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ZOS Request : Turn stonefist into an execute

  • Jodynn
    Jodynn
    ✭✭✭✭✭
    Yes, please
    As a DK main, I have to say no....reason is pretty simple...DK has already a good number of Class DPS Skills which all are slotted, therefore Barspace is already craped as hell...so no space for an execute skill IMO.

    Adding an execute component to the passives might be a better option.

    Actually, I entirely agree with you; I targeted stonefist because I don't want a skill line to be wasted for me and stonefist is just a lol skill, but yeah, my barspace is crowded and very valid point.
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • Davadin
    Davadin
    ✭✭✭✭✭
    Yes, please
    Other
    Then when it Stuns, it does 100% more damage making it a reasonably cost stun with HIGH damage output (12k+) Damage and if it crits much higher, mine has hit as high as 19K.

    I want a stam morph of this!!!!!
    August Palatine Davadin Bloodstrake - Nord Dragon Knight - PC NA - Gray Host
    Greymoor 6.0.7 PvP : Medium 2H/SnB The Destroyer
    Dragonhold 5.2.11 PvE : Medium DW/2H The Blood Furnace
    March 2021 (too lazy to add CP) PvP: Medium DW/Bow The Stabber
  • Soundinfinite
    Soundinfinite
    ✭✭✭✭
    Other ( comment )
    Other
    Stonefist
    Slam an Enemy with Solid Rock dealing 615 Magick Damage and Stunning them for 2.5 Seconds
    Deals 100% more damage if the Target CAN NOT be Stunned

    The morphs would remain the same.

    By doing this it would be too expensive to be used as a spammable but worth slotting as a burst damage skill in a rotation for PVE and usable for boss fights in Dungeons and trials.

    In PVP, it would keep the balance of LOW Damage when STUNNED the DEV'S claim they want, but provide a nice BURST skill when the opponent is IMMUNE to Stuns.

    The cost seems perfectly balanced for this.

    It also aligns the damage and cost with skills such as Fragments, Solar Flare, Shalks, Blastbones, and Grimfocus. But only when able to NOT stun the opponent and getting the 100% more damage.

    But this is my 3rd time I think offering this, with little or no feedback to it.

    You know, I had a fight today vs 3 tanky stamina players, who's main "thing" was just to dizzying swing all together target.
    they literally spammed together only dizzying swings.
    And sometimes downbreakers and executes if u kite their uppercots too successfull.
    One warden - so also subt.. assault.
    Only in such fight u can feel all the garbage we will get in the game if thing u asked for will be possible.

    You can't block, dodge, use immovable potions, unstoppable, run from line of sigh etc whole the time.
    One dizzying will cc u, another - 2 kill.
    And they can spam it endless...interesting?
    Here i told about skill with cast time.

    Now lets imagine what can be pvp, if some class will have skill with instant cast with the same mechanics u described.
    TO be able just spam it with delivering full damage ~ equal to instant spam-abilities.
    Until it will stun target (you) and do again full damage...
    Xv1 funs like these 3 guys i've met today will be extremly glad to have it, more than happy.

    Do your really want such thing in the game?

    I understand your frustrations here, but at the same time your issue is xv1. The problem is that a bulk, if not the majority, of skills in the game become nightmares when stacked by multiple players. This, simply is the nature of battle. If x skill does potent x damage alone, then 3 players using x skill will do devestating damage together.

    1v1 is a far better way to balance for single target skills. XvX comes into the equation when balancing AOE skills. You then relate the single vs AOE damage output to each other, something they seem to be doing with these 5.0 and 5.1 balance changes.

    Stonefist is fully blockable, dodgeable, and DOESN'T carry the full range of 28 meters. It also has a cost of 4k meaning spamming it would destroy your resource pool. Thus, it's design keeps it from being used in the way you are describing.

    However, with that said, I do understand that skills equal to this damage have a gate to the power either through a "build up"/cast time or random proc chance attached. Yet, they all cost much less than Stonefist and wouldn't do 50% of their damage upon stun. But I would not be opposed to some type of "GATE" being added to the skill.

    They could add another "mini" game where each non-stunning cast of the skill increases damage by 25% to a maximum of 100% more damage. This would still keep the original stun with low damage function and nerf the burst damage of the skill from being always 100% more damage on every cast.

    They could ruin the skill and go the Necro Totem/blastbones route and "build" the wad of Earth you throw for 2 sec before releasing it, meaning you have either a 2 sec released stun or a 2 sec released burst damage. Yuck!

    Or finally, you could go the Sorc shards proc route With something along the lines of, If the target cannot be stunned you have a 30%-50% chance of dealing 100% more damage. This way that power isn't always at your finger tips, but still allows the original problems of the skill to be addressed. (No use in PVE for trial/dungeons and PVP too much damage with a stun.)

    Of course with any of these changes the cost would need to be nerfed to put it in line with the comparable other skills of the game to keep it competitive. You would also want to raise the stun from 2.5 to 3 seconds to bring it in line with other stuns and make it a "rounded" number as they seem to be doing.

    You could also only give the proc damage to the stone giant morph making the base skill read as follows.



    Stonefist: 4050 Magicka
    Slam an enemy with solid rock, dealing 615 Magic Damage and stunning them for 3 seconds.



    MORPH Stone Giant: 2835 Magicka
    Slam an enemy with solid rock, dealing 615 Magic Damage and stunning them for 3 seconds.

    If the enemy CAN NOT be stunned you have a 50% chance to deal 100% more damage.

    Reduces cost by 30% and adds a 50% chance to double damage output.



    Now you have a nice burst damage skill usable in PVE and a nice stun usable in PVP as well as burst damage. Also, you no longer have the constant uptime of massive damage at your fingertips as you will now only get the 100% by chance and STILL only when NOT stunning.
    Edited by Soundinfinite on July 21, 2019 7:50PM
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