@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....
We'll agree to disagree here, there's definitely some days where I find myself with a solid K/D solo, even though more often than not I nerd rage and hop over to my NB or Temp. Don't give up!
This blocking CP change crushed what was left of that for me though.Martin Luther King, Jr. wrote:We must accept finite disappointment, but never lose infinite hope.
We'll agree to disagree here, there's definitely some days where I find myself with a solid K/D solo, even though more often than not I nerd rage and hop over to my NB or Temp. Don't give up!
It is more like the new combat designer doesnt like magicka DK because it was the best designed class in the game. At launch DKs were the only class which had very good synergies between its skills and the combat mechanics. All the other classes were lacking. Then instead of tweaking and buffing the other classes, ZoS changed the main combat mechanics and then 2 new classes received all the synergies with the new changes.I bet someone with major decision power at ZoS got rekt hard by the pre 1.6 magDKs and is taking it out on us now.
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.
@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....
We'll agree to disagree here, there's definitely some days where I find myself with a solid K/D solo, even though more often than not I nerd rage and hop over to my NB or Temp. Don't give up!
I haven't given up.
RE: K/D ratio. Remains fine for me, too. But this is experience more than anything. mDK in group play is still solid, which is its saving grace.
ZOS_JessicaFolsom wrote: »@ZOS_JessicaFolsom and @Wrobel
Battle Standard
Reduce the cost of both morphs to 200 Ultimate
Inferno
Flames of Oblivion - Causes X AoE damage around user for 15 seconds. Damage increases by X% every 2 seconds. While active, user gains Minor/Major Heroism.
Cauterize - Heals allies around caster by X every 2 seconds for 15 seconds. While active, caster gains Minor/Major Mending.
Elder Dragon
While any Draconic Power ability is active, gain Major Resolve and Major Ward
Spiked Armor
Re-design, perhaps something that helps with resource management
Dragon's Blood
Now heals for 33% of maximum health and heals for an additional X (small HoT) while active.
Magma Shell
Now also ignores 100% of enemies spell resistance. Duration increased to 15 seconds.
Stone Fist
Re-design, ideally into an execute, but whatever--anything would be better than what it currently is.
Cinder Storm
No longer targettable, now grants Major Evasion while standing inside.
Just confirming we've read your suggestions (thank you!) We'll be digging into gathering questions from the Dragonknight class community as soon as we can.
ZOS_JessicaFolsom wrote: »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.
The new town capture mechanic is really exciting for PvP. It also highlights three glaring weakness of mDK at the moment:
1. We need Dragon Blood. Badly. Please fix this. The amount of and ease of access to heal debuffs wrecks mDK.
2. We need a magicka based gap closer. This is really important. Our mobility is so bad. Mist is good... excepting the problem that you still get snared.
3. We need another utility/defensive option since we can't disengage from a fight. I suggest greater evasion on Cinder Storm. I'm open to other ideas. Some form of additional ultimate would be welcome, also (Major Heroism on Stone Fist?!).
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
The new town capture mechanic is really exciting for PvP. It also highlights three glaring weakness of mDK at the moment:
1. We need Dragon Blood. Badly. Please fix this. The amount of and ease of access to heal debuffs wrecks mDK.
2. We need a magicka based gap closer. This is really important. Our mobility is so bad. Mist is good... excepting the problem that you still get snared.
3. We need another utility/defensive option since we can't disengage from a fight. I suggest greater evasion on Cinder Storm. I'm open to other ideas. Some form of additional ultimate would be welcome, also (Major Heroism on Stone Fist?!).
INB4 b-b-but what about Extended Chains!?!
Chains is the worst gap closer IMO for the following reasons:
1: It still suffers from multiple height restriction/nerfs incorporated into the skill over the last 2 years.
2: If it's dodged you don't move at all
3: It doesn't stun
DKs need a magicka-based gap closer that will always fire even if dodged (like Shield Charge) and stuns.
The new town capture mechanic is really exciting for PvP. It also highlights three glaring weakness of mDK at the moment:
1. We need Dragon Blood. Badly. Please fix this. The amount of and ease of access to heal debuffs wrecks mDK.
2. We need a magicka based gap closer. This is really important. Our mobility is so bad. Mist is good... excepting the problem that you still get snared.
3. We need another utility/defensive option since we can't disengage from a fight. I suggest greater evasion on Cinder Storm. I'm open to other ideas. Some form of additional ultimate would be welcome, also (Major Heroism on Stone Fist?!).
INB4 b-b-but what about Extended Chains!?!
Chains is the worst gap closer IMO for the following reasons:
1: It still suffers from multiple height restriction/nerfs incorporated into the skill over the last 2 years.
2: If it's dodged you don't move at all
3: It doesn't stun
DKs need a magicka-based gap closer that will always fire even if dodged (like Shield Charge) and stuns.
The new town capture mechanic is really exciting for PvP. It also highlights three glaring weakness of mDK at the moment:
1. We need Dragon Blood. Badly. Please fix this. The amount of and ease of access to heal debuffs wrecks mDK.
2. We need a magicka based gap closer. This is really important. Our mobility is so bad. Mist is good... excepting the problem that you still get snared.
3. We need another utility/defensive option since we can't disengage from a fight. I suggest greater evasion on Cinder Storm. I'm open to other ideas. Some form of additional ultimate would be welcome, also (Major Heroism on Stone Fist?!).
INB4 b-b-but what about Extended Chains!?!
Chains is the worst gap closer IMO for the following reasons:
1: It still suffers from multiple height restriction/nerfs incorporated into the skill over the last 2 years.
2: If it's dodged you don't move at all
3: It doesn't stun
DKs need a magicka-based gap closer that will always fire even if dodged (like Shield Charge) and stuns.
Really wish the animation for Dragon Leap had been made our gap closer.
puffytheslayer wrote: »the frame rate on my Magdk is appalling, it has been suggested that it is my valkyn skoria meteor that is causing all the lag, so i took off the shoulders and i still have the issue.
my stam DK does not have any of these problems, they use the same morph of inferno (flames of oblivion), spiked armour (volatile armour) & obsidian shield (ignious shield) so i assume none of these are the problem.