s7732425ub17_ESO wrote: »> DK has no purge, no class heal, no legitimate functioning gap closer, no legitimate heal debuff, and no burst.
It's very hard to take your post seriously when you post nonsense like this.
- DK gets purge in the alliance war skill line just like every other class. Templar is only class that has a class-based purge.
- DK does have a class heal. It's weak, but most class heals are pretty weak when hit with the 50% debuff in Cyrodiil. Templar is really the only class that can heal to full with a class heal.
- DK is not meant for extreme mobility. You know how Templars are supposed to be good inside of their "house"? Well, it's the same for DKs. Learn your class.
- DKs ACTUALLY HAVE A HEAL DEBUFF, and it just happens to be while using their best ultimate. Sorcs don't even have a single heal debuff. I'm not going to bother going further on this one.
- DK is not meant to be a burst class. It's meant to be a DoT-based class. No other classes run around with 7 DoTs on their bars. This is BY DESIGN. Learn your class.
Agree with all of your points joy except the defending ground one. Cinder storm, talons, inhale, banner - far more dangerous than a temp house. Being in melee range of a DK is risky because of their capacity to control an area.
I mean, other than to troll my favorite DKs, I've been pretty consistent in saying they need buffs - specifically for solo play. I agreed with everything joy said about their issues except for ground control, something I feel strongly that DKs excel at. Ground control is something our DKs talk about gleefully, so I'd be surprised if there was disagreement here.Ghost-Shot wrote: »Agree with all of your points joy except the defending ground one. Cinder storm, talons, inhale, banner - far more dangerous than a temp house. Being in melee range of a DK is risky because of their capacity to control an area.
Yet I still feel way more tanky on my Templar than my DK with normal pvp builds, you can output more damage, sustain better with channeled focus, and have access to a far superior purge. I know you like to support the templars need help argument Zheg but they are in a far better place right now than magicka DK's, the only people who can really say they are worse off than a magicka DK are stam sorcs.
I mean, other than to troll my favorite DKs, I've been pretty consistent in saying they need buffs - specifically for solo play. I agreed with everything joy said about their issues except for ground control, something I feel strongly that DKs excel at. Ground control is something our DKs talk about gleefully, so I'd be surprised if there was disagreement here.Ghost-Shot wrote: »Agree with all of your points joy except the defending ground one. Cinder storm, talons, inhale, banner - far more dangerous than a temp house. Being in melee range of a DK is risky because of their capacity to control an area.
Yet I still feel way more tanky on my Templar than my DK with normal pvp builds, you can output more damage, sustain better with channeled focus, and have access to a far superior purge. I know you like to support the templars need help argument Zheg but they are in a far better place right now than magicka DK's, the only people who can really say they are worse off than a magicka DK are stam sorcs.
Dragon blood is a useless skill, but as someone pointed out above if it's made too good, stam DKs now have way too much healing. Obviously I think certain Templar skills are useless (eclipse, ritual, most of our ults, etc.), but I wouldn't advocate for lopsided buffs to them. Mag DKs need work, but again, no thanks to lobsided buffs. They'd easily be the fotm if the OP changes were implemented.
Ghost-Shot wrote: »Agree with all of your points joy except the defending ground one. Cinder storm, talons, inhale, banner - far more dangerous than a temp house. Being in melee range of a DK is risky because of their capacity to control an area.
Yet I still feel way more tanky on my Templar than my DK with normal pvp builds, you can output more damage, sustain better with channeled focus, and have access to a far superior purge. I know you like to support the templars need help argument Zheg but they are in a far better place right now than magicka DK's, the only people who can really say they are worse off than a magicka DK are stam sorcs.
Ghost-Shot wrote: »I mean, other than to troll my favorite DKs, I've been pretty consistent in saying they need buffs - specifically for solo play. I agreed with everything joy said about their issues except for ground control, something I feel strongly that DKs excel at. Ground control is something our DKs talk about gleefully, so I'd be surprised if there was disagreement here.Ghost-Shot wrote: »Agree with all of your points joy except the defending ground one. Cinder storm, talons, inhale, banner - far more dangerous than a temp house. Being in melee range of a DK is risky because of their capacity to control an area.
Yet I still feel way more tanky on my Templar than my DK with normal pvp builds, you can output more damage, sustain better with channeled focus, and have access to a far superior purge. I know you like to support the templars need help argument Zheg but they are in a far better place right now than magicka DK's, the only people who can really say they are worse off than a magicka DK are stam sorcs.
Dragon blood is a useless skill, but as someone pointed out above if it's made too good, stam DKs now have way too much healing. Obviously I think certain Templar skills are useless (eclipse, ritual, most of our ults, etc.), but I wouldn't advocate for lopsided buffs to them. Mag DKs need work, but again, no thanks to lobsided buffs. They'd easily be the fotm if the OP changes were implemented.
Yeah I get it, as far as area control goes you are right, that's where the magicka DK shines, we just lack the survivability to do it for long on our own. I just think that for all the complaints a lot of people make that Templars are still far more survivable. Sure its hard to bring down a DK in the middle of 6 people spamming deep breath but you also aren't killing anyone that way.
I don't think Dragon's Blood in its original state alone would make them OP as some people have suggested, and I think while it would be an amazing emergency heal for a stam DK, that *** is expensive. Stam DK magicka pools are already strained by wings and igneous shield so I think they would likely rely far more on Vigor/Rally like they do now, though some actual work form a competent combat balance team could come up with a soulution to add some disincentive to using it for a stam DK. I don't think anyone tried to argue that DK's were OP in 1.6 and I have pretty much always said, as I'm sure you've heard in TS, that while launch-1.5 DK was fun as hell to play I think 1.6 DK should be the balance point. We were tanky but not permabats/banners tanky.
Ghost-Shot wrote: »I mean, other than to troll my favorite DKs, I've been pretty consistent in saying they need buffs - specifically for solo play. I agreed with everything joy said about their issues except for ground control, something I feel strongly that DKs excel at. Ground control is something our DKs talk about gleefully, so I'd be surprised if there was disagreement here.Ghost-Shot wrote: »Agree with all of your points joy except the defending ground one. Cinder storm, talons, inhale, banner - far more dangerous than a temp house. Being in melee range of a DK is risky because of their capacity to control an area.
Yet I still feel way more tanky on my Templar than my DK with normal pvp builds, you can output more damage, sustain better with channeled focus, and have access to a far superior purge. I know you like to support the templars need help argument Zheg but they are in a far better place right now than magicka DK's, the only people who can really say they are worse off than a magicka DK are stam sorcs.
Dragon blood is a useless skill, but as someone pointed out above if it's made too good, stam DKs now have way too much healing. Obviously I think certain Templar skills are useless (eclipse, ritual, most of our ults, etc.), but I wouldn't advocate for lopsided buffs to them. Mag DKs need work, but again, no thanks to lobsided buffs. They'd easily be the fotm if the OP changes were implemented.
Yeah I get it, as far as area control goes you are right, that's where the magicka DK shines, we just lack the survivability to do it for long on our own. I just think that for all the complaints a lot of people make that Templars are still far more survivable. Sure its hard to bring down a DK in the middle of 6 people spamming deep breath but you also aren't killing anyone that way.
I don't think Dragon's Blood in its original state alone would make them OP as some people have suggested, and I think while it would be an amazing emergency heal for a stam DK, that *** is expensive. Stam DK magicka pools are already strained by wings and igneous shield so I think they would likely rely far more on Vigor/Rally like they do now, though some actual work form a competent combat balance team could come up with a soulution to add some disincentive to using it for a stam DK. I don't think anyone tried to argue that DK's were OP in 1.6 and I have pretty much always said, as I'm sure you've heard in TS, that while launch-1.5 DK was fun as hell to play I think 1.6 DK should be the balance point. We were tanky but not permabats/banners tanky.
Even with strained magicka pools, I'd still be wary of giving stam DKs access to a heal on top of rally, vigor, and whatever you get when using an ulti. I'd rather see the hp% reliance lessoned, but still a factor, and add a scaling mechanism to magicka. That way it functions like it used to (sort of) in that it's a huge heal if you're low on hp, but would only be worthwhile if you have high magicka. Returns a self heal to Mag DK without overpowering stam DK.
Well, then it's just honor the dead, but better because you don't have to worry about smart healing stealing your self heal. The skill should still function by working best at lower health, it just needs to work mechanically so it's only a boon to mag DK.Ghost-Shot wrote: »Ghost-Shot wrote: »I mean, other than to troll my favorite DKs, I've been pretty consistent in saying they need buffs - specifically for solo play. I agreed with everything joy said about their issues except for ground control, something I feel strongly that DKs excel at. Ground control is something our DKs talk about gleefully, so I'd be surprised if there was disagreement here.Ghost-Shot wrote: »Agree with all of your points joy except the defending ground one. Cinder storm, talons, inhale, banner - far more dangerous than a temp house. Being in melee range of a DK is risky because of their capacity to control an area.
Yet I still feel way more tanky on my Templar than my DK with normal pvp builds, you can output more damage, sustain better with channeled focus, and have access to a far superior purge. I know you like to support the templars need help argument Zheg but they are in a far better place right now than magicka DK's, the only people who can really say they are worse off than a magicka DK are stam sorcs.
Dragon blood is a useless skill, but as someone pointed out above if it's made too good, stam DKs now have way too much healing. Obviously I think certain Templar skills are useless (eclipse, ritual, most of our ults, etc.), but I wouldn't advocate for lopsided buffs to them. Mag DKs need work, but again, no thanks to lobsided buffs. They'd easily be the fotm if the OP changes were implemented.
Yeah I get it, as far as area control goes you are right, that's where the magicka DK shines, we just lack the survivability to do it for long on our own. I just think that for all the complaints a lot of people make that Templars are still far more survivable. Sure its hard to bring down a DK in the middle of 6 people spamming deep breath but you also aren't killing anyone that way.
I don't think Dragon's Blood in its original state alone would make them OP as some people have suggested, and I think while it would be an amazing emergency heal for a stam DK, that *** is expensive. Stam DK magicka pools are already strained by wings and igneous shield so I think they would likely rely far more on Vigor/Rally like they do now, though some actual work form a competent combat balance team could come up with a soulution to add some disincentive to using it for a stam DK. I don't think anyone tried to argue that DK's were OP in 1.6 and I have pretty much always said, as I'm sure you've heard in TS, that while launch-1.5 DK was fun as hell to play I think 1.6 DK should be the balance point. We were tanky but not permabats/banners tanky.
Even with strained magicka pools, I'd still be wary of giving stam DKs access to a heal on top of rally, vigor, and whatever you get when using an ulti. I'd rather see the hp% reliance lessoned, but still a factor, and add a scaling mechanism to magicka. That way it functions like it used to (sort of) in that it's a huge heal if you're low on hp, but would only be worthwhile if you have high magicka. Returns a self heal to Mag DK without overpowering stam DK.
Yeah they could remove the HP factor all together and just turn it into a heal that scales on you spell damage/magicka, that's probably the only way to avoid stam DK's using it.
Well, then it's just honor the dead, but better because you don't have to worry about smart healing stealing your self heal. The skill should still function by working best at lower health, it just needs to work mechanically so it's only a boon to mag DK.Ghost-Shot wrote: »Ghost-Shot wrote: »I mean, other than to troll my favorite DKs, I've been pretty consistent in saying they need buffs - specifically for solo play. I agreed with everything joy said about their issues except for ground control, something I feel strongly that DKs excel at. Ground control is something our DKs talk about gleefully, so I'd be surprised if there was disagreement here.Ghost-Shot wrote: »Agree with all of your points joy except the defending ground one. Cinder storm, talons, inhale, banner - far more dangerous than a temp house. Being in melee range of a DK is risky because of their capacity to control an area.
Yet I still feel way more tanky on my Templar than my DK with normal pvp builds, you can output more damage, sustain better with channeled focus, and have access to a far superior purge. I know you like to support the templars need help argument Zheg but they are in a far better place right now than magicka DK's, the only people who can really say they are worse off than a magicka DK are stam sorcs.
Dragon blood is a useless skill, but as someone pointed out above if it's made too good, stam DKs now have way too much healing. Obviously I think certain Templar skills are useless (eclipse, ritual, most of our ults, etc.), but I wouldn't advocate for lopsided buffs to them. Mag DKs need work, but again, no thanks to lobsided buffs. They'd easily be the fotm if the OP changes were implemented.
Yeah I get it, as far as area control goes you are right, that's where the magicka DK shines, we just lack the survivability to do it for long on our own. I just think that for all the complaints a lot of people make that Templars are still far more survivable. Sure its hard to bring down a DK in the middle of 6 people spamming deep breath but you also aren't killing anyone that way.
I don't think Dragon's Blood in its original state alone would make them OP as some people have suggested, and I think while it would be an amazing emergency heal for a stam DK, that *** is expensive. Stam DK magicka pools are already strained by wings and igneous shield so I think they would likely rely far more on Vigor/Rally like they do now, though some actual work form a competent combat balance team could come up with a soulution to add some disincentive to using it for a stam DK. I don't think anyone tried to argue that DK's were OP in 1.6 and I have pretty much always said, as I'm sure you've heard in TS, that while launch-1.5 DK was fun as hell to play I think 1.6 DK should be the balance point. We were tanky but not permabats/banners tanky.
Even with strained magicka pools, I'd still be wary of giving stam DKs access to a heal on top of rally, vigor, and whatever you get when using an ulti. I'd rather see the hp% reliance lessoned, but still a factor, and add a scaling mechanism to magicka. That way it functions like it used to (sort of) in that it's a huge heal if you're low on hp, but would only be worthwhile if you have high magicka. Returns a self heal to Mag DK without overpowering stam DK.
Yeah they could remove the HP factor all together and just turn it into a heal that scales on you spell damage/magicka, that's probably the only way to avoid stam DK's using it.
Well, then it's just honor the dead, but better because you don't have to worry about smart healing stealing your self heal. The skill should still function by working best at lower health, it just needs to work mechanically so it's only a boon to mag DK.Ghost-Shot wrote: »Ghost-Shot wrote: »I mean, other than to troll my favorite DKs, I've been pretty consistent in saying they need buffs - specifically for solo play. I agreed with everything joy said about their issues except for ground control, something I feel strongly that DKs excel at. Ground control is something our DKs talk about gleefully, so I'd be surprised if there was disagreement here.Ghost-Shot wrote: »Agree with all of your points joy except the defending ground one. Cinder storm, talons, inhale, banner - far more dangerous than a temp house. Being in melee range of a DK is risky because of their capacity to control an area.
Yet I still feel way more tanky on my Templar than my DK with normal pvp builds, you can output more damage, sustain better with channeled focus, and have access to a far superior purge. I know you like to support the templars need help argument Zheg but they are in a far better place right now than magicka DK's, the only people who can really say they are worse off than a magicka DK are stam sorcs.
Dragon blood is a useless skill, but as someone pointed out above if it's made too good, stam DKs now have way too much healing. Obviously I think certain Templar skills are useless (eclipse, ritual, most of our ults, etc.), but I wouldn't advocate for lopsided buffs to them. Mag DKs need work, but again, no thanks to lobsided buffs. They'd easily be the fotm if the OP changes were implemented.
Yeah I get it, as far as area control goes you are right, that's where the magicka DK shines, we just lack the survivability to do it for long on our own. I just think that for all the complaints a lot of people make that Templars are still far more survivable. Sure its hard to bring down a DK in the middle of 6 people spamming deep breath but you also aren't killing anyone that way.
I don't think Dragon's Blood in its original state alone would make them OP as some people have suggested, and I think while it would be an amazing emergency heal for a stam DK, that *** is expensive. Stam DK magicka pools are already strained by wings and igneous shield so I think they would likely rely far more on Vigor/Rally like they do now, though some actual work form a competent combat balance team could come up with a soulution to add some disincentive to using it for a stam DK. I don't think anyone tried to argue that DK's were OP in 1.6 and I have pretty much always said, as I'm sure you've heard in TS, that while launch-1.5 DK was fun as hell to play I think 1.6 DK should be the balance point. We were tanky but not permabats/banners tanky.
Even with strained magicka pools, I'd still be wary of giving stam DKs access to a heal on top of rally, vigor, and whatever you get when using an ulti. I'd rather see the hp% reliance lessoned, but still a factor, and add a scaling mechanism to magicka. That way it functions like it used to (sort of) in that it's a huge heal if you're low on hp, but would only be worthwhile if you have high magicka. Returns a self heal to Mag DK without overpowering stam DK.
Yeah they could remove the HP factor all together and just turn it into a heal that scales on you spell damage/magicka, that's probably the only way to avoid stam DK's using it.
Joy_Division wrote: »
- Dragon Blood 3K "burst" heals are a joke.
ebethke_ESO wrote: »Joy_Division wrote: »
- Dragon Blood 3K "burst" heals are a joke.
I just wanted to highlight this, and mention that stamina players can get vigor HoT ticks for more than this. A dang HoT is better!
ebethke_ESO wrote: »Joy_Division wrote: »
- Dragon Blood 3K "burst" heals are a joke.
I just wanted to highlight this, and mention that stamina players can get vigor HoT ticks for more than this. A dang HoT is better!
s7732425ub17_ESO wrote: »> DK has no purge, no class heal, no legitimate functioning gap closer, no legitimate heal debuff, and no burst.
It's very hard to take your post seriously when you post nonsense like this.
- DK gets purge in the alliance war skill line just like every other class. Templar is only class that has a class-based purge.
- DK does have a class heal. It's weak, but most class heals are pretty weak when hit with the 50% debuff in Cyrodiil. Templar is really the only class that can heal to full with a class heal.
- DK is not meant for extreme mobility. You know how Templars are supposed to be good inside of their "house"? Well, it's the same for DKs. Learn your class.
- DKs ACTUALLY HAVE A HEAL DEBUFF, and it just happens to be while using their best ultimate. Sorcs don't even have a single heal debuff. I'm not going to bother going further on this one.
- DK is not meant to be a burst class. It's meant to be a DoT-based class. No other classes run around with 7 DoTs on their bars. This is BY DESIGN. Learn your class.
Agree with all of your points joy except the defending ground one. Cinder storm, talons, inhale, banner - far more dangerous than a temp house. Being in melee range of a DK is risky because of their capacity to control an area.
Joy_Division wrote: »Agree with all of your points joy except the defending ground one. Cinder storm, talons, inhale, banner - far more dangerous than a temp house. Being in melee range of a DK is risky because of their capacity to control an area.
Controlling an area isn't the same as being able to survive in one. Banner is the only thing that a magicka DK would use that would prompt my templar to move away from it.
i actually think they should scrap inferno and make it fire cloak which gives the major evasion buff.
Morph 1: AoE DoT
Morph 2: Aoe HoT
BAM - DK healers are happy (lol, whats a DK healer?) and mDK is happy. Shuffle > Inferno still so stam isnt buffed.
I still think the old miss chance from Cinder Storm allowed for some class unique tankability. What was actually wrong with miss chance?
Everything that made the DK so strong in early patches has been nerfed to the ground (Dragon Blood, Scales on a lesser level and Battle Roar; made worse by dynamic ulti changes).
Dragon Blood should activate Major Heroism for x seconds aslong as it is used under 30% health.
I still think the old miss chance from Cinder Storm allowed for some class unique tankability. What was actually wrong with miss chance?
Everything that made the DK so strong in early patches has been nerfed to the ground (Dragon Blood, Scales on a lesser level and Battle Roar; made worse by dynamic ulti changes).
Dragon Blood should activate Major Heroism for x seconds aslong as it is used under 30% health.
Wrobel once explained the reason for removing miss chance as it used to exist for DKs and templars as something along the lines of "players would use abilities and attacks and not really know that they were missing or understanding it". I interpreted it as working around the lowest common denominator like when they wouldn't give us skill point resets after a patch because people couldn't remember which was the better of 2 morphs.
Go fight a dodge rolling shuffle user though and more of your attacks will miss than when cinder storm or blinding light was in their prime, because reasons.
Giving one morph of cinder storm major evasion would hardly be broken and would help with tankiness, that's a change I could get behind.
everything is just going to keep on being bandaid fixes. removal of softcaps, dynamic ult, and survivability mechanics is what castrated DKs and nothing I foresee them changing can truly compensate for that. They've been attempting to equalize the classes, make them so that everything can do every role and playstyle. it's completely ruined the game. Overleveling the playing field will always do that.