Hoping to see some balance changes for Stam DK in the next PTS build. I've compiled a small list of glaring issues below. There has been an ongoing thread on the pvp forum about it here. If you can get passed the whining, there are several insightful comments.
I do want to say, I recognize stam DK is overwhelmingly powerful in PvE and want changes that will not effect their performance for the better in that aspect of the game.
1. Lack of meaningful pressure and no burst outside of Leap/DB | Our only 2 dots can be cleansed by every class.
2. Igneous shield/healing is far worse than any other class despite having healing passives.
3. On top of bad healing, forced to run forward momentum for snare removal.
4. Pigeonholed into running Seventh Legion OR Fortified Brass for defense.
5. No mobility or ways to kite.
6. Flat resources on Battle Roar and Helping Hands heavily favor magicka, considering they don’t use their primary resource for mobility and blocking.
7. No group utility outside of minor brutality (useless for magicka users).
Curious to see what everyone else thinks.
GothicPython wrote: »8. No class spamable
9. No class execute
10. Unreliable gap closer that is not very realistic to use with a stam build.
11. Burst heal doesn't scale with stamina and costs too much magicka to reliably want to use it with a stam build.
We don't need everything to change, but a few of the issues at the very least should be addressed.
Hoping to see some balance changes for Stam DK in the next PTS build. I've compiled a small list of glaring issues below. There has been an ongoing thread on the pvp forum about it here. If you can get passed the whining, there are several insightful comments.
I do want to say, I recognize stam DK is overwhelmingly powerful in PvE and want changes that will not effect their performance for the better in that aspect of the game.
1. Lack of meaningful pressure and no burst outside of Leap/DB | Our only 2 dots can be cleansed by every class.
2. Igneous shield/healing is far worse than any other class despite having healing passives.
3. On top of bad healing, forced to run forward momentum for snare removal.
4. Pigeonholed into running Seventh Legion OR Fortified Brass for defense.
5. No mobility or ways to kite.
6. Flat resources on Battle Roar and Helping Hands heavily favor magicka, considering they don’t use their primary resource for mobility and blocking.
7. No group utility outside of minor brutality (useless for magicka users).
Curious to see what everyone else thinks.
Then what do you think are their strengths? Let's start with it.
Then what do you think are their strengths? Let's start with it.
Onefrkncrzypope wrote: »Uh a passive for spell resist. Anything else is shared with every other class.
Hoping to see some balance changes for Stam DK in the next PTS build. I've compiled a small list of glaring issues below. There has been an ongoing thread on the pvp forum about it here. If you can get passed the whining, there are several insightful comments.
I do want to say, I recognize stam DK is overwhelmingly powerful in PvE and want changes that will not effect their performance for the better in that aspect of the game.
1. Lack of meaningful pressure and no burst outside of Leap/DB | Our only 2 dots can be cleansed by every class.
2. Igneous shield/healing is far worse than any other class despite having healing passives.
3. On top of bad healing, forced to run forward momentum for snare removal.
4. Pigeonholed into running Seventh Legion OR Fortified Brass for defense.
5. No mobility or ways to kite.
6. Flat resources on Battle Roar and Helping Hands heavily favor magicka, considering they don’t use their primary resource for mobility and blocking.
7. No group utility outside of minor brutality (useless for magicka users).
Curious to see what everyone else thinks.
Lava Pool: Summon a pool of lava around you that deals x dmg for 6 secs and applies minor defile to all enemies around you while the pool is up.
And its morphs:
Swamp pool: Summon a pool of poison around you that deals x dmg for 6 secs and applies minor defile to all enemies around you while the pool is up. You get minor expedition for the duration of the pool.
-->Now is a stamina build and gives you minor exedition.
Lava Sink: Summon a pool of lava around you that deals y dmg for 6 secs and applies Major Defile to all enemies around you while the pool is up.
--> Decrease dmg, but now applies major defile
Onefrkncrzypope wrote: »Uh a passive for spell resist. Anything else is shared with every other class.
What if I told you Templars get the same passive but it also comes with weapon damage?
Then what do you think are their strengths? Let's start with it.
That's exactly it, they don't have any that another class can't do better. They have no mobility. Wardens and NB have far superior burst. Their dot pressure and battle roar is the only thing that makes them "unique" but both just aren't very good in their current state.
Stam DK (in PvP) is by far the worst class and, in that regard, it's hard to look at any good aspects of them.
I totally disagree with it.2. Igneous shield/healing is far worse than any other class despite having healing passives.
Every class is "forced" to use it, isn't it? Only wardens have a class passive ability that helps to deal with snares.3. On top of bad healing, forced to run forward momentum for snare removal.
Another thing that is "forced"? Sorry, but throw the meta out of your head.4. Pigeonholed into running Seventh Legion OR Fortified Brass for defense.
Well, if I understood the point correctly, this also applies to both templars and nightblades equally. I did not even consider wardens as their speed buff is very convenient (plus Nature's Grasp option, why not).5. No mobility or ways to kite.
It is difficult to compare these abilities with those of other classes, because they all have different mechanics.6. Flat resources on Battle Roar and Helping Hands heavily favor magicka, considering they don’t use their primary resource for mobility and blocking.
Depends on the type of group and utilities that are needed.7. No group utility outside of minor brutality (useless for magicka users).
I put in the end the point with which I agree that my post does not look like a continuous criticism1. Lack of meaningful pressure and no burst outside of Leap/DB | Our only 2 dots can be cleansed by every class.
2. Igneous shield/healing is far worse than any other class despite having healing passives.
6. Flat resources on Battle Roar and Helping Hands heavily favor magicka, considering they don’t use their primary resource for mobility and blocking.
Yolokin_Swagonborn wrote: »Can we just go back to the early days of patch (1.7?) or so where stamDK was on top of the pack and try to figure out why it was so strong then?
I know that Wrecking blow (stun+empower) into dragon leap was pretty huge but there was more than that. That was before the igneous nerf too. What else made stamDK so strong back in the day?
Also, dragon leaping into keeps was just about the most fun you could possibly have in a video game.
2. Igneous shield/healing is far worse than any other class despite having healing passives.
6. Flat resources on Battle Roar and Helping Hands heavily favor magicka, considering they don’t use their primary resource for mobility and blocking.
IMO the above are the only real issues facing sDk, and you are spot on with these. The changes to BR and HH we're a big buff to mDk and big nerf to sDk.
Personally I think all we need is 5 seconds of Major Mending and Helping Hands to be changed back to a % of max pool.
Yes Warden will still be better but that OP monster needs nerfed.
The changes to BR were not a buff to Mdk, far from it, I would take the old battle roar in an instant.
2. Igneous shield/healing is far worse than any other class despite having healing passives.
6. Flat resources on Battle Roar and Helping Hands heavily favor magicka, considering they don’t use their primary resource for mobility and blocking.
IMO the above are the only real issues facing sDk, and you are spot on with these. The changes to BR and HH we're a big buff to mDk and big nerf to sDk.
Personally I think all we need is 5 seconds of Major Mending and Helping Hands to be changed back to a % of max pool.
Yes Warden will still be better but that OP monster needs nerfed.
2. Igneous shield/healing is far worse than any other class despite having healing passives.
I totally disagree with it.
The presence of one of the strongest buffs on the heal, coupled with the passive ability to healing receive, opens access to the strongest heal. Plus Battle Roar can be the best panic button for emergency healing. Not to mention the availability of such an option as Dragon Blood for some cases.
Well, sorcerers and wardens have good alternatives to this, but clearly weaker. Templars and nightblades are not even close.
HeroOfNone wrote: »Stam DK isn't totally without use in PVP, but it's constantly getting pushed back to use heavy armor to 1vX multiple or hoping friends don't show up to finish the fight for their buddies so they can teabag you.
For damage DOTs in general give good pressure if you can hit your targets, but enemies dodge roll or put up major evasion to ignore the hits, even dodging the damage ticks in the past. Purging also removes the effectiveness of the DK, which means templars and wardens you need to keep constant pressure up to make sure they have to keep clensing.atop of this DKS are also great damage when using heavy attacks, but most heavy attacks take too long for PVP and you'll get CCED or dodges unless your doing things like canceling with a gap closer, which I'm still not sure is not an exploit.
The DK also has a limited number of Class CCs, one being the ultimate and 2 magicka. Stonefist and petrify work ok for this, but you have limited magicka to start with. That leaves weapon abilities like magnum shot or dizzying swing to help fill the gap. I should mention chains is OP for group plan, but lacks effectiveness for 1v1 and also has some annoying bugs trying to pass thresholds like gate doors. Players have also complained about being lagget after pulled.
AOEwise, DKS are lacking. Noxious breath and leap are the main two while magicka has the rest, which most won't use anyway. Weapon skill wise we're also limited as steel tornado is stamina heavy and most bow abilities as static location.
So, where does this leave the DK? A position where it can't burst and has to keep up constant DOTS on a player but can't AOE effectively so you need to single target down players as they run into a group of their teammates. So most play tanky characters to chase or to run away and kite when multiple show up. If you're looking to duel a DK can seem to hold theur own in a lot of cases, but they fall short on the open world competition unless you get someone that is really chasing after them and ignoring their resources.
How can we fix this? Not sure. Messing with damage or effects risks tipping the balance for PVE. But here are some possible items:
Deep breath: make a morph & leave as a magicka ability but have it scale on weapon damage and stamina. When used it will reduce the cost of the next X abilities based on the number of targets hit. X is the number of abilities it effects, wit a possible cap. would give a unique skill that aids other high stamina cost abilities like caltrops or steel tornado. It also wouldn't reduce its self or restoration stamina that would result in a perma block situation.it could potentially still restore health or interrupt, depending on balance.
Igneous weapons: we all use the molten morph for boosting heavy attacks, in magicka & stamina builds. Set Igneous to give brutality and boost light attacks. Ithe should be high enough that PVE won't want it but high enough to make a difference here in pvp.
Flames of Oblivion: this is falling out of favor as a PVE skill and even the healing morph is laughable to most. My thought is it should work set a burning debuff that prevents enemies from stealth information and casts motes of fire at stealthed enemies. But that sound like a damaging version of mages light, it lacks anything unique to a stamina DK
Now for other abilities I think we could do with more debuffs like minor defile or something unique like minor Enervation, cowardice, uncertainty, etc. to raise the cost on some abilities or to reduce critical ratings/damage. Yes they can be purged but Purging isn't healing or damaging.
Anyhow, I think a solution or two that can help the Stam DK when they redo the class lines, hopefully they won't take all year.
Jjitsuboy98 wrote: »But they are not changing any skills around this patch for DK. We need a cyrodil PVP update. PVP must not be what drives this game as there is hardly any focus anymore.