Ragnarock41 wrote: »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.
magicka Dk makes actual use of the talons with the whip off-balance synergy and the overal slow kit of mDk works better with talons. I don't think poison talons is a bad idea.(İn fact it would be a lot more useful than the hurr durr stonefist spammable But I think It is not really unique or something critical to stamDk, we are not a control class, not a stand your ground class anymore, not really have any synergies with it, So why give us even more tank tools if we simply don't want to be basic tanks?
sDK needs the good stuff, like poison inhale or a poison morph of volatile armor, which would help a lot with damage output, And while at it both classes could benefit from an improved flames of oblivion... Its in a sad state. Its cheap and cute , I like it, I use it all the time, but still. Its in a kinda weak state compared to what other classes have.
Bobleeswaggen wrote: »Don't know how many times it can be said on this post: Stamina Dragonknight need a direct damage stam morph. stam whip makes the most sense. I just left a reply in another thread about how high movement speed + swift jewelry means dizzy swing is much less viable. This is a real problem.
Savos_Saren wrote: »Bobleeswaggen wrote: »Don't know how many times it can be said on this post: Stamina Dragonknight need a direct damage stam morph. stam whip makes the most sense. I just left a reply in another thread about how high movement speed + swift jewelry means dizzy swing is much less viable. This is a real problem.
That's not the real problem. StamDKs have access to direct damage stamina abilities like 2H (uppercut, cleave, reverse slash), SnB (puncture, low slash), DW (flurry, twin slashes), Bow (snipe, scattershot, poison arrow). It doesn't need a class spammable. It needs class poison AOEs to benefit from the World-in-Ruin passive. (ie: spiked armor, talons, inhale)
To ask for a stamina-based whip is the same to ask for a mDK magicka-based execute. If you want to concede to that- then go ahead.
Savos_Saren wrote: »Bobleeswaggen wrote: »Don't know how many times it can be said on this post: Stamina Dragonknight need a direct damage stam morph. stam whip makes the most sense. I just left a reply in another thread about how high movement speed + swift jewelry means dizzy swing is much less viable. This is a real problem.
That's not the real problem. StamDKs have access to direct damage stamina abilities like 2H (uppercut, cleave, reverse slash), SnB (puncture, low slash), DW (flurry, twin slashes), Bow (snipe, scattershot, poison arrow). It doesn't need a class spammable. It needs class poison AOEs to benefit from the World-in-Ruin passive. (ie: spiked armor, talons, inhale)
To ask for a stamina-based whip is the same to ask for a mDK magicka-based execute. If you want to concede to that- then go ahead.
Savos_Saren wrote: »Bobleeswaggen wrote: »Don't know how many times it can be said on this post: Stamina Dragonknight need a direct damage stam morph. stam whip makes the most sense. I just left a reply in another thread about how high movement speed + swift jewelry means dizzy swing is much less viable. This is a real problem.
That's not the real problem. StamDKs have access to direct damage stamina abilities like 2H (uppercut, cleave, reverse slash), SnB (puncture, low slash), DW (flurry, twin slashes), Bow (snipe, scattershot, poison arrow). It doesn't need a class spammable. It needs class poison AOEs to benefit from the World-in-Ruin passive. (ie: spiked armor, talons, inhale)
To ask for a stamina-based whip is the same to ask for a mDK magicka-based execute. If you want to concede to that- then go ahead.
All of the mentioned spammables don't synergise at all with stamdk even heroic slash doesn't give you much (a whooping 46 mag and stam regen is all you get) while most skills you mentioned are so bad that no one would ever consider slotting them as a spammable.
Stamdk needs both a stamina spammable, name it what you want, stamwhip being the most prominent example AND more stamina skills like deep breath or talons which should be made to synergise with the spammable.
Look at stamplar and stamnb both have a spammable that perfectly synergises with the class along with other stamina based skills and that's what makes them fun to play and strong.
Savos_Saren wrote: »Savos_Saren wrote: »Bobleeswaggen wrote: »Don't know how many times it can be said on this post: Stamina Dragonknight need a direct damage stam morph. stam whip makes the most sense. I just left a reply in another thread about how high movement speed + swift jewelry means dizzy swing is much less viable. This is a real problem.
That's not the real problem. StamDKs have access to direct damage stamina abilities like 2H (uppercut, cleave, reverse slash), SnB (puncture, low slash), DW (flurry, twin slashes), Bow (snipe, scattershot, poison arrow). It doesn't need a class spammable. It needs class poison AOEs to benefit from the World-in-Ruin passive. (ie: spiked armor, talons, inhale)
To ask for a stamina-based whip is the same to ask for a mDK magicka-based execute. If you want to concede to that- then go ahead.
All of the mentioned spammables don't synergise at all with stamdk even heroic slash doesn't give you much (a whooping 46 mag and stam regen is all you get) while most skills you mentioned are so bad that no one would ever consider slotting them as a spammable.
Stamdk needs both a stamina spammable, name it what you want, stamwhip being the most prominent example AND more stamina skills like deep breath or talons which should be made to synergise with the spammable.
Look at stamplar and stamnb both have a spammable that perfectly synergises with the class along with other stamina based skills and that's what makes them fun to play and strong.
I'm pretty sure I've been spammed by uppercut, reverse slash, twin slashes, snipe, and poison arrow in PVP. So- they are worth mentioning. I think the AOE poison class abilities would be more in line with what the devs would allow. A stamina whip would have the potential of putting stamDKs over-the-top in PVP. (Or, sadly, just on par with NBs and Sorcs.) If the devs are willing to give stamDKs a spammable whip... then they need to offer mDKs a class execute.
Look at it this way: What's the excuse for mDKs to NOT have an execute? Everyone says "Because mDKs have a powerful spammable and Leap!" Yet stamDKs want a powerful spammable, leap, AND access to three stamina-based executes..?
Again- I don't have a problem with stamDKs having a stamina whip (because it'll put them on par with NBs and Sorcs)… but IF stamDKs get a stamina whip, then mDKs need an execute. Maybe then we'll both be able to compete with NBs and Sorcs.
Savos_Saren wrote: »Savos_Saren wrote: »Bobleeswaggen wrote: »Don't know how many times it can be said on this post: Stamina Dragonknight need a direct damage stam morph. stam whip makes the most sense. I just left a reply in another thread about how high movement speed + swift jewelry means dizzy swing is much less viable. This is a real problem.
That's not the real problem. StamDKs have access to direct damage stamina abilities like 2H (uppercut, cleave, reverse slash), SnB (puncture, low slash), DW (flurry, twin slashes), Bow (snipe, scattershot, poison arrow). It doesn't need a class spammable. It needs class poison AOEs to benefit from the World-in-Ruin passive. (ie: spiked armor, talons, inhale)
To ask for a stamina-based whip is the same to ask for a mDK magicka-based execute. If you want to concede to that- then go ahead.
All of the mentioned spammables don't synergise at all with stamdk even heroic slash doesn't give you much (a whooping 46 mag and stam regen is all you get) while most skills you mentioned are so bad that no one would ever consider slotting them as a spammable.
Stamdk needs both a stamina spammable, name it what you want, stamwhip being the most prominent example AND more stamina skills like deep breath or talons which should be made to synergise with the spammable.
Look at stamplar and stamnb both have a spammable that perfectly synergises with the class along with other stamina based skills and that's what makes them fun to play and strong.
I'm pretty sure I've been spammed by uppercut, reverse slash, twin slashes, snipe, and poison arrow in PVP. So- they are worth mentioning. I think the AOE poison class abilities would be more in line with what the devs would allow. A stamina whip would have the potential of putting stamDKs over-the-top in PVP. (Or, sadly, just on par with NBs and Sorcs.) If the devs are willing to give stamDKs a spammable whip... then they need to offer mDKs a class execute.
Look at it this way: What's the excuse for mDKs to NOT have an execute? Everyone says "Because mDKs have a powerful spammable and Leap!" Yet stamDKs want a powerful spammable, leap, AND access to three stamina-based executes..?
Again- I don't have a problem with stamDKs having a stamina whip (because it'll put them on par with NBs and Sorcs)… but IF stamDKs get a stamina whip, then mDKs need an execute. Maybe then we'll both be able to compete with NBs and Sorcs.
Why does magdk need an execute and what does it have to do with stamdk being so utter trash that it's non existant atm?
If you play stamdk you know that uppercut is a useless piece of mr hanky, everytime i see someone trying to uppercut me i hear him screaming: howdyhoooo followed by the sound it makes when sh't hits a your toilet when i simply walk through them or they hit me but the damage is too low to be scary.
In order to use reverse slice you have to bring your enemy to less than 50% health, well you won't do that just by applying some dots like poison injection and rending slashes (which isn't possible to do in the first place as one is DW, indem is a Bow skill and last is 2h)
Snipe is the weakest spammable in the game when it comes to 1v1s even worse when your enemy isn't a target dummy
This discussion is about stamdk and a stamwhip, magdk and it's problems shouldn't be a factor if we decide wether stamdk keeps being useless or can reach the same viability magdk has which is in fact in the area of magnbs, magsorcs and stamwarden.
Also i don't know why magdk needs an execute, I've never felt the need for it. When i hop on my magdk i rather feel that i have too many skills i want to use rather than have too many flex spots
Hey everyone!
As some of you guys already know, our next meeting with ZoS is scheduled to happen pretty soon! We will be looking at class pain points specifically, for PvE and PvP. I'm working on a google doc which already has most of the pain points gathered for the first meeting that weren't addressed yet, but even if it was mentioned before, feel free to emphasize that same pain point.
With that said, It'd be amazing if the feedback given in this forum post could follow a more objective layout throughout this next week to make gathering information from you guys a lot more efficient. So lets try to present major pain points in a format with bulletpoints or concise separate paragraphs, like we did for meeting 1 and 2. Say 1-3 major pain points (or more obviously).
Also, ZoS said that they are specifically looking for pain points and not for solutions - so while I'm aware that we have tons of potentially great ideas - this is not what they're looking for in this next meeting.
As just an example, something like 'stamDK wants/needs a stamwhip' is not necessarily what we're looking for this time around. You could say 'StamDK barely feels like a stamDK at all without some more class skills, making it simply unfun to play'. Obivously this is just an example to show a simple format that would efficiently allow us to gather feedback!
Thanks everyone for your efforts! Hopefully we can promote some more change for the near future!
Hey everyone!
As some of you guys already know, our next meeting with ZoS is scheduled to happen pretty soon! We will be looking at class pain points specifically, for PvE and PvP. I'm working on a google doc which already has most of the pain points gathered for the first meeting that weren't addressed yet, but even if it was mentioned before, feel free to emphasize that same pain point.
With that said, It'd be amazing if the feedback given in this forum post could follow a more objective layout throughout this next week to make gathering information from you guys a lot more efficient. So lets try to present major pain points in a format with bulletpoints or concise separate paragraphs, like we did for meeting 1 and 2. Say 1-3 major pain points (or more obviously).
Also, ZoS said that they are specifically looking for pain points and not for solutions - so while I'm aware that we have tons of potentially great ideas - this is not what they're looking for in this next meeting.
As just an example, something like 'stamDK wants/needs a stamwhip' is not necessarily what we're looking for this time around. You could say 'StamDK barely feels like a stamDK at all without some more class skills, making it simply unfun to play'. Obivously this is just an example to show a simple format that would efficiently allow us to gather feedback!
Thanks everyone for your efforts! Hopefully we can promote some more change for the near future!
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.
Savos_Saren wrote: »Savos_Saren wrote: »Savos_Saren wrote: »Bobleeswaggen wrote: »Don't know how many times it can be said on this post: Stamina Dragonknight need a direct damage stam morph. stam whip makes the most sense. I just left a reply in another thread about how high movement speed + swift jewelry means dizzy swing is much less viable. This is a real problem.
That's not the real problem. StamDKs have access to direct damage stamina abilities like 2H (uppercut, cleave, reverse slash), SnB (puncture, low slash), DW (flurry, twin slashes), Bow (snipe, scattershot, poison arrow). It doesn't need a class spammable. It needs class poison AOEs to benefit from the World-in-Ruin passive. (ie: spiked armor, talons, inhale)
To ask for a stamina-based whip is the same to ask for a mDK magicka-based execute. If you want to concede to that- then go ahead.
All of the mentioned spammables don't synergise at all with stamdk even heroic slash doesn't give you much (a whooping 46 mag and stam regen is all you get) while most skills you mentioned are so bad that no one would ever consider slotting them as a spammable.
Stamdk needs both a stamina spammable, name it what you want, stamwhip being the most prominent example AND more stamina skills like deep breath or talons which should be made to synergise with the spammable.
Look at stamplar and stamnb both have a spammable that perfectly synergises with the class along with other stamina based skills and that's what makes them fun to play and strong.
I'm pretty sure I've been spammed by uppercut, reverse slash, twin slashes, snipe, and poison arrow in PVP. So- they are worth mentioning. I think the AOE poison class abilities would be more in line with what the devs would allow. A stamina whip would have the potential of putting stamDKs over-the-top in PVP. (Or, sadly, just on par with NBs and Sorcs.) If the devs are willing to give stamDKs a spammable whip... then they need to offer mDKs a class execute.
Look at it this way: What's the excuse for mDKs to NOT have an execute? Everyone says "Because mDKs have a powerful spammable and Leap!" Yet stamDKs want a powerful spammable, leap, AND access to three stamina-based executes..?
Again- I don't have a problem with stamDKs having a stamina whip (because it'll put them on par with NBs and Sorcs)… but IF stamDKs get a stamina whip, then mDKs need an execute. Maybe then we'll both be able to compete with NBs and Sorcs.
Why does magdk need an execute and what does it have to do with stamdk being so utter trash that it's non existant atm?
If you play stamdk you know that uppercut is a useless piece of mr hanky, everytime i see someone trying to uppercut me i hear him screaming: howdyhoooo followed by the sound it makes when sh't hits a your toilet when i simply walk through them or they hit me but the damage is too low to be scary.
In order to use reverse slice you have to bring your enemy to less than 50% health, well you won't do that just by applying some dots like poison injection and rending slashes (which isn't possible to do in the first place as one is DW, indem is a Bow skill and last is 2h)
Snipe is the weakest spammable in the game when it comes to 1v1s even worse when your enemy isn't a target dummy
This discussion is about stamdk and a stamwhip, magdk and it's problems shouldn't be a factor if we decide wether stamdk keeps being useless or can reach the same viability magdk has which is in fact in the area of magnbs, magsorcs and stamwarden.
Also i don't know why magdk needs an execute, I've never felt the need for it. When i hop on my magdk i rather feel that i have too many skills i want to use rather than have too many flex spots
There are StamDKs all over Cyrodiil. And let me get this straight- you want a stam-based whip to spam, with a powerful leap, AND to be able to finish people off with Executioner/Steel Tornado?
And yet you think that mDKs shouldn't get an execute? Talk about the hypocrisy. At least I'm willing to compromise. Give us both the stam whip and mag-based execute.
Savos_Saren wrote: »Savos_Saren wrote: »Bobleeswaggen wrote: »This discussion is about stamdk and a stamwhip, magdk and it's problems shouldn't be a factor if we decide wether stamdk keeps being useless or can reach the same viability magdk has which is in fact in the area of magnbs, magsorcs and stamwarden.
Also i don't know why magdk needs an execute, I've never felt the need for it. When i hop on my magdk i rather feel that i have too many skills i want to use rather than have too many flex spots
I mean, yeah sure spammable, imo not the top priority because despite not being amazing heroic slash does cut it. I'd rather poison talons and stam poison deep breath with a 2s empower on direct damage per enemies drained to mirror the mag regen of draw essence.
But MagDK anywhere near magsorc/NB/stamden, top kek.
leandro.800ub17_ESO wrote: »My top two pain points
1-As Magika DK no execute skill
2- Sustain
Carbonised wrote: »1. Class skill cost. We have been saying this forever...every skill costs more than other class equivalents.Dottzgaming wrote: »Point 1 (PvE): Eruption/Cinder Storm. The skill, for what it costs, is not that good. It needs to either cost less or deal more damage/healing to be more consistent with its cost.
Point 2 (PvP): Wings. Projectiles should be per person, or the number of projectiles we can reflect should be increased. Also, the snare removal morph should grant ~2 seconds of snare immunity to prevent instant snare reapplication.1. Reflecting with wings should also reflect status effects (e.g. snipe should major defile the oponent rather than yourself still.
2. Reflect should be 4 projectiles per person, not per cast as it is instantly down outnumbered otherwise.
3. Wings cost should be ibncreased 10% if those go through.Ok, any DK suffers from 2 big issues that have not been updated until since 2014
1- Passives: most DK passives are bad, and some of them are nearly useless. Things like World in ruin or Searing heat are too situational and favor only one playing style: HA S/B DK. There were some good passives that got a nerf hammer without a clear reason, like helping hands and Battle Roar and which are quite meh nowadays. But there's one passive above all of them that is clearly an insult to all DKs in ESO: Elder Dragon. It's a health recovery passive in a class that needs to go Vamp to get extra movility. I mean, seriously? Extra health recovery for sloting tanking skills? C'mon. You can pass from that passive, saving 2 skill points and nothing, really nothing is gonna change. You will still be a vampire with reduced health recovery. So please, have a look at that.
2- The second problem has to do with the dmg oriented line, Ardent Flame: Ardent flame is the worst dmg line in the game. Only has 2 viable skills (Whip and SS) and none of them benefits from the only passive that increases dmg (WiR). Ok, Searing heat increases Searing strike dmg... a 3%. When you compare that number to the amount of dmg any sorc gets for any physical or lightning dmg, you feel you have been fooled. And that dmg increase does not affect your main spammable (which has a morph that increases the dmg of your ardent flame skills in 100 spell/wpn dmg, which is nothing). That was ok before One Tamriel when Dks had access to a set like old Silks of the Sun, which increased your flame dmg a 5%. On top of that, half of the passives only work with skills in the line, so no chance to increase extra dmg with other skills.Still_Mind wrote: »DK is positioned as a stand-your-ground class with limited mobility, but formidable defenses and control, damage reflection.
What do we have now, after massive redesigning and a large amounts of direct and indirect nerfs is a rather clumsy melee mage with limited mobility, mediocre damage mitigation, decent control, decent pressure and good (if somewhat situational) "healing through damage" mechanics.
Damage reflection? Neutered by the increased number of unreflectable skills in PvP, unreflectable bosses in PvE.
Damage mitigation? Nothing most other classes don't have, aside the Earthen Heart Ultimate, which is often too expensive to be useful, and, frankly, often just delays the inevitable. Shield Wall is cheaper and feels more useful overall. Iron Skin and spell resist are a nice bonus, but don't make or break a playstyle.
Rivers of fire and blood through stacked Standard, Eruprion, Flames of Oblivion, Inhale and Talons? Poof, gone. FoO is now a buff and a cheap turret. Eruption is an inefficient ground DoT or heal, Standard isn't often good enough to justify its cost.
DKs used to be a perpetuum mobile in thick battle due to dynamic Ultimate generation and Battle Roar. Used to be OP, but nerfing both resulted in sustain issues, and I don't feel encouraged to get into the thick of the fight as a DK anymore.
To summarise: DKs were OP, but nerfs killed their class identity, and I feel like playing a clumsy generic melee character with fire-themed visuals.
2) Bad passives, many skills are outdated, or need redesign.
I look at DK passives, then Sorc passives, then NB passives, then Warden passives and sigh, thinking that probably only Templars have them as bleak and unimpressive as DKs.
As for the skills-many feel like their concept is raw, or not up to date with current game dynamics.
A few examples:
Our resist buff skill essentially just buffs resists in case of stam build, and does unimpressive damage for a mage build, plus some healing received bonus from passives that could be triggered by another skill. Stamsorcs, for one, have an impressive PBAOE DoT (what FoO should be, essentially) on their buff, Wardens have the super-sweet Minor Protection, NBs have their resists buffed pretty much passively by using rotational skills.
Molten Weapons and its morphs needs to be more defined in terms of stam/magicka identity, possibly grant additional effects to heavy attacks, or even convert physical damage to magical for sword and board MDKs.
Current iteration of Eruption makes me shed bitter tears. Scrap the poor man's lightning flood/healing springs and give it useful buffs/debuffs such as evasion, minor protection,
minor resolve, minor fracture, minor defile-SOMETHING.2.) Flames of Oblivion
This skill had a great visual effect with flames around the character similar to the sorcerer's hurricane skill and now it's just a floating fire ball. I don't know how this has anything to do with a dragonknight.
Just look at this. The players are literally pinpointing the exact areas where the DK class (I'm highlighting MagDK here) fails to meet expectations, or feels unfinished or hollowed out. Just look at this and you can clearly see the direction in which to go with future DK changes.
Bobby_V_Rockit wrote: »Would be nice if more than 2 of 12 class skills had a stam morph...
Bobby_V_Rockit wrote: »Would be nice if more than 2 of 12 class skills had a stam morph...
and also if those 2 skills wouldn't be heavily outperformed by things everyone has access to too...