If ZOS can fix the sustain issue in PvE environment, magDK will be back in a good spot again.
VaranisArano wrote: »Part of the reason that MagDK DDs are in such a bad place is that MagDK Tanks are still the best option for end-game content. ZOS has to balance making MagDK DDs competitive with their desire to make sure everything else stays competitive with MagDK Tanks for the role of tank. Buff MagDKs too much and no other class can compete in the tanking role.
VaranisArano wrote: »Part of the reason that MagDK DDs are in such a bad place is that MagDK Tanks are still the best option for end-game content. ZOS has to balance making MagDK DDs competitive with their desire to make sure everything else stays competitive with MagDK Tanks for the role of tank. Buff MagDKs too much and no other class can compete in the tanking role.
I think what the pretty much comes down to is if ZoS is going to allow DKs to be more than just tanks. Right now, I am pretty sure they are struck on the idea that this class can only be a tank class and nothing else, which kinda sucks for people who don't like afking and holding down right click.
VaranisArano wrote: »VaranisArano wrote: »Part of the reason that MagDK DDs are in such a bad place is that MagDK Tanks are still the best option for end-game content. ZOS has to balance making MagDK DDs competitive with their desire to make sure everything else stays competitive with MagDK Tanks for the role of tank. Buff MagDKs too much and no other class can compete in the tanking role.
I think what the pretty much comes down to is if ZoS is going to allow DKs to be more than just tanks. Right now, I am pretty sure they are struck on the idea that this class can only be a tank class and nothing else, which kinda sucks for people who don't like afking and holding down right click.
No offense, but if you think tanking means going AFK while holding down block, you've either met some really bad tanks or aren't doing hard enough content.
I think the problem is that ZOS can't think of how to buff MagDK DPS in a way that doesn't simultaneously make Mag DK tanks the only choice for end-game tanking.
VaranisArano wrote: »VaranisArano wrote: »Part of the reason that MagDK DDs are in such a bad place is that MagDK Tanks are still the best option for end-game content. ZOS has to balance making MagDK DDs competitive with their desire to make sure everything else stays competitive with MagDK Tanks for the role of tank. Buff MagDKs too much and no other class can compete in the tanking role.
I think what the pretty much comes down to is if ZoS is going to allow DKs to be more than just tanks. Right now, I am pretty sure they are struck on the idea that this class can only be a tank class and nothing else, which kinda sucks for people who don't like afking and holding down right click.
No offense, but if you think tanking means going AFK while holding down block, you've either met some really bad tanks or aren't doing hard enough content.
I think the problem is that ZOS can't think of how to buff MagDK DPS in a way that doesn't simultaneously make Mag DK tanks the only choice for end-game tanking.
Heh I guess there is a bit more to it than that, but you get my point. Tanking just isn't that fun for me and I know I am not the only one. It's kind of a niche playstyle, and I really don't think it should be an entire class's only viable option.
Is Mag Tank really what it is though? Aren't tanks usually more stam based, if anything? Mag regen is great for sure. I am pretty sure there are a lot of things that they could do to improve DPS while not having an impact on tanking ability.
Ragnarock41 wrote: »you are incorrect about igneous shields, the major mending lasts 3 seconds, it was first changed to last as long as the shield does, which meant effectively losing the mending in one light attack in PvP, but after some big amounts of complaints zos changed it to 2.5 seconds down from 6( scaling to 3 seconds at max skill level I believe)
Still, 2.5 or 3 seconds of major mending for the cost of 4k magicka is not really all that amazing, at least not for stamDks since they now completely rely on hots after the shuffle nerfs.Might be good if DKs had a ranged burst heal like spores, but as of right now even stamdens do better healers than Dks do.
anyways, I see this is a PvE based post, so I will not change the discussion to something else. I just wanted to correct the error.
Ragnarock41 wrote: »you are incorrect about igneous shields, the major mending lasts 3 seconds, it was first changed to last as long as the shield does, which meant effectively losing the mending in one light attack in PvP, but after some big amounts of complaints zos changed it to 2.5 seconds down from 6( scaling to 3 seconds at max skill level I believe)
Still, 2.5 or 3 seconds of major mending for the cost of 4k magicka is not really all that amazing, at least not for stamDks since they now completely rely on hots after the shuffle nerfs.Might be good if DKs had a ranged burst heal like spores, but as of right now even stamdens do better healers than Dks do.
anyways, I see this is a PvE based post, so I will not change the discussion to something else. I just wanted to correct the error.
Ah that's right, I forgot they (sorta) changed it back. It's still kinda funny how Stam DK nerfs impact the niche DK healer build so heavily. I guess they thought nerfing Stam DK in PvP was more important than class flexibility.
I agree, this is a pretty simple way to make them more viable, but the simple fact is that game developers never revert changes. To business executives and other stakeholders, reverting changes just looks like the devs have been spinning their wheels (even if it is what's best). It's just like how they won't revert Inferno even though everyone liked the old one much better.Ragnarock41 wrote: »Ah that's right, I forgot they (sorta) changed it back. It's still kinda funny how Stam DK nerfs impact the niche DK healer build so heavily. I guess they thought nerfing Stam DK in PvP was more important than class flexibility.Ragnarock41 wrote: »you are incorrect about igneous shields, the major mending lasts 3 seconds, it was first changed to last as long as the shield does, which meant effectively losing the mending in one light attack in PvP, but after some big amounts of complaints zos changed it to 2.5 seconds down from 6( scaling to 3 seconds at max skill level I believe)
Still, 2.5 or 3 seconds of major mending for the cost of 4k magicka is not really all that amazing, at least not for stamDks since they now completely rely on hots after the shuffle nerfs.Might be good if DKs had a ranged burst heal like spores, but as of right now even stamdens do better healers than Dks do.
anyways, I see this is a PvE based post, so I will not change the discussion to something else. I just wanted to correct the error.
I think the best solution that would benefit both pvp stamDKs and pve magDKs, would be reverting battle roar to scaling with max resources again, and adding magicka return to helping hands passive, and also giving back 6 seconds of major mending, since we are on a defile meta and people are stacking up to %50+ healing reduction easily, having a fully buffed major mending wouldn't be as broken as it would before. ( and it would probably help magDK healer a lot too.)
Yeah, Fiery Breath as a whole just needs it's hitbox reworked or something. I'd use it in PvP on my mDK but it barely ever hits, so it's a wasted slot and wasted magicka.]Another skill that needs a buff is noxious breath, it needs an utility buff for PvP, as the dot itself does very little damage and is completely outclassed by sub assault. Its also dodgeable and it misses when you hit a cloaked target with it, so its definitely outdated from a PvP perspective.( and the damage is very,very low)
More stamina unique things would be good too. Right now they are the most bland of any setup in the game. I just don't know what they could really do though, since Stam DKs in PvE are pretty solid.And about ash cloud and cinderstorm, the damage of those skills could be greatly increased to give magDks better dps in pve. Some people are suggesting a stamina morph for these skills and I strongly disagree. I would , however, love a stamina morph of inhale or a poison whip, which would give the class a lot more flexibility in PvP. Problem is I don't know how that would affect it in PvE.
MagDK needs to bring something unique or beneficial to a raid group that is equal or better to the buffs/debuffs provided by stamina dps. Until that is addressed, not a lot of people are going to want to have a magdk taking up a melee spot in a trial.
VaranisArano wrote: »VaranisArano wrote: »Part of the reason that MagDK DDs are in such a bad place is that MagDK Tanks are still the best option for end-game content. ZOS has to balance making MagDK DDs competitive with their desire to make sure everything else stays competitive with MagDK Tanks for the role of tank. Buff MagDKs too much and no other class can compete in the tanking role.
I think what the pretty much comes down to is if ZoS is going to allow DKs to be more than just tanks. Right now, I am pretty sure they are struck on the idea that this class can only be a tank class and nothing else, which kinda sucks for people who don't like afking and holding down right click.
No offense, but if you think tanking means going AFK while holding down block, you've either met some really bad tanks or aren't doing hard enough content.
I think the problem is that ZOS can't think of how to buff MagDK DPS in a way that doesn't simultaneously make Mag DK tanks the only choice for end-game tanking.
Heh I guess there is a bit more to it than that, but you get my point. Tanking just isn't that fun for me and I know I am not the only one. It's kind of a niche playstyle, and I really don't think it should be an entire class's only viable option.
Is Mag Tank really what it is though? Aren't tanks usually more stam based, if anything? Mag regen is great for sure. I am pretty sure there are a lot of things that they could do to improve DPS while not having an impact on tanking ability.
VaranisArano wrote: »VaranisArano wrote: »Part of the reason that MagDK DDs are in such a bad place is that MagDK Tanks are still the best option for end-game content. ZOS has to balance making MagDK DDs competitive with their desire to make sure everything else stays competitive with MagDK Tanks for the role of tank. Buff MagDKs too much and no other class can compete in the tanking role.
I think what the pretty much comes down to is if ZoS is going to allow DKs to be more than just tanks. Right now, I am pretty sure they are struck on the idea that this class can only be a tank class and nothing else, which kinda sucks for people who don't like afking and holding down right click.
No offense, but if you think tanking means going AFK while holding down block, you've either met some really bad tanks or aren't doing hard enough content.
I think the problem is that ZOS can't think of how to buff MagDK DPS in a way that doesn't simultaneously make Mag DK tanks the only choice for end-game tanking.
Heh I guess there is a bit more to it than that, but you get my point. Tanking just isn't that fun for me and I know I am not the only one. It's kind of a niche playstyle, and I really don't think it should be an entire class's only viable option.
Is Mag Tank really what it is though? Aren't tanks usually more stam based, if anything? Mag regen is great for sure. I am pretty sure there are a lot of things that they could do to improve DPS while not having an impact on tanking ability.
I personally never really think of my tanks as stam or mag based. Maybe health based? But you want stam a little higher than mag maybe so you get it back with orbs/shards, but personally I'd rather have much higher regen on magicka since most skills used will come from there. I don't know if saying I'm a stam based tank is accurate if I have 17k mag and 18k stam and mostly use magicka skill wise.
Magdk needs class and race change tokens for free, cause it's terribly broken trash now.Why make this post now? In the past, DK issues have been mentioned during pre-release PTS testing. This period typically only lasts several weeks. There is simply not enough time to fully address the problems in time, and because of that they often get ignored. By posting this months before Summerset Isles, hopefully this gives ample time to make the necessary changes for a complete rework of the class.
History
To really understand the issue, it's best to take a look at back at the history of Mag DKs and compare their power to the other setups at the time. A brief history would be:
[Beta/Craglorn] Mag DKs have high costs, but could drop many ults with cheaper standard and fast ulti gen so they got a lot of resource return.
[1.6] Standard cost increase, ulti gen massively reduced across the board, high costs still exist, class is borderline unusable.
[CP Update] Champion Points come out which reduce magicka cost, and acts as a band-aid for the ability cost problem
[Morrowind] Sustain reduced across the board for all classes. DKs, who have the highest costs and worst sustain, get impacted the most by this.
[CWC] Can be made usable is with Flame Lash. Even then, still one of (if not the worst) PvE setups in the game.
[Dragon Bones] Flame lash, the only thing making sustaining DPS possible, gets nerfed.
There is a consistent pattern here of Mag DKs being in a very bad spot and reliant on one skill/mechanic to function properly, only to have it removed later. Ultimate gen originally kept sustain great, then it was nerfed. Champion Points helped keep sustain okay, then cost reduction was removed. Flame Lash was a last resort mechanic to not immediately run out of magicka, and it was nerfed.
So why are we in such a terrible position? We're simply out of band-aid solutions.
Current
Let's look at the current role of the Dragonknight in the meta right now. They currently still make great tanks for endgame content. However, they are quite possibly the least effective setup at other roles.
Dragonknights as a healer has never been a thing. It is slightly better than it was at release because of the changes to Cauterize and Obsidian Shard. However, both of these skills lack any real consistency, which is extremely important for being a healer. Mending from Igneous Shield is probably the only thing that would make DK healers even semi-viable, but a while ago this ability was changed so that you lose Mending when the shield goes away, making it much less effective. Aside from those skills, Dragonknights get absolutely nothing in terms of other benefits. None of their other abilities or passives would make any sort of impact on a healer. However, I think most would agree that this is probably fine. Not all classes need to excel in all roles. If DKs lack of healing potential needs to be sacrificed to make them viable in the tank/DPS roles, than it is probably worth it.
The core of the problem is most relevant when you look at Dragonknights as DPS. I will avoid talking about Stam DK in this post, because stam setups are much more homogeneous. Mag DKs have had problems in the past, but it has never gotten this bad before. Mag DKs are in an terrible position right now in terms of their damage output. There are three types of viable DPS niches to fill: Ranged Magicka, Melee Stamina, and Melee Magicka. Mag DKs fall into the Melee Magicka role, which is the worst of them all. You lose the safety and convenience of range, while not getting any of the DPS benefits from stamina.. Melee magicka setups should be atleast on an even level of DPS compared to melee stamina, but unfortunately this is not the case.In fact, practically all ranged setups do more DPS than Mag DK anyway. As a Mag DK, you get all of the risk and none of the reward. There is absolutely no reason to bring one into any form of endgame PvE content at all right now. You are a major hindrance to a group by not being a more meta setup.
Solutions
There are many things that could be improved upon in the DK class. That is what I would like to see be discussed in this thread. Zenimax can certainly change the class in any way they see fit, but they might appreciate us throwing out some ideas.
One thing to look at would be improving upon the unused morphs in the DK skill tree. There are a myriad of morph options that see little to no use at all. I would assume with these, less than 5% of DKs choose these options, but I am sure Zenmiax has more data on morph selections. Some of these morphs are: Cauterize, Hardened Armor, Reflective Plate, Obsidian Shard, Fragmented Shield, Shattering Rocks, Cinder Storm. Some of these may serve an extremely niche purpose like with Cauterize for healer builders or Cinder Storm for off-meta PvP tanks, but could still be improved upon.
The next thing to look at would be giving DKs some sort of reliable sustain. There are quite a few of options here as to what could be done. It could be either through active abilities or through passives. Something like magicka steal on Molten Whip would be interesting,
The last thing that could be done is simplying doing adjustments to the current numbers on the skills. Mainly, increasing damage and lowering cost. For example, a simple way to increase PvE DPS would be to greatly increase the damage of Eruption. Magicka cost being decreased on several skills would be very welcome aswell, but I think the majority of the sustain issue is going to have to be through other means.
If you have ideas, please post them below. Ideally, Dragonknights will be in a better state than they currently are when Summerset Isles drops.
Sugaroverdose wrote: »Magdk needs class and race change tokens for free, cause it's terribly broken trash now.Why make this post now? In the past, DK issues have been mentioned during pre-release PTS testing. This period typically only lasts several weeks. There is simply not enough time to fully address the problems in time, and because of that they often get ignored. By posting this months before Summerset Isles, hopefully this gives ample time to make the necessary changes for a complete rework of the class.
History
To really understand the issue, it's best to take a look at back at the history of Mag DKs and compare their power to the other setups at the time. A brief history would be:
[Beta/Craglorn] Mag DKs have high costs, but could drop many ults with cheaper standard and fast ulti gen so they got a lot of resource return.
[1.6] Standard cost increase, ulti gen massively reduced across the board, high costs still exist, class is borderline unusable.
[CP Update] Champion Points come out which reduce magicka cost, and acts as a band-aid for the ability cost problem
[Morrowind] Sustain reduced across the board for all classes. DKs, who have the highest costs and worst sustain, get impacted the most by this.
[CWC] Can be made usable is with Flame Lash. Even then, still one of (if not the worst) PvE setups in the game.
[Dragon Bones] Flame lash, the only thing making sustaining DPS possible, gets nerfed.
There is a consistent pattern here of Mag DKs being in a very bad spot and reliant on one skill/mechanic to function properly, only to have it removed later. Ultimate gen originally kept sustain great, then it was nerfed. Champion Points helped keep sustain okay, then cost reduction was removed. Flame Lash was a last resort mechanic to not immediately run out of magicka, and it was nerfed.
So why are we in such a terrible position? We're simply out of band-aid solutions.
Current
Let's look at the current role of the Dragonknight in the meta right now. They currently still make great tanks for endgame content. However, they are quite possibly the least effective setup at other roles.
Dragonknights as a healer has never been a thing. It is slightly better than it was at release because of the changes to Cauterize and Obsidian Shard. However, both of these skills lack any real consistency, which is extremely important for being a healer. Mending from Igneous Shield is probably the only thing that would make DK healers even semi-viable, but a while ago this ability was changed so that you lose Mending when the shield goes away, making it much less effective. Aside from those skills, Dragonknights get absolutely nothing in terms of other benefits. None of their other abilities or passives would make any sort of impact on a healer. However, I think most would agree that this is probably fine. Not all classes need to excel in all roles. If DKs lack of healing potential needs to be sacrificed to make them viable in the tank/DPS roles, than it is probably worth it.
The core of the problem is most relevant when you look at Dragonknights as DPS. I will avoid talking about Stam DK in this post, because stam setups are much more homogeneous. Mag DKs have had problems in the past, but it has never gotten this bad before. Mag DKs are in an terrible position right now in terms of their damage output. There are three types of viable DPS niches to fill: Ranged Magicka, Melee Stamina, and Melee Magicka. Mag DKs fall into the Melee Magicka role, which is the worst of them all. You lose the safety and convenience of range, while not getting any of the DPS benefits from stamina.. Melee magicka setups should be atleast on an even level of DPS compared to melee stamina, but unfortunately this is not the case.In fact, practically all ranged setups do more DPS than Mag DK anyway. As a Mag DK, you get all of the risk and none of the reward. There is absolutely no reason to bring one into any form of endgame PvE content at all right now. You are a major hindrance to a group by not being a more meta setup.
Solutions
There are many things that could be improved upon in the DK class. That is what I would like to see be discussed in this thread. Zenimax can certainly change the class in any way they see fit, but they might appreciate us throwing out some ideas.
One thing to look at would be improving upon the unused morphs in the DK skill tree. There are a myriad of morph options that see little to no use at all. I would assume with these, less than 5% of DKs choose these options, but I am sure Zenmiax has more data on morph selections. Some of these morphs are: Cauterize, Hardened Armor, Reflective Plate, Obsidian Shard, Fragmented Shield, Shattering Rocks, Cinder Storm. Some of these may serve an extremely niche purpose like with Cauterize for healer builders or Cinder Storm for off-meta PvP tanks, but could still be improved upon.
The next thing to look at would be giving DKs some sort of reliable sustain. There are quite a few of options here as to what could be done. It could be either through active abilities or through passives. Something like magicka steal on Molten Whip would be interesting,
The last thing that could be done is simplying doing adjustments to the current numbers on the skills. Mainly, increasing damage and lowering cost. For example, a simple way to increase PvE DPS would be to greatly increase the damage of Eruption. Magicka cost being decreased on several skills would be very welcome aswell, but I think the majority of the sustain issue is going to have to be through other means.
If you have ideas, please post them below. Ideally, Dragonknights will be in a better state than they currently are when Summerset Isles drops.
VaranisArano wrote: »Part of the reason that MagDK DDs are in such a bad place is that MagDK Tanks are still the best option for end-game content. ZOS has to balance making MagDK DDs competitive with their desire to make sure everything else stays competitive with MagDK Tanks for the role of tank. Buff MagDKs too much and no other class can compete in the tanking role.
VaranisArano wrote: »Part of the reason that MagDK DDs are in such a bad place is that MagDK Tanks are still the best option for end-game content. ZOS has to balance making MagDK DDs competitive with their desire to make sure everything else stays competitive with MagDK Tanks for the role of tank. Buff MagDKs too much and no other class can compete in the tanking role.
I think what the pretty much comes down to is if ZoS is going to allow DKs to be more than just tanks. Right now, I am pretty sure they are struck on the idea that this class can only be a tank class and nothing else, which kinda sucks for people who don't like afking and holding down right click.