ArcVelarian wrote: »Nirntrotter wrote: »At this point I'd welcome any and all attention. DD DK just feels so bad to play compared to the others.
As I've said repeatedly, it's mostly DK's abysmal sustain that's the issue (which is amplified on Mag DK). Overhaul Combustion to provide magicka and stamina regen when DK abilities deal any damage and that would greatly help.
I think the biggest issue is that when you spec into proccing burning, your sustain is reallly good but your damage is hampered, but if you don't spec into it, you will hardly notice it. You lose pretty much either way. As opposed to other classes that get % regen increases or flat returns from skills (like netch or rune).
I'm not sure how performant a solution this would be, but you could replace combustion so that every flame dot tick returns X magicka (say 100?). Speaking from a pvp perspective, this helps DKs in outnumbered situtations. The more players you are fighting, the more flame dot ticks you can apply (burning talons/engulfing/eruption/wall of elements) and so your sustain is better.
With my number of 100 returned, if you burning talons 6 people, you will get back 600 magicka per second. Meaning you will recover 2400 magicka over the 4 seconds, approx 2/3 of the cost of talons. But, if you were to be fighting only 1 person, you would get 100 per second, so 400 over the entire duration which is roughly 1/9 of the cost of talons.
If you threw on engulfing on 6 people at the same time, you would get an additional 600 magicka every 2 seconds (because engulfing ticks every 2 seconds from what I remember). Meaning that over the entire DoT duration (14 seconds/7 ticks), you get 4200 magicka. So net positive but you are fighting 6 people, so you are probably using that magicka to heal and defend But again, fighting 1 person, you only get 100 every 2 seconds, so 700 over the entire duration (1/4 of the cost approx).
This fits into the theme of DK as you are incentivizied to build around dots as they help your sustain. It allows you to play offensive against multiple enemies without exhausting yourself, allowing you to have magicka left to heal when you need to. However, it doesn't skew 1v1 fights in your favor more than the current combustion passive.
The problems I could forsee are interactions with sets like Elf Bane where applying burning talons on 6 people now turns 5400 magicka over the 9 second DoT duration. Another problem is when you are fighting many enemies in Aoe trash pulls in PvE or large group combat in PvP. Abilities such as eruption/wall of elements might over perform and return too much magicka. However, in pvp I would argue that you can simply walk out of the aoe to stop the magicka return. Regardless, it would be interesting to see a comparison between the normal combustion and this combustion in large AoE situations. They might come out to roughly the same value.
Honestly at this time I would be fine with having more stam morphs and just plain and simple decrease in resource cost for all skills DK has or just some better returns of magicka/stam.
I just cannot understand why similar skills of all other classes can cost half of for example the eruption/cinder storm cost, deal damage, cleanse and give synergy at the same time.
Also need that stam whip... No clunky stam morph for stone giant.
Also DK healers could give some kind of unique buff/rework shield so that it gives better protection to trial groups based on recovery/max mag, same for molten weapons it should be changed to something different, people have easy access to major buffs and drink potions with them anyways.
Bl4ckR3alm93 wrote: »Honestly at this time I would be fine with having more stam morphs and just plain and simple decrease in resource cost for all skills DK has or just some better returns of magicka/stam.
I just cannot understand why similar skills of all other classes can cost half of for example the eruption/cinder storm cost, deal damage, cleanse and give synergy at the same time.
Also need that stam whip... No clunky stam morph for stone giant.
Also DK healers could give some kind of unique buff/rework shield so that it gives better protection to trial groups based on recovery/max mag, same for molten weapons it should be changed to something different, people have easy access to major buffs and drink potions with them anyways.
Its also crazy how Necromancers get 15% increase to DOT but Dragonknights dont have anything like that. Thats basically like getting the Deadly Strike 5th piece buff for free on a Necromancer. Plus Dragonknights get 4 ultimate back on earthen heart abilities while Necromancers get 10 ultimate and its not even under the same class tree
Bl4ckR3alm93 wrote: »Honestly at this time I would be fine with having more stam morphs and just plain and simple decrease in resource cost for all skills DK has or just some better returns of magicka/stam.
I just cannot understand why similar skills of all other classes can cost half of for example the eruption/cinder storm cost, deal damage, cleanse and give synergy at the same time.
Also need that stam whip... No clunky stam morph for stone giant.
Also DK healers could give some kind of unique buff/rework shield so that it gives better protection to trial groups based on recovery/max mag, same for molten weapons it should be changed to something different, people have easy access to major buffs and drink potions with them anyways.
Its also crazy how Necromancers get 15% increase to DOT but Dragonknights dont have anything like that. Thats basically like getting the Deadly Strike 5th piece buff for free on a Necromancer. Plus Dragonknights get 4 ultimate back on earthen heart abilities while Necromancers get 10 ultimate and its not even under the same class tree
SaintSubwayy wrote: »Bl4ckR3alm93 wrote: »Honestly at this time I would be fine with having more stam morphs and just plain and simple decrease in resource cost for all skills DK has or just some better returns of magicka/stam.
I just cannot understand why similar skills of all other classes can cost half of for example the eruption/cinder storm cost, deal damage, cleanse and give synergy at the same time.
Also need that stam whip... No clunky stam morph for stone giant.
Also DK healers could give some kind of unique buff/rework shield so that it gives better protection to trial groups based on recovery/max mag, same for molten weapons it should be changed to something different, people have easy access to major buffs and drink potions with them anyways.
Its also crazy how Necromancers get 15% increase to DOT but Dragonknights dont have anything like that. Thats basically like getting the Deadly Strike 5th piece buff for free on a Necromancer. Plus Dragonknights get 4 ultimate back on earthen heart abilities while Necromancers get 10 ultimate and its not even under the same class tree
actually DK would have such a Passive -> Searing Heat
However its only extends 4 Skills (Standart, Engulfing, Embers and FoO) while keeping the DPS of those skills roughly the same.
If it would buff the DMG of those skills by a bit more (like 10% over the Average ST Dot DMG for Embers) , it'd be a nice change....
Kinda sad, that a whole Passive gets "wasted" to make those DOTs even viable. Caus eif they would retain their shorter CD, the Sustain of MagDK would be even worse.
WaltherCarraway wrote: »Quantum, the DK class representative, has already retired from the game.
WillyOneBlood wrote: »I main a DK Healer, played since 2016. 1700cp, very experienced, completed all vet trials and all vet dlc dungeons.
I've never had problem with sustain, if I build right. I've never had a problem with DPS if I build right. I've never had a problem with pure healing if I build right.
My main problem is group support. I put out 1 unique buff that is minor brutality and it only affect stamina users, when the meta is mainly magicka compositions it's makes DK healers pointless. The only synergy we put out from class abilities is tied to an ultimate that costs 250 and provides no group benefit.
Please give us a synergy and rework the Earthern Heart tree to be a healing tree like all the other classes. Change the ultimate to be on par with Barrier by increasing the shield strength and increasing the radius, increase the radius of cinder storm and add a synergy to it. Why is fossilize in the Earthen Heart tree if it does no healing?
Please just give us more group support.
Bobby_V_Rockit wrote: »How can I unfollow this thread?
By getting banned and making new account I guess. There might be another way I do not know of.