@ZOS_JessicaFolsom and @Wrobel
Stone Fist
Re-design, ideally into an execute, but whatever--anything would be better than what it currently is.
@ZOS_JessicaFolsom and @Wrobel
Stone Fist
Re-design, ideally into an execute, but whatever--anything would be better than what it currently is.
Someone was spamming Stone Fist on me in PvP the other day and I almost died laughing, which is about the only way Stone Fist is gonna kill someone. ;-) I think the aesthetic of the technique is super cool, but it was like being hit by a low-speed mud clod.
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
Stone Fist
Re-design, ideally into an execute, but whatever--anything would be better than what it currently is.
Someone was spamming Stone Fist on me in PvP the other day and I almost died laughing, which is about the only way Stone Fist is gonna kill someone. ;-) I think the aesthetic of the technique is super cool, but it was like being hit by a low-speed mud clod.
I just think it's such an obvious choice for a class-based execute. Remove the range to melee (5m) and make one morph poison and one morph magicka.
ZOS_JessicaFolsom wrote: »@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.
Just confirming we've read your suggestions (thank you!) We'll be digging into gathering questions from the Dragonknight class community as soon as we can.
ZOS_JessicaFolsom wrote: »@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.
Just confirming we've read your suggestions (thank you!) We'll be digging into gathering questions from the Dragonknight class community as soon as we can.
vortexman11 wrote: »Oh, and make chains set people off balance
@ZOS_JessicaFolsom and @Wrobel
Stone Fist
Re-design, ideally into an execute, but whatever--anything would be better than what it currently is.
Someone was spamming Stone Fist on me in PvP the other day and I almost died laughing, which is about the only way Stone Fist is gonna kill someone. ;-) I think the aesthetic of the technique is super cool, but it was like being hit by a low-speed mud clod.
I just think it's such an obvious choice for a class-based execute. Remove the range to melee (5m) and make one morph PHYSICAL and one morph magicka.
@ZOS_JessicaFolsom and @Wrobel
Stone Fist
Re-design, ideally into an execute, but whatever--anything would be better than what it currently is.
Someone was spamming Stone Fist on me in PvP the other day and I almost died laughing, which is about the only way Stone Fist is gonna kill someone. ;-) I think the aesthetic of the technique is super cool, but it was like being hit by a low-speed mud clod.
I just think it's such an obvious choice for a class-based execute. Remove the range to melee (5m) and make one morph PHYSICAL and one morph magicka.
There I fixed it for you. I've had quite enough of poison creeping into my beloved class thankyouverymuch. Physical damage is already a feature for some abilities from the same line, I think it would work great here too. :-)
Stone Fist
Re-design, ideally into an execute, but whatever--anything would be better than what it currently is.
Stone Fist
Re-design, ideally into an execute, but whatever--anything would be better than what it currently is.
Stone Fist works great as a quick CC. Add a 10 second disorient to Stone Giant and convert Petrify to an execute.
Petrify
Encase an enemy in stone, dealing X damage each second and reducing movement speed by 30% for 20 seconds. The stone hardens over time, dealing up to 200% additional damage and up to 100% speed reduction. Damage is doubled to targets under 50% health.
Fossilize
Faster ticks with shorter duration.
Shattering Rocks
When effect ends, deals 40% of the total damage to nearby enemies and set them off balance.
@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.
Toc de Malsvi wrote: »Stone Fist
Re-design, ideally into an execute, but whatever--anything would be better than what it currently is.
Stone Fist works great as a quick CC. Add a 10 second disorient to Stone Giant and convert Petrify to an execute.
Petrify
Encase an enemy in stone, dealing X damage each second and reducing movement speed by 30% for 20 seconds. The stone hardens over time, dealing up to 200% additional damage and up to 100% speed reduction. Damage is doubled to targets under 50% health.
Fossilize
Faster ticks with shorter duration.
Shattering Rocks
When effect ends, deals 40% of the total damage to nearby enemies and set them off balance.
Petrify possibly the best CC in the game why would you want to change it?
Toc de Malsvi wrote: »Let Stone Fist be the execute,
Stone Fist - 20m range
Slam the enemy with solid rock dealing 494 magic damage, dealing up to 300% to targets below 35% health.
Obsidian Shard
Slam the enemy with solid rock dealing 494 magic damage, dealing up to 300% to targets below 40% health and healing caster for 20% of damage caused
Stone Giant
This ability now uses Stamina, weapon damage, and weapon critical.
Fast forward to today -- mDK has been left in the dust via gameplay mechanic changes and lack of its original class vision. This is why I vehemently disagree with the notion that mDK should get an execute or movement skill. DK has always been about standing your ground in PvP. Damage has always been lackluster. Give me back Dragon Blood, Reflect, Cinder Storm, and some method to generate a little bit of extra ultimate.
arkansas_ESO wrote: »Fast forward to today -- mDK has been left in the dust via gameplay mechanic changes and lack of its original class vision. This is why I vehemently disagree with the notion that mDK should get an execute or movement skill. DK has always been about standing your ground in PvP. Damage has always been lackluster. Give me back Dragon Blood, Reflect, Cinder Storm, and some method to generate a little bit of extra ultimate.
Not disagreeing at all with your sentiment (I've always been a fan of "stand-and-deliver"-type playstyles like old school magicka DK, Reinhardt in Overwatch, etc.) but, even with all of those skills you mentioned back to their former glory, do you think mDKs could survive in today's full-burst meta?
arkansas_ESO wrote: »Fast forward to today -- mDK has been left in the dust via gameplay mechanic changes and lack of its original class vision. This is why I vehemently disagree with the notion that mDK should get an execute or movement skill. DK has always been about standing your ground in PvP. Damage has always been lackluster. Give me back Dragon Blood, Reflect, Cinder Storm, and some method to generate a little bit of extra ultimate.
Not disagreeing at all with your sentiment (I've always been a fan of "stand-and-deliver"-type playstyles like old school magicka DK, Reinhardt in Overwatch, etc.) but, even with all of those skills you mentioned back to their former glory, do you think mDKs could survive in today's full-burst meta?
Toc de Malsvi wrote: »Stone Fist
Re-design, ideally into an execute, but whatever--anything would be better than what it currently is.
Stone Fist works great as a quick CC. Add a 10 second disorient to Stone Giant and convert Petrify to an execute.
Petrify
Encase an enemy in stone, dealing X damage each second and reducing movement speed by 30% for 20 seconds. The stone hardens over time, dealing up to 200% additional damage and up to 100% speed reduction. Damage is doubled to targets under 50% health.
Fossilize
Faster ticks with shorter duration.
Shattering Rocks
When effect ends, deals 40% of the total damage to nearby enemies and set them off balance.
Petrify possibly the best CC in the game why would you want to change it?
We need an execute more than we need a second stun ability that breaks on damage, especially when that feature could be kept as a morph of our first stun ability.
Toc de Malsvi wrote: »Let Stone Fist be the execute,
Stone Fist - 20m range
Slam the enemy with solid rock dealing 494 magic damage, dealing up to 300% to targets below 35% health.
Obsidian Shard
Slam the enemy with solid rock dealing 494 magic damage, dealing up to 300% to targets below 40% health and healing caster for 20% of damage caused
Stone Giant
This ability now uses Stamina, weapon damage, and weapon critical.
Toc de Malsvi wrote: »Let Stone Fist be the execute,
Stone Fist - 20m range
Slam the enemy with solid rock dealing 494 magic damage, dealing up to 300% to targets below 35% health.
Obsidian Shard
Slam the enemy with solid rock dealing 494 magic damage, dealing up to 300% to targets below 40% health and healing caster for 20% of damage caused
Stone Giant
This ability now uses Stamina, weapon damage, and weapon critical.
Where is the additional effect the stamina morph has? Most other stamina morphs have something to make them nuique from the base-skill.
Surprise Attack - Major Fracture
Ambush - Empower
Unstable Flames/Venomous Claw - increasing damage over time
Fiery/Noxious Breath - Major Fracture
Biting Jabs - Increased critical chance
etc.
vortexman11 wrote: »Oh, and make chains set people off balance
That's a good idea since you could follow up with Flame Lash or a heavy attack knockdown.
I'd like a short duration taunt for Unrelenting Grip. Something like 3 to 6 seconds would be good enough to reel in a big mob and hit it with Puncture. Empowering Chains can be the non-taunt morph for DPS.
Can we make health based shields so they are not affected by battle spirit...or at least not as much? It seems like you get hit twice with health based shields. Your damage gets hit because it's health based and then your survival gets hit because of battle spirit. This makes it almost impossible to get any proper use from it, unlike magicka shields which bring survival and offense up simultaneously.
I used to run igneous shield for group shielding but it's just worthless now at 2k. I only run it when I heal and only for the major mending. Battle spirit has just obliterated it for any real use and it was never the offender in PvP. I was always magicka shields.
Shields like frag shield (if it ever did real damage) and blazing shield should be affected because they are offensive shields.
GRYM.LOCKE wrote: »DUTCH_REAPER wrote: »GRYM.LOCKE wrote: »@Wrobel @ZOS_GinaBruno
since your doing a few Skils Updates on DK can you change one of Deep Breaths other Morphs to Poison ?
Sorry but I don't agree. Not every single skill needs to be a Stam morph for classes. Especially one that is healing and doing damage. Good pvp DK healing abilities are slim for mDK not Stam DK. Please Wrobel do not do this. Having an interrupt on one and a resource return on the other is great for game content.
Each to there own ...
Seems to make Sence Each skill should have 1 Magicka Morph 1 Stamina Morph but since I dont PVP And NEVER will i cannot see your side but its ok
ZOS_JessicaFolsom wrote: »@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.
Just confirming we've read your suggestions (thank you!) We'll be digging into gathering questions from the Dragonknight class community as soon as we can.
ZOS_JessicaFolsom wrote: »@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.
Just confirming we've read your suggestions (thank you!) We'll be digging into gathering questions from the Dragonknight class community as soon as we can.
Could ZOS start by eliminating Battle Spirit?
They've altered the DK and Templar class a ton to adjust for things that are battle spirit nerfed, etc. If they balanced shields and heals across the game then DK and Templar would actually be able to use their tools and actually be balanced.
Templar has by far been screwed the most by this lack of balance in how healing and shields are scaled. We've had skills nerfed into uselessness and removed to make the templar kill-able because healing is just to powerful scaling with spell damage.
This is also the issue with shield stacking. No one complains about stacking Sun or Igneous with Healing Ward or Harness. It's when you stack 2-3 shields that scale on magicka, which only 1 class can do.
Please balance the game, as in removing the need for battle spirit, before altering the very identity of classes or adding more things to replace what battle spirit destroys.