Savos_Saren wrote: »@BohnT
Man, I swear that ZOS acknowledged the fact that StamDKs felt like they didn't have enough stam-based class skills and that they didn't feel they had "identity". Then ZOS just changes one of the few class abilities they have? No actual additions to stamina abilities?!?!
And I quote (from their notes):
Dragonknights
Coagulating Blood and passive problems. Coagulating Blood is a good heal, but it’s secondary effect of major fortitude is often redundant and doesn’t feel useful enough for the cost of the skill.
Some DK passives feel underwhelming like Elder Dragon and World in Ruin.
PvP players feel overly reliant on Sword & Board and Vampire archetypes. Would like a bit more mobility. Adding a short snare immunity (2 seconds) on Wings might make non-vampire option attractive.
Stamina Dragonknights don’t feel like Dragonknights. They were really strong prior in PvE because heavy attacks were strong, now that technique isn’t as good. Also there’s a feeling the stamina DKs don’t get much out of the class as some passives like World in ruin offer little value to them. Molten Armaments offers what they want but is the “wrong” buff
Farscape76 wrote: »StamDK needs a spammable... poison whip would seem to require the least effort on the part of ZOS and have the most potential for players, really disappointed that didn't make it into this round on the PTS
Farscape76 wrote: »StamDK needs a spammable... poison whip would seem to require the least effort on the part of ZOS and have the most potential for players, really disappointed that didn't make it into this round on the PTS
Some testing on the pts with the new 'buff' to noxious breath:
i used a high Damage build (38k stam 7.5k wpndmg) and my noxious breath dot hits for the following numbers on a target Skeleton:
Without Points into World in Ruins: 2786 and 4513!
With World in Ruins: 2917 and 4725!
1. that's only an increase of 4.7% (diminishing Returns i guess)
2. if we look at that buff in pvp on an unplayable, unuseable build that's only specced into Damage the Damage increase in pvp will be less than 100 Damage, freaking 100 Damage per tick that's not a buff that's a slap to the face for everyone hoping to see a buff
yes, just wanted to Show how useless that 'buff' isRagnarock41 wrote: »Some testing on the pts with the new 'buff' to noxious breath:
i used a high Damage build (38k stam 7.5k wpndmg) and my noxious breath dot hits for the following numbers on a target Skeleton:
Without Points into World in Ruins: 2786 and 4513!
With World in Ruins: 2917 and 4725!
1. that's only an increase of 4.7% (diminishing Returns i guess)
2. if we look at that buff in pvp on an unplayable, unuseable build that's only specced into Damage the Damage increase in pvp will be less than 100 Damage, freaking 100 Damage per tick that's not a buff that's a slap to the face for everyone hoping to see a buff
so basically noxious breath is as garbage as it was before.
yes, just wanted to Show how useless that 'buff' isRagnarock41 wrote: »Some testing on the pts with the new 'buff' to noxious breath:
i used a high Damage build (38k stam 7.5k wpndmg) and my noxious breath dot hits for the following numbers on a target Skeleton:
Without Points into World in Ruins: 2786 and 4513!
With World in Ruins: 2917 and 4725!
1. that's only an increase of 4.7% (diminishing Returns i guess)
2. if we look at that buff in pvp on an unplayable, unuseable build that's only specced into Damage the Damage increase in pvp will be less than 100 Damage, freaking 100 Damage per tick that's not a buff that's a slap to the face for everyone hoping to see a buff
so basically noxious breath is as garbage as it was before.
Ragnarock41 wrote: »yes, just wanted to Show how useless that 'buff' isRagnarock41 wrote: »Some testing on the pts with the new 'buff' to noxious breath:
i used a high Damage build (38k stam 7.5k wpndmg) and my noxious breath dot hits for the following numbers on a target Skeleton:
Without Points into World in Ruins: 2786 and 4513!
With World in Ruins: 2917 and 4725!
1. that's only an increase of 4.7% (diminishing Returns i guess)
2. if we look at that buff in pvp on an unplayable, unuseable build that's only specced into Damage the Damage increase in pvp will be less than 100 Damage, freaking 100 Damage per tick that's not a buff that's a slap to the face for everyone hoping to see a buff
so basically noxious breath is as garbage as it was before.
But why even try at this point? Clearly they do not care.
Farscape76 wrote: »StamDK needs a spammable... poison whip would seem to require the least effort on the part of ZOS and have the most potential for players, really disappointed that didn't make it into this round on the PTS
Farscape76 wrote: »StamDK needs a spammable... poison whip would seem to require the least effort on the part of ZOS and have the most potential for players, really disappointed that didn't make it into this round on the PTS
Stam whip isn't going to solve stam DK issues. As much as it is requested and as much people think of it as a way to bring back stam DK, it won't solve anything be it PvE or PvP.
We have a PvE spammable already, yet the difference with other specs is such a poison whip would have to massively outperform every other option to make up for the class lacking any decent aggressive passives. Stam DKs will just lose the second they have to use a spammable as long as it doesn't improve their DoTs like the VMA daggers used to. Because:
Templar
- Increase your Critical Damage by 10%
- Increases Weapon Damage by 6%
- (burning light if you compare Jabs to Crushing weapon)
- Reduces the cost of Ultimate abilities by 4%.
Sorcerer
- Reduces the cost of Ultimate abilities by 15%.
- Increases your Physical and Shock Damage by 5%.
- Increases [..] Weapon Damage by 2% for each Sorcerer ability slotted.
- Implosion passive
Nightblade
- Increases damage dealt by Critical Damage done by 10%.
- Increases your Weapon [...]l Critical ratings by 438 for each Assassination ability slotted.
- After drinking a potion you gain 20 Ultimate.
Stam wardens also happen to be in a *** spot PvE wise same way as stam DKs, because guess what:
- Increases your damage done by 2% for each Animal Companion ability slotted
Most of their abilities slotted aren't class abilities. Same way as stam DKs:
- Increases the damage of Flame and Poison area of effect abilities by 6%.
(I didn't add the ult gain from casting an ability from a specific skill line, since that's a common trait among all classes)
As PvE DDs have 80% of their abilities being the same non-class abilities, what dominates is whatever has the most passive abilities that increase their damage as a whole. DKs have essentially no synergy whatsoever with anything that isn't a class ability besides Acid Spray. Stam Wardens do have a synergy with non-class abilities, but can't make the best out of those because they cannot slot enough class abilities in the first place to benefit from those.
Which is why stam whip isn't going to do anything unless you add an effect that's essentially going to make it blatantly overpowered.
I'd like to have at the very least a synergy with poison proc sets and such, but the thing is: they are actually the worst class with those. The "poison" class is the one with the least synergies with those.
Since someone might be tempted to say that DKs have good sustain to help them sustain a spammable: they don't have a single increase to their %stamina recovery. Stam DKs benefit from sustaining solely from flat resource returns and the advantage will fall more in favor of other specs if you have to invest into stamina recovery.
As for PvP, if you want to be a stamblade with no cloak, no assassin's will, no shadow image, then yes, adding a stamina whip is the way to go. And I can assure you it won't make stamina DKs any more popular in PvP than they currently are.
There are issues, there are outdated passives and abilities, there are missing synergies in a few aspects. That's how you fix stamina DK, not by adding something that redundant and actually increases the gap between stam DK and other specs.
Farscape76 wrote: »StamDK needs a spammable... poison whip would seem to require the least effort on the part of ZOS and have the most potential for players, really disappointed that didn't make it into this round on the PTS
Stam whip isn't going to solve stam DK issues. As much as it is requested and as much people think of it as a way to bring back stam DK, it won't solve anything be it PvE or PvP.
We have a PvE spammable already, yet the difference with other specs is such a poison whip would have to massively outperform every other option to make up for the class lacking any decent aggressive passives. Stam DKs will just lose the second they have to use a spammable as long as it doesn't improve their DoTs like the VMA daggers used to. Because:
Templar
- Increase your Critical Damage by 10%
- Increases Weapon Damage by 6%
- (burning light if you compare Jabs to Crushing weapon)
- Reduces the cost of Ultimate abilities by 4%.
Sorcerer
- Reduces the cost of Ultimate abilities by 15%.
- Increases your Physical and Shock Damage by 5%.
- Increases [..] Weapon Damage by 2% for each Sorcerer ability slotted.
- Implosion passive
Nightblade
- Increases damage dealt by Critical Damage done by 10%.
- Increases your Weapon [...]l Critical ratings by 438 for each Assassination ability slotted.
- After drinking a potion you gain 20 Ultimate.
Stam wardens also happen to be in a *** spot PvE wise same way as stam DKs, because guess what:
- Increases your damage done by 2% for each Animal Companion ability slotted
Most of their abilities slotted aren't class abilities. Same way as stam DKs:
- Increases the damage of Flame and Poison area of effect abilities by 6%.
(I didn't add the ult gain from casting an ability from a specific skill line, since that's a common trait among all classes)
As PvE DDs have 80% of their abilities being the same non-class abilities, what dominates is whatever has the most passive abilities that increase their damage as a whole. DKs have essentially no synergy whatsoever with anything that isn't a class ability besides Acid Spray. Stam Wardens do have a synergy with non-class abilities, but can't make the best out of those because they cannot slot enough class abilities in the first place to benefit from those.
Which is why stam whip isn't going to do anything unless you add an effect that's essentially going to make it blatantly overpowered.
I'd like to have at the very least a synergy with poison proc sets and such, but the thing is: they are actually the worst class with those. The "poison" class is the one with the least synergies with those.
Since someone might be tempted to say that DKs have good sustain to help them sustain a spammable: they don't have a single increase to their %stamina recovery. Stam DKs benefit from sustaining solely from flat resource returns and the advantage will fall more in favor of other specs if you have to invest into stamina recovery.
As for PvP, if you want to be a stamblade with no cloak, no assassin's will, no shadow image, then yes, adding a stamina whip is the way to go. And I can assure you it won't make stamina DKs any more popular in PvP than they currently are.
There are issues, there are outdated passives and abilities, there are missing synergies in a few aspects. That's how you fix stamina DK, not by adding something that redundant and actually increases the gap between stam DK and other specs.
They should have picked class reps through a dueling tournament. This thread is garbage.
They should have picked class reps through a dueling tournament. This thread is garbage.
They should have picked class reps through a dueling tournament. This thread is garbage.
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.
Well there isn't a lot new to say. Not much has changed since the beginning of this thread and it doesn't look like there will be many changes for DKs in the PTS. Concerns have been communicated and the rep has likely read them. Now its a waiting game, it will be awhile before any significant changes occur in all probability. By then who knows if anyone will remember specifics from this thread.I think everyone has given up on this thread.
D0ntevenL1ft wrote: »RIP defile the only thing stam dk's could use to come close to average.
Well, they did finally give Wings a 2 second snare immunity, so we got that going for us which is nice...