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.
Good with everything except the 4 projectiles per person with reflect. Countering a literal zerg from range with one ability press every 3-6 seconds is overpowered. No one should be able to counter that many attacks from one ability press.
Same reason why the blocking calculation needs an adjustment.
Also want to add, there is a potential fix regarding the ranged abilities that don't reflect. Instead of reflecting, they should just deflect these abilities. Forces them into melee as the ability intends, isn't overpowered, increases counterplay without destroying uniqueness. Yahtzee.
Good with everything except the 4 projectiles per person with reflect. Countering a literal zerg from range with one ability press every 3-6 seconds is overpowered. No one should be able to counter that many attacks from one ability press.
Same reason why the blocking calculation needs an adjustment.
Also want to add, there is a potential fix regarding the ranged abilities that don't reflect. Instead of reflecting, they should just deflect these abilities. Forces them into melee as the ability intends, isn't overpowered, increases counterplay without destroying uniqueness. Yahtzee.
Because zergbads are skilless and need counters. It doesn't over buff vs one person, but doesn't become null in a group.
Things like cloak doesn't have a hide limit.
Good with everything except the 4 projectiles per person with reflect. Countering a literal zerg from range with one ability press every 3-6 seconds is overpowered. No one should be able to counter that many attacks from one ability press.
Same reason why the blocking calculation needs an adjustment.
Also want to add, there is a potential fix regarding the ranged abilities that don't reflect. Instead of reflecting, they should just deflect these abilities. Forces them into melee as the ability intends, isn't overpowered, increases counterplay without destroying uniqueness. Yahtzee.
Because zergbads are skilless and need counters. It doesn't over buff vs one person, but doesn't become null in a group.
Things like cloak doesn't have a hide limit.
One does not have to equal the other. Hide has many counters. Just as any playstyle should. NB are lax in other areas that compensate. Also, guess what a NB cant do while remaining hidden? Cast most abilities without revealing itself. DKs can still do everything while reflecting. You are comparing oranges to coconuts.
Anne_Firehawk wrote: »You not going to get a valuable answer. Give up, like we all did by now after dozens of ignored feedback pages.
Snare removal is a great idea.Good with everything except the 4 projectiles per person with reflect. Countering a literal zerg from range with one ability press every 3-6 seconds is overpowered. No one should be able to counter that many attacks from one ability press.
Same reason why the blocking calculation needs an adjustment.
Also want to add, there is a potential fix regarding the ranged abilities that don't reflect. Instead of reflecting, they should just deflect these abilities. Forces them into melee as the ability intends, isn't overpowered, increases counterplay without destroying uniqueness. Yahtzee.
Because zergbads are skilless and need counters. It doesn't over buff vs one person, but doesn't become null in a group.
Things like cloak doesn't have a hide limit.
One does not have to equal the other. Hide has many counters. Just as any playstyle should. NB are lax in other areas that compensate. Also, guess what a NB cant do while remaining hidden? Cast most abilities without revealing itself. DKs can still do everything while reflecting. You are comparing oranges to coconuts.
Maybe not, but purely from a defense standpoint, wings only does projectiles with a massive limit, cloak does non aoes and dots.
Shields have a limit and a time frame, (zos compares wings and shields) however they absorb all damage bar the unresistable ones, stop crit and status effects. Warden shield absorbs, but gives mag and a very very strong ultimate bonus.
Wings is just lacking and some solo play like one snare removal morph and a per person limit is much better without being overpowered in 1v1. The cost will remain the same and the time of 4 would be fair.
scipionumatia wrote: »Anne_Firehawk wrote: »You not going to get a valuable answer. Give up, like we all did by now after dozens of ignored feedback pages.
strongly second this^
best part of being at rock bottom is the only place to go is up
lucky_Sage wrote: »here s my ideas for dk balance
elderdragon passive into a cost reduction passive.
making standard give a group but like minor heroism and make shifting standard into a player based aoe to make it mmore viable for pvp and both changes to it will help give dks something to bring to the group that wardens and tank sup sorcs don't do better.
give the reflective plate morph removes roots and snares instead of minor ward.this change with some sustain buffs would allow magdks not to be forced into vampire and with shuffle change help heavy armor stam dks if choose to use magicka. maybe a slit cost reduction like 200 to 300
a passive that minorly counters purge like maybe everytime a dk DoT is removed from targets gets 35 weapon and spell dmg stacking up 10 times for 6 seconds which would give the dk time to reaplay some but with thoughtful cleansing from healer or Templar wouldn't allow it to get out of hand and to strong
a stonefirst rework should happen a aoe heal like blessing of protection and it also sets enemies off balance who get hit by it. one morph can full on stun and the other can give ally a HoT. (fits in with them making everyclass has a line for each role) animation would be puching the ground and a magma shock wave in front of caster
fragmented shield should now scale off max magicka and give a HoT effect on it
ash cloud reduce cost and increase dmg to be on par with sorcs and nb ground aoe make it cast on the feet of the caster.
chains now stuns the target when its pulled to caster and empowering chains still pulls target to you not a gap closer if chains work right dks don't need one.
edit:
if chains works without bugs and stuns the target when its pulled towards you then rework petrify into a support abilty turns the lowest health ally skin into stone giving them minor protection for 10 seconds
morph one gives ally a dmg shield for x amount scales off max magicka
morph two now cost stamina and reduces cost
this change would buff stam dks aswell as healers
cinder storm morph of ash cloud now grants allies standing in it minor evasion but lowers dmg by 75% and removes snare
all of this seems to fit into dk as a class and gives them group utility that no other class has and will help dks healers which will help with zos's idea of giving every class a tank, dd and healer sup skill line.
@ZOS_GinaBruno @ZOS_Wrobel
Good with everything except the 4 projectiles per person with reflect. Countering a literal zerg from range with one ability press every 3-6 seconds is overpowered. No one should be able to counter that many attacks from one ability press.
Same reason why the blocking calculation needs an adjustment.
Also want to add, there is a potential fix regarding the ranged abilities that don't reflect. Instead of reflecting, they should just deflect these abilities. Forces them into melee as the ability intends, isn't overpowered, increases counterplay without destroying uniqueness. Yahtzee.
Because zergbads are skilless and need counters. It doesn't over buff vs one person, but doesn't become null in a group.
Things like cloak doesn't have a hide limit.
One does not have to equal the other. Hide has many counters. Just as any playstyle should. NB are lax in other areas that compensate. Also, guess what a NB cant do while remaining hidden? Cast most abilities without revealing itself. DKs can still do everything while reflecting. You are comparing oranges to coconuts.
Good with everything except the 4 projectiles per person with reflect. Countering a literal zerg from range with one ability press every 3-6 seconds is overpowered. No one should be able to counter that many attacks from one ability press.
Same reason why the blocking calculation needs an adjustment.
Also want to add, there is a potential fix regarding the ranged abilities that don't reflect. Instead of reflecting, they should just deflect these abilities. Forces them into melee as the ability intends, isn't overpowered, increases counterplay without destroying uniqueness. Yahtzee.
Because zergbads are skilless and need counters. It doesn't over buff vs one person, but doesn't become null in a group.
Things like cloak doesn't have a hide limit.
One does not have to equal the other. Hide has many counters. Just as any playstyle should. NB are lax in other areas that compensate. Also, guess what a NB cant do while remaining hidden? Cast most abilities without revealing itself. DKs can still do everything while reflecting. You are comparing oranges to coconuts.
But reflect at its current state also has too many counters. Its called "nothing gets reflected anymore"
Which is why I stated earlier the non reflectable ranged attacks should instead be deflected. making the ability effective without being ridiculous.
Good with everything except the 4 projectiles per person with reflect. Countering a literal zerg from range with one ability press every 3-6 seconds is overpowered. No one should be able to counter that many attacks from one ability press.
Same reason why the blocking calculation needs an adjustment.
Also want to add, there is a potential fix regarding the ranged abilities that don't reflect. Instead of reflecting, they should just deflect these abilities. Forces them into melee as the ability intends, isn't overpowered, increases counterplay without destroying uniqueness. Yahtzee.
Because zergbads are skilless and need counters. It doesn't over buff vs one person, but doesn't become null in a group.
Things like cloak doesn't have a hide limit.
Anne_Firehawk wrote: »lucky_Sage wrote: »here s my ideas for dk balance
elderdragon passive into a cost reduction passive.
making standard give a group but like minor heroism and make shifting standard into a player based aoe to make it mmore viable for pvp and both changes to it will help give dks something to bring to the group that wardens and tank sup sorcs don't do better.
give the reflective plate morph removes roots and snares instead of minor ward.this change with some sustain buffs would allow magdks not to be forced into vampire and with shuffle change help heavy armor stam dks if choose to use magicka. maybe a slit cost reduction like 200 to 300
a passive that minorly counters purge like maybe everytime a dk DoT is removed from targets gets 35 weapon and spell dmg stacking up 10 times for 6 seconds which would give the dk time to reaplay some but with thoughtful cleansing from healer or Templar wouldn't allow it to get out of hand and to strong
a stonefirst rework should happen a aoe heal like blessing of protection and it also sets enemies off balance who get hit by it. one morph can full on stun and the other can give ally a HoT. (fits in with them making everyclass has a line for each role) animation would be puching the ground and a magma shock wave in front of caster
fragmented shield should now scale off max magicka and give a HoT effect on it
ash cloud reduce cost and increase dmg to be on par with sorcs and nb ground aoe make it cast on the feet of the caster.
chains now stuns the target when its pulled to caster and empowering chains still pulls target to you not a gap closer if chains work right dks don't need one.
edit:
if chains works without bugs and stuns the target when its pulled towards you then rework petrify into a support abilty turns the lowest health ally skin into stone giving them minor protection for 10 seconds
morph one gives ally a dmg shield for x amount scales off max magicka
morph two now cost stamina and reduces cost
this change would buff stam dks aswell as healers
cinder storm morph of ash cloud now grants allies standing in it minor evasion but lowers dmg by 75% and removes snare
all of this seems to fit into dk as a class and gives them group utility that no other class has and will help dks healers which will help with zos's idea of giving every class a tank, dd and healer sup skill line.
@ZOS_GinaBruno @ZOS_Wrobel
There is no point of making ideas or suggestions, look at 15+ pages of quality feedback, suggestions and ideas - all being ignored.
Good with everything except the 4 projectiles per person with reflect. Countering a literal zerg from range with one ability press every 3-6 seconds is overpowered. No one should be able to counter that many attacks from one ability press.
Same reason why the blocking calculation needs an adjustment.
Also want to add, there is a potential fix regarding the ranged abilities that don't reflect. Instead of reflecting, they should just deflect these abilities. Forces them into melee as the ability intends, isn't overpowered, increases counterplay without destroying uniqueness. Yahtzee.
Because zergbads are skilless and need counters. It doesn't over buff vs one person, but doesn't become null in a group.
Things like cloak doesn't have a hide limit.
Can you tell me what a resto destro magicka NB can do agaisnt Wings ?
Every spells are reflectable, and it's far to be balanced. You want to buff your class, the actual meta but you don't think about other class. Balance is over all the game, not Dk only.
You say Dk is weak, but it's very good in 1v1 and can tank a lot of player and even kill the noobest one. DK is not weak, that's why 30% of cyrodil run dk.
Good with everything except the 4 projectiles per person with reflect. Countering a literal zerg from range with one ability press every 3-6 seconds is overpowered. No one should be able to counter that many attacks from one ability press.
Same reason why the blocking calculation needs an adjustment.
Also want to add, there is a potential fix regarding the ranged abilities that don't reflect. Instead of reflecting, they should just deflect these abilities. Forces them into melee as the ability intends, isn't overpowered, increases counterplay without destroying uniqueness. Yahtzee.
Because zergbads are skilless and need counters. It doesn't over buff vs one person, but doesn't become null in a group.
Things like cloak doesn't have a hide limit.
Can you tell me what a resto destro magicka NB can do agaisnt Wings ?
Every spells are reflectable, and it's far to be balanced. You want to buff your class, the actual meta but you don't think about other class. Balance is over all the game, not Dk only.
You say Dk is weak, but it's very good in 1v1 and can tank a lot of player and even kill the noobest one. DK is not weak, that's why 30% of cyrodil run dk.