Ghost-Shot wrote: »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.
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.
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.
This is a healer shield and the mainability for a dk-healer. So it should be as powerfull as other mainabilities.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:
- It scaled from health which is not the main stat for a healer and was weak therefor
- You gained double the shield the group gained. What is the benefit of the healer being alive while all others are dead?
- Pretty short range
- 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!
Cauterize - Heals allies around caster by X every 2 seconds for 15 seconds. While active, caster gains Minor/Major Mending.
vortexman11 wrote: »Ghost-Shot wrote: »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.
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!
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.
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: »Ghost-Shot wrote: »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.
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!
Dragonplar Z attack!Ghost-Shot wrote: »
I HAVE MADE A HUGE MISTAKE! I MUST BE SHAMED!
vortexman11 wrote: »Ghost-Shot wrote: »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.
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!!!!Dragonplar Z attack!Ghost-Shot wrote: »
I HAVE MADE A HUGE MISTAKE! I MUST BE SHAMED!Blazing shield
Radiant Destruction.
Ghost-Shot wrote: »vortexman11 wrote: »Ghost-Shot wrote: »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.
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!
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.
Ghost-Shot wrote: »vortexman11 wrote: »Ghost-Shot wrote: »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.
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!
GRYM.LOCKE wrote: »Was kind of hoping for some notes today
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."
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.
I wonder how many of the scrub lords that QQ'd for talon nerfs are now spamming bombard.
Toc de Malsvi 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.
forzajuve212 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 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.
forzajuve212 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 wrote: »forzajuve212 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.
forzajuve212 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 wrote: »forzajuve212 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.