Long range skill morph for magdk's?

  • Savos_Saren
    Savos_Saren
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    Seraphayel wrote: »
    zParallaxz wrote: »
    Seraphayel wrote: »
    Sigma957 wrote: »
    I'd much rather see a dk get an execute skill, there that is my 2 cents worth .

    We had one (or at least some kind of). They entirely removed it because ... [insert pointless reason]

    What was it

    Igneous Weapons had an execute morph if I remember correctly.

    @zParallaxz @Sigma957

    Click on the video I posted above around the 2:42 part. It was called "Engulfing Flames"... it did increased Damage over Time.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • dodgehopper_ESO
    dodgehopper_ESO
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    Seraphayel wrote: »
    What the hell gets ruined when the only class not capable of ranged combat gets the option to play ranged combat? Nothing gets taken away, just some skills get a higher range. What's the great deal behind it that could ruin DK?

    It is very simple. You would take a very tanky class and make it god-mode. DK emperors would abound. PvP would probably be wrecked. This might be glorious for a short while until ZoS starts tearing down everything else identifiable about the class. I can't believe this isn't patently obvious. Again this is why I recommend the concepts of @TheShadowScout here.

    I'm also one of the people who didn't understand why they didn't give the Flame Cloak spell the Hurricane treatment. They could have very easily lowered the damage to make it reasonable. The problem with this skill and its use at the time was its cost though. It completely shut down magic regeneration and actually ran magicka negative. It had a very strange mechanic. Flame Cloak very easily could have been a clicky like Hurricane/Boundless Storm with a minor snare and minor flame damage which would have been acceptable. I don't disagree with this in the slightest as I always felt it was a shame this iconic skill was taken from the game (Play previous TES games and you'll know what I mean).
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Seraphayel
    Seraphayel
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    Seraphayel wrote: »
    zParallaxz wrote: »
    Seraphayel wrote: »
    Sigma957 wrote: »
    I'd much rather see a dk get an execute skill, there that is my 2 cents worth .

    We had one (or at least some kind of). They entirely removed it because ... [insert pointless reason]

    What was it

    Igneous Weapons had an execute morph if I remember correctly.

    @zParallaxz @Sigma957

    Click on the video I posted above around the 2:42 part. It was called "Engulfing Flames"... it did increased Damage over Time.

    Engulfing Flames is still in game and has been pretty much untouched (at least I don't remember another version than the most recent morph). Igneous Weapons had a "based on your enemies health the damage of your heavy attacks increases by up to 40%" or something like that. Was an amazing skill but they removed the execute part.
    Edited by Seraphayel on March 3, 2018 12:46AM
    PS5
    EU
    Aldmeri Dominion
    - Khajiit Arcanist -
  • dodgehopper_ESO
    dodgehopper_ESO
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    Seraphayel wrote: »
    Seraphayel wrote: »
    zParallaxz wrote: »
    Seraphayel wrote: »
    Sigma957 wrote: »
    I'd much rather see a dk get an execute skill, there that is my 2 cents worth .

    We had one (or at least some kind of). They entirely removed it because ... [insert pointless reason]

    What was it

    Igneous Weapons had an execute morph if I remember correctly.

    @zParallaxz @Sigma957

    Click on the video I posted above around the 2:42 part. It was called "Engulfing Flames"... it did increased Damage over Time.

    Engulfing Flames is still in game and has been pretty much untouched (at least I don't remember another version than the most recent morph). Igneous Weapons had a "based on your enemies health the damage of your heavy attacks increases by up to 40%" or something like that. Was an amazing skill but they removed the execute part.

    There was a point when this skill gave double damage to Heavy Attacks. People started making Gank-DK's in Cyrodiil utilizing invisi pots and striking people out of stealth. The Devs decided to dial this one back because there were a lot of complaints.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Savos_Saren
    Savos_Saren
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    Meh. Still- just give us the passive execute and AOE FoO. I'll be happy.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • DoctorESO
    DoctorESO
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    Seraphayel wrote: »
    I don't understand either why the DK is forced to be a melee DPS class. Standard could get a 28m version (yes, you, Shifting Standard), Eruption is almost there. But except that... it's difficult. Most DK skills aren't designed as "ranged" skills...

    Maybe because the class is modeled after a martial artist?
  • TheShadowScout
    TheShadowScout
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    ShadowScout's Class Morph Idea

    This is the only way I can foresee the changes players like this want without ruining a class. In fact it might actually make me like Templar again, and that would be a happy day.
    And that was the general idea behind it. Well, not making -you- like Templar again, but breathing new life and likeableness into classes that perhaps had become boring or unliked by players, through giving them the choice of a specialization!

    Since as hes been mentioned, it would be a bad idea to give any one class too much goodies, or things become way too unbalanced. And way too boring, the classes are -supposed- to feel different in play, so there is a reason behind some of them not having any mobility/escape skill, some of them not haveing an executiuon skill, some of them being limited in ranged skills, some of them lacking a decent self-healing skill, some of them not having a gap closer skill, some of them not getting combat pets, some of them having no stealth support skills, some of them lacking good CC options, etc.

    Thus my idea for making a choice, specializing your characters in one direction, while not giving them all they lack either.
    DoctorESO wrote: »
    Maybe because the class is modeled after a martial artist?
    There are more then enought option for ranged martial artists... buuut I am guessing in the beginning, DKs were seen as their "tank" class (With the others being stealth-attack nightblades, ranged-DPS sorcerors and healer-templar classes), and then later molded into a less pigeonholed setup when they came up with their "play as you want" concept...

    As for long-range DKs... yes, the class is not exactly set up for it, but you can still do it if you like, there are some class skills along that way, and you can fill the rest with ranged weapon skills... or guild and world skills too if you like.
    ...stamina wise, DK archers are a huge pain in the a... hem! Are annoying to encounter in cyrodil, they shoot at you, and if you try to shoot back they flap their wings and ruin your day, more likely then not. And still have GDB to keep them up and fighting if they get in trouble... I PvP as nightblade archer on my main, and I shudder at the thought of getting into an arrow duel with that sort of build.
    ...and magica wise flame-staff DKs were once so effective they almost ruled PvP (pulsaring everyone while using dragon blood to stay alive against multiple opponents), and got nerfed until they just are as good as anything now... yeah, your skill choices are a bit limited, but so what? Offensive your stone throwing and red hot chains (especially if your opponent cannot be pulled, like when they just stood up from a stone in the face, and you can spam that one for free) will serve you well, and you still have the flapping wings and dragon blood for defense... add to that a fire staff and you will easily melt off the faces of all who stand against you. At range. ;)
  • ak_pvp
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    I don't really want a ranged dk. As DoctorESO said. The class is based on martial arts strikes, melee and lockdown.

    Though there is no reason for the lack of execute now that powerlash spam in PvE, and guaranteed powerlash landing in PvP is gone. However its not necessary to change.

    Foo I don't really mind the way it is. But the heal morph is 99% useless unless complete solo, but still unreliable. That should be a pbaoe group heal every 3s. (possible fire sterilisation theme, purge one effect for anyone near every 3s.) scale of highest resource. Inb4 kills templar. Not nearly as instant as templar. (give temp blinding flashes on total dark morph, lower cost of purge. Make 2 effects per second for 3s.)

    Monitors shouldn't be fast, but shouldn't be crippled slow. Wings 3 projectiles per target (Inc bird and pulse) 4s time. 4s snare renoval on plate morph. Remove useless expedition from chains. (idt chains even needs a gap close, looks goofy, doesn't fit theme)

    Make blockcast deal less damage. (doesn't affect tanks)

    Revert battle roar and helping hands. Helps both dk sustain, stops blocktato MagDK And helps tanks too.

    Tadaa DK balanced.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Somber97866
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    Ok so back to the point that the magdk is dead end game content ( atleat in console from actual groups that do endgame raids ) because if your going to be in melee range why not be stam to pull a lot more deeps ( pve stand point as in I think pvp is poison and don't play it ) oh, and no offense to pvp.
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