People think DK needs mobility BECAUSE it lacks identity. The class needs to return to its roots of standing your ground, not kiting people around rocks like a sorc. Interesting mechanics like gaining defense or dodge chance while standing inside your own cinder storm are needed again- not mobility mechanics. If that’s no longer the identity zos wants for DK, they need to say it outright. Because the class has been floundering since the console update overhaul, and zos (and tons of tunnel-visioned, whiny players) seem to hate the very idea that DK was based around.
Ragnarock41 wrote: »People think DK needs mobility BECAUSE it lacks identity. The class needs to return to its roots of standing your ground, not kiting people around rocks like a sorc. Interesting mechanics like gaining defense or dodge chance while standing inside your own cinder storm are needed again- not mobility mechanics. If that’s no longer the identity zos wants for DK, they need to say it outright. Because the class has been floundering since the console update overhaul, and zos (and tons of tunnel-visioned, whiny players) seem to hate the very idea that DK was based around.
The old stamDK was a perfect stand your ground class. Community hated it. They still hate it. And the stand your ground playstyle will never come back, without taking back all those nerfs after nerfs.
So I would say its better to give them a new identity based on a balance between tankyness/mobility/damage and most importantly sustain , rather than standing your ground by outsustaining everyone in your path.
As of right now DK tankyness and mobility feels fine. additional steps needed for stamDK damage output and Dk sustain in general needs some help. You know things are dumb when you're getting outsustained by magsorcs/stamblades, as a stamDK, the ''outsustain'' class.
Ragnarock41 wrote: »People think DK needs mobility BECAUSE it lacks identity. The class needs to return to its roots of standing your ground, not kiting people around rocks like a sorc. Interesting mechanics like gaining defense or dodge chance while standing inside your own cinder storm are needed again- not mobility mechanics. If that’s no longer the identity zos wants for DK, they need to say it outright. Because the class has been floundering since the console update overhaul, and zos (and tons of tunnel-visioned, whiny players) seem to hate the very idea that DK was based around.
The old stamDK was a perfect stand your ground class. Community hated it. They still hate it. And the stand your ground playstyle will never come back, without taking back all those nerfs after nerfs.
So I would say its better to give them a new identity based on a balance between tankyness/mobility/damage and most importantly sustain , rather than standing your ground by outsustaining everyone in your path.
As of right now DK tankyness and mobility feels fine. additional steps needed for stamDK damage output and Dk sustain in general needs some help. You know things are dumb when you're getting outsustained by magsorcs/stamblades, as a stamDK, the ''outsustain'' class.
The reason it was hated was because you could tank a godly amount of damage and still kill people. Personally I´m perfectly fine with it, BUT
not if it´s done by exploiting broken mechanics and broken sets, which was the main reason stamDK´s could have that playstyle between One Tamriel and Dragonbones. I can give specific examples if people want since those sets and bugs are fixed by know (even though there´re probably new bugs out there exploited by several people....)
But when those things were fixed DK´s where actually more balanced. Then ZOS nerfed block-cost and suddenly the "stand-your-ground" playstyle became less viable.
I don´t think stamDK´s (or magDK´s) are bad in PvP. Sure they´re not in the top of the food chain but I don´t think 1vX is a good benchmark for saying a class is bad or good.
Ragnarock41 wrote: »People think DK needs mobility BECAUSE it lacks identity. The class needs to return to its roots of standing your ground, not kiting people around rocks like a sorc. Interesting mechanics like gaining defense or dodge chance while standing inside your own cinder storm are needed again- not mobility mechanics. If that’s no longer the identity zos wants for DK, they need to say it outright. Because the class has been floundering since the console update overhaul, and zos (and tons of tunnel-visioned, whiny players) seem to hate the very idea that DK was based around.
The old stamDK was a perfect stand your ground class. Community hated it. They still hate it. And the stand your ground playstyle will never come back, without taking back all those nerfs after nerfs.
So I would say its better to give them a new identity based on a balance between tankyness/mobility/damage and most importantly sustain , rather than standing your ground by outsustaining everyone in your path.
As of right now DK tankyness and mobility feels fine. additional steps needed for stamDK damage output and Dk sustain in general needs some help. You know things are dumb when you're getting outsustained by magsorcs/stamblades, as a stamDK, the ''outsustain'' class.
The reason it was hated was because you could tank a godly amount of damage and still kill people. Personally I´m perfectly fine with it, BUT
not if it´s done by exploiting broken mechanics and broken sets, which was the main reason stamDK´s could have that playstyle between One Tamriel and Dragonbones. I can give specific examples if people want since those sets and bugs are fixed by know (even though there´re probably new bugs out there exploited by several people....)
But when those things were fixed DK´s where actually more balanced. Then ZOS nerfed block-cost and suddenly the "stand-your-ground" playstyle became less viable.
I don´t think stamDK´s (or magDK´s) are bad in PvP. Sure they´re not in the top of the food chain but I don´t think 1vX is a good benchmark for saying a class is bad or good.
From the class rep meeting:ChildOfLight wrote: »[*] The person who is supposed to represent the class is a magDK main
No argumentation needed here. The rep meeting note is basically what, 80% magdk?
[/list]
Dragonknights: Stamina DKs feel left out
Stam DKs want more class harmony and don’t feel Noxious Breath is worth using S
Dragonknights appreciate the changes to Wings and the intent behind World in Ruin (although stam DKs would like a bit more here) S
Mag DKs feedback says Powerlash stun impedes their ability to control opponents. M
Searing Strike and Fiery Breath are not easy to land on opponents. Perhaps make Searing Strike 7 meters? B
PvE - Stamina and magicka sustain needs helps. B
PvE – Engulfing flames. Will send specific feedback to ZOS about how the expectation that the tank will provide this buff leads to pigeonholed PvE raid setups.
Savos_Saren wrote: »Two more Pain Points for DK:
-Nightblades can cloak through our DOTs and take no damage. They're supposed to be invisible- not invulnerable. Adjust our DOTs so that they stay on target. Our DOTs shouldn't pull them out of stealth... but they should keep ticking while a NB is stealthed. The only way to get rid of DOTs should be purges (just like all the rest of us have to do!)
-Some of our abilities that are "undogeable" sure as hell get "missed" a lot. I don't understand the mechanic of this. If I can see a target, press the button for chains or leap, and then suddenly the attack doesn't connect... isn't that the exact same thing as "dodge"? ZOS just slapped a different word on it to make, yet again, another exception to our abilities.
(The same goes for our Spiked Armor. I can see the word "miss" popping up all around me when I'm searching for a NB- but it doesn't actually pull them out of stealth... or damage them)
Toc de Malsvi wrote: »Savos_Saren wrote: »Two more Pain Points for DK:
-Nightblades can cloak through our DOTs and take no damage. They're supposed to be invisible- not invulnerable. Adjust our DOTs so that they stay on target. Our DOTs shouldn't pull them out of stealth... but they should keep ticking while a NB is stealthed. The only way to get rid of DOTs should be purges (just like all the rest of us have to do!)
-Some of our abilities that are "undogeable" sure as hell get "missed" a lot. I don't understand the mechanic of this. If I can see a target, press the button for chains or leap, and then suddenly the attack doesn't connect... isn't that the exact same thing as "dodge"? ZOS just slapped a different word on it to make, yet again, another exception to our abilities.
(The same goes for our Spiked Armor. I can see the word "miss" popping up all around me when I'm searching for a NB- but it doesn't actually pull them out of stealth... or damage them)
I think the Leap specific issue is related to how it is programmed. If they are close to the max range when you launch and then they run further away, it appears as though the damage/flight does not actually follow them like it would with meteor. Instead it appears as though the damage stays at the "max" range from where you launched which results in "missed" damage if they move outside that range.
At least that is the most common way that I see misses popping up and I think the most likely interpretation. I do see occasional misses when someone dodge rolls, especially dodge roll into cloak.
I mostly agree with others, but I think what is really painfull for StamDk (pvp wise) is:
1) too slow ultimate regeneration which makes hard to actually use to high cost ultimate like corrosive armor and standard and truly benefit from battle roar. Indeed we're forced into cheaper offensive/defensive ultimates, which is one of the reasons of class boringness.
2) Helping hands should be reverted in his pre-Morrowind functioning. Its a totally wasted passive for stamDk (as many other passives btw).
Savos_Saren wrote: »Throwing this out there again for newer viewers:
StamDK:
Choking Talons: Deals poison damage. Synergy deals physical damage.
Deep Breath: Deals poison damage.
(These two skills would help StamDKs gain more buy-in into the class and would benefit from the World-in-Ruin passive! It would help in PVE and PVP.)
MagDK:
Change Stone Fist (and it's morphs) to flame damage. Leave the ability's damage as-is... but add: Dealing damage to an enemy below 25% health deals an extra 250% damage.
MagDK and StamDK:
Change Flames of Oblivion to an AOE that scales off highest resource. Deals either flame damage or poison damage (benefits from World-in-Ruin)
Change Elder Dragon (passive) to: When activating an Elder Dragon skill- you gain one ultimate per enemy hit. This effect can occur once every 10 seconds. (So, the max is 6 extra points every 10 seconds because your skills only hit six people... and that's only if six people are around. So it can't be overly abused if only a couple of people are attacking you.)
This would get rid of the useless "Healing Received" passive and, since it stacks with Mountain's Blessing passive- it'll give us a little more dynamic ultimate regen... all the while- passively increasing both stamina and magic based regen.
IZZEFlameLash wrote: »Savos_Saren wrote: »Throwing this out there again for newer viewers:
StamDK:
Choking Talons: Deals poison damage. Synergy deals physical damage.
Deep Breath: Deals poison damage.
(These two skills would help StamDKs gain more buy-in into the class and would benefit from the World-in-Ruin passive! It would help in PVE and PVP.)
MagDK:
Change Stone Fist (and it's morphs) to flame damage. Leave the ability's damage as-is... but add: Dealing damage to an enemy below 25% health deals an extra 250% damage.
MagDK and StamDK:
Change Flames of Oblivion to an AOE that scales off highest resource. Deals either flame damage or poison damage (benefits from World-in-Ruin)
Change Elder Dragon (passive) to: When activating an Elder Dragon skill- you gain one ultimate per enemy hit. This effect can occur once every 10 seconds. (So, the max is 6 extra points every 10 seconds because your skills only hit six people... and that's only if six people are around. So it can't be overly abused if only a couple of people are attacking you.)
This would get rid of the useless "Healing Received" passive and, since it stacks with Mountain's Blessing passive- it'll give us a little more dynamic ultimate regen... all the while- passively increasing both stamina and magic based regen.
I disagree with Choking Talons change. This will leave mDKs who do not run Wizard's Riposte very vulnerable to the damage. I'd rather let stam have Burning Talons. MDKs need that readily accessible Minor Maim to stay alive long enough without being pigeonholed into running Wizard's Riposte.
.IZZEFlameLash wrote: »Savos_Saren wrote: »Throwing this out there again for newer viewers:
StamDK:
Choking Talons: Deals poison damage. Synergy deals physical damage.
Deep Breath: Deals poison damage.
(These two skills would help StamDKs gain more buy-in into the class and would benefit from the World-in-Ruin passive! It would help in PVE and PVP.)
MagDK:
Change Stone Fist (and it's morphs) to flame damage. Leave the ability's damage as-is... but add: Dealing damage to an enemy below 25% health deals an extra 250% damage.
MagDK and StamDK:
Change Flames of Oblivion to an AOE that scales off highest resource. Deals either flame damage or poison damage (benefits from World-in-Ruin)
Change Elder Dragon (passive) to: When activating an Elder Dragon skill- you gain one ultimate per enemy hit. This effect can occur once every 10 seconds. (So, the max is 6 extra points every 10 seconds because your skills only hit six people... and that's only if six people are around. So it can't be overly abused if only a couple of people are attacking you.)
This would get rid of the useless "Healing Received" passive and, since it stacks with Mountain's Blessing passive- it'll give us a little more dynamic ultimate regen... all the while- passively increasing both stamina and magic based regen.
I disagree with Choking Talons change. This will leave mDKs who do not run Wizard's Riposte very vulnerable to the damage. I'd rather let stam have Burning Talons. MDKs need that readily accessible Minor Maim to stay alive long enough without being pigeonholed into running Wizard's Riposte.
Thurvokun is also an option, but new pve ranks do need choking talons.
Inhale is a better candidate for a stam morph, IMO.
Savos_Saren wrote: »Either way- I feel that some of these AOE abilities should spread to the stamina-based characters. Definitely poison damage, though- since it will benefit from World-In-Ruin.
If ZOS chooses Burning Talons over Choking talons as the Poison morph- then they need to at least make Choking Talons do flame damage. Whichever morph of Inhale/Deep Breath needs to be poison with the other as fire damage.
I think we need to remind ZOS that DKs DO NOT get a bonus to poison or fire damage... we only get a bonus to AOE poison or fire damage. So, we don't benefit the same way that Sorcs (physical damage and shock damage), Wardens (frost and magic), Nightblades (weapon/spell damage while stealthed and ANY crit damage), or Templars (physical) get the straight bonus.
Savos_Saren wrote: »Either way- I feel that some of these AOE abilities should spread to the stamina-based characters. Definitely poison damage, though- since it will benefit from World-In-Ruin.
If ZOS chooses Burning Talons over Choking talons as the Poison morph- then they need to at least make Choking Talons do flame damage. Whichever morph of Inhale/Deep Breath needs to be poison with the other as fire damage.
I think we need to remind ZOS that DKs DO NOT get a bonus to poison or fire damage... we only get a bonus to AOE poison or fire damage. So, we don't benefit the same way that Sorcs (physical damage and shock damage), Wardens (frost and magic), Nightblades (weapon/spell damage while stealthed and ANY crit damage), or Templars (physical) get the straight bonus.
Ragnarock41 wrote: »Savos_Saren wrote: »Either way- I feel that some of these AOE abilities should spread to the stamina-based characters. Definitely poison damage, though- since it will benefit from World-In-Ruin.
If ZOS chooses Burning Talons over Choking talons as the Poison morph- then they need to at least make Choking Talons do flame damage. Whichever morph of Inhale/Deep Breath needs to be poison with the other as fire damage.
I think we need to remind ZOS that DKs DO NOT get a bonus to poison or fire damage... we only get a bonus to AOE poison or fire damage. So, we don't benefit the same way that Sorcs (physical damage and shock damage), Wardens (frost and magic), Nightblades (weapon/spell damage while stealthed and ANY crit damage), or Templars (physical) get the straight bonus.
I don't think giving talons to stamDK makes any sense as the class has literally nothing left to do with ''stand your ground'' at this point. Besides its a tank ability.
Savos_Saren wrote: »Ragnarock41 wrote: »Savos_Saren wrote: »Either way- I feel that some of these AOE abilities should spread to the stamina-based characters. Definitely poison damage, though- since it will benefit from World-In-Ruin.
If ZOS chooses Burning Talons over Choking talons as the Poison morph- then they need to at least make Choking Talons do flame damage. Whichever morph of Inhale/Deep Breath needs to be poison with the other as fire damage.
I think we need to remind ZOS that DKs DO NOT get a bonus to poison or fire damage... we only get a bonus to AOE poison or fire damage. So, we don't benefit the same way that Sorcs (physical damage and shock damage), Wardens (frost and magic), Nightblades (weapon/spell damage while stealthed and ANY crit damage), or Templars (physical) get the straight bonus.
I don't think giving talons to stamDK makes any sense as the class has literally nothing left to do with ''stand your ground'' at this point. Besides its a tank ability.
You can still use it for group utility. My light armor mDK still slots talons on his SnB bar. If they made one version of talons poison- I'd 100% slot it for my stam DK. I usually run in small to large groups in BG/Cyrodiil.