coplannb16_ESO wrote: »Id love a zerg-buster. those unkillable stacked warbands in Cyro that spam aoes, heals, purge all the time as a morph of magma shell:
(Ultimate Morph - Earthen Heart) Magma Burst (cost 250, radius/range 10m):
When activated a burst of magma errupts from within you. All enemies cought in the shock wave are circularly pushed away from the Dragonknight by 20-30 meters. Each enemy suffers X flame damage and cannot use any skills or abilities for 4 seconds.
Basically the idea is not to kill them like a bomber, but to disperse the stack strongly enough that a similar sized opposition have the opportunity to kill some of them before they stack back up. The damage component does not have to be very high. The 4 second confusion (not silence, because also stamina skills shouldnt work) should prevent reshielding/cloaking/heal-spamming/purging etc.pp, long enough for people to react to the new situation and start to engage the now dispered enemy. Of course they can still block and dodge roll. This "confusion" effect would be unique and similarly to silence not be affected by CC immunities.
One could argue that an strongly improved Leap could do the same (if the Leap aoe radius would be improved and the knockback increased), however Leap is a strong, damaging ultimate and a skill like described is more utility in nature (as is the whole Earthen Heart skill line).
There is also a risk versus reward, because to execute it decently you still need to get in the middle of that stack without beeing killed or CCed. And because we neither have strong shields nor invisibility in our toolkit this is decently balanced on a DK (zero/low burst, low mobility class)
oh boy hooray another 6 months without changes for stamdk atleast we get QoL changes for magdk i mean they really are unplayable atm...
Narvuntien wrote: »I am just going to say I am pretty satisfied with my MagDK PVE DPS atm, the summerset buffs are much appreciated.
Sticking points
1. So I play with 300 ping and the cast time on Eruption is extremely awkward for me, there is stop of animation of my character and I am not sure if I am lagged or casting the ability this causes me to double cast (this very expensive ability) or simply not cast it (cancel it) when I tried to light attack between my next skill. Could I get a better animation for this ability.
2. It is disappointing that Flames of Oblivion gives Prophecy but you still want to slot inner light because it also gives a lot more magicka and mag regen.
Top 2 as stamDK:
- No class spammable.
- No class utility in group pvp play.
I don't want a guild spammable, especially one behind a paywall. With that reasoning the weapon skills are a fine spammable. But that doesn't give a class an identity, that just proves it doesn't have enough of one. Same thing can be said for stamSorcs too.
As explained above battle roar counteracts how you would normally use your ultimates.
Changing this into working like Balorgh( ult used rather than cost) would be a big help
Elder Dragon is absolutely useless as stacking skills from draconic Power only isn't worth it and other classes just get more health regen for slotting one skill or just for free.
Iron Skin is currently rather useless as block already gives good mitigation to the things you can actually block while being useless vs so many other things that will actually hit you, change this to work on all damage while blocking rather than just blocked damage, this would give dk a slight buff vs bleeds, dots and other unblockable skills
World in ruins is really bad especially for stamdk there are 4 abilities in the game that benefit from this:
Corrosive Armor, noxious breath, acid spray and trapping webs
None of these skills is viable nor does a 6% damage increase make them viable. From Summerset to WH the tooltip damage of my noxious breath on a viable pvp build increased by 300 freaking 300 that's before mitigation and before battle spirit.
This passive is not worth it because there are no good skills that benefit from it (unlike with magdk) and the skills that work with it are horrible
Combustion has the same issue as WiR there are just not enough skills that deal poison damage on a good stamdk build for this passive do be noteable.
Leap is the next issue on the list:
It's currently one of the most unreliable ultimates in the game as people will just walk out of it, dodge it, streak it or don't take any damage even if they are stationary and my personal favorite you hit the enemy but the server doesn't show it and then locks you out of anything and keeps you in a "leaping state" in which you can't use abilities, potions, dodge or anything but your character will just start the animation and then interrupt it without any effect.
And there is nothing you can do about this except for removing leap from your bar.
In the last 4 days 6/10 leap didn't hit their target or locked me up even if everyone of them should've hit their target (targets were dodging or walking)
The next issue is that even if leap works you have to wonder if it's worth using anymore as Dawnbreaker deals more damage overall, can be animation cancelled without giving your enemy a visual cue of you flying on him and with no delay at all while even if they block the dot will deal good damage something leap doesn't + DBoS will deal more damage vs vamps and WWs gives you 3% more wpn damage and all that just for 15 ult more.
First of all make leap reliable again and then think about changing it to poison damage to make it benefit from WiR passive and to buff combustion
Noxious Breath is still a wasted ability that's not worth to slot. The damage on the first hit is weak, the dot is weak, the hitbox is extremely bad, you are better off just using another ability before trying to pressure someone with that skill it's just bad and it will probably never be good without a complete overhaul or if you keep the damage the same but Cut down the duration to maybe 4 seconds so you actually pressure your enemy during the duration and not tickle him with 400-700 damage ticks.
Venemous claw has the same issue that it's outperformed by things like rending slashes (even non master) and the passive bleeds. For a class defining ability that's just sad. It's not as bad as noxious breath it's just stupid when you look at it.
The biggest problem stamdk has is however that there is absolutely no synergy between the skills of the class and the skills the class has to use.
Sadly stamdk doesn't have any synergy anymore before morrowind the synergy was that you could get damage, sustain and survivability from stacking everything into stamina (even without active skills synergising it was very strong) this got removed completely which showed that there is no synergy inside the entire class.
This synergy can be created by doing multiple things:
1. give us a stamina whip that gets stronger when used on poisoned enemies (like powerlash on stunned / rooted enemies)
2. turn deep breath into a stamina ability that heals for a bit less but deals more damage on the second hit while also poisons enemies that get hit
This created a synergy with WiR, combustion, Warmth (currently useless for stamdk as you won't use venemous claw every 3 seconds to keep the snare on the enemy)
Also it gives stamdk a new heal and a burst combo with Deep breath into whip into leap.
3. don't give stamdk a spammable stamina burst heal, we see how it turned out on stamwarden and that's something we don't need more of in the game.
.
Outdated passives:
As explained above battle roar counteracts how you would normally use your ultimates.
Changing this into working like Balorgh( ult used rather than cost) would be a big help
.
Outdated passives:
As explained above battle roar counteracts how you would normally use your ultimates.
Changing this into working like Balorgh( ult used rather than cost) would be a big help
Little caveat to this. I support the BR change to work like Balorgh, but change the wording slightly from "current ultimate" to "ultimate cost, including additional ultimate". Pairing sets like Alteration and Dragon with this passive is a creative manipulation of mechanics. Creativity, so long as it does not induce toxic gameplay, should be rewarded, not punished.
Carbonised wrote: »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.
This one definitely needs something. I get more out of Inner Light since it gives you 5% extra magicka and one light attack has more power than a hit from the fireball.
Many of us asked for Inferno to go back to a PB AoE, they can tweak the damage and effects so its balanced, and maybe Cauterize as PB AoE heal with some chance to purge negative effects each tick.
Hells, I've been here 3 years, and even I missed out on the old inferno, I started when it was converted to that puny little floating ball and I recall the immense disappointment that this was supposedly the "apex" DK skill in the Ardent Flame tree. What a load of bull.
Then they gave the awesomeness of Inferno to stamsorcs with Hurricane, and put our old signature skill on a monster mask set (Grothdarr), yeah, the DK community wasn't pleased that day.
DK's asking for a buff to wings... My hecking sides. Wings does need to be tuned but it should be tuned to be dynamic, meaning per player in a radius thats how many reflects you get, so its not absurd in 1v1s nor is it useless when outnumbered. Right now if a sorc sees a dk they better streak their butts outta there they cant light attack, cast frags, or reach, and the other non reflectible options are too low damage and just healed right through.
DK's asking for a buff to wings... My hecking sides. Wings does need to be tuned but it should be tuned to be dynamic, meaning per player in a radius thats how many reflects you get, so its not absurd in 1v1s nor is it useless when outnumbered. Right now if a sorc sees a dk they better streak their butts outta there they cant light attack, cast frags, or reach, and the other non reflectible options are too low damage and just healed right through.
STAM WHIP
coplannb16_ESO wrote: »Id love a zerg-buster. those unkillable stacked warbands in Cyro that spam aoes, heals, purge all the time as a morph of magma shell:
(Ultimate Morph - Earthen Heart) Magma Burst (cost 250, radius/range 10m):
When activated a burst of magma errupts from within you. All enemies cought in the shock wave are circularly pushed away from the Dragonknight by 20-30 meters. Each enemy suffers X flame damage and cannot use any skills or abilities for 4 seconds.
Basically the idea is not to kill them like a bomber, but to disperse the stack strongly enough that a similar sized opposition have the opportunity to kill some of them before they stack back up. The damage component does not have to be very high. The 4 second confusion (not silence, because also stamina skills shouldnt work) should prevent reshielding/cloaking/heal-spamming/purging etc.pp, long enough for people to react to the new situation and start to engage the now dispered enemy. Of course they can still block and dodge roll. This "confusion" effect would be unique and similarly to silence not be affected by CC immunities.
One could argue that an strongly improved Leap could do the same (if the Leap aoe radius would be improved and the knockback increased), however Leap is a strong, damaging ultimate and a skill like described is more utility in nature (as is the whole Earthen Heart skill line).
There is also a risk versus reward, because to execute it decently you still need to get in the middle of that stack without beeing killed or CCed. And because we neither have strong shields nor invisibility in our toolkit this is decently balanced on a DK (zero/low burst, low mobility class)
Savos_Saren wrote: »They should have picked class reps through a dueling tournament. This thread is garbage.
You definitely don't want to be represented by duelists. It's not a good representation of PVE or open-world PVP. Dueling is like .0001% of this game.
Honestly, a lot of issues could be solved by basing an ability off of max resource (stam or mag)… much like Flames of Oblivion, Domihaus, etc.
ZOS could change Molten Whip, Choking Talons, and Deep Breath to be either fire or poison damage... whichever resource was higher.
Savos_Saren wrote: »Pain point #348: mDK execute (again)
From just today, alone (right after the Wolf Hunter release)
I've noticed that there are a lot more dodge builds popping up out there. I'm guessing that it's because of the change to Rune Cage and Sloads (they're now dodgable). The setup for our most powerful attack, Power Lash, is getting dodged like a mother [snip]er. The fact that it's a three part setup for Powerlash (talons, flame lash, powerlash) is really putting us at a disadvantage. I keep seeing my Burning Embers and Power Lash being dodged while my Leap and Empowering Chains keep popping up with "miss". Or even better yet- our "DOT based class" constantly has our DOTs being suppressed by Nightblades.
In the mean time- we're getting spammed by 2H Executioner, Mages Fury (and it's passive execute, mind you), Jesus Beams, cowardly poison injections from stealth, and Spin-to-Win Steel Tornados.
With our strongest defense (blocking) being nerfed and major defiles/bleeds/sloads whittling us down- we need to be able to be more on the offense against our opponents.
Can we please finally get a [snip]ing execute?
Fruity_Ninja wrote: »Pain Points
1). Sustain is poor on DKs
2). Way too high of a resource cost, particularly on utility skills
3). DKs are continuing to lose their ability to stand their ground, that inherent class 'tankiness' that is signature to the class
4). Some of the passive are really outdated and not competitive with other classes
As a Magicka DK i find these two to be the most troublesome:
1. Horrible passives for DPS in PvE or PvP when compared to any other class when looking at damage and sustain.
2. Lack of range, chains is useless in PvP since it has a range of 22 meters and till this day, this "undodgeable" skill is constantly being "dodged" and "missed" by other players. The lack of a gap closer or an effective damaging ability is a joke. I tend to spam stone giant morph just because of the range, give me a few sprinting seconds in Cyrodiil to attempt to close the game, while all other classes will ALWAYS reach their target, dodged or missed. In PvE constantly running around chasing a boss or adds with nothing but winding up a fully heavy attack (which takes far too long) with a destro staff is weak.
You people need to actually sit down and re-do a lot of skills for this LIGHT armoured melee DOT class, that you have not given any ranged (effective) skills, mobility, sustain, execute and absolutely horrible passives.