Savos_Saren wrote: »So- did ZOS change the damage from Razor shot to ignore resistances... but not actually cause a bleed effect? Does that now mean that we can reflect the Razor Shot at the opponent and they'll take the full damage from it..?
OrphanHelgen wrote: »
Onefrkncrzypope wrote: »OrphanHelgen wrote: »
I mean they listened to sorcs
OrphanHelgen wrote: »Onefrkncrzypope wrote: »OrphanHelgen wrote: »
I mean they listened to sorcs
Ye they did, and it was a lot of sorc memes posted. They saw the memes and understood the point, they even said it in the class rep meeting notes on sep 25:
The Devs have indicated they are well aware of the feedback, they saw the memes, they know this is a huge change.
EliteWarrior wrote: »I've had my main as a StamDK for a year now, from my first day of playing. I love it it's great. but it's not OP at anything, I know that sounds silly but most stam/mag classes have something really going for them, while StamDK does not. Glad to see nothing got ruined or anything with the upcoming patch, that would've ended StamDK. Hopefully a patch soon will give us a buff of some sort, because we deserve it lol
Dear @ZOS_Wrobel ,
Here are the concerns I have gathered while reading the recent posts of dragonkight players regarding this latest patch notes:
Flame lash range nerf from 8 to 7 meter: Why such a nerf of 1 meter ? what's the reasoning behind this 1 meter nerf ? too much range ?
Power lash: You put a cost to put it in par with similar abilities of other classes such as you said Crystal Fragment, okay, but Crystal Fragment has a 28m range and got its damaged buffed in PTS patch notes 4.2.2 and as of PTS patch notes 4.2.3, still nothing for power lash. It now has a cost, less range: it is way more efficient now to slot destro skills as at least they have more range, spell resistance mitigation, some additional effects with trial weapons and give magicka back when killing an enemy (overall less cost).
=> It's like you're pushing magicka DK to play range. Instead, you should implement some incentive to play and reward melee playstile: Increasing the damage of direct abilities when we're <= 8 meters from our opponents or increase the chance (10/15%) to lend a critical strike when we're close to our opponent, these are just some suggestions...
Overall, increasing our range is contrary to the spirit of what a dragonknight should be, the elder dragon passive rework is not welcomed/useless because why more range for burning embers for example when flame lash range has been nerfed ? No one asked for such passive.
Obsidian shield: it got adjusted because of your overall shield nerf like other shield, but Sorc shields got many "rework" from a cast time to no cast time and 40% health cap and then to 50% health cap, why no adjustment for Obsidian shield and its morphs ? We see the same pattern: Sorcs (and other class) can get some concessions and you "appease" them, but for DK, nothing, we're just left behind, you just implement things and do not even bother to comment.
Some other topics that we thought would have been addressed:
Flame of Oblivion is from some testing still an AOE (we got left behind once again), so it'll no more get the 3% damage increase from world in ruin if you ever fix it.
Battle roar and sustain overall: Right now, we just time our ulti to get back some ressources and this indicate to our opponents that we're pretty much dying... We can't time our ultimate to finish off our opponents and thus can't stand our ground because overall we can't sustain and can"t do damage properly especially with minor/major evasion reducing the damage of our aoe abilities (leap, ash cloud (useless buff in that case), engulfing flames...), how are we supposed to even be decisive in a fight next patch ? Battle roar nerf must be reverted or rework because right now it is a cry for help too few ressources restored...
Also, still with the idea or rewarding melee play style, you could implement passives like reducing the cost of direct damage abilities when we're <= 8 meters from our opponents, or just based on our health, the less health and less cost...
Snares (hello burning talons) will also be less efficient with the light armour and medium armour rework this makes some passive like warmth just "meh", I just don't have the words to describe it...
With SummerSet, you wanted every class to play every role, why no execute for DK then ?
Thanks in advance,
Regards,
TrinityBreaker wrote: »
How my DK(s) feel every patch.
Dear @ZOS_Wrobel ,
Obsidian shield: it got adjusted because of your overall shield nerf like other shield, but Sorc shields got many "rework" from a cast time to no cast time and 40% health cap and then to 50% health cap, why no adjustment for Obsidian shield and its morphs ? We see the same pattern: Sorcs (and other class) can get some concessions and you "appease" them, but for DK, nothing, we're just left behind, you just implement things and do not even bother to comment.
Battle roar and sustain overall: Right now, we just time our ulti to get back some ressources and this indicate to our opponents that we're pretty much dying... We can't time our ultimate to finish off our opponents and thus can't stand our ground because overall we can't sustain and can"t do damage properly especially with minor/major evasion reducing the damage of our aoe abilities (leap, ash cloud (useless buff in that case), engulfing flames...), how are we supposed to even be decisive in a fight next patch ? Battle roar nerf must be reverted or rework because right now it is a cry for help too few ressources restored...
Also, still with the idea or rewarding melee play style, you could implement passives like reducing the cost of direct damage abilities when we're <= 8 meters from our opponents, or just based on our health, the less health and less cost...
As of today, id like to have a class change token.
With over 30K achievements done on my main mDK since day 1 ESO, i feel that the class is not worth the headache, constant nerfs and illogical changes.
Zenimax will never make the mDK even remotely viable or even on par with other classes, not with this direction since update 6.
As of today, id like to have a class change token.
With over 30K achievements done on my main mDK since day 1 ESO, i feel that the class is not worth the headache, constant nerfs and illogical changes.
Zenimax will never make the mDK even remotely viable or even on par with other classes, not with this direction since update 6.
Unfortunately, changing classes is the best choice you can make for yourself if you are going to continue to play ESO.
ZOS does not care about the viability of a non-tank DK. A community rep is on record saying that DK is the “tank” class and the combat lead is happy with DK DPS having more heavy attacks in their DPS rotation just to sustain. /shrug
With the upcoming changes to mobility I feel like it's time to address dragonknights. This class having acces to strong snare through passive , 2 strong immobilizes where 1 is also a stun that goes through dodge and block which requires 2 global cooldown and 2x more stamina to deal with , immunity to snares and immobilizes , high tankiness and decent dmg cannot exist in that form after all mobility is nerfed down. Nerfs to DK are more then needed if all mobility is going to be nerfed otherwise class that is (despite "popular" opinion) already strong will become dominant especially in non CP enviroment.
With the upcoming changes to mobility I feel like it's time to address dragonknights. This class having acces to strong snare through passive , 2 strong immobilizes where 1 is also a stun that goes through dodge and block which requires 2 global cooldown and 2x more stamina to deal with , immunity to snares and immobilizes , high tankiness and decent dmg cannot exist in that form after all mobility is nerfed down. Nerfs to DK are more then needed if all mobility is going to be nerfed otherwise class that is (despite "popular" opinion) already strong will become dominant especially in non CP enviroment.
With the upcoming changes to mobility I feel like it's time to address dragonknights. This class having acces to strong snare through passive , 2 strong immobilizes where 1 is also a stun that goes through dodge and block which requires 2 global cooldown and 2x more stamina to deal with , immunity to snares and immobilizes , high tankiness and decent dmg cannot exist in that form after all mobility is nerfed down. Nerfs to DK are more then needed if all mobility is going to be nerfed otherwise class that is (despite "popular" opinion) already strong will become dominant especially in non CP enviroment.
As of today, id like to have a class change token.
With over 30K achievements done on my main mDK since day 1 ESO, i feel that the class is not worth the headache, constant nerfs and illogical changes.
Zenimax will never make the mDK even remotely viable or even on par with other classes, not with this direction since update 6.
Unfortunately, changing classes is the best choice you can make for yourself if you are going to continue to play ESO.
ZOS does not care about the viability of a non-tank DK. A community rep is on record saying that DK is the “tank” class and the combat lead is happy with DK DPS having more heavy attacks in their DPS rotation just to sustain. /shrug