ZOS_GinaBruno wrote: »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.
GeorgeBlack 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
GeorgeBlack 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.
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
7)No gap closer. No execution. No stam DragonBlood. No stam Whip. No stam Fossilize. That is OP, magika copy paste, does
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
GeorgeBlack wrote: »GeorgeBlack 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
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
GeorgeBlack 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
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.
Ragnarock41 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.
Ragnarock41 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.
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 Maxwell
Ragnarock41 wrote: »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.
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 Maxwell
@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.
Ragnarock41 wrote: »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.