
@ZOS_JessicaFolsom and @Wrobel
Battle Standard
Reduce the cost of both morphs to 200 Ultimate
Inferno
Flames of Oblivion - Causes X AoE damage around user for 15 seconds. Damage increases by X% every 2 seconds. While active, user gains Minor/Major Heroism.
Cauterize - Heals allies around caster by X every 2 seconds for 15 seconds. While active, caster gains Minor/Major Mending.
Elder Dragon
While any Draconic Power ability is active, gain Major Resolve and Major Ward
Spiked Armor
Re-design, perhaps something that helps with resource management
Dragon's Blood
Now heals for 33% of maximum health and heals for an additional X (small HoT) while active.
Magma Shell
Now also ignores 100% of enemies spell resistance. Duration increased to 15 seconds.
Stone Fist
Re-design, ideally into an execute, but whatever--anything would be better than what it currently is.
Cinder Storm
No longer targettable, now grants Major Evasion while standing inside.