WhiteNoiseMaker wrote: »Is this thread still active and is the DK rep still trying to get feedback to the DEvs?
WhiteNoiseMaker wrote: »Is this thread still active and is the DK rep still trying to get feedback to the DEvs?
Devs actually accepting feedback? Hah, you're funny.
WhiteNoiseMaker wrote: »Is this thread still active and is the DK rep still trying to get feedback to the DEvs?
Devs actually accepting feedback? Hah, you're funny.
what's funny?
we got poopfist now. isnt that what everyone's been asking???
/sarcasm
Ragnarock41 wrote: »
Well the trial players seem very happy with it. Me, I just expected something more ... defining and unique. Maybe an AoE or maybe something that synergizes with dots. Anything really. A weak ranged spammable was probably the last thing on my list of expectations.
Needless to say I had really high expectations, so uh... my bad.
Sanguinor2 wrote: »Ragnarock41 wrote: »
Well the trial players seem very happy with it. Me, I just expected something more ... defining and unique. Maybe an AoE or maybe something that synergizes with dots. Anything really. A weak ranged spammable was probably the last thing on my list of expectations.
Needless to say I had really high expectations, so uh... my bad.
Not that it helps the stamdk dps Players that want to take their stamdk into a Trial since a tank can just Keep it up now that it is 3 stacks.
Ragnarock41 wrote: »
I haven't paid any attention, not that I should but honestly if its not performing well in literally the only place it should perform well, then combat team should go on a vacation.
Sanguinor2 wrote: »Ragnarock41 wrote: »
I haven't paid any attention, not that I should but honestly if its not performing well in literally the only place it should perform well, then combat team should go on a vacation.
Well it does the 135 dmg increase for every tick so that works fine it just doesnt do enough to bring stamdk up to top dps (or atleast no one I know Plays stamdk dps outside of providing the stagger). So it kinda performs but not well enough to make stamdk dps wanted as Long as your dk tank can comfortably provide the stacks.
Ragnarock41 wrote: »
Its such a lazy bandaid fix anyways. And to think they promised ''class identity''
Its not that they're inept and lazy , more like they want necromancer to overperform I guess.
Alrighty Let me start out with this. I have been playing Magicka Dragon Knight sense about 1.5 and nothing else after trying the other classes. I have seen every nerf and buff to the class sense then. I only play this game because of DK and don't really care to play any other classes. One thing I have learned over the years is that Magicka DK since 1.5 has been nerfed into the ground. I see a whole lot more nerfs than buffs thats for sure.
The list of things I think needs to happen.
1. Stop nerfing mag dk abilities because stam dk is too strong. That is a stam issue, stamina has easy access to way more damage, and abilities get an increase in cost in the dk skill lines so stam dk can't use them. That needs to stop, fix stam getting free damage on immobile targets and fossilize wouldn't be such and issue and would need 5 nerfs.
2. Stop increasing costs to abilities, Mag dk abilities are way to high, this is where we were back in homestead, but we had cost reduction in cp so it wasn't as big of an issue, and battle roar wasn't nerfed into the ground. We cannot sustain a long fight, and the combustion passive is a horrible way of putting sustain in. If we are fighting a Dunmer or a Bosmer who have immunity to burning or poisoned status effect bye bye sustain.
3. Give reflect back. That wasn't a crutch needed to kill people, that dealt with free casters in the back line. Much like a templar is a hard counter to dk, dk was a hard counter to projectile spamming. Make light attacks unreflectable, there issue solved, make only skills the thing being reflected, reflect is how we dealt with frag and snipe, having low mobility, and no way out of a fight, this is what gave us a fighting chance in an outnumbered fight, and you took this away! Templar still has purify, Warden still have their "wings" which gives major heroism please, night blade has stealth and shade, Necro also has a purify.
4. Make mag dk dots unpurgeable, damage shouldn't be purgeable that needs to be healed through, purify should be only negative effects when I say negative effects, I mean debuffs. The fact that one button can make more than half your bar useless is ridicules. I would feel differently if there was any useful DD abilities I could use that didn't cost over 4k mag.
5. Make flame lash un-dodgeable, this was our only form of execute,, and you nerfed the range on fossilize by so much rolldodge spam is unkillable crap.
6. Finally give melee magicka classes magicka melee weapons. Staff is absolute crap, not to mention it's best passives only work work for staff abilities, which is stupid, look at 2h and dw, those passives are amazing! I am Dragon Knight, not a staff holding dress wearing sissy! Give me a 1 hander that does magic damage and let me keep my shield.
Thanks,
Jdmoonan The Fire Mage
Alrighty Let me start out with this. I have been playing Magicka Dragon Knight sense about 1.5 and nothing else after trying the other classes. I have seen every nerf and buff to the class sense then. I only play this game because of DK and don't really care to play any other classes. One thing I have learned over the years is that Magicka DK since 1.5 has been nerfed into the ground. I see a whole lot more nerfs than buffs thats for sure.
The list of things I think needs to happen.
1. Stop nerfing mag dk abilities because stam dk is too strong. That is a stam issue, stamina has easy access to way more damage, and abilities get an increase in cost in the dk skill lines so stam dk can't use them. That needs to stop, fix stam getting free damage on immobile targets and fossilize wouldn't be such and issue and would need 5 nerfs.
2. Stop increasing costs to abilities, Mag dk abilities are way to high, this is where we were back in homestead, but we had cost reduction in cp so it wasn't as big of an issue, and battle roar wasn't nerfed into the ground. We cannot sustain a long fight, and the combustion passive is a horrible way of putting sustain in. If we are fighting a Dunmer or a Bosmer who have immunity to burning or poisoned status effect bye bye sustain.
3. Give reflect back. That wasn't a crutch needed to kill people, that dealt with free casters in the back line. Much like a templar is a hard counter to dk, dk was a hard counter to projectile spamming. Make light attacks unreflectable, there issue solved, make only skills the thing being reflected, reflect is how we dealt with frag and snipe, having low mobility, and no way out of a fight, this is what gave us a fighting chance in an outnumbered fight, and you took this away! Templar still has purify, Warden still have their "wings" which gives major heroism please, night blade has stealth and shade, Necro also has a purify.
4. Make mag dk dots unpurgeable, damage shouldn't be purgeable that needs to be healed through, purify should be only negative effects when I say negative effects, I mean debuffs. The fact that one button can make more than half your bar useless is ridicules. I would feel differently if there was any useful DD abilities I could use that didn't cost over 4k mag.
5. Make flame lash un-dodgeable, this was our only form of execute,, and you nerfed the range on fossilize by so much rolldodge spam is unkillable crap.
6. Finally give melee magicka classes magicka melee weapons. Staff is absolute crap, not to mention it's best passives only work work for staff abilities, which is stupid, look at 2h and dw, those passives are amazing! I am Dragon Knight, not a staff holding dress wearing sissy! Give me a 1 hander that does magic damage and let me keep my shield.
Thanks,
Jdmoonan The Fire Mage
Alrighty Let me start out with this. I have been playing Magicka Dragon Knight sense about 1.5 and nothing else after trying the other classes. I have seen every nerf and buff to the class sense then. I only play this game because of DK and don't really care to play any other classes. One thing I have learned over the years is that Magicka DK since 1.5 has been nerfed into the ground. I see a whole lot more nerfs than buffs thats for sure.
The list of things I think needs to happen.
1. Stop nerfing mag dk abilities because stam dk is too strong. That is a stam issue, stamina has easy access to way more damage, and abilities get an increase in cost in the dk skill lines so stam dk can't use them. That needs to stop, fix stam getting free damage on immobile targets and fossilize wouldn't be such and issue and would need 5 nerfs.
2. Stop increasing costs to abilities, Mag dk abilities are way to high, this is where we were back in homestead, but we had cost reduction in cp so it wasn't as big of an issue, and battle roar wasn't nerfed into the ground. We cannot sustain a long fight, and the combustion passive is a horrible way of putting sustain in. If we are fighting a Dunmer or a Bosmer who have immunity to burning or poisoned status effect bye bye sustain.
3. Give reflect back. That wasn't a crutch needed to kill people, that dealt with free casters in the back line. Much like a templar is a hard counter to dk, dk was a hard counter to projectile spamming. Make light attacks unreflectable, there issue solved, make only skills the thing being reflected, reflect is how we dealt with frag and snipe, having low mobility, and no way out of a fight, this is what gave us a fighting chance in an outnumbered fight, and you took this away! Templar still has purify, Warden still have their "wings" which gives major heroism please, night blade has stealth and shade, Necro also has a purify.
4. Make mag dk dots unpurgeable, damage shouldn't be purgeable that needs to be healed through, purify should be only negative effects when I say negative effects, I mean debuffs. The fact that one button can make more than half your bar useless is ridicules. I would feel differently if there was any useful DD abilities I could use that didn't cost over 4k mag.
5. Make flame lash un-dodgeable, this was our only form of execute,, and you nerfed the range on fossilize by so much rolldodge spam is unkillable crap.
6. Finally give melee magicka classes magicka melee weapons. Staff is absolute crap, not to mention it's best passives only work work for staff abilities, which is stupid, look at 2h and dw, those passives are amazing! I am Dragon Knight, not a staff holding dress wearing sissy! Give me a 1 hander that does magic damage and let me keep my shield.
Thanks,
Jdmoonan The Fire Mage
WillhelmBlack wrote: »I'd like to see a change to Cauterize/Flames of Oblivion. It needs to provide prophecy for the duration, not just on one bar. Other classes get this buff.
I'd like also like them to delete the Earthen Heart skills apart from Petrify, they could replace Protective Scale with that. No one uses that dead skill anymore either.
WillhelmBlack wrote: »I'd like to see a change to Cauterize/Flames of Oblivion. It needs to provide prophecy for the duration, not just on one bar. Other classes get this buff.
I'd like also like them to delete the Earthen Heart skills apart from Petrify, they could replace Protective Scale with that. No one uses that dead skill anymore either.
Hmmm, Petrify, Igneous shield and maybe ash cloud are OK. Problems are poop and molten
On the other hand it is the skill line with the best passives
Does anybody actually use Ash Cloud, though? Last I checked, I didn't even see healers run the healing morph of it, because the radius was so damn small.
Sanguinor2 wrote: »
Does anybody actually use Ash Cloud, though? Last I checked, I didn't even see healers run the healing morph of it, because the radius was so damn small.
Magdk dps in pve can use it. The real challenge is to justify bringing a magdk when you could aswell bring a stamcro in that melee spot.
I'd imagine that'd be even more uncommon now, since the great DoT nerfs and the great AoE cost increases, though.
WillhelmBlack wrote: »I'd like to see a change to Cauterize/Flames of Oblivion. It needs to provide prophecy for the duration, not just on one bar. Other classes get this buff.
I'd like also like them to delete the Earthen Heart skills apart from Petrify, they could replace Protective Scale with that. No one uses that dead skill anymore either.
Hmmm, Petrify, Igneous shield and maybe ash cloud are OK. Problems are poop and molten
On the other hand it is the skill line with the best passives
WillhelmBlack wrote: »I'd like to see a change to Cauterize/Flames of Oblivion. It needs to provide prophecy for the duration, not just on one bar. Other classes get this buff.
I'd like also like them to delete the Earthen Heart skills apart from Petrify, they could replace Protective Scale with that. No one uses that dead skill anymore either.
Hmmm, Petrify, Igneous shield and maybe ash cloud are OK. Problems are poop and molten
On the other hand it is the skill line with the best passives
Sanguinor2 wrote: »
Does anybody actually use Ash Cloud, though? Last I checked, I didn't even see healers run the healing morph of it, because the radius was so damn small.
Magdk dps in pve can use it. The real challenge is to justify bringing a magdk when you could aswell bring a stamcro in that melee spot.
I don't know about that. in some of the videos NefasQS has posted you see the groups DPS of the entire group and the MagDK has the highest DPS. Granted that is a very organized group.
I wouldn't make DK dots unpurgeable; that's too much. But making specifically the Power Lash proc undodgable would bring it in line with Molten Whip as a morph option, both still rewarding the setup needed to get full value.
Savos_Saren wrote: »I don't know if the Devs are still reading this thread- but here's a topic:
Why in the hell is ALL of our class abilities range-limited? They should have at least kept Obsidian Shard to reach 28 meters. NONE of the DK's class abilities benefit from the "Reach" passive in Cyrodiil. It doesn't make sense.
There is no other class has range limitations as the DK does. Period.
There is no paper/rock/scissors to a DK's range-limitation, either. For instance- since a DK cannot cast any class skills up to 28 meters... there should be a class that cannot cast any class within 7 meters. See what I mean? There's no scissors to our rock.
Could you imagine if Sorcs/NBs/Wardens/Templars/Necros couldn't cast any class skills within 7 meters? Outrage in the forums. So why is it acceptable to make DKs gimped so that we don't even have ONE ability that is truly ranged?
@ZOS_BrianWheeler - get my point? Sure- take the stun from Stone Fist/Obsidian shard... but don't take the range, too. That's overnerfing.
EDIT: I realized that I just presented a problem without a solution. Obsidian shard should be restructured to 28 meters and perhaps given a "splash" damage (as the description states) like a Sorc's Mage's Wrath.