[Class Rep] Dragonknight Feedback Thread

  • Ragnarock41
    Ragnarock41
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    KhemSihr wrote: »
    I have only one problem with MagDK.. "No finisher"

    Stone Fist / 4050 Magicka < Slam an enemy with solid rock, dealing 492 Magic Damage and stunning them for 3 seconds.
    Deals 100% more damage if you successfully stun the target.

    (Morphs)

    Obsidian Shard / 4050 Magicka < Slam an enemy with solid volcanic glass, dealing 496 Magic Damage. Deals 300% more damage to targets at or below 25% Heath. (Stun has been taken away and it's converted to a finisher. Costs more but will prove beneficial.)

    &

    Stone Giant / 3240 Magicka < Slam an enemy with solid rock, dealing 496 Magic Damage and stunning them for 3 seconds.
    Deals 100% more damage if you successfully stun the target. (Reduces the cost. You also gain Minor Resolve, increasing your Physical Resistance.)

    (See what I did there?)

    "Since when did a sharp shard of obsidian ever healed anyone?"
    (Here let me jam this sharp piece of volcanic glass in your wounds.. You'll be aight.)

    Hell, you could keep both Stam and Mag happy with:

    Obsidian Shard (4050 Magicka): Slam an enemy with a shard of molten volcanic glass, dealing #### flame damage and healing the caster or a nearby enemy for 50% of the initial damage done and stuns them for 1.5 seconds. Deals 250% more damage to targets under 25% health.

    Stone Giant (3240 Stamina): Slam an enemy with solid rock, dealing #### physical damage and stunning them for 3 seconds. Deals 100% more damage if you successfully stun the target. You also gain Minor Resolve, which increases your Physical Resistance by 1320 for 15 seconds.

    That way- mDKs can still heal allies and have an execute while stamDKs can benefit from more class skills and a resistance buff.

    stamDk really doesn't need another generic CC though. It would be have to something unique and probably way overperforming to make any difference cause petrify/dizzy swing/reverb bash/scattershot are all very strong CC options.

    stamDk really doesn't need stam morphs just for the sake of giving it stam morphs. We already have that and its called...


    Noxious breath.. And we all know how that turned out.

    True. And with the new Blackrose Bow- we'll have a ranged CC+bleed. I still vote for a poison AOE like Hardened Armor or Inhale. (I still want to see poisoned dark talons, though.) Revert World In Ruin back to it's former self.

    As much as I hate the new WiR change, the old one was not better by any means. It has to do with the fact that existing poison abilities in the game are bad (namely noxious breath, acid spray, trapping webs). Even the strongest one , venomous claws, struggles against free axe bleeds.
    Edited by Ragnarock41 on September 29, 2018 1:48AM
  • Toc de Malsvi
    Toc de Malsvi
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    KhemSihr wrote: »
    I have only one problem with MagDK.. "No finisher"

    Stone Fist / 4050 Magicka < Slam an enemy with solid rock, dealing 492 Magic Damage and stunning them for 3 seconds.
    Deals 100% more damage if you successfully stun the target.

    (Morphs)

    Obsidian Shard / 4050 Magicka < Slam an enemy with solid volcanic glass, dealing 496 Magic Damage. Deals 300% more damage to targets at or below 25% Heath. (Stun has been taken away and it's converted to a finisher. Costs more but will prove beneficial.)

    &

    Stone Giant / 3240 Magicka < Slam an enemy with solid rock, dealing 496 Magic Damage and stunning them for 3 seconds.
    Deals 100% more damage if you successfully stun the target. (Reduces the cost. You also gain Minor Resolve, increasing your Physical Resistance.)

    (See what I did there?)

    "Since when did a sharp shard of obsidian ever healed anyone?"
    (Here let me jam this sharp piece of volcanic glass in your wounds.. You'll be aight.)

    Hell, you could keep both Stam and Mag happy with:

    Obsidian Shard (4050 Magicka): Slam an enemy with a shard of molten volcanic glass, dealing #### flame damage and healing the caster or a nearby enemy for 50% of the initial damage done and stuns them for 1.5 seconds. Deals 250% more damage to targets under 25% health.

    Stone Giant (3240 Stamina): Slam an enemy with solid rock, dealing #### physical damage and stunning them for 3 seconds. Deals 100% more damage if you successfully stun the target. You also gain Minor Resolve, which increases your Physical Resistance by 1320 for 15 seconds.

    That way- mDKs can still heal allies and have an execute while stamDKs can benefit from more class skills and a resistance buff.

    stamDk really doesn't need another generic CC though. It would be have to something unique and probably way overperforming to make any difference cause petrify/dizzy swing/reverb bash/scattershot are all very strong CC options.

    stamDk really doesn't need stam morphs just for the sake of giving it stam morphs. We already have that and its called...


    Noxious breath.. And we all know how that turned out.

    True. And with the new Blackrose Bow- we'll have a ranged CC+bleed. I still vote for a poison AOE like Hardened Armor or Inhale. (I still want to see poisoned dark talons, though.) Revert World In Ruin back to it's former self.

    Unless they make some changes that bleed is only good against bad players who don't use mitigation. It scales off damage done and the skill can be blocked. I tried it out and the bleed was fairly pathetic.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Toc de Malsvi
    Toc de Malsvi
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    KhemSihr wrote: »
    I have only one problem with MagDK.. "No finisher"

    Stone Fist / 4050 Magicka < Slam an enemy with solid rock, dealing 492 Magic Damage and stunning them for 3 seconds.
    Deals 100% more damage if you successfully stun the target.

    (Morphs)

    Obsidian Shard / 4050 Magicka < Slam an enemy with solid volcanic glass, dealing 496 Magic Damage. Deals 300% more damage to targets at or below 25% Heath. (Stun has been taken away and it's converted to a finisher. Costs more but will prove beneficial.)

    &

    Stone Giant / 3240 Magicka < Slam an enemy with solid rock, dealing 496 Magic Damage and stunning them for 3 seconds.
    Deals 100% more damage if you successfully stun the target. (Reduces the cost. You also gain Minor Resolve, increasing your Physical Resistance.)

    (See what I did there?)

    "Since when did a sharp shard of obsidian ever healed anyone?"
    (Here let me jam this sharp piece of volcanic glass in your wounds.. You'll be aight.)

    Hell, you could keep both Stam and Mag happy with:

    Obsidian Shard (4050 Magicka): Slam an enemy with a shard of molten volcanic glass, dealing #### flame damage and healing the caster or a nearby enemy for 50% of the initial damage done and stuns them for 1.5 seconds. Deals 250% more damage to targets under 25% health.

    Stone Giant (3240 Stamina): Slam an enemy with solid rock, dealing #### physical damage and stunning them for 3 seconds. Deals 100% more damage if you successfully stun the target. You also gain Minor Resolve, which increases your Physical Resistance by 1320 for 15 seconds.

    That way- mDKs can still heal allies and have an execute while stamDKs can benefit from more class skills and a resistance buff.

    stamDk really doesn't need another generic CC though. It would be have to something unique and probably way overperforming to make any difference cause petrify/dizzy swing/reverb bash/scattershot are all very strong CC options.

    stamDk really doesn't need stam morphs just for the sake of giving it stam morphs. We already have that and its called...


    Noxious breath.. And we all know how that turned out.

    True. And with the new Blackrose Bow- we'll have a ranged CC+bleed. I still vote for a poison AOE like Hardened Armor or Inhale. (I still want to see poisoned dark talons, though.) Revert World In Ruin back to it's former self.

    As much as I hate the new WiR change, the old one was not better by any means. It has to do with the fact that existing poison abilities in the game are bad (namely noxious breath, acid spray, trapping webs). Even the strongest one , venomous claws, struggles against free axe bleeds.

    Well I know I am very much in the minority here, but I like the new passive. It really helped boost my DK up to the dps performance of my NB or Sorc and I can finally do decent ranged dps on the DK. However I am very aware that it disproportionately boosts my build.

    I do agree though that most Poison abilities, specifically poison AOE abilities do not scale well and are difficult to use effectively. Like the synergy on Trapping Webs, make it work from any distance but only give the option to synergize if I am 15m away. Both Acid Spray and Noxious suffer from single target line of sight checks which disallow the skill cast, and both suffer from conal AOE effects missing targets right in front of them. They would perform much more reliably if moved to a frontal rectangular effect like Wall of elements.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Ragnarock41
    Ragnarock41
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    KhemSihr wrote: »
    I have only one problem with MagDK.. "No finisher"

    Stone Fist / 4050 Magicka < Slam an enemy with solid rock, dealing 492 Magic Damage and stunning them for 3 seconds.
    Deals 100% more damage if you successfully stun the target.

    (Morphs)

    Obsidian Shard / 4050 Magicka < Slam an enemy with solid volcanic glass, dealing 496 Magic Damage. Deals 300% more damage to targets at or below 25% Heath. (Stun has been taken away and it's converted to a finisher. Costs more but will prove beneficial.)

    &

    Stone Giant / 3240 Magicka < Slam an enemy with solid rock, dealing 496 Magic Damage and stunning them for 3 seconds.
    Deals 100% more damage if you successfully stun the target. (Reduces the cost. You also gain Minor Resolve, increasing your Physical Resistance.)

    (See what I did there?)

    "Since when did a sharp shard of obsidian ever healed anyone?"
    (Here let me jam this sharp piece of volcanic glass in your wounds.. You'll be aight.)

    Hell, you could keep both Stam and Mag happy with:

    Obsidian Shard (4050 Magicka): Slam an enemy with a shard of molten volcanic glass, dealing #### flame damage and healing the caster or a nearby enemy for 50% of the initial damage done and stuns them for 1.5 seconds. Deals 250% more damage to targets under 25% health.

    Stone Giant (3240 Stamina): Slam an enemy with solid rock, dealing #### physical damage and stunning them for 3 seconds. Deals 100% more damage if you successfully stun the target. You also gain Minor Resolve, which increases your Physical Resistance by 1320 for 15 seconds.

    That way- mDKs can still heal allies and have an execute while stamDKs can benefit from more class skills and a resistance buff.

    stamDk really doesn't need another generic CC though. It would be have to something unique and probably way overperforming to make any difference cause petrify/dizzy swing/reverb bash/scattershot are all very strong CC options.

    stamDk really doesn't need stam morphs just for the sake of giving it stam morphs. We already have that and its called...


    Noxious breath.. And we all know how that turned out.

    True. And with the new Blackrose Bow- we'll have a ranged CC+bleed. I still vote for a poison AOE like Hardened Armor or Inhale. (I still want to see poisoned dark talons, though.) Revert World In Ruin back to it's former self.

    As much as I hate the new WiR change, the old one was not better by any means. It has to do with the fact that existing poison abilities in the game are bad (namely noxious breath, acid spray, trapping webs). Even the strongest one , venomous claws, struggles against free axe bleeds.

    Well I know I am very much in the minority here, but I like the new passive. It really helped boost my DK up to the dps performance of my NB or Sorc and I can finally do decent ranged dps on the DK. However I am very aware that it disproportionately boosts my build.

    I do agree though that most Poison abilities, specifically poison AOE abilities do not scale well and are difficult to use effectively. Like the synergy on Trapping Webs, make it work from any distance but only give the option to synergize if I am 15m away. Both Acid Spray and Noxious suffer from single target line of sight checks which disallow the skill cast, and both suffer from conal AOE effects missing targets right in front of them. They would perform much more reliably if moved to a frontal rectangular effect like Wall of elements.

    You being a minority doesn't make your concerns any less important than mine, Personally I would love to use a bow as it sounds really unique for elder melee online(I'm talking for bow as a main or even back bar weapon, and not for ganking only), however the state of melee versus ranged, nightblades, and the state of Dk being a melee tank class , makes that stay as a dream.

    I agree that these abilities you mentioned should be updated to make them viable contenders against all the bleed builds out there to create a little diversity.. I made a post in the PTS asking for these changes, however it might take years even if they do listen to what I say.
    Edited by Ragnarock41 on October 1, 2018 3:45AM
  • Barnsley
    Barnsley
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    robpr wrote: »
    Pain points:

    1. Sustain. Can't sustain even half of 3mil dummy without heavy attack or Equilibrium. Being a vampire is almost a must.
    2. Melee range of most skills. Only option for class ranged spammable is Stone Fist, that deals small damage and is almost as expensive as Eruption. It's fine as stam, but mag is vulnerable up close.

    I feel that it's least versatile class in game due to skills cost. DK healer offer class skill synergies that collide with normal group play (Standart - very expensive offensive ult that does nothing to the group, Talons - root enemies interrupting tank job).
    DK dd has no execute and occupy stam slot regardless if mag or stam, giving almost nothing to the group except Engulfing Flames/Noxious Breath.

    Suggestions:
    -Lower the cost of the abilities. Can be done either by lowering the cost itself, increase resource return of Combustion to 700-800 or ultimate generation.
    -Add some buffs to the group. Stonefist could give AoE resistances/heals. Standart of might could also work for teammates standing in the field. Igneous Weapons/Molten Armaments could add fire damage to teammates attacks.
    -Viable option for mag to stay at range could be nice, but not required.

    If you can't sustain through a 3 mil dummp then you are not light attack weaving. I can sustain through a 26 mil dummy and still ger 32k dps. You combat metrics and analyse your weaving
    CP Rank 840
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    AD Sorc Magicka DPS
    EP NB Stamina DPS
    EP Templar Healer/DPS
    EP DK Tank
    EP Sorc Stam DPS
    EP NB Magicka DPS

    Never enough time in the day!
  • Skullstachio
    Skullstachio
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    robpr wrote: »
    Pain points:

    1. Sustain. Can't sustain even half of 3mil dummy without heavy attack or Equilibrium. Being a vampire is almost a must.
    2. Melee range of most skills. Only option for class ranged spammable is Stone Fist, that deals small damage and is almost as expensive as Eruption. It's fine as stam, but mag is vulnerable up close.

    With your second pain point, that has already been addressed in one of the PTS patch notes, from which elder dragon, in addition to gaining 5% health recovery for each draconic power ability slotted, each rank in elder dragon also increases the range of instant-cast melee abilities by 1 meter, up to a maximum of 2 meters.

    As for the first one, try using a two-handed Weapon with a Poison Enchantment, the skill line itself encourages Heavy Attack usage in a particular fashion as the “Follow Up” Passive increases the damage of your next direct damage attack by 10% after dealing Damage with a fully charged Heavy attack. Then there is also “Battle Rush” which increases your stamina recovery by 30% for 10 seconds after killing a target with two handed equipped.


    My pain point currently: “Hardened Ward” (spiked Armor morph.)
    Currently, there is no stamina morph for spiked Armor which does not change the damage of the Armor return from magic to physical. I say this because volatile Armor is fine when it comes to fulfilling the magic damage Armor return along with the spray of spikes which deal magic damage over time (mind you the damage over time could use a tune up.) but hardened Armor, in addition to the damage shield, it should also return physical damage to direct damage attackers and be converted into a stamina morph, to make it more unique to that class in the sense that, while the shield from it may not be as strong as bone shield, it makes up for it with a good duration, Major Ward/Resolve, Physical Damage return to direct damage attackers and to cost stamina. Making it viable for stamina dragonknight builds in general.
    If you see me anywhere. Know that I am sitting back with a bag of popcorn, watching as ESO burns the goodwill of its player base with practices that only disrespects the players time like it did to me and many others...

    If a game does not respect your time, best thing to do is move on from it and find something else.
  • Integral1900
    Integral1900
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    As a stamina dk it would be nice not to have to keep chugging magica potions, litteraly all the fun stuff is magic with a few uninspiring ones turned into stamina.

    For example, we have green vomit breath, a fairly useless skill I haven’t bothered with since I realised it’s tiny area and garbage game code misses most of the mobs (and it doesn’t make that nice metallic cracking noise anymore when you hit something with it) The skill is useless, why get a tank to apply the major armour debuf when a stam sorc with hurricane, night mother’s and a boat load of crit can plaster the whole battlefield with it?

    There are no stamin heals for the class except the pathetic little dribble from the two handed buff and the little bit from using ultimates (whose supply of resources is always disappointing) pvp may love it but in a dungeon with a fake healer, fake tank and a hard mode boss on the rampage that heal doesn’t mean squat!

    Most of all the stamina version of the class just seems to have been stripped of all the fun. Ultimates used to be able to dam near fill my resource bars, now I get more out of a trash potion! They stripped that awesome flaming aura and now we just have that stupid flaming disco ball with it’s dreadful ai. They turned the awesome fire abilities into these rubbish poison ones! So what if they do good damage... I don’t care.... I built this class to watch my fire wreathed greatsword send foes flying through the air while a flaming force of nature burned them to ash. If you want poison go be a nightblade, poison is an assassins tool, it’s not befitting a mighty armoured inferno!
    Edited by Integral1900 on October 6, 2018 10:49AM
  • Xvorg
    Xvorg
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    As a stamina dk it would be nice not to have to keep chugging magica potions, litteraly all the fun stuff is magic with a few uninspiring ones turned into stamina.

    For example, we have green vomit breath, a fairly useless skill I haven’t bothered with since I realised it’s tiny area and garbage game code misses most of the mobs (and it doesn’t make that nice metallic cracking noise anymore when you hit something with it) The skill is useless, why get a tank to apply the major armour debuf when a stam sorc with hurricane, night mother’s and a boat load of crit can plaster the whole battlefield with it?

    There are no stamin heals for the class except the pathetic little dribble from the two handed buff and the little bit from using ultimates (whose supply of resources is always disappointing) pvp may love it but in a dungeon with a fake healer, fake tank and a hard mode boss on the rampage that heal doesn’t mean squat!

    Most of all the stamina version of the class just seems to have been stripped of all the fun. Ultimates used to be able to dam near fill my resource bars, now I get more out of a trash potion! They stripped that awesome flaming aura and now we just have that stupid flaming disco ball with it’s dreadful ai. They turned the awesome fire abilities into these rubbish poison ones! So what if they do good damage... I don’t care.... I built this class to watch my fire wreathed greatsword send foes flying through the air while a flaming force of nature burned them to ash. If you want poison go be a nightblade, poison is an assassins tool, it’s not befitting a mighty armoured inferno!

    TBH, Engulfing is not great at all. Very hard to land.

    Regarding the "good" skills of mDK compared to stam DK, there's only one, whip, and is currently crap at least in PvP. IMHO it has never been a good skill either (very clunky and slow, now it's even dodgeable).

    The rest is just the same for mDK and sDK, with the sole exception of igneous weapons
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  • Gibus043
    Gibus043
    -
    Edited by Gibus043 on October 7, 2018 10:06PM
  • radarsu
    radarsu
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    1. My newly created dragonknight without a gear has 10x better sustain, damage and surivability than my tanky and well geared MagPlar. His tankiness with decent damage and awesome cc is just broken. I solo-win almost all battlegrounds. Even nightblades ain't that strong. You get buffed, go into enemies, fossilize them, spam flame lash. Repeat and you finish with 16-0-30 score.

    I think his damage is fine, but it shouldn't go in pair with such awesome tankiness and cc. Nerf little tankiness and little cc. Maybe switch his Scaled Armor passive from Spell Resistance to Physical Resistance (why all classes gain more spell resistance in passives and none physicall? That favors stamina builds by a lot).

    2. Ferocious Leap is too strong. Cheap 125 cost and deals huge damage, huge aoe cc and you even gain shield for over 100% of your max HP? Compare that to templars Nova for 240 cost, dealing no damage, easiely avoidable. It's even better than broken as hell Dawnbreaker ultimate. I like the feeling of burst and engaging into a group of enemies with it, so it would be fine to just remove the stun and increase cost to ~150.
    Edited by radarsu on October 8, 2018 8:21PM
  • TrinityBreaker
    TrinityBreaker
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    radarsu wrote: »
    1. My newly created dragonknight without a gear has 10x better sustain, damage and surivability than my tanky and well geared MagPlar. His tankiness with decent damage and awesome cc is just broken. I solo-win almost all battlegrounds. Even nightblades ain't that strong. You get buffed, go into enemies, fossilize them, spam flame lash. Repeat and you finish with 16-0-30 score.

    I think his damage is fine, but it shouldn't go in pair with such awesome tankiness and cc. Nerf little tankiness and little cc. Maybe switch his Scaled Armor passive from Spell Resistance to Physical Resistance (why all classes gain more spell resistance in passives and none physicall? That favors stamina builds by a lot).

    2. Ferocious Leap is too strong. Cheap 125 cost and deals huge damage, huge aoe cc and you even gain shield for over 100% of your max HP? Compare that to templars Nova for 240 cost, dealing no damage, easiely avoidable. It's even better than broken as hell Dawnbreaker ultimate. I like the feeling of burst and engaging into a group of enemies with it, so it would be fine to just remove the stun and increase cost to ~150.

    Having hard time to tell if /s or serious af?
    Ebonheart for life.
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    Khajiit Stam Sorc - Ji'saad Ranajiradh AR 30
    Khajiit Mag DK - Kesjhad
    Khajiit Magblade - Ji'sava Ak'nir
    Fat Khajiit Stamplar - Dro'haniAk'nir - AR 36
    Khajiit Stam Dk - Diego Ri'jhad - AR 49
    Khajiit Magplar - Dro'nara Ak'nir
    Khajiit StamBlade - Ri'artharr Ak'nir
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    Khajiit Magden - Arctic Mayhem


  • Flame_of_Hades
    Flame_of_Hades
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    radarsu wrote: »
    1. My newly created dragonknight without a gear has 10x better sustain, damage and surivability than my tanky and well geared MagPlar. His tankiness with decent damage and awesome cc is just broken. I solo-win almost all battlegrounds. Even nightblades ain't that strong. You get buffed, go into enemies, fossilize them, spam flame lash. Repeat and you finish with 16-0-30 score.

    I think his damage is fine, but it shouldn't go in pair with such awesome tankiness and cc. Nerf little tankiness and little cc. Maybe switch his Scaled Armor passive from Spell Resistance to Physical Resistance (why all classes gain more spell resistance in passives and none physicall? That favors stamina builds by a lot).

    2. Ferocious Leap is too strong. Cheap 125 cost and deals huge damage, huge aoe cc and you even gain shield for over 100% of your max HP? Compare that to templars Nova for 240 cost, dealing no damage, easiely avoidable. It's even better than broken as hell Dawnbreaker ultimate. I like the feeling of burst and engaging into a group of enemies with it, so it would be fine to just remove the stun and increase cost to ~150.

    as for #1.... you have low MMR on the new character, so your playing against MUCH worse players..... if they are dying to a simple fossilize + 10x flame lash then they shouldn't be used in ANY balancing discussion.

    as for #2.... i'm a dark elf, and my ferocious leap tool tip is much lower than what i can get a DB too....
  • IZZEFlameLash
    IZZEFlameLash
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    radarsu wrote: »
    1. My newly created dragonknight without a gear has 10x better sustain, damage and surivability than my tanky and well geared MagPlar. His tankiness with decent damage and awesome cc is just broken. I solo-win almost all battlegrounds. Even nightblades ain't that strong. You get buffed, go into enemies, fossilize them, spam flame lash. Repeat and you finish with 16-0-30 score.

    I think his damage is fine, but it shouldn't go in pair with such awesome tankiness and cc. Nerf little tankiness and little cc. Maybe switch his Scaled Armor passive from Spell Resistance to Physical Resistance (why all classes gain more spell resistance in passives and none physicall? That favors stamina builds by a lot).

    2. Ferocious Leap is too strong. Cheap 125 cost and deals huge damage, huge aoe cc and you even gain shield for over 100% of your max HP? Compare that to templars Nova for 240 cost, dealing no damage, easiely avoidable. It's even better than broken as hell Dawnbreaker ultimate. I like the feeling of burst and engaging into a group of enemies with it, so it would be fine to just remove the stun and increase cost to ~150.

    Are you like serious? Lol. Templars are bad but they are not in any worse position than DKs. In PvP, almost all the tanks are damned Templars or Wardens. And if you have trouble sustaining Templar, you are playing it wrong especially if it is as 'well-geared' as you claim it to be. I run 2 damage sets on my Magplar and he still sustains a lot better than my mDK and sDK with 0 regen glyphs and Mage mundus. Running 2 dmg sets together on a mDK and sustain as well as Templar? That's a wishful thinking right there.
    Edited by IZZEFlameLash on October 10, 2018 2:36AM
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  • radarsu
    radarsu
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    as for #1.... you have low MMR on the new character, so your playing against MUCH worse players..... if they are dying to a simple fossilize + 10x flame lash then they shouldn't be used in ANY balancing discussion.

    as for #2.... i'm a dark elf, and my ferocious leap tool tip is much lower than what i can get a DB too....
    1. You are right, BUT! I played vs same low MMR people with MagPlar (which I have much better experience with and better gear). And the difference in playing MagPlar vs MagDK is like playing Yamcha and Goku SSJ4.
    2. Ferocious Leap should be much weaker than DawnBreaker in terms of damage. It grants you 100% Max HP shield! And allows you to burst and catch people flying to them from huge distance.
    Are you like serious? Lol. Templars are bad but they are not in any worse position than DKs. In PvP, almost all the tanks are damned Templars or Wardens. And if you have trouble sustaining Templar, you are playing it wrong especially if it is as 'well-geared' as you claim it to be. I run 2 damage sets on my Magplar and he still sustains a lot better than my mDK and sDK with 0 regen glyphs and Mage mundus. Running 2 dmg sets together on a mDK and sustain as well as Templar? That's a wishful thinking right there.
    Create Templar (MagPlar). Create DragonKnight. Go PvP. Check your stats. I don't think I'm "bad templar" and a "godlike DragonKnight", especially that my friend played on my PC with both characters and claimed same. MagPlar feels like sh*t no matter skills and gear you choose, while running on BGs with Dragonknight feels like "hahaha I jump in 5 guys and they deal no damage xD, fossilize, flame lash, flame lash! Die noob! Haha! Ez".

    Templar has only 2 viable options. Go full tank or be a StamPlar with dawnbreaker. Any other choice makes you absolute sh*t.

    I have multiple sets, 2 dmg sets, 2 tank sets, mixed etc. With 2 dmg sets you're able to do cool damage - but you need to position perfectly and nobody can see you, otherwise you'll quickly take some damage and die. And of course your targets must not hide behind obstacles or you won't be able to use any of your channeling skills. Other classes have instantly-casted huge damage spells and you have some cast-time dark flares. While you cast dark flare - enemy casts 4-skills combo.

    DK is in way way way better situation than MagPlar. For me he feels absolutely amazing and powerful. Not to mention that DK is top1 annoying enemy in Cyrodiil for me. I feel they are the strongest class there. 1vX unkillable with decent burst.
    Edited by radarsu on October 10, 2018 1:04PM
  • OrphanHelgen
    OrphanHelgen
    ✭✭✭✭✭
    ✭✭
    radarsu wrote: »
    1. My newly created dragonknight without a gear has 10x better sustain, damage and surivability than my tanky and well geared MagPlar. His tankiness with decent damage and awesome cc is just broken. I solo-win almost all battlegrounds. Even nightblades ain't that strong. You get buffed, go into enemies, fossilize them, spam flame lash. Repeat and you finish with 16-0-30 score.

    I think his damage is fine, but it shouldn't go in pair with such awesome tankiness and cc. Nerf little tankiness and little cc. Maybe switch his Scaled Armor passive from Spell Resistance to Physical Resistance (why all classes gain more spell resistance in passives and none physicall? That favors stamina builds by a lot).

    2. Ferocious Leap is too strong. Cheap 125 cost and deals huge damage, huge aoe cc and you even gain shield for over 100% of your max HP? Compare that to templars Nova for 240 cost, dealing no damage, easiely avoidable. It's even better than broken as hell Dawnbreaker ultimate. I like the feeling of burst and engaging into a group of enemies with it, so it would be fine to just remove the stun and increase cost to ~150.

    Pls don't play DK one day and tell how it should be
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • fojo82
    fojo82
    ✭✭✭
    Dragonnord wrote: »
    1 - Better class heals for stamina DK please. Green Dragon Blood is not enough. We shouldn't be dependent on 2H or DW heals.
    2 - Class skills for speed and mobility. We should be able to move faster. Being a DK doesn't mean we have to be heavy and slow.

    PS: If you allow me to mention a third point, I'd say class executioner skill. If not, someone else please list it. ;)
     

    I would have to agree and use these as my 2 pain points as well:

    1- Stam DK's have suffered from heals as a class that otherwise feels very survivable. MagDk's get awesome heals from your main dps dot. Green blood feels very weak, and vigor isn't enough.

    2- I would love to see a speed increase, the speed shouldn't be unique to the NB. I miss when there was a trait stone that increased weapon speed.
  • TrinityBreaker
    TrinityBreaker
    ✭✭✭✭✭
    Double post.
    Edited by TrinityBreaker on October 10, 2018 1:25PM
    Ebonheart for life.
    Xbox NA
    I am Dog Star.

    Khajiit Stam Sorc - Ji'saad Ranajiradh AR 30
    Khajiit Mag DK - Kesjhad
    Khajiit Magblade - Ji'sava Ak'nir
    Fat Khajiit Stamplar - Dro'haniAk'nir - AR 36
    Khajiit Stam Dk - Diego Ri'jhad - AR 49
    Khajiit Magplar - Dro'nara Ak'nir
    Khajiit StamBlade - Ri'artharr Ak'nir
    Fat Khajiit Stamden - Dro'hani Warbreaker
    Argonian Stam DK - Tiberius Demetros
    Khajiit Stamplar - Diëgo Ri'jhad
    Fat Khajiit Stam DK - Drö'hani Ak'nir/Dances-With-Alkosh
    Khajiit Magden - Arctic Mayhem


  • TrinityBreaker
    TrinityBreaker
    ✭✭✭✭✭
    radarsu wrote: »
    as for #1.... you have low MMR on the new character, so your playing against MUCH worse players..... if they are dying to a simple fossilize + 10x flame lash then they shouldn't be used in ANY balancing discussion.

    as for #2.... i'm a dark elf, and my ferocious leap tool tip is much lower than what i can get a DB too....
    1. You are right, BUT! I played vs same low MMR people with MagPlar (which I have much better experience with and better gear). And the difference in playing MagPlar vs MagDK is like playing Yamcha and Goku SSJ4.
    2. Ferocious Leap should be much weaker than DawnBreaker in terms of damage. It grants you 100% Max HP shield! And allows you to burst and catch people flying to them from huge distance.
    Are you like serious? Lol. Templars are bad but they are not in any worse position than DKs. In PvP, almost all the tanks are damned Templars or Wardens. And if you have trouble sustaining Templar, you are playing it wrong especially if it is as 'well-geared' as you claim it to be. I run 2 damage sets on my Magplar and he still sustains a lot better than my mDK and sDK with 0 regen glyphs and Mage mundus. Running 2 dmg sets together on a mDK and sustain as well as Templar? That's a wishful thinking right there.
    Create Templar (MagPlar). Create DragonKnight. Go PvP. Check your stats. I don't think I'm "bad templar" and a "godlike DragonKnight", especially that my friend played on my PC with both characters and claimed same. MagPlar feels like sh*t no matter skills and gear you choose, while running on BGs with Dragonknight feels like "hahaha I jump in 5 guys and they deal no damage xD, fossilize, flame lash, flame lash! Die noob! Haha! Ez".

    Templar has only 2 viable options. Go full tank or be a StamPlar with dawnbreaker. Any other choice makes you absolute sh*t.

    I have multiple sets, 2 dmg sets, 2 tank sets, mixed etc. With 2 dmg sets you're able to do cool damage - but you need to position perfectly and nobody can see you, otherwise you'll quickly take some damage and die. And of course your targets must not hide behind obstacles or you won't be able to use any of your channeling skills. Other classes have instantly-casted huge damage spells and you have some cast-time dark flares. While you cast dark flare - enemy casts 4-skills combo.

    DK is in way way way better situation than MagPlar. For me he feels absolutely amazing and powerful. Not to mention that DK is top1 annoying enemy in Cyrodiil for me. I feel they are the strongest class there. 1vX unkillable with decent burst.
    radarsu wrote: »
    as for #1.... you have low MMR on the new character, so your playing against MUCH worse players..... if they are dying to a simple fossilize + 10x flame lash then they shouldn't be used in ANY balancing discussion.

    as for #2.... i'm a dark elf, and my ferocious leap tool tip is much lower than what i can get a DB too....
    1. You are right, BUT! I played vs same low MMR people with MagPlar (which I have much better experience with and better gear). And the difference in playing MagPlar vs MagDK is like playing Yamcha and Goku SSJ4.
    2. Ferocious Leap should be much weaker than DawnBreaker in terms of damage. It grants you 100% Max HP shield! And allows you to burst and catch people flying to them from huge distance.
    Are you like serious? Lol. Templars are bad but they are not in any worse position than DKs. In PvP, almost all the tanks are damned Templars or Wardens. And if you have trouble sustaining Templar, you are playing it wrong especially if it is as 'well-geared' as you claim it to be. I run 2 damage sets on my Magplar and he still sustains a lot better than my mDK and sDK with 0 regen glyphs and Mage mundus. Running 2 dmg sets together on a mDK and sustain as well as Templar? That's a wishful thinking right there.
    Create Templar (MagPlar). Create DragonKnight. Go PvP. Check your stats. I don't think I'm "bad templar" and a "godlike DragonKnight", especially that my friend played on my PC with both characters and claimed same. MagPlar feels like sh*t no matter skills and gear you choose, while running on BGs with Dragonknight feels like "hahaha I jump in 5 guys and they deal no damage xD, fossilize, flame lash, flame lash! Die noob! Haha! Ez".

    Templar has only 2 viable options. Go full tank or be a StamPlar with dawnbreaker. Any other choice makes you absolute sh*t.

    I have multiple sets, 2 dmg sets, 2 tank sets, mixed etc. With 2 dmg sets you're able to do cool damage - but you need to position perfectly and nobody can see you, otherwise you'll quickly take some damage and die. And of course your targets must not hide behind obstacles or you won't be able to use any of your channeling skills. Other classes have instantly-casted huge damage spells and you have some cast-time dark flares. While you cast dark flare - enemy casts 4-skills combo.

    DK is in way way way better situation than MagPlar. For me he feels absolutely amazing and powerful. Not to mention that DK is top1 annoying enemy in Cyrodiil for me. I feel they are the strongest class there. 1vX unkillable with decent burst.

    I honestly do not know if you are trolling but stop. Everything you said about DK is a lie. Stop. Now.
    Ebonheart for life.
    Xbox NA
    I am Dog Star.

    Khajiit Stam Sorc - Ji'saad Ranajiradh AR 30
    Khajiit Mag DK - Kesjhad
    Khajiit Magblade - Ji'sava Ak'nir
    Fat Khajiit Stamplar - Dro'haniAk'nir - AR 36
    Khajiit Stam Dk - Diego Ri'jhad - AR 49
    Khajiit Magplar - Dro'nara Ak'nir
    Khajiit StamBlade - Ri'artharr Ak'nir
    Fat Khajiit Stamden - Dro'hani Warbreaker
    Argonian Stam DK - Tiberius Demetros
    Khajiit Stamplar - Diëgo Ri'jhad
    Fat Khajiit Stam DK - Drö'hani Ak'nir/Dances-With-Alkosh
    Khajiit Magden - Arctic Mayhem


  • Savos_Saren
    Savos_Saren
    ✭✭✭✭✭
    ✭✭✭
    radarsu wrote: »
    as for #1.... you have low MMR on the new character, so your playing against MUCH worse players..... if they are dying to a simple fossilize + 10x flame lash then they shouldn't be used in ANY balancing discussion.

    as for #2.... i'm a dark elf, and my ferocious leap tool tip is much lower than what i can get a DB too....
    1. You are right, BUT! I played vs same low MMR people with MagPlar (which I have much better experience with and better gear). And the difference in playing MagPlar vs MagDK is like playing Yamcha and Goku SSJ4.
    2. Ferocious Leap should be much weaker than DawnBreaker in terms of damage. It grants you 100% Max HP shield! And allows you to burst and catch people flying to them from huge distance.
    Are you like serious? Lol. Templars are bad but they are not in any worse position than DKs. In PvP, almost all the tanks are damned Templars or Wardens. And if you have trouble sustaining Templar, you are playing it wrong especially if it is as 'well-geared' as you claim it to be. I run 2 damage sets on my Magplar and he still sustains a lot better than my mDK and sDK with 0 regen glyphs and Mage mundus. Running 2 dmg sets together on a mDK and sustain as well as Templar? That's a wishful thinking right there.
    Create Templar (MagPlar). Create DragonKnight. Go PvP. Check your stats. I don't think I'm "bad templar" and a "godlike DragonKnight", especially that my friend played on my PC with both characters and claimed same. MagPlar feels like sh*t no matter skills and gear you choose, while running on BGs with Dragonknight feels like "hahaha I jump in 5 guys and they deal no damage xD, fossilize, flame lash, flame lash! Die noob! Haha! Ez".

    Templar has only 2 viable options. Go full tank or be a StamPlar with dawnbreaker. Any other choice makes you absolute sh*t.

    I have multiple sets, 2 dmg sets, 2 tank sets, mixed etc. With 2 dmg sets you're able to do cool damage - but you need to position perfectly and nobody can see you, otherwise you'll quickly take some damage and die. And of course your targets must not hide behind obstacles or you won't be able to use any of your channeling skills. Other classes have instantly-casted huge damage spells and you have some cast-time dark flares. While you cast dark flare - enemy casts 4-skills combo.

    DK is in way way way better situation than MagPlar. For me he feels absolutely amazing and powerful. Not to mention that DK is top1 annoying enemy in Cyrodiil for me. I feel they are the strongest class there. 1vX unkillable with decent burst.


    Oookay. So this guy is just trolling and has no clue what he's talking about. He played DK for one day and claims that they're unkillable? Hey bud- what sets/skills are you using that allow you to 1vX and remain unkillable? We'd all like to know... so we can get as good as you.
    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
  • radarsu
    radarsu
    ✭✭
    Oookay. So this guy is just trolling and has no clue what he's talking about. He played DK for one day and claims that they're unkillable? Hey bud- what sets/skills are you using that allow you to 1vX and remain unkillable? We'd all like to know... so we can get as good as you.
    Yes, you guys are right. I am noob DK. Mostly what I'm talking about is pre-50 DK play and comparison between pre-50 DK and pre-50 MagPlar. Note that.

    Under 50 lvl if you get Burning Spellweave and Impregnable you become unkillable beast doing 1mln+ damage. Almost same gear quality setup with MagPlar allows you to do 200-400k damage and 100k healing and you lack movement speed (that's very important part of most of objective-based battlegrounds) and your CC is 10x weaker than DKs. The difference is huge.
    Edited by radarsu on October 10, 2018 3:52PM
  • HankTwo
    HankTwo
    ✭✭✭✭✭
    radarsu wrote: »
    Oookay. So this guy is just trolling and has no clue what he's talking about. He played DK for one day and claims that they're unkillable? Hey bud- what sets/skills are you using that allow you to 1vX and remain unkillable? We'd all like to know... so we can get as good as you.
    Yes, you guys are right. I am noob DK. Mostly what I'm talking about is pre-50 DK play and comparison between pre-50 DK and pre-50 MagPlar. Note that.

    Under 50 lvl if you get Burning Spellweave and Impregnable you become unkillable beast doing 1mln+ damage. Almost same gear quality setup with MagPlar allows you to do 200-400k damage and 100k healing and you lack movement speed (that's very important part of most of objective-based battlegrounds) and your CC is 10x weaker than DKs. The difference is huge.

    Under level 50 gameplay is almost completely neglectable in a balance discussion.
    PC EU
    Stam DK, Magden, Magplar, Stamcro, Hybrid Sorc, Magblade & Mag DK
  • Arthg
    Arthg
    ✭✭✭✭✭
    radarsu wrote: »
    Oookay. So this guy is just trolling and has no clue what he's talking about. He played DK for one day and claims that they're unkillable? Hey bud- what sets/skills are you using that allow you to 1vX and remain unkillable? We'd all like to know... so we can get as good as you.
    Yes, you guys are right. I am noob DK. Mostly what I'm talking about is pre-50 DK play and comparison between pre-50 DK and pre-50 MagPlar. Note that.

    Under 50 lvl if you get Burning Spellweave and Impregnable you become unkillable beast doing 1mln+ damage. Almost same gear quality setup with MagPlar allows you to do 200-400k damage and 100k healing and you lack movement speed (that's very important part of most of objective-based battlegrounds) and your CC is 10x weaker than DKs. The difference is huge.

    Please take your impressions after playing a few hours elsewhere.
    This thread is read by class reps and possibly devs.
    I've clocked in more than 2,000 hours on my sDK but refrain to post here because I deem my knowledge of other classes insufficient.

    Let the people more knowledgeable than you and me do the talking.

    PC/EU. NoCP PvP. sDK Orc IRL. Flawless tamperor. Pro scrub.
  • Andele
    Andele
    ✭✭
    As someone who just jumps in from time to time for fun, i probably have not much useful to note, but why not give stam DK a spam option based on comboing up skills instead of depending on weapon skill+Hail+Caltrops? E.g. Venom Claw ramping instantly to max bonus damage if used against a poisoned target, Noxious Breath applying poison if the target has Venom Claw dot. Or maybe even include other stuff from the arsenal (like Empower from Chain, Stun/Immob>Off Balance from Leap/Talons/Petrify/Stonefist+Whip).
    Edited by Andele on October 11, 2018 11:54AM
  • IZZEFlameLash
    IZZEFlameLash
    ✭✭✭✭✭
    radarsu wrote: »
    as for #1.... you have low MMR on the new character, so your playing against MUCH worse players..... if they are dying to a simple fossilize + 10x flame lash then they shouldn't be used in ANY balancing discussion.

    as for #2.... i'm a dark elf, and my ferocious leap tool tip is much lower than what i can get a DB too....
    1. You are right, BUT! I played vs same low MMR people with MagPlar (which I have much better experience with and better gear). And the difference in playing MagPlar vs MagDK is like playing Yamcha and Goku SSJ4.
    2. Ferocious Leap should be much weaker than DawnBreaker in terms of damage. It grants you 100% Max HP shield! And allows you to burst and catch people flying to them from huge distance.
    Are you like serious? Lol. Templars are bad but they are not in any worse position than DKs. In PvP, almost all the tanks are damned Templars or Wardens. And if you have trouble sustaining Templar, you are playing it wrong especially if it is as 'well-geared' as you claim it to be. I run 2 damage sets on my Magplar and he still sustains a lot better than my mDK and sDK with 0 regen glyphs and Mage mundus. Running 2 dmg sets together on a mDK and sustain as well as Templar? That's a wishful thinking right there.
    Create Templar (MagPlar). Create DragonKnight. Go PvP. Check your stats. I don't think I'm "bad templar" and a "godlike DragonKnight", especially that my friend played on my PC with both characters and claimed same. MagPlar feels like sh*t no matter skills and gear you choose, while running on BGs with Dragonknight feels like "hahaha I jump in 5 guys and they deal no damage xD, fossilize, flame lash, flame lash! Die noob! Haha! Ez".

    Templar has only 2 viable options. Go full tank or be a StamPlar with dawnbreaker. Any other choice makes you absolute sh*t.

    I have multiple sets, 2 dmg sets, 2 tank sets, mixed etc. With 2 dmg sets you're able to do cool damage - but you need to position perfectly and nobody can see you, otherwise you'll quickly take some damage and die. And of course your targets must not hide behind obstacles or you won't be able to use any of your channeling skills. Other classes have instantly-casted huge damage spells and you have some cast-time dark flares. While you cast dark flare - enemy casts 4-skills combo.

    DK is in way way way better situation than MagPlar. For me he feels absolutely amazing and powerful. Not to mention that DK is top1 annoying enemy in Cyrodiil for me. I feel they are the strongest class there. 1vX unkillable with decent burst.

    You did not even read my post. I did say I have Magplar that I played for a year and a DK for 2 years (into 3 years now). Mind you, I played both classes when they were not in their primes and I played DK after it was gimped to nothingness. DK always have been harder to sustain and get kills with compared to my Magplar.

    Also, you are in below 50 which is completely irrelevant to balance because 1. Most players there are completely clueless. 2. Battle Level takes geared up dedicated below 50 PvPers to god tier compared to those who are not geared. 3. Related to 1 and 2, no one there has proper gears. No wonder you feel like a god there. I am sure I will feel like god of gods if I was a Stamblade or Stamden in there with golded out gear (which to me is a waste if not CP160).

    Come to max level campaigns, I am sure people there will be happy to prove you wrong. ;)
    Imperials, the one and true masters of all mortal races of Tamriel
  • Zatox
    Zatox
    ✭✭✭✭
    Venomous claw.
    Now we have X direct damage, and dot ticks every 2 secs.
    Re-applying claw just made same direct damage, but reduces current DOT ticks time (2sec, 1 sec, 0.5 sec).
    This is class stam spammable, and unique mechs (not execute)
    Edited by Zatox on October 11, 2018 7:19PM
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    Time to abandon the ship guys, this last patch has hurted us badly.
    Dragonknight
    Ardent Flame
    Fiery Grip: This ability now grants Major Expedition for a maximum of 4 seconds instead of 6 seconds.
    Developer Comment:
    Spoiler
    In regards to movement speed, we want there to be variability in the positive and negative directions during combat. In Update 19, we adjusted snares down to a 4 second duration so an optimal damage rotation wouldn’t include 100% up time on snares. In this update, we are adjusting Major Expedition buffs to be in line with the snare durations
    .

    Ok, dear ZoS, in the first place, why did you put a Major exp on a gap closer? It makes no sense. What's the point of running faster AFTER you got close to the enemy? And if I want to run wawy from a group, Do I use chains, turn around and then start running? The buff is sensless in that skill. Now you have given it a nerf in duration... If I manage to kill an enemy in 4 secs after using chains (which is highly unlikely) I had only other 2 secs to use the buff. After that I MUST have an enemy to regain the buff. Now I won't be able to use the buff. So thanks ZoS, you made a bad allocated buff even worst.
    Lava Whip: Decreased the range of this ability and its morphs to 5 meters from 8 meters.
    Flame Lash (morph): Removed the stun from the Power Lash special attack.
    Developer Comment:
    Spoiler
    We want all classes to be intentional about when they land stuns on the enemy, and not have it coupled with an already highly damaging attack.
    Well, another nerf. I think it's OK in raids but in the case of PvP it killed one of my builds that relied on Livewire proc to hit a flame lash without sending a mailman to let my enemy know it was comming. Now I will proc the lash and then? Oh, yes, "wait 3 seconds while your enemy kills you". Not to mention the skill range was reduces in 1 mt, just because wrobel hates DKs
    Power Lash (morph): The Power Lash special attack is no longer free, and now costs half the amount of a regular Flame Lash.
    Developer Comment:
    Spoiler
    Because this ability could be used multiple times against off balance targets, it provided too much of a resource sustain bonus. To alleviate the issue, we set its cost to that of other proc abilities like Crystal Fragments.
    Guys, you put a *** cooldown on lash, how is that it could be used multiple times? You know that DK is the class with the worst sustain in the game and even with that you give it a cost to lash proc? I would have accepted that cost if the class was still undodgeable, but now I will use magicka on a skill that's easy to dodge? You know how much does cost to proc a lash without LA and using the tools you gave the class? Over 10K magicka and its just 2 hits. On my mageblade, using 10K magicka means I can kill even 2 guys in Live.

    The worst part is that whip, a skill that wasn't over performing has received 5 nerfs the last 3 patches
    - Cooldown nerf
    - Dodgeable
    - Range decrease
    - Stun taken away
    - Proc increased cost.

    Thank you ZoS, just what all mDKs wanted.
    World in Ruin:
    This ability no longer increases the damage of Poison area of effect abilities by 3/6%. It now reduces the Stamina cost of all Poison abilities by 12/25%. The Flame bonuses of this passive remain unchanged.
    Developer Comment:
    Spoiler
    Since there are so few Poison AoE abilities, this passive didn’t feel very impactful. This change is aimed at helping Stamina Dragonknights' sustain in a unique manner.
    Fixed an issue where this passive was not reducing the cost of Trapping Webs and its morphs
    .

    Ok, a reduction in breath and claw, two of the least expensive skills. What else? Oh, yes, Snipe, injection and spray. And trapping webs. So we went from a buff in the dmg of 4 AoE skills to a cost reduction of 6... what an amazing buff guys, I'm really, really susrprised.
    None of those skills are as near as used by a dragonknight as main sources of dmg, unless you want to play like a NB archer, but even with that, NB will do more dmg and will have better sustain. Your buff is crap, it doesn't help neither the Dragon nor the Knight (suggestion, maybe you could rename the class as snake knight)
    Draconic Power
    Dragon Leap: Fixed an issue where this ability and the Take Flight morph did not improve as they ranked up.
    Elder Dragon: This passive ability now also increases the range of all instant-cast melee abilities 1 meter per rank, in addition to granting Health Recovery for each Draconic Power ability slotted.
    Developer Comment:
    Spoiler
    This change was made to help standardize the range of all DK melee attacks. It also matches the melee light attack range to the range of their abilities. This additional range helps distinguish melee DKs from other melee classes.
    A somewhat, decent change. Now DKs can use carcigenous bleed build from 2 mts more than the rest of the classes. It doesn't matter that DK bleeds are way weaker than other classes builds (the dot class by the way), it doesn't matter that all other melee skills other than claw do physical dmg... It's not a bad buff, but it won't help the main issues with DKs, that are lack of dmg and lack of sustain (because, if you didn't know it, the battle roar passive gives less resources than a tripot)
    Spiked Armor
    Hardened Armor (morph): Increased the duration of the damage shield from this morph to 6 seconds from 2.5 seconds.
    I'm almost reading the whine "Spike armor is too OP, it gives a shield with major ward and resolve and DKs in heavy are unkillable, please nerf"... and ZoS will do what they know better... *** DKs with the only useful change in this patch.
    Earthen Heart
    Ash Cloud: Increased the healing done by approximately 50%.
    Cinder Storm (morph): Increased the healing done by approximately 60%.
    Eruption (morph): Increased the initial damage done by approximately 15%, and the damage over time by approximately 70%.
    Developer Comment:
    Spoiler
    With these changes, Ash Cloud and its morphs will now provide a much larger impact than previously, and will be more in line with other class based area of effect duration abilities, such as Lightning Splash.
    Molten Weapon
    Igneous Weapon (morph): Fixed an issue where this morph did not improve as it ranked up. It will now increase by 1 second per rank.
    Obsidian Shield: Reduced the health scale of this ability and its morphs to 8% from 10%, and reduced the shield bonus for the caster of Igneous Shield from 200% bonus to 150% bonus.
    Developer Comment:
    Spoiler
    With these changes, Obsidian Shield and its morphs should be roughly equivalent in power as they previously were, now that armor applies to them.
    Fragmented Shield (morph): Fixed an issue where recasting this morph would not fully refresh the damage shield value.
    Petrify
    Shattering Rocks (morph): Updated the tooltip of this morph to indicate it deals damage.

    Miscelaneous changes. The help you give healers with the heal increase to ash cloud is the only interesting thing, The extra dmg on eruption could be useful for DD DKs in PvE, but that dmg increase does not compensates the nerfs to Whip which is the main spammable, neither replaces Blockade. The nerf to obsidian rends the shield useless. Why would a tank use obsidian if he can use Spiked armor, that provides a much better shield at a lower cost?

    This changes have just put the tombstone to DKs. Everything the class had has gone now it's just a gimmick of what it used to be.

    Nothing that the class had is now exclusive of it. When I play it I feel I'm playing a handicapped Templar or NB. And the only suggestion you give us regarding sustain is to weave full heavy attacks, as if NBs or Templars can't do the same.

    This patch has marked a milestone for me and I'm quite sure it has done the same to other DKs colleagues. My patience has run out. I feel you, ZoS has mocked on us all this time asking us for suggestions that don't even consider. We don't want an OP class as some other people has asked you before, but putting a minor protection on temps main spammable and increasing cost on DK main proc makes me think you want temps to be the knight class and DKs to be their impared brother...

    Finally an advice. I know some DK brothers will keep on playing (and suffering), for them, please, hire somebody that knows the class and that is able to provide reliable feedback. In this thread ther are a lot of guys that really know the class and know its weak points. Please, don't gpo all over the place making "balance" changes that only impair the class more than before. And please, play the class. With this last changes I can tell you, being a DK is not fun anymore.

    Bye
    Edited by Xvorg on October 22, 2018 7:38PM
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • StShoot
    StShoot
    ✭✭✭✭
    It would be nice if the power lash could do more dmg if the target is under 50% health i mean you added a cost to that ability now throw us a bone...

    And to that mag dk that keeps wrecking zos dev team. Pls stop it or the next patch will read like this: Powerlash heals the enemy, burning ember proc reflects the dmg done back on you and the wings increase the damge you take from projectiles by 50% (this is a buff if you dont attack your enemy and prefer a more passiv playstyle or if you are nice player thats wants to donate ap to their fellow players for the other alliances)
    Edited by StShoot on October 22, 2018 7:35PM
  • perogwin_ESO
    perogwin_ESO
    ✭✭✭
    Compared to every other class Stam DK have the lowest number of non weapon-skill Stamina based power options.

    Nightblades - 6

    Templars - 5

    Wardens - 4

    Sorcs - 3

    Dragonknights - 2


    At least they could make Green Dragon Blood a Stamina based version of Coagulating Blood if nothing else. Though really any Number of other powers would easily make sense with Stamina Morphs (Hardened Armor, Molten Armament, One of the Obsidian Shield Morphs, Reflective Plate, Unrelenting Grip come to mind).
    Edited by perogwin_ESO on October 22, 2018 8:54PM
  • John_Falstaff
    John_Falstaff
    ✭✭✭✭✭
    ✭✭
    Right now, what bothers most is that ZOS have decided to go the 'forced diversity' way and buffed Minor Brutality buff for DKs to bring to the group, but did it worst possible way (well, maybe not worst, in neighboring thread sorcs complain about their own class-specific buff too, in same key). While NBs have their buff (Minor Savagery) tied to skill tree where their bread-and-butter damaging abilities lie, and doesn't even require using such ability to give that buff to the group (NB DDs just can keep doing their usual stuff - Grim Focus, Impale - and enjoy sharing their group buff), Minor Brutality is nailed to Earthen Heart tree and needs a skill to be activated. It's magicka-only skill tree, and if it can be argued that mDK DPS could possibly benefit from Eruption in their rotation, sDK has nothing to use there. It's like ZOS intentionally slaps group buffs on DK tanks rather than DPS. Wasn't the idea to diversify tanking instead?
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    Right now, what bothers most is that ZOS have decided to go the 'forced diversity' way and buffed Minor Brutality buff for DKs to bring to the group, but did it worst possible way (well, maybe not worst, in neighboring thread sorcs complain about their own class-specific buff too, in same key). While NBs have their buff (Minor Savagery) tied to skill tree where their bread-and-butter damaging abilities lie, and doesn't even require using such ability to give that buff to the group (NB DDs just can keep doing their usual stuff - Grim Focus, Impale - and enjoy sharing their group buff), Minor Brutality is nailed to Earthen Heart tree and needs a skill to be activated. It's magicka-only skill tree, and if it can be argued that mDK DPS could possibly benefit from Eruption in their rotation, sDK has nothing to use there. It's like ZOS intentionally slaps group buffs on DK tanks rather than DPS. Wasn't the idea to diversify tanking instead?

    what's the point of minor brutality on a mDK? Give them to their partners in the group? And what does he get in turn?

    The design is borderline idiotic.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
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