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Magicka DK needs a serious buff, not a tweak but a buff. Here is why:

  • Zheg
    Zheg
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    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.
  • Ishammael
    Ishammael
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    > 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.

    LOL worthy
  • Ghost-Shot
    Ghost-Shot
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    Zheg 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.
  • Zheg
    Zheg
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    ✭✭✭✭
    Ghost-Shot wrote: »
    Zheg 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.

    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.
  • DUTCH_REAPER
    DUTCH_REAPER
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    DK FO LIFE YO

    Werd to ya motha.

    /gangsign
  • Ghost-Shot
    Ghost-Shot
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    ✭✭
    Zheg wrote: »
    Ghost-Shot wrote: »
    Zheg 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.

    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.
    Edited by Ghost-Shot on June 8, 2016 6:36PM
  • Dyride
    Dyride
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    Ghost-Shot wrote: »
    Zheg 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.

    Sigh. I just need to stop playing the same class as FENGRUSH cause stam sorc is never going to get put in a good place again.

    If they gave mDKs 20% dodge chance inside Ash Cloud that would boost mDKs quite a bit. :D
    V Є H Є M Є И C Є
      Ḍ̼̭͔yride

      Revenge of the Bear

      ØMNI
      Solongandthanksforallthef
      Revenge of the Hist
      Revenge of the Deer


      Remember the Great Burn of of the Blackwater War!


      #FreeArgonia
    1. Zheg
      Zheg
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      Ghost-Shot wrote: »
      Zheg wrote: »
      Ghost-Shot wrote: »
      Zheg 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.

      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.
    2. Ghost-Shot
      Ghost-Shot
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      ✭✭
      Zheg wrote: »
      Ghost-Shot wrote: »
      Zheg wrote: »
      Ghost-Shot wrote: »
      Zheg 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.

      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.
      Edited by Ghost-Shot on June 8, 2016 8:58PM
    3. Zheg
      Zheg
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      ✭✭✭✭
      Ghost-Shot wrote: »
      Zheg wrote: »
      Ghost-Shot wrote: »
      Zheg wrote: »
      Ghost-Shot wrote: »
      Zheg 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.

      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.
    4. Dyride
      Dyride
      ✭✭✭✭✭
      Zheg wrote: »
      Ghost-Shot wrote: »
      Zheg wrote: »
      Ghost-Shot wrote: »
      Zheg wrote: »
      Ghost-Shot wrote: »
      Zheg 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.

      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.

      It should be feasible to give it a base heal that scales off max magicka, that increases up to 2x or something based on missing health.

      But then again, that would mean trusting ZOS to get something balanced. Most likely they would just nerf DK tanks.
      V Є H Є M Є И C Є
        Ḍ̼̭͔yride

        Revenge of the Bear

        ØMNI
        Solongandthanksforallthef
        Revenge of the Hist
        Revenge of the Deer


        Remember the Great Burn of of the Blackwater War!


        #FreeArgonia
      1. DKsUnite
        DKsUnite
        ✭✭✭✭✭
        Zheg wrote: »
        Ghost-Shot wrote: »
        Zheg wrote: »
        Ghost-Shot wrote: »
        Zheg wrote: »
        Ghost-Shot wrote: »
        Zheg 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.

        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.

        you just make it like the pariah set. Have a base and let it scale to some point depending on missing health. but it will never happen for whatever reason so
        Vyr Cor | Magicka Dragonknight | DC
        Vir Cor | Stamina Dragonknight | DC

        Latest Videos:
        Magicka Dragonknight: Vyr Cor | "A Dragon's Fury" | Magicka Dragonknight PvP
        Stamina Dragonknight: Vir Cor | "Heathen" | Stamina Dragonknight PvP

        Youtube: CorGaming
      2. Glory
        Glory
        Class Representative
        • 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!
        mDK will rise again.
        Rebuild Necromancer pet AI.

        @Glorious since I have too many characters to list

        Ádamant

        Strongly against Faction Lock
      3. Aenlir
        Aenlir
        ✭✭✭
        • 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!

        Fix dragon blood! Please :'(

      4. DignifiedMouse
        - fix dragonblood
        - give like a slight ulti gen buff / or atleast a sustain buff ( passive with either reduce cost or regen )
        - cinderstorm dodge chance

        imo, this would make the class way more balanced and on par with other classes

        DignifiedMouse l EP
        DigMouse l EP

        r.i.p aristocracy
        r.i.p haxus
      5. DKsUnite
        DKsUnite
        ✭✭✭✭✭
        • 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!

        i tweaked a build im testing about to make dragon blood heal as strong as possible while maintaining some form of dmg and sustain. Best i can do is about a 8k from low health (with 25k health on back bar). Thats with igenous. Going to keep tweaking numbers i guess :/
        Vyr Cor | Magicka Dragonknight | DC
        Vir Cor | Stamina Dragonknight | DC

        Latest Videos:
        Magicka Dragonknight: Vyr Cor | "A Dragon's Fury" | Magicka Dragonknight PvP
        Stamina Dragonknight: Vir Cor | "Heathen" | Stamina Dragonknight PvP

        Youtube: CorGaming
      6. DKsUnite
        DKsUnite
        ✭✭✭✭✭
        > 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.

        while all your above points are pretty stupid, im going to just talk about the last one.
        The reason DoTs dont work is because burst healing exists. Make everything in this game hot's and DoT's will be powerful. 2k dmg per sec from a dot cant out do a 10k BoL.
        Vyr Cor | Magicka Dragonknight | DC
        Vir Cor | Stamina Dragonknight | DC

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      7. Draxys
        Draxys
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        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.
        2013

        rip decibel
      8. Joy_Division
        Joy_Division
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        Zheg 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.
        Edited by Joy_Division on June 9, 2016 10:37AM
      9. DKsUnite
        DKsUnite
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        Zheg 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.

        in 1v1, our control is really what can win us the duel. In outnumbered, its the lack of defending it that gets us killed. In group, its our control that gets us praised lol
        Edited by DKsUnite on June 9, 2016 10:41AM
        Vyr Cor | Magicka Dragonknight | DC
        Vir Cor | Stamina Dragonknight | DC

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      10. Dalglish
        Dalglish
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        Bring back the old Cinder Storm giving Miss chance to attackers while standing in it and can only be used as PBAoE.
        Victrix EU - EP & AD -
        Xbox EU - DalglishUK
      11. Cinbri
        Cinbri
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        Dalglish wrote: »
        Bring back the old Cinder Storm giving Miss chance to attackers while standing in it and can only be used as PBAoE.
        Cinder Storm evasion for dks, blinding light-like ability for templars should be back. And we will be fine.
      12. DKsUnite
        DKsUnite
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        Cinbri wrote: »
        Dalglish wrote: »
        Bring back the old Cinder Storm giving Miss chance to attackers while standing in it and can only be used as PBAoE.
        Cinder Storm evasion for dks, blinding light-like ability for templars should be back. And we will be fine.

        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.
        Edited by DKsUnite on June 9, 2016 12:06PM
        Vyr Cor | Magicka Dragonknight | DC
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      13. Ishammael
        Ishammael
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        DKsUnite wrote: »
        Cinbri wrote: »
        Dalglish wrote: »
        Bring back the old Cinder Storm giving Miss chance to attackers while standing in it and can only be used as PBAoE.
        Cinder Storm evasion for dks, blinding light-like ability for templars should be back. And we will be fine.

        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.

        Sounds good to me!

        Also, one of the morphs of Spiked Armor should give Minor Heroism.
        Maybe rework the health regen passive to give a few ticks of Major Heroism when at <50% health.
        The passive which gives a flat bonus to spell resist should also give equivalent physical resistance (~3k)
        Edited by Ishammael on June 9, 2016 1:03PM
      14. Ghostbane
        Ghostbane
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        I propose to get a self heal which is scaled off the level of rainwater on a Tuesday, at Night time.

        Still a better heal than dragonblood in cyro.
        {★★★★★ · ★★★★★ · ★★ · ★★★★★}
        350m+ AP PC - EU
        AD :: Imported Waffles [37]EP :: Wee ee ee ee ee [16]DC :: Ghostbane's DK [16], Impending Loadscreen [12]PC - NA
        AD :: Ghostbane [50], yer ma [43], Sir Humphrey Winterbottom 2.0 [18], robotic baby legs [18]EP :: Wee Mad Arthur [50], avast ye buttcrackz [49], Sir Horace Foghorn [27], Brother Ballbag [24], Scatman John [16]DC :: W T B Waffles [36], Morale Boost [30], W T F Waffles [17], Ghostbanë [15]RIPAD :: Sir Humphrey Winterbottom 1.0 [20]
        Addons
      15. Lokey0024
        Lokey0024
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        If mdk had an execute and they fix dragonsblood i think the class would be in a way better spot.
        Dw destro or SnB destro was strong when this game came out on ps4
      16. Dalglish
        Dalglish
        ✭✭✭
        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.
        Victrix EU - EP & AD -
        Xbox EU - DalglishUK
      17. Zheg
        Zheg
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        Dalglish wrote: »
        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.
      18. DKsUnite
        DKsUnite
        ✭✭✭✭✭
        Zheg wrote: »
        Dalglish wrote: »
        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.

        the reasoning was really dumb... even so, dodge chance on a cinder storm would be nice to have again. Legit get the templar restoring focus skill, change animation to cinder storm and apply major evasion and your skill is done. Legit like 5 seconds of work....
        Vyr Cor | Magicka Dragonknight | DC
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      19. xEcthelionx
        xEcthelionx
        ✭✭✭
        Draxys wrote: »
        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.

        Also the 50% damage nerf. We never received a bonus to our abilities to compensate for that nerf when IC came out.

        I think you are right which is why I have been taking a break for the past four months. They literally don't care about endgame PvP/PvE as much as they do about funneling in new players to drop 20-30 on crowns and then who cares? They receive their money, the new players run around Tamriel and ZoS has money in their pocket.
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