Agree on all points. The only class in the game that need off-balance to be viable (All other classes benefits from off-balance, but doesn´t really need it). In general DK´s need changes that helps their sustain.
Suggestion:
* Revert the changes made to Battle Roar and Helping Hands to pre-Morrowind state, so it scales of max resource instead of level.
* Either reduce the cost of all Dragonknight skills or give them a cost reduction passive when an enemy is affected by an ardent flame ability.
Agree on all points. The only class in the game that need off-balance to be viable (All other classes benefits from off-balance, but doesn´t really need it). In general DK´s need changes that helps their sustain.
Suggestion:
* Revert the changes made to Battle Roar and Helping Hands to pre-Morrowind state, so it scales of max resource instead of level.
* Either reduce the cost of all Dragonknight skills or give them a cost reduction passive when an enemy is affected by an ardent flame ability.
DKs:
- If a dot is removed or expended, you should get mag/Stam back. That means purges, cloaks, and durations ended would cause dots to mean something for DKs.
- Return helping hands back to how it was.
- Fix chains so DK's can start using their major expedition source.
- Give another armor boost that runs passively (to mimic losing out on miss chance).
- fix dk bugs
Templars:
- make explosive charge a ground target ability. Let it be the escape tool Templars are asking for. Maybe instead of DMG, it boosts your resists with one morph boosting your allies resists.
- Dawn's wraith passive to increase your armor against the enemy that is affected by a DW spell.
- in addition to cost reduction passive, give templars mag back per ability use. Templars have been starving since 2014 (other threads back then said the same sustain issues as today).
- fix jabs/Jesus beam scaling issues (as promised by zos on pts!).
Basically make DKs and Templars choose other defense options to replace healing/block. Let us move/mitigate dmg and debuff players like we were intended to do!
Brutusmax1mus wrote: »Agree on all points. The only class in the game that need off-balance to be viable (All other classes benefits from off-balance, but doesn´t really need it). In general DK´s need changes that helps their sustain.
Suggestion:
* Revert the changes made to Battle Roar and Helping Hands to pre-Morrowind state, so it scales of max resource instead of level.
* Either reduce the cost of all Dragonknight skills or give them a cost reduction passive when an enemy is affected by an ardent flame ability.
DKs:
- If a dot is removed or expended, you should get mag/Stam back. That means purges, cloaks, and durations ended would cause dots to mean something for DKs.
- Return helping hands back to how it was.
- Fix chains so DK's can start using their major expedition source.
- Give another armor boost that runs passively (to mimic losing out on miss chance).
- fix dk bugs
Templars:
- make explosive charge a ground target ability. Let it be the escape tool Templars are asking for. Maybe instead of DMG, it boosts your resists with one morph boosting your allies resists.
- Dawn's wraith passive to increase your armor against the enemy that is affected by a DW spell.
- in addition to cost reduction passive, give templars mag back per ability use. Templars have been starving since 2014 (other threads back then said the same sustain issues as today).
- fix jabs/Jesus beam scaling issues (as promised by zos on pts!).
Basically make DKs and Templars choose other defense options to replace healing/block. Let us move/mitigate dmg and debuff players like we were intended to do!
Disagree on helping hands. It was easy to effective on both pve and pvp. It would just reinforce holding block.
Brutusmax1mus wrote: »Agree on all points. The only class in the game that need off-balance to be viable (All other classes benefits from off-balance, but doesn´t really need it). In general DK´s need changes that helps their sustain.
Suggestion:
* Revert the changes made to Battle Roar and Helping Hands to pre-Morrowind state, so it scales of max resource instead of level.
* Either reduce the cost of all Dragonknight skills or give them a cost reduction passive when an enemy is affected by an ardent flame ability.
DKs:
- If a dot is removed or expended, you should get mag/Stam back. That means purges, cloaks, and durations ended would cause dots to mean something for DKs.
- Return helping hands back to how it was.
- Fix chains so DK's can start using their major expedition source.
- Give another armor boost that runs passively (to mimic losing out on miss chance).
- fix dk bugs
Templars:
- make explosive charge a ground target ability. Let it be the escape tool Templars are asking for. Maybe instead of DMG, it boosts your resists with one morph boosting your allies resists.
- Dawn's wraith passive to increase your armor against the enemy that is affected by a DW spell.
- in addition to cost reduction passive, give templars mag back per ability use. Templars have been starving since 2014 (other threads back then said the same sustain issues as today).
- fix jabs/Jesus beam scaling issues (as promised by zos on pts!).
Basically make DKs and Templars choose other defense options to replace healing/block. Let us move/mitigate dmg and debuff players like we were intended to do!
Disagree on helping hands. It was easy to effective on both pve and pvp. It would just reinforce holding block.
f047ys3v3n wrote: »The truly miraculous thing is that there was actually a time, around one tamriel, when top tier raids (and lots of those existed at that time) actually had mag and stam toons of all classes. It wasn't perfect by any means but you did at least see people running a variety of builds. Naturally there were some "fixes" needed most prominently in Morrowind but in other updates as well. Now, not so much balance is there. The balance was an accident, the unbalance is as well.
irstarkey57 wrote: »Number 1. That's right, you guessed it. Both their sustain and competitive dos numbers rely on off balance. Without off balance our whips don't proc and if our whips don't proc, good luck getting halfway through a 3m health target skeleton. This leads in to number two.
Number 2. After maining a magicka dragon knight for nearly two years, I pull around 51k in trials on a static target (first boss in vMol for example.) Now, when I am told that I can't be in end game raids because other melee ranged dos (blasphemous stam dk's ;p ) are doing 65k dps, what is my argument? I can argue the off balance consumption because their heavy attacks will consume the proc as well as my whips but i can't argue 10-15k in dps. Especially when IMO, i work a lot harder for it rotation wise.
Possible Solutions and Ideas. Zos, please, please be very careful in your looking into off balance. The wrong move could make magic dk's extinct. I realize your past track record for leveling the playing field has been to nerf everything. It does't work, won't work, etc. DK's used to bring so much utility to the group that is just not needed anymore. Tanks can run engulfing flames, and hell, most sorcerers and magblades even have a fire enchant on on of their staves. You could argue they can still be helpful with chains but again, if tank is solid enough, they can chain...including the twins fight. The main issue I see is being ostracized from the inevitable elitist end game raiders ( not putting anyone down, I wouldn't want less dps on purpose either) because we aren't capable of pulling the same numbers. Perhaps offer a version of implosion like sorcerers? Buff some of the magicka morph skills? Our passives have been nerfed a few times now but magicka dk continues to basically stay the same through your content but have grown worse by indirect changes to the game...I.E. off balance.
The class needs some help guys...they need a way to be competitive in end game content again. Refusing to play a sorc!
PS. Sorry Magplars, you will have to make your own post. You guys have it bad too : / Also, ignore typos...phone and what not.
Use race change and go back to being a stamina Dk. I did this morning. Solved my problems and i needed a change
Use race change and go back to being a stamina Dk. I did this morning. Solved my problems and i needed a change
jakeedmundson wrote: »
ztyhurstub17_ESO wrote: »
1. Buff Battle Roar - Easy way out, just tweak numbers so that sustain matches that of other classes. Won't effect Stam DK DPS because they don't need sustain help anyway.
irstarkey57 wrote: »Number 2. After maining a magicka dragon knight for nearly two years, I pull around 51k in trials on a static target (first boss in vMol for example.) Now, when I am told that I can't be in end game raids because other melee ranged dos (blasphemous stam dk's ;p ) are doing 65k dps, what is my argument? I can argue the off balance consumption because their heavy attacks will consume the proc as well as my whips but i can't argue 10-15k in dps. Especially when IMO, i work a lot harder for it rotation wise.