Official Feedback Thread for Dragonknights

  • vortexman11
    vortexman11
    ✭✭✭✭✭
    Ghost-Shot wrote: »
    Essiaga wrote: »
    Kilandros 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.

    Templar has certainly not been screwed the most. They can still heal themselves, they output more damage, and they have a shield that actually makes it worthwhile to stack health and not be totally useless.

    GHOST! Do not summon the Templarmy to this thread!
    Guild of Shadows ~Elite~
    Învictus ~Council~

    EP | Vortexman | Dunmer DragonKnight | LvL 50 | Rank 50 | Former Emperor of Haderus & Chillrend |
    EP | Phobos | Altmer Nightblade | LvL 50 | Rank 26 |
    EP | Cheezus Sliced | Argonian Templar | LvL 50 | Rank 30 |
    EP | Eterno Tempesta | Altmer Sorcerer | LvL 50 | Rank 33 |
    DC | Vortexman | Dunmer DragonKnight | LvL 50 | Rank 12 |
    DC | Divine Storm | Altmer Sorcerer | LvL 50 | Rank 04 |
    EP | Pocket Vortex | Bosmer Templar | LvL 50 | Rank 24 |
    EP | Vortexman | Redguard DragonKnight | LvL 50 | Rank 28 |
    EP | Fungal Growth | Argonian Warden | LvL 50 | Rank 26 |
    EP | Eternal Guardian | Bosmer Warden | LvL 50 | Rank 13 |
    and a few other random toons

    Teaching by example > https://forums.elderscrollsonline.com/en/discussion/comment/5479085#Comment_5479085
  • Zakor
    Zakor
    ✭✭✭
    Obsidian Shard
    Armitas wrote: »
    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.

    Would like to see this great suggestion implemented but with the adjustment that you are able to aim it just like healing springs. That wouldn't depend your heal on existing enemies or force your ranged party members to cuddle with enemies/bosses.
    Since its an earthen heart skill I think a stamina return on tick would be ok (the mentioned buff) and it would also implement a way to give stamina to your group without being temp or using old v14 master resto staff.

    Igneous Shard
    Remove the +100% on caster and increase the general shielding value. Also change the scaling from health to magicka. It also shoudl regain some of it's duration as I stated already:
    You changed the duration of all damage shields to 6 seconds, which included Obsidian Shield and it's morphs. The problem I see is that you can't compare Obsidian Shield (or Morphs) with other shields since this is a group shield. Especially Igneous Shield is now really frustrating to use.
    I for myself play a DK-Heal and loved the changes in TG. But now I just hope you reconsider your decision on Igneous Shield, the main ability of a DK-Heal. To clarify my problem: I think the DK-Heal - in lack of other tools to help him - is build around avoiding your group getting damage with shields, armor buffs, damage debuffs and so on. In this term it was great to have a (absolutly underpowered) shield to put some savety on groupmembers.
    Back then the Igneous Shield morph -which I think you can agree is clearly a healer morph- had a few problems which were:
    1. It scaled from health which is not the main stat for a healer and was weak therefor
    2. You gained double the shield the group gained. What is the benefit of the healer being alive while all others are dead?
    3. Pretty short range
    4. High costs

    But despite being a bit weak it was a good way to add a bit power to your groups lifepool for a while. Most of the times you were able to keep it up on the DDs during boss fights (since the tanks shield was blasted with the next boss hit anyway) which provided them a bit more survivability.
    With DB this isn't possible anymore since the duration is just too short and the skill too expensive for that. But since it was the main ability to keep your group save you have to use it anyway but now you have to spam it all 6-8 seconds and if it's just used to gain the major mending buff.

    So lets wrap it up. You don't have to heal shielded allies if they are at full health. This provides you some time to regain ressources, deal damage or do other things which will help your group. Now the whole time I had for doing other things is filled with rebuffing the shield and keeping my ressources up somehow. My suggestion would be to buff the duration of obsidian shield or at least the igneous shield morph back to around 15 seconds. If you think it would become a too strong solo shield by doing so please consider to remove the 100% increase on the caster and buff the shield value a bit. I don't need a strong shield myself but my group needs it!
    This is a healer shield and the mainability for a dk-healer. So it should be as powerfull as other mainabilities.

    Cinderstorm
    Remove the "slow after leaving" effect and reimplement the major evasion for every group member in the effect radius. It also should remain targetable since it would be dumb if I as heal had to stand beneath a boss just to buff my tank with evasion...

    Magma Shell
    Make this morph worth using! Maybe increase the value or something. At the moment barrier is much much stronger (for shielding purposes).
    Example:
    Normal DDs Health: ~18k (or even less)
    Magma shell shield: ~20k (or even less)
    Barrier shield: ~34k

    Barrier also refunds you some magicka and ult power for the same costs, a bigger range and stronger shield. Yeah, i may take damn reduced damage but as a dk-heal I don't care that much about myself. I can stand most encounters where other heals meet the floor without that.
    Something like "Every hit on an active shield returns x% of the highest attribute to caster and (hit) ally" would be interesting but would need to be tweaked good. A too high amount would be too strong in big groups that hit for low damage, a too low amount would be useless if used against a boss (since the shield be drained so fast). Another great improve would be: "For every remaining shield after the duration of the skill the caster regains y ultimate"

    Cauterize
    Kilandros wrote: »
    Cauterize - Heals allies around caster by X every 2 seconds for 15 seconds. While active, caster gains Minor/Major Mending.

    I really like this idea. At the moment the idle time is too long and it feels like the ability is doing nothing the most time. Please consider to change this skill into an aura like behaviour where every ally in range will be affected by the healing. We have enough (uncontrolled) burst heal, we need heals that keep more than one target up, even if they are spread across the room. I like the idea that the presence of a dragon alone let his allies fight harder and ignore more wounds since they have such a mighty beast by their side, feeling his warming aura beneath them. Would love an effect like an actual (dragon) battle roar when activating this.

    Not sure about the next one but I think it's
    Igneous Weapons (The one that provides both, spell and weapon damage ;) )
    While nice when first looked at you'll soon see that this skill in it's current form is rather useless. Why? Well, cause no DD that hold something onto himself will rely on someone else to gain his damage buffs. So you end up buffing people with a buff they either don't need cause it's the wrong damage type or a buff they already have.
    Two suggestions to fix this:
    1. Change the increase to a flat increase, like SPC. This one could be a bit to strong compared to other classes, needs testing I think
    2. Add something like an extra damage effect (+x fire and +y physical damage or something). I mean we talk about burning, stone-clad weapons. Would be logical to add those damage types. Why two damage types? Well, fire scales with magicka of the buffed person and physical with stamina. Easy as that. In contrast to the first one this one could be a bit too weak.

    Edit: added part about igneous shield duration
    Edited by Zakor on May 26, 2016 7:18PM
  • Ghost-Shot
    Ghost-Shot
    ✭✭✭✭✭
    ✭✭
    Ghost-Shot wrote: »
    Essiaga wrote: »
    Kilandros 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.

    Templar has certainly not been screwed the most. They can still heal themselves, they output more damage, and they have a shield that actually makes it worthwhile to stack health and not be totally useless.

    GHOST! Do not summon the Templarmy to this thread!

    I HAVE MADE A HUGE MISTAKE! I MUST BE SHAMED!
  • Recremen
    Recremen
    ✭✭✭✭✭
    ✭✭✭✭✭
    Essiaga wrote: »
    Kilandros 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.

    Eliminating Battle Spirit is a bad, bad plan. You really want Radiant Destruction's damage to be doubled? Or the return of one-skill gank builds? Nooooooo thanks. They can balance individual abilities as needed, but Battle Spirit was honestly a good move to make things slightly less bursty, even if some abilities still need a lot of adjustment as a result.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Toc de Malsvi
    Toc de Malsvi
    ✭✭✭✭✭
    Personally I don't think 25% reduction to heavy attack cast time is significant enough, if you stacked 15-20% buff to heavy attacks then it might be worth it. As it stands the only people even trying to do fully charged heavy attacks are DK's using molten weapons, reducing the cast time by 25% still leaves full charges too weak and too long to worry about weaving. If the buff applied to all heavy attacks and not just fully charged and offered 15-20% more damage then it would be something worth taking and would offer a different style of play on the DK.

    Additionally it is worth noting that the 40% buff is really only worth it for PVP gank builds, in PVE while it does do more damage than most snipes, medium weaving with snipe/wb will net the same if not more dps then weaving full heavies without having to worry about making sure the heavy is actually charged all the way, and without running into the issue where heavy attack bug's out and you can only light attack.

    Heavy attacks snare you, are blockable, dodgeable, bashable(bow), and can take upwards of 2-3s to charge. Of the current morphs one Igneous Weapons is virtually useless as everyone has a way to get the buff without you and no one is going to want to rely on you remembering to buff them, the other is used primarily for bullseye gank builds in pvp. Gank builds are a natural phenomenon occurring from the design of the skill, 40% to heavy attacks is unique and can be fun but with how hard it is to land a heavy attack due to positioning and dodge/CC mechanics and how easily it is mitigated with block or absorbs it forces players into a ganking role in order to function. It is is almost certainly a dps loss in virtually every circumstance from a PVE perspective.

    Once upon a time Molten Weapons and morphs offered a different style of play where medium weaves and heavies were prioritized. It would be interesting if they could find a way to get back to this kind of play without giving more inherent burst to bullseye builds. I think the best way would be to find a way to spread out the effects of the buff so it is not just a bunch more damage to heavy attack, something like 20% to attack speed and 20% to heavy attack damage plus maybe 10-20% of heavy attack damage is applied additionally as a bleed effect.
    Edited by Toc de Malsvi on May 26, 2016 9:01PM
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Hutch679
    Hutch679
    ✭✭✭✭✭
    Kilandros 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.

    Is there something in the works for dragons blood and it's morphs? Please. We need a direct self heal badly. Like really badly
  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    Ghost-Shot wrote: »
    Essiaga wrote: »
    Kilandros 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.

    Templar has certainly not been screwed the most. They can still heal themselves, they output more damage, and they have a shield that actually makes it worthwhile to stack health and not be totally useless.

    GHOST! Do not summon the Templarmy to this thread!

    It's too late they are already here, and they are over 9 thouuusaaand!!!!
    Ghost-Shot wrote: »

    I HAVE MADE A HUGE MISTAKE! I MUST BE SHAMED!
    Dragonplar Z attack!
    BlazingShield_zps266b38e6.gifBlazing shield

    tumblr_m37ewnwSUt1rujc2yo1_500_zpsrqpznd0m.gifRadiant Destruction.
    Edited by Armitas on May 26, 2016 9:14PM
    Retired.
    Nord mDK
  • Zakor
    Zakor
    ✭✭✭
    Armitas wrote: »
    Ghost-Shot wrote: »
    Essiaga wrote: »
    Kilandros 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.

    Templar has certainly not been screwed the most. They can still heal themselves, they output more damage, and they have a shield that actually makes it worthwhile to stack health and not be totally useless.

    GHOST! Do not summon the Templarmy to this thread!

    It's too late they are already here, and they are over 9 thouuusaaand!!!!
    Ghost-Shot wrote: »

    I HAVE MADE A HUGE MISTAKE! I MUST BE SHAMED!
    Dragonplar Z attack!
    BlazingShield_zps266b38e6.gifBlazing shield

    tumblr_m37ewnwSUt1rujc2yo1_500_zpsrqpznd0m.gifRadiant Destruction.

    Choking Talons

    hS4Plt9dS6nOU.gif


    Let the dragons play over here okay? ;)
    Edited by Zakor on May 27, 2016 10:41AM
  • Ishammael
    Ishammael
    ✭✭✭✭✭
    ✭✭
    Ghost-Shot wrote: »
    Ghost-Shot wrote: »
    Essiaga wrote: »
    Kilandros 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.

    Templar has certainly not been screwed the most. They can still heal themselves, they output more damage, and they have a shield that actually makes it worthwhile to stack health and not be totally useless.

    GHOST! Do not summon the Templarmy to this thread!

    I HAVE MADE A HUGE MISTAKE! I MUST BE SHAMED!

    SHAME SHAME SHAME
  • Aenlir
    Aenlir
    ✭✭✭
    FIX DRAGONBLOOD!
  • Tdroid
    Tdroid
    ✭✭✭
    Essiaga wrote: »
    Kilandros 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.

    That would have to be a major rebalancing though. Because, hamfisted as it is, the Battle Spirit is an attempt to solve the general fragility of players in this game. I mean, with the 50% damage reduction, they are essentially doubling your base health, doubling the value of health bonus items, doubling the effect of racial health bonuses and they give you a 10k bonus on top of that('cause 5k with half damage is... like... effective 10k, dude...) for good measure and it is stillnot enough to make ganking an unefficient way to do things. Even dedicated damage dealer characters have effective health pools of like 35K. The possible damage output of players in this game is absurb.

    I am honestly at a loss for how to even approach balancing this without a major rebalancing of everything in the entire game. Even in the good ol' days of soft caps(which I miss dearly) you had +5k health and a 20-30% damage reduction.

    Don't get me wrong, I definitely want to see an ESO that does away with the Battle Spirit buff and all of that. But given the way things work now, I find it far more plausible that the Battle Spirit will eventually be moved up to 90% or something. And, like I said, this is a hamfisted way to solve it. But at least we might be lucky and get some ham out of it.
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ghost-Shot wrote: »
    Ghost-Shot wrote: »
    Essiaga wrote: »
    Kilandros 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.

    Templar has certainly not been screwed the most. They can still heal themselves, they output more damage, and they have a shield that actually makes it worthwhile to stack health and not be totally useless.

    GHOST! Do not summon the Templarmy to this thread!

    I HAVE MADE A HUGE MISTAKE! I MUST BE SHAMED!

    May you suffer the wrath of 1,001 Jesus Beams while at full health.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • GRYM.LOCKE
    GRYM.LOCKE
    ✭✭✭
    Was kind of hoping for some notes today :(
  • Ghost-Shot
    Ghost-Shot
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    ✭✭
    GRYM.LOCKE wrote: »
    Was kind of hoping for some notes today :(

    SPOILER ALERT

    "We ran your concerns by Eric Wrobel and he feels that overall Dragon Knights are in a good place, Dragon's Blood clearly needs no buffs because its ok for some skills to be useful in PVE but not PVP. We feel in general that it promotes build diversity by making every DK use a restoration staff."
  • Hutch679
    Hutch679
    ✭✭✭✭✭
    Ghost-Shot wrote: »
    GRYM.LOCKE wrote: »
    Was kind of hoping for some notes today :(

    SPOILER ALERT

    "We ran your concerns by Eric Wrobel and he feels that overall Dragon Knights are in a good place, Dragon's Blood clearly needs no buffs because its ok for some skills to be useful in PVE but not PVP. We feel in general that it promotes build diversity by making every DK use a restoration staff."

    Every magicka Dk build in cyrodiil.....

    Main bar X weapon(s)
    Secondary Bar Restoration Staff.

    And over here we have Dragons Blood. A skill many though to be extinct, however, we can see that no matter how much dust it's covered in from getting no usage, it was in fact once a skill that was used many years ago. Now it's loneliness rests in wait to be used again along with Cinderstorm, Molten Weapons, and Stone fist.

    You should remove these skills all together or make them worth using. As they are currently, I'd rather spam wrecking blow/dizzying swing for 8k a hit.
  • Ghost-Shot
    Ghost-Shot
    ✭✭✭✭✭
    ✭✭
    Hutch679 wrote: »
    Ghost-Shot wrote: »
    GRYM.LOCKE wrote: »
    Was kind of hoping for some notes today :(

    SPOILER ALERT

    "We ran your concerns by Eric Wrobel and he feels that overall Dragon Knights are in a good place, Dragon's Blood clearly needs no buffs because its ok for some skills to be useful in PVE but not PVP. We feel in general that it promotes build diversity by making every DK use a restoration staff."

    Every magicka Dk build in cyrodiil.....

    Main bar X weapon(s)
    Secondary Bar Restoration Staff.

    And over here we have Dragons Blood. A skill many though to be extinct, however, we can see that no matter how much dust it's covered in from getting no usage, it was in fact once a skill that was used many years ago. Now it's loneliness rests in wait to be used again along with Cinderstorm, Molten Weapons, and Stone fist.

    You should remove these skills all together or make them worth using. As they are currently, I'd rather spam wrecking blow/dizzying swing for 8k a hit.

    What are you talking about? EVERY DK should be using cinder storm to keep up your miss chance buff...right?
  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    I wonder how many of the scrub lords that QQ'd for talon nerfs are now spamming bombard.
    Edited by Armitas on May 30, 2016 2:09PM
    Retired.
    Nord mDK
  • forzajuve212
    forzajuve212
    ✭✭✭✭✭
    Any plans for bringing back cinder storm dodge chance + coag blood buff? Haven't read through all the pages but these buffs are necessary to making mag dk viable as a top option in solo open world PVP.
  • Toc de Malsvi
    Toc de Malsvi
    ✭✭✭✭✭
    Armitas wrote: »
    I wonder how many of the scrub lords that QQ'd for talon nerfs are now spamming bombard.

    Talon's doesn't have the range but it was far easier to keep someone in talons then to keep them in bombard due to the lack of a facing aspect, Bombard is very iffy on performance I've found. At times you can lock groups down, other times you can repeatedly spray a group and only 1 is rooted.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    Armitas wrote: »
    I wonder how many of the scrub lords that QQ'd for talon nerfs are now spamming bombard.

    Talon's doesn't have the range but it was far easier to keep someone in talons then to keep them in bombard due to the lack of a facing aspect, Bombard is very iffy on performance I've found. At times you can lock groups down, other times you can repeatedly spray a group and only 1 is rooted.

    That is probably due to purge rather than something broken with bombard. Groups are spamming purges when they move now because of bombard. Talons is 6 meters, you often have to gap close even melee players just to get it to reach. It's not even near in the same level. Talons has risk, you have to be in the middle of the enemy raid, bombard from the back ranks has none. Talons should never have been nerfed as long as bombard exists.
    Edited by Armitas on May 30, 2016 4:01PM
    Retired.
    Nord mDK
  • Toc de Malsvi
    Toc de Malsvi
    ✭✭✭✭✭
    I was more commenting on how I felt about their usefulness not whether Talons was as strong or overpowered compared to bombard. Gap closing is only an issue because Magicka DK's do not have a reliable gap closer at the moment. Bombard really doesn't have the range to be used effectively from the "back" of the ranks, 20m is well within every gap closer. However bombard does allow you to stand in a pile of bodies and spam roots.

    I won't disagree that bombard is easier to use as a support tool for large groups, just I have found its root unreliable and thus far less effective than Talons in PVP. It could be that you are right about the purge spamming. Due to my internet limitations I try to avoid large groups and stick to smaller combat situations which is where I've found Talons to be much more effective. I've actually dropped bombard from my bar on my bow build, I run petrify or Magnum shot most of the time.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • forzajuve212
    forzajuve212
    ✭✭✭✭✭
    I would like to know how Magicka Dragonknights can compete in the current setup as sword board tanks in PVP.First of all, magicka dk skills are already very expensive in comparison to many other classes (Ex. Draw Essence base cost of around 4k+). In order to negate that, we need CP into Arcanist (Magicka Recovery) and Magician (Magicka Reduced Cost). With this patch, you moved block cost to the same tree, which thus takes away from our overall magicka sustain, which is already bad considering the high Dragonknight skill cost combined with the lack of burst from the class, which is reliant on sustain damage yet lacks the tools for sustained resources. With this change, we will lose more sustain because of lost CP as well as the inability to raise the cap.

    Next, increased block cost (as seen in @Vangy spreadsheet in his own post in PTS forums) renders magicka dk effectively useless. Block cost has been increased by 10.8% combined with the removal of 20% block cost reduction from 5 heavy and the CP change to a different tree, which as mentioned takes away significantly from our magicka sustain, which in turn takes away from our damage, healing, and the ability to escape (via mist form). In order to make up for this, we have to run multiple sturdy pieces (which takes away from our critical resistance from Impenetrable trait, which is the most important trait in PVP at the moment)and run reduced block cost enchants, which would reduce our damage, recovery, and reduced cost.

    Finally, on top of this all, we have broken poisons coming to the game that increase the cost of abilities by 60%, if I remember correctly. This totally kills the playstyle and hurts the magicka dk on all of its weaknesses. As i mentioned, DK suffers from high ability cost already, combined with lack of damage, lack of sustain, and poor self healing and the inability to escape. All combined, DB is the final death of the PVP Magicka dragonknight.

    ZOS, @Wrobel @ZOS_GinaBruno @ZOS_RichLambert , you need to reconsider these changes to make DK viable again. Changes such as removal of the block cost reduction nerf of heavy armor, reverting the CP tree changeup, reducing magicka DK base ability costs, allowing coagulating blood % heals to ignore battle spirit nerf, adding 20% dodge change to cinder storm would go a long way to bringing back the old magicka DK that we know and love. Please consider these changes. At the very least, respond to the community and talk to us about how we can help make Cyrodiil PVP balanced.

    Edited by forzajuve212 on May 31, 2016 3:31AM
  • Vangy
    Vangy
    ✭✭✭✭✭
    I would like to know how Magicka Dragonknights can compete in the current setup as sword board tanks in PVP.First of all, magicka dk skills are already very expensive in comparison to many other classes (Ex. Draw Essence base cost of around 4k+). In order to negate that, we need CP into Arcanist (Magicka Recovery) and Magician (Magicka Reduced Cost). With this patch, you moved block cost to the same tree, which thus takes away from our overall magicka sustain, which is already bad considering the high Dragonknight skill cost combined with the lack of burst from the class, which is reliant on sustain damage yet lacks the tools for sustained resources. With this change, we will lose more sustain because of lost CP as well as the inability to raise the cap.

    Next, increased block cost (as seen in @Vangy spreadsheet in his own post in PTS forums) renders magicka dk effectively useless. Block cost has been increased by 10.8% combined with the removal of 20% block cost reduction from 5 heavy and the CP change to a different tree, which as mentioned takes away significantly from our magicka sustain, which in turn takes away from our damage, healing, and the ability to escape (via mist form). In order to make up for this, we have to run multiple sturdy pieces (which takes away from our critical resistance from Impenetrable trait, which is the most important trait in PVP at the moment)and run reduced block cost enchants, which would reduce our damage, recovery, and reduced cost.

    Finally, on top of this all, we have broken poisons coming to the game that increase the cost of abilities by 60%, if I remember correctly. This totally kills the playstyle and hurts the magicka dk on all of its weaknesses. As i mentioned, DK suffers from high ability cost already, combined with lack of damage, lack of sustain, and poor self healing and the inability to escape. All combined, DB is the final death of the PVP Magicka dragonknight.

    ZOS, @Wrobel @ZOS_GinaBruno @ZOS_RichLambert , you need to reconsider these changes to make DK viable again. Changes such as removal of the block cost reduction nerf of heavy armor, reverting the CP tree changeup, reducing magicka DK base ability costs, allowing coagulating blood % heals to ignore battle spirit nerf, adding 20% dodge change to cinder storm would go a long way to bringing back the old magicka DK that we know and love. Please consider these changes. At the very least, respond to the community and talk to us about how we can help make Cyrodiil PVP balanced.

    @forzajuve212 : I made an error with the block cost increase. Block cost base seems to be still 2160 on PTS. Even with this though, block costs see a net 15% increase running typical PvP set ups. Still means you will pay aroun 1.6k stam per second assuming you run with the set-up I posted on that thread. The new file is there. Most of what you say still holds true even with this edit.
    Edited by Vangy on May 31, 2016 6:51AM
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • forzajuve212
    forzajuve212
    ✭✭✭✭✭
    Vangy wrote: »
    I would like to know how Magicka Dragonknights can compete in the current setup as sword board tanks in PVP.First of all, magicka dk skills are already very expensive in comparison to many other classes (Ex. Draw Essence base cost of around 4k+). In order to negate that, we need CP into Arcanist (Magicka Recovery) and Magician (Magicka Reduced Cost). With this patch, you moved block cost to the same tree, which thus takes away from our overall magicka sustain, which is already bad considering the high Dragonknight skill cost combined with the lack of burst from the class, which is reliant on sustain damage yet lacks the tools for sustained resources. With this change, we will lose more sustain because of lost CP as well as the inability to raise the cap.

    Next, increased block cost (as seen in @Vangy spreadsheet in his own post in PTS forums) renders magicka dk effectively useless. Block cost has been increased by 10.8% combined with the removal of 20% block cost reduction from 5 heavy and the CP change to a different tree, which as mentioned takes away significantly from our magicka sustain, which in turn takes away from our damage, healing, and the ability to escape (via mist form). In order to make up for this, we have to run multiple sturdy pieces (which takes away from our critical resistance from Impenetrable trait, which is the most important trait in PVP at the moment)and run reduced block cost enchants, which would reduce our damage, recovery, and reduced cost.

    Finally, on top of this all, we have broken poisons coming to the game that increase the cost of abilities by 60%, if I remember correctly. This totally kills the playstyle and hurts the magicka dk on all of its weaknesses. As i mentioned, DK suffers from high ability cost already, combined with lack of damage, lack of sustain, and poor self healing and the inability to escape. All combined, DB is the final death of the PVP Magicka dragonknight.

    ZOS, @Wrobel @ZOS_GinaBruno @ZOS_RichLambert , you need to reconsider these changes to make DK viable again. Changes such as removal of the block cost reduction nerf of heavy armor, reverting the CP tree changeup, reducing magicka DK base ability costs, allowing coagulating blood % heals to ignore battle spirit nerf, adding 20% dodge change to cinder storm would go a long way to bringing back the old magicka DK that we know and love. Please consider these changes. At the very least, respond to the community and talk to us about how we can help make Cyrodiil PVP balanced.

    @forzajuve212 : made an error with the block cost increase. Block cost base seems to be still 2160 on PTS. Even with this though, block costs see a net 15% increase running typical PvP set ups. Still means you will pay aroun 1.6k stam per second assuming you run with the set-up I posted on that thread. The new file is there. Most of what you say still holds true even with this edit.

    Thanks for clarification. Like you said, still leaves magicka dk in a very bad situation.
  • forzajuve212
    forzajuve212
    ✭✭✭✭✭
    I would like to know how Magicka Dragonknights can compete in the current setup as sword board tanks in PVP.First of all, magicka dk skills are already very expensive in comparison to many other classes (Ex. Draw Essence base cost of around 4k+). In order to negate that, we need CP into Arcanist (Magicka Recovery) and Magician (Magicka Reduced Cost). With this patch, you moved block cost to the same tree, which thus takes away from our overall magicka sustain, which is already bad considering the high Dragonknight skill cost combined with the lack of burst from the class, which is reliant on sustain damage yet lacks the tools for sustained resources. With this change, we will lose more sustain because of lost CP as well as the inability to raise the cap.

    Next, increased block cost (as seen in @Vangy spreadsheet in his own post in PTS forums) renders magicka dk effectively useless. Block cost has been increased by 10.8% combined with the removal of 20% block cost reduction from 5 heavy and the CP change to a different tree, which as mentioned takes away significantly from our magicka sustain, which in turn takes away from our damage, healing, and the ability to escape (via mist form). In order to make up for this, we have to run multiple sturdy pieces (which takes away from our critical resistance from Impenetrable trait, which is the most important trait in PVP at the moment)and run reduced block cost enchants, which would reduce our damage, recovery, and reduced cost.

    Finally, on top of this all, we have broken poisons coming to the game that increase the cost of abilities by 60%, if I remember correctly. This totally kills the playstyle and hurts the magicka dk on all of its weaknesses. As i mentioned, DK suffers from high ability cost already, combined with lack of damage, lack of sustain, and poor self healing and the inability to escape. All combined, DB is the final death of the PVP Magicka dragonknight.

    ZOS, @Wrobel @ZOS_GinaBruno @ZOS_RichLambert , you need to reconsider these changes to make DK viable again. Changes such as removal of the block cost reduction nerf of heavy armor, reverting the CP tree changeup, reducing magicka DK base ability costs, allowing coagulating blood % heals to ignore battle spirit nerf, adding 20% dodge change to cinder storm would go a long way to bringing back the old magicka DK that we know and love. Please consider these changes. At the very least, respond to the community and talk to us about how we can help make Cyrodiil PVP balanced.

    @ZOS_JessicaFolsom

    Please pass this on to the team. They should read this and understand why people are frustrated with the state of magicka dk pvp.
  • Bashev
    Bashev
    ✭✭✭✭✭
    ✭✭
    I would like to know how Magicka Dragonknights can compete in the current setup as sword board tanks in PVP.First of all, magicka dk skills are already very expensive in comparison to many other classes (Ex. Draw Essence base cost of around 4k+). In order to negate that, we need CP into Arcanist (Magicka Recovery) and Magician (Magicka Reduced Cost). With this patch, you moved block cost to the same tree, which thus takes away from our overall magicka sustain, which is already bad considering the high Dragonknight skill cost combined with the lack of burst from the class, which is reliant on sustain damage yet lacks the tools for sustained resources. With this change, we will lose more sustain because of lost CP as well as the inability to raise the cap.

    Next, increased block cost (as seen in @Vangy spreadsheet in his own post in PTS forums) renders magicka dk effectively useless. Block cost has been increased by 10.8% combined with the removal of 20% block cost reduction from 5 heavy and the CP change to a different tree, which as mentioned takes away significantly from our magicka sustain, which in turn takes away from our damage, healing, and the ability to escape (via mist form). In order to make up for this, we have to run multiple sturdy pieces (which takes away from our critical resistance from Impenetrable trait, which is the most important trait in PVP at the moment)and run reduced block cost enchants, which would reduce our damage, recovery, and reduced cost.

    Finally, on top of this all, we have broken poisons coming to the game that increase the cost of abilities by 60%, if I remember correctly. This totally kills the playstyle and hurts the magicka dk on all of its weaknesses. As i mentioned, DK suffers from high ability cost already, combined with lack of damage, lack of sustain, and poor self healing and the inability to escape. All combined, DB is the final death of the PVP Magicka dragonknight.

    ZOS, @Wrobel @ZOS_GinaBruno @ZOS_RichLambert , you need to reconsider these changes to make DK viable again. Changes such as removal of the block cost reduction nerf of heavy armor, reverting the CP tree changeup, reducing magicka DK base ability costs, allowing coagulating blood % heals to ignore battle spirit nerf, adding 20% dodge change to cinder storm would go a long way to bringing back the old magicka DK that we know and love. Please consider these changes. At the very least, respond to the community and talk to us about how we can help make Cyrodiil PVP balanced.

    @ZOS_JessicaFolsom

    Please pass this on to the team. They should read this and understand why people are frustrated with the state of magicka dk pvp.

    Pass to which team? There is no combat PvP team at ZoS. There is only combat PvE team lead by Wrobel. That is why magicka DKs are very effective in PvE but not in PvP. Because the people who design the skills they have been maximum 1h in Cyrodiil for the past 2 years.
    Because I can!
  • ZoM_Head
    ZoM_Head
    ✭✭✭✭
    I would like to know how Magicka Dragonknights can compete in the current setup as sword board tanks in PVP.First of all, magicka dk skills are already very expensive in comparison to many other classes (Ex. Draw Essence base cost of around 4k+). In order to negate that, we need CP into Arcanist (Magicka Recovery) and Magician (Magicka Reduced Cost). With this patch, you moved block cost to the same tree, which thus takes away from our overall magicka sustain, which is already bad considering the high Dragonknight skill cost combined with the lack of burst from the class, which is reliant on sustain damage yet lacks the tools for sustained resources. With this change, we will lose more sustain because of lost CP as well as the inability to raise the cap.

    Next, increased block cost (as seen in @Vangy spreadsheet in his own post in PTS forums) renders magicka dk effectively useless. Block cost has been increased by 10.8% combined with the removal of 20% block cost reduction from 5 heavy and the CP change to a different tree, which as mentioned takes away significantly from our magicka sustain, which in turn takes away from our damage, healing, and the ability to escape (via mist form). In order to make up for this, we have to run multiple sturdy pieces (which takes away from our critical resistance from Impenetrable trait, which is the most important trait in PVP at the moment)and run reduced block cost enchants, which would reduce our damage, recovery, and reduced cost.

    Finally, on top of this all, we have broken poisons coming to the game that increase the cost of abilities by 60%, if I remember correctly. This totally kills the playstyle and hurts the magicka dk on all of its weaknesses. As i mentioned, DK suffers from high ability cost already, combined with lack of damage, lack of sustain, and poor self healing and the inability to escape. All combined, DB is the final death of the PVP Magicka dragonknight.

    ZOS, @Wrobel @ZOS_GinaBruno @ZOS_RichLambert , you need to reconsider these changes to make DK viable again. Changes such as removal of the block cost reduction nerf of heavy armor, reverting the CP tree changeup, reducing magicka DK base ability costs, allowing coagulating blood % heals to ignore battle spirit nerf, adding 20% dodge change to cinder storm would go a long way to bringing back the old magicka DK that we know and love. Please consider these changes. At the very least, respond to the community and talk to us about how we can help make Cyrodiil PVP balanced.

    Not only that, you forget that Talons is also expensive, so are pretty much all Earthen Heart abilities running 2.7K to 3.3K magicka, other classes do not have a 3K magicka costing ability (dont they?).
    mDKs still need a lot of love!
  • r.jan_emailb16_ESO
    r.jan_emailb16_ESO
    ✭✭✭✭✭
    Bashev wrote: »
    I would like to know how Magicka Dragonknights can compete in the current setup as sword board tanks in PVP.First of all, magicka dk skills are already very expensive in comparison to many other classes (Ex. Draw Essence base cost of around 4k+). In order to negate that, we need CP into Arcanist (Magicka Recovery) and Magician (Magicka Reduced Cost). With this patch, you moved block cost to the same tree, which thus takes away from our overall magicka sustain, which is already bad considering the high Dragonknight skill cost combined with the lack of burst from the class, which is reliant on sustain damage yet lacks the tools for sustained resources. With this change, we will lose more sustain because of lost CP as well as the inability to raise the cap.

    Next, increased block cost (as seen in @Vangy spreadsheet in his own post in PTS forums) renders magicka dk effectively useless. Block cost has been increased by 10.8% combined with the removal of 20% block cost reduction from 5 heavy and the CP change to a different tree, which as mentioned takes away significantly from our magicka sustain, which in turn takes away from our damage, healing, and the ability to escape (via mist form). In order to make up for this, we have to run multiple sturdy pieces (which takes away from our critical resistance from Impenetrable trait, which is the most important trait in PVP at the moment)and run reduced block cost enchants, which would reduce our damage, recovery, and reduced cost.

    Finally, on top of this all, we have broken poisons coming to the game that increase the cost of abilities by 60%, if I remember correctly. This totally kills the playstyle and hurts the magicka dk on all of its weaknesses. As i mentioned, DK suffers from high ability cost already, combined with lack of damage, lack of sustain, and poor self healing and the inability to escape. All combined, DB is the final death of the PVP Magicka dragonknight.

    ZOS, @Wrobel @ZOS_GinaBruno @ZOS_RichLambert , you need to reconsider these changes to make DK viable again. Changes such as removal of the block cost reduction nerf of heavy armor, reverting the CP tree changeup, reducing magicka DK base ability costs, allowing coagulating blood % heals to ignore battle spirit nerf, adding 20% dodge change to cinder storm would go a long way to bringing back the old magicka DK that we know and love. Please consider these changes. At the very least, respond to the community and talk to us about how we can help make Cyrodiil PVP balanced.

    @ZOS_JessicaFolsom

    Please pass this on to the team. They should read this and understand why people are frustrated with the state of magicka dk pvp.

    Pass to which team? There is no combat PvP team at ZoS. There is only combat PvE team lead by Wrobel. That is why magicka DKs are very effective in PvE but not in PvP. Because the people who design the skills they have been maximum 1h in Cyrodiil for the past 2 years.

    Honestly, whatever team is responsible, they already know. This stuff has been discussed for months now. If "they" would have anything to share with us, they would've done that already. After dozens or even hundreds of pages on this forum for such a long time, this shows either ignorance or lack of ability to do anything about it.
    Lairgren | DC Dragonknight - August Palatine
    playing for eXile


    I'm done, CU somewhere else.
  • Vangy
    Vangy
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    @forzajuve212

    The more I look at my excel spread sheet, the more depressed I get lol. There goes my hopes of making a magDK for DB lol. Might as well bench the idea....
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Armitas
    Armitas
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    In addition to all the sustain concerns the ensuing well fitted permadodge roll is going to sink so much of our magicka into the dirt, on top of the wasted casts from shuffle.
    Edited by Armitas on May 31, 2016 11:35AM
    Retired.
    Nord mDK
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