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Dragon Knight identity

GeorgeBlack
GeorgeBlack
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I main stamDK since the game got released for consoles. My favourite skill is Dragon Leap because it is the most satisfying move in the game.

Changes are needed in Eso classes. They should all have a distinct playstyle and a role in the battlefield. Here's what I think should happen with stamDK.

DK should be a stand your ground class. Does not need mobility, does not need execution, does not need a gap closer(chain mechanism should be improved)
1)Restore DK passives for better sustain through use of ulty
2)decrease ulty cost for Magma Armor, Standard of Might to 110.
3)Decrease a little Leap Dmg. Increase area of effect. Increase cost to 200. DK should not spam a dmg ulty. Should be a stand your ground defensive class.
4)stamina Wings
5)stamina stone fist or talons
6)stamina ash cloud
7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does not provide unique identity.
I'm glad that heavy armor stamDKs cannot use Shuffle anymore.

In regards to magDKs. I have always believed that they are extremely strong. However their sustain is weak and this needs to be addressed. I'd reccomend a slight decrease in the magDK offensive arsenal.

This is my opinion on how to make DragonKnight a stand your ground class, how to improve PvP stamDK without copying magDK playstyle.

Now if there are some miserable ppl that are envious of the boring heavy atk/dot rotations of stamDK dps in PvE, dont bother posting "stamDK is top PvE". You will just show me how petty you are.



PS. Move momentum to FG. It is the central ability for all stamina classes. It cannot remain blocked behind 2h, which also has an execute a gap closer and a CC (reliable or not it is up to your abilty to PvP).
This makes every stamBuild and their mother slot 2h
Edited by GeorgeBlack on March 20, 2018 6:59PM
  • Asgari
    Asgari
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    99% of what you said I disagree with. Only thing I agree with is mag dk needs better resource sustain.

    Neither stam or mag dk is top tier in pvp.
    Formerly @Persian_Princess .. Now @Asgari
    Princess Asgari | Sorc
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    -Asgari | Stamplar
    Ariana Kishi | DK | True Liberator of Haderus
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    Youtube: Asgari
  • Kilandros
    Kilandros
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    I've been saying for years (wow) now that DK should be the attrition class of ESO; that is, high sustain and low burst.

    Unfortunately the Devs don't really seem to pay any attention to which strengths and weaknesses any given class receives. mDK has the worst sustain and the worst burst, while other classes have very good sustain and high burst.

    At this point the system of class balance is beyond broken. ZOS doesn't want to deal with it except cursorily once a year. They'd rather bandage whatever imbalance exists by shaking up the CP system resulting in just difference imbalance (just look at the current scaling on the Befoul tree to combat healing in PvP--you can't make this stuff up).

    At this point I'm convinced they've given up on the "play the way you want" design mantra entirely and are simply working towards completely pigeonholing classes into defined archetypes/roles, e.g., Templars must be healers, DKs must be tanks, Sorcs and NB must be DPS. And that they'll occasionally release new classes that are capable of bridging certain roles (e.g., Warden was a combination of DK and Templar with tankiness and heals, but no dps).
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • GeorgeBlack
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    Asgari wrote: »
    99% of what you said I disagree with. Only thing I agree with is mag dk needs better resource sustain.

    Neither stam or mag dk is top tier in pvp.

    Thank you for letting us know that you disagree
  • josiahva
    josiahva
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    I main stamDK since the game got released for consoles. My favourite skill is Dragon Leap because it is the most satisfying move in the game.

    Changes are needed in Eso classes. They should all have a distinct playstyle and a role in the battlefield. Here's what I think should happen with stamDK.

    DK should be a stand your ground class. Does not need mobility, does not need execution, does not need a gap closer(chain mechanism should be improved)
    1)Restore DK passives for better sustain through use of ulty
    2)decrease ulty cost for Magma Armor, Standard of Might to 110.
    3)Decrease a little Leap Dmg. Increase area of effect. Increase cost to 200. DK should not spam a dmg ulty. Should be a stand your ground defensive class.
    4)stamina Wings
    5)stamina stone fist or talons
    6)stamina ash cloud
    7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does not provide unique identity.
    I'm glad that heavy armor stamDKs cannot use Shuffle anymore.

    In regards to magDKs. I have always believed that they are extremely strong. However their sustain is weak and this needs to be addressed. I'd reccomend a slight decrease in the magDK offensive arsenal.

    This is my opinion on how to make DragonKnight a stand your ground class, how to improve PvP stamDK without copying magDK playstyle.

    Now if there are some miserable ppl that are envious of the boring heavy atk/dot rotations of stamDK dps in PvE, dont bother posting "stamDK is top PvE". You will just show me how petty you are.



    PS. Move momentum to FG. It is the central ability for all stamina classes. It cannot remain blocked behind 2h, which also has an execute a gap closer and a CC (reliable or not it is up to your abilty to PvP).
    This makes every stamBuild and their mother slot 2h

    As a tank, I absolutely HATE dragon leap...there is nothing more annoying than grouping up the enemies nice and tight just to have some idiot leap in and scatter them out again(or a werewolf fear them away). Every time some DK uses it, I ask him to change his ult...terrible skill in PvE.
    DKs do NEED an execute...why should every other class get a class execute, but not DKs?
    Chains IS a gap-closer, either pulling your enemy to you or vice versa(depending on morph) is closing the gap
    I will agree that DKs need a stam morph of several of their abilities
    I dont agree that DKs should be a "defensive" class. My DK tanks are plenty defensive....other DKs need more offense, not less.
  • GeorgeBlack
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    josiahva wrote: »
    I main stamDK since the game got released for consoles. My favourite skill is Dragon Leap because it is the most satisfying move in the game.

    Changes are needed in Eso classes. They should all have a distinct playstyle and a role in the battlefield. Here's what I think should happen with stamDK.

    DK should be a stand your ground class. Does not need mobility, does not need execution, does not need a gap closer(chain mechanism should be improved)
    1)Restore DK passives for better sustain through use of ulty
    2)decrease ulty cost for Magma Armor, Standard of Might to 110.
    3)Decrease a little Leap Dmg. Increase area of effect. Increase cost to 200. DK should not spam a dmg ulty. Should be a stand your ground defensive class.
    4)stamina Wings
    5)stamina stone fist or talons
    6)stamina ash cloud
    7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does not provide unique identity.
    I'm glad that heavy armor stamDKs cannot use Shuffle anymore.

    In regards to magDKs. I have always believed that they are extremely strong. However their sustain is weak and this needs to be addressed. I'd reccomend a slight decrease in the magDK offensive arsenal.

    This is my opinion on how to make DragonKnight a stand your ground class, how to improve PvP stamDK without copying magDK playstyle.

    Now if there are some miserable ppl that are envious of the boring heavy atk/dot rotations of stamDK dps in PvE, dont bother posting "stamDK is top PvE". You will just show me how petty you are.



    PS. Move momentum to FG. It is the central ability for all stamina classes. It cannot remain blocked behind 2h, which also has an execute a gap closer and a CC (reliable or not it is up to your abilty to PvP).
    This makes every stamBuild and their mother slot 2h

    As a tank, I absolutely HATE dragon leap...there is nothing more annoying than grouping up the enemies nice and tight just to have some idiot leap in and scatter them out again(or a werewolf fear them away). Every time some DK uses it, I ask him to change his ult...terrible skill in PvE.
    DKs do NEED an execute...why should every other class get a class execute, but not DKs?
    Chains IS a gap-closer, either pulling your enemy to you or vice versa(depending on morph) is closing the gap
    I will agree that DKs need a stam morph of several of their abilities
    I dont agree that DKs should be a "defensive" class. My DK tanks are plenty defensive....other DKs need more offense, not less.

    You basically disagree that classes should have distinct playstyle.
    All glasses should have execute, gap closer, dots, shields, heals, cloak
  • SinisterG
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    my biggest issue with the class is not being able to effectively use flame magic based abilities with any weapon other than a destro staff. hard to feel like a dragon KNIGHT with a staff in your hand. I do think the poison skills are cool, but, having a dunmer DK i lose the best part of my racial passives not using the flame skills.
    -Ruin -
    It bleeds all life away

    I will show you all that I have mastered
    Fear.
    Pain.
    Hatred.
    Power.

    This is the art of ruin
  • Rickter
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    no one wants stand your ground.

    seriously.

    instead- let me glide of streaks of flame
    RickterESO
    PC | NA | DC
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  • Asmael
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    I do not question your willingness to give an "identity" to stam DKs (since I do agree myself that they indeed lost some of it), but I do question some of the changes you want to implement.
    2)decrease ulty cost for Magma Armor, Standard of Might to 110.

    Magma armor having a 200 ult cost is indeed high, considering it has extremely niche PvE use and ok-ish PvP use, but again, decreasing the cost by 35-50 ultimate would be already enough to possibly impact its use.

    However, Standard of Might would be silly, as it would literally enable near 100% uptime in PvP with very little ultimate generation (thinking Tava's favor), as well as drastically overpowering other options in PvE. I guess you'd want to really focus on a "stand your ground" playstyle, but changing the cost that much is pushing it massively too far.
    3)Decrease a little Leap Dmg. Increase area of effect. Increase cost to 200. DK should not spam a dmg ulty. Should be a stand your ground defensive class.

    This would be redundant with Magma armor, and would then make little sense in comparison to the proposed changes to Magma armor.
    4)stamina Wings

    Would be an effective nerf to stamina DK, as their strength is in their effective management of both resource pools.
    7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does

    Fossilize can be used on a stamina DK - and is actually more effective as such, so good thing it doesn't change. The fact that it costs magicka as a pure utility / CC ability makes it worth it, since it actually helps our stamina sustain as a mag to stamina dump, ultimate generator (3/cast per 6 sec). Green Dragon Blood costs magicka but ultimately scales on HP. In fact, just like Igneous shield and Ferocious leap, which is one of the reasons why DKs as a whole synergize well with high HP and can run with lower stamina pools than they used to.
    Now if there are some miserable ppl that are envious of the boring heavy atk/dot rotations of stamDK dps in PvE, dont bother posting "stamDK is top PvE". You will just show me how petty you are.

    Besides the fact that we also need to take into account PvE due to the playerbase split - Stamblades are currently the best stamina DDs in PvE.

    That said, definitely would appreciate to have light attack rotations being more of an option, but not just for stam DKs, so I'm more looking at a global change.
    PS. Move momentum to FG. It is the central ability for all stamina classes. It cannot remain blocked behind 2h, which also has an execute a gap closer and a CC (reliable or not it is up to your abilty to PvP).
    This makes every stamBuild and their mother slot 2h

    I think the issue isn't with FMomentum, but with snares / roots as a whole being so overwhelming. I recently tried WW again, only to let it go again, since it was nearly unplayable due to me being constantly locked down, and having FMomentum being a general ability wouldn't change it. If anything, its duration should be reduced and snares / roots massively reworked.
    PC EU - Zahraji of the Void, aka "Kitty", the fluffiest salmon genocider in town.
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  • Lynx7386
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    Every time I see a post like this I thank the divines that these people don't actually have a hand in game development.

    The devs at zos aren't great but these kinds of changes would wreck the game.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • josiahva
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    josiahva wrote: »
    I main stamDK since the game got released for consoles. My favourite skill is Dragon Leap because it is the most satisfying move in the game.

    Changes are needed in Eso classes. They should all have a distinct playstyle and a role in the battlefield. Here's what I think should happen with stamDK.

    DK should be a stand your ground class. Does not need mobility, does not need execution, does not need a gap closer(chain mechanism should be improved)
    1)Restore DK passives for better sustain through use of ulty
    2)decrease ulty cost for Magma Armor, Standard of Might to 110.
    3)Decrease a little Leap Dmg. Increase area of effect. Increase cost to 200. DK should not spam a dmg ulty. Should be a stand your ground defensive class.
    4)stamina Wings
    5)stamina stone fist or talons
    6)stamina ash cloud
    7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does not provide unique identity.
    I'm glad that heavy armor stamDKs cannot use Shuffle anymore.

    In regards to magDKs. I have always believed that they are extremely strong. However their sustain is weak and this needs to be addressed. I'd reccomend a slight decrease in the magDK offensive arsenal.

    This is my opinion on how to make DragonKnight a stand your ground class, how to improve PvP stamDK without copying magDK playstyle.

    Now if there are some miserable ppl that are envious of the boring heavy atk/dot rotations of stamDK dps in PvE, dont bother posting "stamDK is top PvE". You will just show me how petty you are.



    PS. Move momentum to FG. It is the central ability for all stamina classes. It cannot remain blocked behind 2h, which also has an execute a gap closer and a CC (reliable or not it is up to your abilty to PvP).
    This makes every stamBuild and their mother slot 2h

    As a tank, I absolutely HATE dragon leap...there is nothing more annoying than grouping up the enemies nice and tight just to have some idiot leap in and scatter them out again(or a werewolf fear them away). Every time some DK uses it, I ask him to change his ult...terrible skill in PvE.
    DKs do NEED an execute...why should every other class get a class execute, but not DKs?
    Chains IS a gap-closer, either pulling your enemy to you or vice versa(depending on morph) is closing the gap
    I will agree that DKs need a stam morph of several of their abilities
    I dont agree that DKs should be a "defensive" class. My DK tanks are plenty defensive....other DKs need more offense, not less.

    You basically disagree that classes should have distinct playstyle.
    All glasses should have execute, gap closer, dots, shields, heals, cloak

    Stop putting words in my mouth. I didn't say that. You are acting like the classes DON'T have distinct playstyles...and that is just not true. Templars are the BEST at healing, DKs are the BEST at "standing their ground". Nightblades are the BEST at stealth. Sorcs are the BEST at mobility. Wardens arent the best at anything, but they were built to be rather generic. Just because a class is the BEST at a given playstyle, doesnt mean other classes shouldnt be able to do it, just that they will never be the BEST at it. You control this simply by increasing the cost of a given ability(DK class execute as an example) by 25%(or more) in comparison to say the sorc execute. This way, if you want to play a class with a good class execute, you will always choose the sorc over the DK, and both classes will play differently but still have access to what they want if they absolutely must have it. What YOU seem to want is to make every class absolutely WORTHLESS from playing any role but the one you decide it should have, the opposite of the "play your way" that ESO promised us.
  • FloppyTouch
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    Only change the dk needs right now to be in a better spot is to change battle roar passive back and helping hands passive.

    Maybe add a passive that lowers skill cost by 5%

    Anything else is just too much I main a mdk both pve and PvP.
  • NyassaV
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    No more stam morphs. At least not for the skills suggested.

    And no, no magma armor cost reductoion at all. That thing is more powerful than Resto ult (debatable point but very similar). No less than 160 ult cost. Reduce standard to 200 as a base cost and make shifting standard go to 175 ult cast for the cost reduction element of the morph
    Flawless Conqueror ~ Grand Overlord
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  • GeorgeBlack
    GeorgeBlack
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    "Dont ask for nerfs, ask for buffs"


    And so the meta goes on
  • raj72616a
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    the "stand your ground" class is templar.
    Extended Ritual
    Restoring Focus
    Sacred Ground passive
  • GeorgeBlack
    GeorgeBlack
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    raj72616a wrote: »
    the "stand your ground" class is templar.
    Extended Ritual
    Restoring Focus
    Sacred Ground passive

    Yet at the state templar finds itself you are just a healbot.
    Edited by GeorgeBlack on March 21, 2018 12:16AM
  • starkerealm
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    You know that back in the day, Green Dragon Blood was direct resource return? Sorta like Dark Deal. You pay Magicka, you get Stamina and Health back?

    You know that back in the day, Inhale actually returned more magicka than you spent on it? You could spam inhale in a group, and recover your magicka mid fight, then spam Green Dragon Blood to get your stamina back?

    So, that would have been up until about 1.6, before the console version dropped.
  • IZZEFlameLash
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    NyassaV wrote: »
    No more stam morphs. At least not for the skills suggested.

    And no, no magma armor cost reductoion at all. That thing is more powerful than Resto ult (debatable point but very similar). No less than 160 ult cost. Reduce standard to 200 as a base cost and make shifting standard go to 175 ult cast for the cost reduction element of the morph

    Lol magma armor better than resto ult? That is a first. If it was that good, you'd see DKs slotting it. It isn't good. It is one of the skills that need reworking. So many tried to make this thing work with their build but just cannot find a good use for it as is. Even full tanks are better off with s/b ult.
    Imperials, the one and true masters of all mortal races of Tamriel
  • Ragnarock41
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    The only change stamDK needs is the revert of morrowind nerfs.

    Keep in mind that I have literally more than 2k hour with the class, and I am an open world solo player that is talking based on my experience pre-morrowind, and after morrowind combined.

    DK was a class that gained sustain based on which resource pool you stacked, which needs to come back for the sake of diversity in build options. Right now the reason you see crazy high weapon damage setups on Dks has one and one simple explaination:
    a stamDK/magDK does not benefit from building regen or max resources as much as other classes do, because when you look at how battle roar, helping hands, constution,adrenaline rush etc.. works, they all DON'T scale with anything. this combined with Dks having no % regen passive like other classes do, makes stacking weapon damage/spell damage a clear winner. add that to the fact that your stam regen suffers when you block, and that should explain to you why DKs run with bare minimum regen.

    And corrosive armor has very clear counterplay, use small but multiple hits on the user(dots usually fully ignore this ult because dot ticks are below %3 of the Dks hp most of the time.) or just kite him for a few seconds, CC,root him. Corrosive armor has extremely high cost for what it does, and the uses of it is very niche. A cost reduction would be appreciated but anything below 150 would make the skill too good in my opinion. Considering an average Dk can easily get 100+ ult in 10 seconds, that would put the ult into spammable tier. Remember what happened when spell wall costed 100 ult? Yeah. I don't want that to happen ever again.
    Edited by Ragnarock41 on March 21, 2018 1:06AM
  • Savos_Saren
    Savos_Saren
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    I main stamDK since the game got released for consoles. My favourite skill is Dragon Leap because it is the most satisfying move in the game.

    Changes are needed in Eso classes. They should all have a distinct playstyle and a role in the battlefield. Here's what I think should happen with stamDK.

    DK should be a stand your ground class. Does not need mobility, does not need execution, does not need a gap closer(chain mechanism should be improved)
    1)Restore DK passives for better sustain through use of ulty
    2)decrease ulty cost for Magma Armor, Standard of Might to 110.
    3)Decrease a little Leap Dmg. Increase area of effect. Increase cost to 200. DK should not spam a dmg ulty. Should be a stand your ground defensive class.
    4)stamina Wings
    5)stamina stone fist or talons
    6)stamina ash cloud
    7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does not provide unique identity.
    I'm glad that heavy armor stamDKs cannot use Shuffle anymore.

    In regards to magDKs. I have always believed that they are extremely strong. However their sustain is weak and this needs to be addressed. I'd reccomend a slight decrease in the magDK offensive arsenal.

    This is my opinion on how to make DragonKnight a stand your ground class, how to improve PvP stamDK without copying magDK playstyle.

    Now if there are some miserable ppl that are envious of the boring heavy atk/dot rotations of stamDK dps in PvE, dont bother posting "stamDK is top PvE". You will just show me how petty you are.



    PS. Move momentum to FG. It is the central ability for all stamina classes. It cannot remain blocked behind 2h, which also has an execute a gap closer and a CC (reliable or not it is up to your abilty to PvP).
    This makes every stamBuild and their mother slot 2h

    Hey bud. So, here's the thing: DKs will always have the gap closer of Chains and tanky DKs will have the gap closer of Shield Charge (should they decide to use it). StamDKs will also have Crit Rush (2H ability) if they backbar a 2H weapon.

    I do think it would benefit DKs to have a stamina (poison or physical damage) version of Stone Fist and the other version to be fire-based (not magicka based).

    We're currently having issues with our DoTs being too easily purged or broken mechanics ignoring the DoT.

    Our Leaps are registering as a "miss" even though they're supposed to be undodgable. But if we're not going to get an execute- then at least our Leaps need to be buffed so that they can act as a semi-execute after we build enough ultimate.

    Even if we're a "stand-your-ground" class... I still think we need some form of expedition (perhaps minor expedition) in order to catch up to the fight. Sprinting across Battlegrounds to catch up to the fight significantly drains our stamina. My suggestion is that they remove major expedition from our Chains and give minor expedition to our Spiked Armor.


    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
  • ak_pvp
    ak_pvp
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    I agree with half

    Standard should be 150/200, armour at 100, leap the same though.

    Remove chains. Put pull onto stone fist morph. A gap closer isn't needed. Make the other ability something for stamDK.

    Make dot talons poison. (Tanks need the other one mag) make one morph of Ash cloud poison. And physical morph on shattering rocks. (works well with truth)

    Wings reflects 3 per person, birds and shades. Snare immunity 4s. Remains mag because utility skills for steam are better as mag.

    Revert battle roar to scaling. Same with helping hands.

    QOL: higher ranged fossilised as lockdown gap closer, 8m on claw+morph. Igneous back to 6s.

    Don't nerf mdk, bad idea. Have one of the worst defense/offense trade offs with magplar or stamDK, worst sustainability and worst mobility. Defense scales bad now toom

    Tadaa both classes imo perfect.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Ragnarock41
    Ragnarock41
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    ak_pvp wrote: »
    I agree with half

    Standard should be 150/200, armour at 100, leap the same though.

    Remove chains. Put pull onto stone fist morph. A gap closer isn't needed. Make the other ability something for stamDK.

    Make dot talons poison. (Tanks need the other one mag) make one morph of Ash cloud poison. And physical morph on shattering rocks. (works well with truth)

    Wings reflects 3 per person, birds and shades. Snare immunity 4s. Remains mag because utility skills for steam are better as mag.

    Revert battle roar to scaling. Same with helping hands.

    QOL: higher ranged fossilised as lockdown gap closer, 8m on claw+morph. Igneous back to 6s.

    Don't nerf mdk, bad idea. Have one of the worst defense/offense trade offs with magplar or stamDK, worst sustainability and worst mobility. Defense scales bad now toom

    Tadaa both classes imo perfect.

    Mate, you don't play a stamDK, trust me, if corrosive armor was to be reduced to 100 ultimate it would actually break the class balance. Severely, so severely that cyrodiil would suddenly fill with ult regen stamDKs that are immortal unless 10 people bang on them.

    The way it works is that it is no reduction when the skill hitting you is already doing low damage, but if you're getting hit by huge damage spells it limits it to 2-3k damage at max. A cost reduction would be nice but 100 will just give me perma uptime on it.
    Edited by Ragnarock41 on March 21, 2018 1:20AM
  • ak_pvp
    ak_pvp
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    ak_pvp wrote: »
    I agree with half

    Standard should be 150/200, armour at 100, leap the same though.

    Remove chains. Put pull onto stone fist morph. A gap closer isn't needed. Make the other ability something for stamDK.

    Make dot talons poison. (Tanks need the other one mag) make one morph of Ash cloud poison. And physical morph on shattering rocks. (works well with truth)

    Wings reflects 3 per person, birds and shades. Snare immunity 4s. Remains mag because utility skills for steam are better as mag.

    Revert battle roar to scaling. Same with helping hands.

    QOL: higher ranged fossilised as lockdown gap closer, 8m on claw+morph. Igneous back to 6s.

    Don't nerf mdk, bad idea. Have one of the worst defense/offense trade offs with magplar or stamDK, worst sustainability and worst mobility. Defense scales bad now toom

    Tadaa both classes imo perfect.

    Mate, you don't play a stamDK, trust me, if corrosive armor was to be reduced to 100 ultimate it would actually break the class balance. Severely, so severely that cyrodiil would suddenly fill with ult regen stamDKs that are immortal unless 10 people bang on them.

    The way it works is that it is no reduction when the skill hitting you is already doing low damage, but if you're getting hit by huge damage spells it limits it to 2-3k damage at max. A cost reduction would be nice but 100 will just give me perma uptime on it.

    Infact yeah, I change my mind. 150/175 would be a little better. But with how it gives you full pen, and limits damage it would end up with immortal tanks with free damage from ult killing people and regaining the ultimate in seconds.

    If it was 100 for just the base tank morph it'd make more sense. Still very cheap and tank but low killing power, so lower uptime.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Ragnarock41
    Ragnarock41
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    ak_pvp wrote: »
    ak_pvp wrote: »
    I agree with half

    Standard should be 150/200, armour at 100, leap the same though.

    Remove chains. Put pull onto stone fist morph. A gap closer isn't needed. Make the other ability something for stamDK.

    Make dot talons poison. (Tanks need the other one mag) make one morph of Ash cloud poison. And physical morph on shattering rocks. (works well with truth)

    Wings reflects 3 per person, birds and shades. Snare immunity 4s. Remains mag because utility skills for steam are better as mag.

    Revert battle roar to scaling. Same with helping hands.

    QOL: higher ranged fossilised as lockdown gap closer, 8m on claw+morph. Igneous back to 6s.

    Don't nerf mdk, bad idea. Have one of the worst defense/offense trade offs with magplar or stamDK, worst sustainability and worst mobility. Defense scales bad now toom

    Tadaa both classes imo perfect.

    Mate, you don't play a stamDK, trust me, if corrosive armor was to be reduced to 100 ultimate it would actually break the class balance. Severely, so severely that cyrodiil would suddenly fill with ult regen stamDKs that are immortal unless 10 people bang on them.

    The way it works is that it is no reduction when the skill hitting you is already doing low damage, but if you're getting hit by huge damage spells it limits it to 2-3k damage at max. A cost reduction would be nice but 100 will just give me perma uptime on it.

    Infact yeah, I change my mind. 150/175 would be a little better. But with how it gives you full pen, and limits damage it would end up with immortal tanks with free damage from ult killing people and regaining the ultimate in seconds.

    If it was 100 for just the base tank morph it'd make more sense. Still very cheap and tank but low killing power, so lower uptime.

    for the other morph it doesnt matter too much I guess. Since the real reason for me to ever consider it is the %100 physical pen. For pure damage mitigation, spell wall totally outperforms it anyways, while reflecting projectiles and auto blocking everything.

    Outside of magma armor,

    I think what REALLY needs a cost reduction is shitfing standart, with 2-3 meters bigger area. since this is only ever useful while defending keeps but even then people can just sidestep it.
    Edited by Ragnarock41 on March 21, 2018 1:33AM
  • MaxwellC
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    @GeorgeBlack
    Nope don't you dare touch my take flight, it needs to remain how it is.
    Standard of might should only be 200 ulti with shifting standard being either 150 or 175.
    Magma armor and morphs shouldn't be 110 but maybe 150, we don't need god mode at the ready at a near 70% up time.
    No to stamina wings because it isn't needed.
    No to ash cloud because it isn't needed.
    Stamina talons maybe but I think utilizing the maximum resource would be better.

    Moving momentum to fighter guild would add a increased weapon damage for those who slotted it; That is interesting but 2h I feel unnecessary.

    Stam DKs need Flames of Oblivion AoE with the ability being the first 'adaptive' archetype i.e the ability changing it's elemental damage based on max resource/higher damage type (This should also affect the color).

    Stam DKs need passives that can aid it and as such elder passive should increase stamina regen/magicka regen based on the abilities slotted with ultimates giving a higher percentage.

    Stam DKs need better resources and as such helping hands needs to go back to it's dismal 5% return when using earthen heart abilities or better yet 8/10%.

    Stam DKs in PvP need better group rooting tools and as such petrify should function similar to the gargoyles roar i.e stuns/roots all players in the cone (hard CC is debate-able)

    Stam DKs need better damage opportunties and as such Igneous weapons should provide major savagery upon usage alongside its current buffs.

    Stam DKs need more abilities and as such fragmented shield should become a stamina ability but have it's identity completely changed to an ability similar to what the Minotaur shamans in ESO do (causing the ground to raise up at an area or causing a line where the ground raises up), this should set players caught in it off balance while providing minor debuffs to the targets physical armor.

    I can go on but as an person who defends this class I can't agree with your changes whatsoever. I even think the healing received passive we have needs to be reworked completely but only in terms of healing received because it shouldn't benefit heals you give to yourself with things like vigor or healing springs.
    Edited by MaxwellC on March 21, 2018 2:34AM
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • GeorgeBlack
    GeorgeBlack
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    None of that helps stamDK avoid being ShieldKnight

  • Izaki
    Izaki
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    The only change stamDK needs is the revert of morrowind nerfs.

    Keep in mind that I have literally more than 2k hour with the class, and I am an open world solo player that is talking based on my experience pre-morrowind, and after morrowind combined.

    DK was a class that gained sustain based on which resource pool you stacked, which needs to come back for the sake of diversity in build options. Right now the reason you see crazy high weapon damage setups on Dks has one and one simple explaination:
    a stamDK/magDK does not benefit from building regen or max resources as much as other classes do, because when you look at how battle roar, helping hands, constution,adrenaline rush etc.. works, they all DON'T scale with anything. this combined with Dks having no % regen passive like other classes do, makes stacking weapon damage/spell damage a clear winner. add that to the fact that your stam regen suffers when you block, and that should explain to you why DKs run with bare minimum regen.

    And corrosive armor has very clear counterplay, use small but multiple hits on the user(dots usually fully ignore this ult because dot ticks are below %3 of the Dks hp most of the time.) or just kite him for a few seconds, CC,root him. Corrosive armor has extremely high cost for what it does, and the uses of it is very niche. A cost reduction would be appreciated but anything below 150 would make the skill too good in my opinion. Considering an average Dk can easily get 100+ ult in 10 seconds, that would put the ult into spammable tier. Remember what happened when spell wall costed 100 ult? Yeah. I don't want that to happen ever again.

    Nightblades Leeching/Siphoning was also a massive nerf but turned out to be a very effective tool for resource management. Obviously, the same can't be said for DKs with Helping Hands or with Battle Roar (which are both pretty underwhelming). I personally liked the global Morrowind sustain changes, but the DK class specific ones were kinda overdone.
    @ Izaki #PCEU
    #FrenchKiss #GoneFor2YearsAndMyGuildDoesn'tRaidAnymore
    #MoreDPSthanYou
    #Stamblade
  • Ragnarock41
    Ragnarock41
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    Actually changing igneous weapons into poisoned weapons, making it deal extra small poison damage for each hit and also granting major savagery or minor berserk when the buff is active, isn't that bad of an idea.

    As of right now igneous weapons is the literal most useless ability in the DK kit.
    Edited by Ragnarock41 on March 21, 2018 2:49AM
  • MaxwellC
    MaxwellC
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    @GeorgeBlack
    You gotta tag me so I can see your response and it actually does but one thing I'm quite sure the most popular thing for a Stam DK is to run 2h/bow.
    Also if you're going to retaliate at-least give me reasons like I did to your ideas.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • Ragnarock41
    Ragnarock41
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    MaxwellC wrote: »
    @GeorgeBlack
    You gotta tag me so I can see your response and it actually does but one thing I'm quite sure the most popular thing for a Stam DK is to run 2h/bow.
    Also if you're going to retaliate at-least give me reasons like I did to your ideas.

    Actually 2h/bow is the least popular stamDK playstyle. Even the reason for the class nerfs was the efficiency of SnB stamDks.
    Edited by Ragnarock41 on March 21, 2018 2:52AM
  • CaliMade
    CaliMade
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    The only change stamDK needs is the revert of morrowind nerfs.

    Keep in mind that I have literally more than 2k hour with the class, and I am an open world solo player that is talking based on my experience pre-morrowind, and after morrowind combined.

    DK was a class that gained sustain based on which resource pool you stacked, which needs to come back for the sake of diversity in build options. Right now the reason you see crazy high weapon damage setups on Dks has one and one simple explaination:
    a stamDK/magDK does not benefit from building regen or max resources as much as other classes do, because when you look at how battle roar, helping hands, constution,adrenaline rush etc.. works, they all DON'T scale with anything. this combined with Dks having no % regen passive like other classes do, makes stacking weapon damage/spell damage a clear winner. add that to the fact that your stam regen suffers when you block, and that should explain to you why DKs run with bare minimum regen.

    And corrosive armor has very clear counterplay, use small but multiple hits on the user(dots usually fully ignore this ult because dot ticks are below %3 of the Dks hp most of the time.) or just kite him for a few seconds, CC,root him. Corrosive armor has extremely high cost for what it does, and the uses of it is very niche. A cost reduction would be appreciated but anything below 150 would make the skill too good in my opinion. Considering an average Dk can easily get 100+ ult in 10 seconds, that would put the ult into spammable tier. Remember what happened when spell wall costed 100 ult? Yeah. I don't want that to happen ever again.


    This
    XB1 GT- Cali Made


    Praetorian Stam DK Redguard

    Brigadier Stam/magblade (whatever i feel like running) Redguard

    Major Mag DK Dark Elf

    lieutenant Mag/stamplar (whatever i feel like running) Redguard
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