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.
I agree with the above, I think a HoT that is reliable is important. A HoT/DoT for Cauterize/FoO every 1-2 seconds for your group within a radius (although I believe that the radius should be more around 8-10m if it is a smaller HoT) would improve the skill significantly. It is frustrating to use a skill that you literally have no control of after you activate it, and knowing that something consistent will happen instead of a weird mechanic would be great.
Solution: Make Cauterize an AoE HoT that procs on nearby allies and yourself (5-8m) every second for 15 seconds. Cap it at 3-6 targets. I guarantee you this ability will start seeing use in both PvE and PvP. If someone's low on health, I can move my DK butt next to them and provide some cover healing. That would be cool. That feels like what a DK would bring to the table.
I generally agree that both skills are redundant. I prefer the Clockwork City updated version of Petrify over Stonefist (live Petrify is annoying often because it's free CC immunity). I think reworking the skill would be a great option. I don't think anyone uses the heal version due to its lack of reliability.The main issue here isn't just that these two abilities are redundant with each other (two ranged CC's, woo!), it's that one ability (Petrify) is strictly superior to the other (Stonefist). Neither ability will ever be used in competitive PvE except perhaps for learning in VMA, so I'm focusing on the PvP aspect. In PvP, when it comes to CCs, reliability is key--that's why Petrify has been king for so long. As long as my target doesn't have CC immunity and is in range, Petrify will land. Stonefist, on the other hand, sacrifices that clutch reliability for some extra damage. Damage that, honestly, I don't really need from my CC. I need my CC to CC. Stonefist just isn't worth the magicka costs against someone who dodges frequently or uses Miat's or permablocks. So why would I ever slot Stonefist? The few people that do are zerg surfers who spam it simply because it's the longest-ranged DK ability.
The Developers seem to think that there is some situation in which Stonefist is advantageous--there isn't. There's no need to "further differentiate" these abilities; one is good and the other is worse. No good PvPer will use Stonefist over Petrify.
Solution: Rework Stonefist. Petrify is in a good place and is the only ranged single-target CC that DK needs. There are so many defensive buffs in game that DK could really use right now (Major Evasion, Protection, Vitality, etc.), consider changing Stonefist to be a defensive/utility buff so DK can get some active defense back.
Solution: Reduce the cost back down to 200 Ultimate. The loss of uptime is a good tradeoff for being able to re-position this multiple times.
At this point in the meta I don't see there even being a place for this skill. Not preferred in PvE, in PvP it now costs more for the benefit of having to use a GCD to change the place of it.
Shifting Standard: My favorite change of this morph, beside from the infinite shifting time, is how the skill now last for 25 freaking seconds. That's 10 more seconds. But here's the kicker. For PvE, Standard of Might will still be a better morph, since 12% more overall damage is a lot better than 10 seconds of standard. Also, you don't really need to re-locate your standard in PvE, since most bosses don't move that much. So Shifting Standard by default is for PvP. And for PvP, 250 is quite for this kind of ultimate. Another downside is that you don't gain ultimate while this skill is active, so that means 25 seconds without any ultimate regen, that's a dead flag for DK, which depends a lot on ultimate to survive.
Also, a little off topic, but please god damn fix the dragon scale. It's utterly worthless now. At least Warden's Shimmering Shield gives them Major Heroism, Dragon Scale on the other hand gives Minor Ward, which is too situational at best, and totally non existent at worst.
Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
My thoughts regarding the Clockwork changes, and the current state of DK skills. I like a lot of the balance changes, particularly to Petrify!
Cauterize/Flames of Oblivion:I agree with the above, I think a HoT that is reliable is important. A HoT/DoT for Cauterize/FoO every 1-2 seconds for your group within a radius (although I believe that the radius should be more around 8-10m if it is a smaller HoT) would improve the skill significantly. It is frustrating to use a skill that you literally have no control of after you activate it, and knowing that something consistent will happen instead of a weird mechanic would be great.
Solution: Make Cauterize an AoE HoT that procs on nearby allies and yourself (5-8m) every second for 15 seconds. Cap it at 3-6 targets. I guarantee you this ability will start seeing use in both PvE and PvP. If someone's low on health, I can move my DK butt next to them and provide some cover healing. That would be cool. That feels like what a DK would bring to the table.
Petrify/Stonefist:I generally agree that both skills are redundant. I prefer the Clockwork City updated version of Petrify over Stonefist (live Petrify is annoying often because it's free CC immunity). I think reworking the skill would be a great option. I don't think anyone uses the heal version due to its lack of reliability.The main issue here isn't just that these two abilities are redundant with each other (two ranged CC's, woo!), it's that one ability (Petrify) is strictly superior to the other (Stonefist). Neither ability will ever be used in competitive PvE except perhaps for learning in VMA, so I'm focusing on the PvP aspect. In PvP, when it comes to CCs, reliability is key--that's why Petrify has been king for so long. As long as my target doesn't have CC immunity and is in range, Petrify will land. Stonefist, on the other hand, sacrifices that clutch reliability for some extra damage. Damage that, honestly, I don't really need from my CC. I need my CC to CC. Stonefist just isn't worth the magicka costs against someone who dodges frequently or uses Miat's or permablocks. So why would I ever slot Stonefist? The few people that do are zerg surfers who spam it simply because it's the longest-ranged DK ability.
The Developers seem to think that there is some situation in which Stonefist is advantageous--there isn't. There's no need to "further differentiate" these abilities; one is good and the other is worse. No good PvPer will use Stonefist over Petrify.
Solution: Rework Stonefist. Petrify is in a good place and is the only ranged single-target CC that DK needs. There are so many defensive buffs in game that DK could really use right now (Major Evasion, Protection, Vitality, etc.), consider changing Stonefist to be a defensive/utility buff so DK can get some active defense back.
My concise thoughts would be: great change to Petrify! Now make Stone Fist something different, DKs would love access to one of the Buffs Kilandros mentions above, and possibly enjoy an entirely new rework of the skill itself (Stone Giant as a ground pound?!).
Shifting Standard:Solution: Reduce the cost back down to 200 Ultimate. The loss of uptime is a good tradeoff for being able to re-position this multiple times.At this point in the meta I don't see there even being a place for this skill. Not preferred in PvE, in PvP it now costs more for the benefit of having to use a GCD to change the place of it.
Shifting Standard: My favorite change of this morph, beside from the infinite shifting time, is how the skill now last for 25 freaking seconds. That's 10 more seconds. But here's the kicker. For PvE, Standard of Might will still be a better morph, since 12% more overall damage is a lot better than 10 seconds of standard. Also, you don't really need to re-locate your standard in PvE, since most bosses don't move that much. So Shifting Standard by default is for PvP. And for PvP, 250 is quite for this kind of ultimate. Another downside is that you don't gain ultimate while this skill is active, so that means 25 seconds without any ultimate regen, that's a dead flag for DK, which depends a lot on ultimate to survive.
Here is an overall analysis/comparison:I think Shifting Standard needs a significant rework. I would say something appropriate would be putting the stand on your back (PBAoE) for the duration of SoM and significantly increasing the damage (less than EoTS but more closely matched to Sleet). Then people may benefit from using it. May.
- It does awful damage. Eye of the Storm is significantly better in dealing damage.
- It costs 250 ultimate for a ground placed AoE ultimate. Compare this to Sleet Storm: player casted, 200 cost, also gives Major Protection for all your allies. (Could also compare to EoTS).
- It's main benefit over other ultimates in the Major Defile AoE that can be dropped on the ground. You know what also does that? A skill on Warden that also heals your allies.
- As Pr0Skygon mentioned, you don't generate ultimate for this duration. What?
Following are things I think should be looked into.
Other Skills
Dragon ScaleAlso, a little off topic, but please god damn fix the dragon scale. It's utterly worthless now. At least Warden's Shimmering Shield gives them Major Heroism, Dragon Scale on the other hand gives Minor Ward, which is too situational at best, and totally non existent at worst.
Agree with the above. Warden's Shimmering Shield is an example of how Dragon Scale should be. The cost of Dragon Scale is atrocious compared to the Warden's shield, not even considering the Magicka return on getting hit.
Analysis:
I'm not going to ask for Major Heroism or something on Dragon Scale, etc. I just want everyone to acknowledge the fact that Dragon Scale cost is significantly worse than Crystallized Shield. Not even considering duration, access to Major Heroism, etc..
I'd propose any combination of: decreasing cost, increasing duration, adding more potent secondary effects, etc.
Ash Cloud
No major data to support this opinion, but I rarely see this skill being used outside of PvE DPS (Eruption). I would suggest giving something slightly more potent to Cinder Storm. Perhaps a significantly larger AoE or something? Just a thought!
Cheers.
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.
IxSTALKERxI wrote: »Cauterize feedback:
Increase the target cap to 2 targets. Make it tick every 3 seconds instead of every 5. Then you might have a winner.
Fireball(s) heals yourself or up to 2 nearby allies every 3 seconds for 15 seconds.
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.
I personally like the change to Petrify. However if the goal is to buff unused abilities where is the Shattering Rocks love? My biggest problem with petrify, which will still be a problem in the upcoming patch, is that it does nothing but burn magicka if someone becomes CC immune for any reason. At least let the secondary effect occur that happens when the "stun effect ends". Shatrocks can have an aoe 50% off balance proc, fossilized can immobilize. Stone fist still does some damage and gives a minor buff. Just a waste of magicka that DKs can ill afford with our high ability costs.
Btw, major expedition should be on wings, not chains. Chains needs a range buff, not a speed effect after the gap has been closed.
Cauterize should become a purge that cost health initially but applies a long duration hot.
For example purge 3 effects but cost 2k health and applies a 6k heal over time for 8 seconds.
Cauterize should become a purge that cost health initially but applies a long duration hot.
For example purge 3 effects but cost 2k health and applies a 6k heal over time for 8 seconds.
While I'd love to see that, I can't think of a skill that costs one resource, only to give back more than it used over a duration. It'd be much more likely to cost magicka. And combining a hot with a purge, I imagine that would be knocked to 2 effects -- or the purge would be like purify with a synergy to use the purge.
Cauterize should become a purge that cost health initially but applies a long duration hot.
For example purge 3 effects but cost 2k health and applies a 6k heal over time for 8 seconds.
While I'd love to see that, I can't think of a skill that costs one resource, only to give back more than it used over a duration. It'd be much more likely to cost magicka. And combining a hot with a purge, I imagine that would be knocked to 2 effects -- or the purge would be like purify with a synergy to use the purge.
The new NB heal does exactly that. Also, a skill doesn't have to be already in game to be worth suggesting (it makes it a unique skill!).
Also, combining a HoT with a purge is exactly what two of the three (four if you include Cloak DoT "purge" effect) are - purify (5 effects) and the Purge: Cleanse morph.
Cauterize should become a purge that cost health initially but applies a long duration hot.
For example purge 3 effects but cost 2k health and applies a 6k heal over time for 8 seconds.
While I'd love to see that, I can't think of a skill that costs one resource, only to give back more than it used over a duration. It'd be much more likely to cost magicka. And combining a hot with a purge, I imagine that would be knocked to 2 effects -- or the purge would be like purify with a synergy to use the purge.
The new NB heal does exactly that. Also, a skill doesn't have to be already in game to be worth suggesting (it makes it a unique skill!).
Also, combining a HoT with a purge is exactly what two of the three (four if you include Cloak DoT "purge" effect) are - purify (5 effects) and the Purge: Cleanse morph.
Cringed as I submitted that actually cause I thought of the new NB skill. Still not going to hold my breath for an essentially free health for purge + hot though.
About the Inferno talk:
Was talking in discord and someone linked me to a video of how it used to work, and I found the skill specs online from way back. Just wanted to say, the toggle w/ cost yet still OP nature of it wasn't what I was picturing for it, but rather just the still 15 second duration AOE (even the same animation would be fine) with the DOT/HOT would be excellent. The 5m radius of old should even be fine on the DPS side, as that's claw range, but backing up to whip range would be too far out. I would like to see 8m on the heal though. If the DPS version still scales with spell & weapon damage, that'd be even better to still give a class skill for stam dk.
After 3 hours of testing:
Petrify: I think the change is a right step in the right direction. However, just ask everyone else, this new Petrify makes Stone Fist look like a cheap knock off. If you're going to change Petrify, then also make some changes to Stone Fist. For example, make Stone Fist become a melee CC stamDK?
Cauterize: Still utterly useless in both PvE and PvP. Everything about this skill go against any helpful healing skill. The fact that you cannot fully control the skill is laughable, it's even worse than Mutagen. The cooldown is way too long. Templar's Healing Ritual with 1.5s delay is already deemed useless, let alone 5 secs. I either proc the heal at full health, or just die right before the heal proc. This skill is hands down the worst healing skill possible.
Shifting Standard: My favorite change of this morph, beside from the infinite shifting time, is how the skill now last for 25 freaking seconds. That's 10 more seconds. But here's the kicker. For PvE, Standard of Might will still be a better morph, since 12% more overall damage is a lot better than 10 seconds of standard. Also, you don't really need to re-locate your standard in PvE, since most bosses don't move that much. So Shifting Standard by default is for PvP. And for PvP, 250 is quite for this kind of ultimate. Another downside is that you don't gain ultimate while this skill is active, so that means 25 seconds without any ultimate regen, that's a dead flag for DK, which depends a lot on ultimate to survive.
Also, a little off topic, but please god damn fix the dragon scale. It's utterly worthless now. At least Warden's Shimmering Shield gives them Major Heroism, Dragon Scale on the other hand gives Minor Ward, which is too situational at best, and totally non existent at worst.
Toc de Malsvi wrote: »I would love a ranged DoT, but I want a morph that scales somewhat with max resource.ztyhurstub17_ESO wrote: »For stone fist...
Reduce the cost, change it to a fireball, and make it a ranged DoT for when DKs can't be in melee. Also give it a synergy while the DoT is active.
The only thing I can think of that DKs really lack is the ability to do decent DPS at range.
Also Flame doesn't match the tree theme.
I would suggest some sort of reliable or placeable heal or mitigation. Say a large area akin to domihaus set, but you get minor protection.
Different morphs could offer different buffs.
Joy_Division wrote: »DK used to be my favorite class to play. I only use it as an occasional PvE DPS class (and even that's tough now because it's a melee class that's outclassed by stam builds). I don't find them fun to play anymore.
- I *really* dislike the changes ZoS made to Inferno way back in the 1.6 patch. I am absolutely flabbergasted how anyone though stripping away what was unique and flavorful skill and then making into a generic DoT that performs the exact same function as Mage Light was something that would make the class more appealing to play. It's been nearly three years, but I still remember watching ESO live and hearing Wrobel say they were changing the ability because it wasn't used. THAT WAS WRONG. We used it all the time, it was a mainstay of DK DPS. I know the new Inferno is a good single target DPS skill, that's not the point. It's generic, boring, and a shadow of what it once was.
- I also really dislike how Standard has become so overshadowed by the Destro ultimate. I get it, in a stationary pure DPS rotation, I know Standard is a little more efficient, but your trials have moved away from those fights and 9 times out of 10 the destro ultiamte is better because it quickly burns down adds in addition to covering a much larger area. In PvP, even inexperienced players can easily step away from it and it's once unique contribution of applying major defile is now done by a spammable Warden skill that also heals allies. I know you're trying to make Shifting more appealing, but as long as Wardens exist, DK ulti regen is halted, and it costs 250 [wow!], there are much better options. If I'm a DPS, I'm dropping a destro or Leaping. If I'm a tank, I'm using Spellwall. This ultimate is obsolete and needs a makeover.
- I feel in PvP if I don't make a perma-block whip spam build, I can't compete. Reflective Scales, Cinderstorm, and dynamic ult regen were ways DKs could defend themselves without resorting to perma-block nonsense. Now scales was overnerfed and so many things aren't reflected anymore, the defensive functions of cinderstrom has been removed, and DKs are the worst ultiamte regeners mean go farm sturdy gear and get your sword and shield because otherwise you're toast. Yes the perma-block whip in your face build is solid, but I felt very frustrated moving away from that archetype because the DKs non block oriented defensive toolkit is largely gone.
I would really like it if the DKs morphs gave DKs one of two vectors to follow: either the swift, nimble, damage route (because dragons are this too!) or the rugged, stand their ground, tough as Earth route. It would not only make for more options but get rid of a lot of the perma-block troll builds in cyrodiil.
As far as the changes for update 16, what @Glory wrote covers most of what I think needs to be said. I'll add:
- Cauterize is better, sure, but it's hard to use a precious bar slot on a heal I can't control. Make it (and the Inferno morph) AoE as it once was and I would prefer it perform a different buff than what any class can get from the Mage's Guild or a potion do DKs can be a little unique.
- Shitting is easier to use. It's still outclassed by alternative and way too expensive for what it does.
- Petrify was already a strong skill and it's better. Nothing much to add except I agree with the other posters who feel the Stonefist is a clear lesser option and ought to be reworked.
Could someone please post the Tooltip for Shifting Standard with a Lighting Staff equipped... and then post Eye of Flame with an inferno staff equipped?
I'd like to see the comparison of the flame damage between Shifting (with the aoe lightning staff passive buff) and Eye. A 25 second Standard vs a 10 second Eye...
@Kilandros if you get my drift...