Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Ragnarock41 wrote: »16% damage taken? Are you insane?
Asking for buffs is one thing, but asking for blatantly OP skills to be implemented is not going to buy you support nor is it going to turn heads form Devs.
If you want changes you have to propose actual logical and feasible changes, as soon as I read 16% damage taken I immediately chalked the entire post up as meme-worthy.
Meanwhile Its fine to nerf Dk dots by %60, triple the cost, give what they have (%100 pen from ultimate) to everyone else, and thats no problems though. No compensation needed whatsoever, because Dk is ''tanky'', right?
I hate to discourage you (because I do agree), but DK isn't the only class that got massive nerf hammer to their class dots and increased costs to unsustainable amounts. Templars Core Dots have been made into a joke. Shards at nearly 5K cost!!!!!!!!!
Also, as a Templar main....we gave you Major Mending....by the way.
i'm willing to give away major mending if they can fix all of our other skills and passive.
Me too
Major mending on a DK makes little sense.
Was only referencing to make a point. However, IMO DoT's in general should not be nerfed. Period. They are fine as is. The only issue with DoT's currently is the ability to stack the same DoT from multiple players onto one player.
If two people stack the same DoT (I'll use Entropy in this example) on one player then both Entropies should deal 50% less damage to that player. This way, both players will deal approximately 100% of the original tooltip damage to said enemy player. Diminishing returns is what would fix the use of DoT's.
In specific to DK's, Venomous Claw should become a spammable for Stam, removing the DoT effect and instead increase in damage under 25% Health as a class execute. Noxious should lose it's DoT component and become an AOE DD attack with Major Fracture. Whip should remain as Magicka spammable ST and Burning Embers and Engulfing Flames should remain as DoT's with no upfront Damage with Heal on Damage and Major Breach respectively.
Jabbs_Giggity wrote: »In specific to DK's, Venomous Claw should become a spammable for Stam, removing the DoT effect and instead increase in damage under 25% Health as a class execute. Noxious should lose it's DoT component and become an AOE DD attack with Major Fracture. Whip should remain as Magicka spammable ST and Burning Embers and Engulfing Flames should remain as DoT's with no upfront Damage with Heal on Damage and Major Breach respectively.
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Ragnarock41 wrote: »16% damage taken? Are you insane?
Asking for buffs is one thing, but asking for blatantly OP skills to be implemented is not going to buy you support nor is it going to turn heads form Devs.
If you want changes you have to propose actual logical and feasible changes, as soon as I read 16% damage taken I immediately chalked the entire post up as meme-worthy.
Meanwhile Its fine to nerf Dk dots by %60, triple the cost, give what they have (%100 pen from ultimate) to everyone else, and thats no problems though. No compensation needed whatsoever, because Dk is ''tanky'', right?
I hate to discourage you (because I do agree), but DK isn't the only class that got massive nerf hammer to their class dots and increased costs to unsustainable amounts. Templars Core Dots have been made into a joke. Shards at nearly 5K cost!!!!!!!!!
Also, as a Templar main....we gave you Major Mending....by the way.
i'm willing to give away major mending if they can fix all of our other skills and passive.
Me too
Major mending on a DK makes little sense.
Was only referencing to make a point. However, IMO DoT's in general should not be nerfed. Period. They are fine as is. The only issue with DoT's currently is the ability to stack the same DoT from multiple players onto one player.
If two people stack the same DoT (I'll use Entropy in this example) on one player then both Entropies should deal 50% less damage to that player. This way, both players will deal approximately 100% of the original tooltip damage to said enemy player. Diminishing returns is what would fix the use of DoT's.
In specific to DK's, Venomous Claw should become a spammable for Stam, removing the DoT effect and instead increase in damage under 25% Health as a class execute. Noxious should lose it's DoT component and become an AOE DD attack with Major Fracture. Whip should remain as Magicka spammable ST and Burning Embers and Engulfing Flames should remain as DoT's with no upfront Damage with Heal on Damage and Major Breach respectively.
Your suggestions are OK, but there's one component that fails: if those skills (claw and noxious) are made DD single and AoE, then to make them work, DK should have some kind of mobility tool. That's the reason why DKs skills are DoTs.
And that implies a total redesign of the class.
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Ragnarock41 wrote: »16% damage taken? Are you insane?
Asking for buffs is one thing, but asking for blatantly OP skills to be implemented is not going to buy you support nor is it going to turn heads form Devs.
If you want changes you have to propose actual logical and feasible changes, as soon as I read 16% damage taken I immediately chalked the entire post up as meme-worthy.
Meanwhile Its fine to nerf Dk dots by %60, triple the cost, give what they have (%100 pen from ultimate) to everyone else, and thats no problems though. No compensation needed whatsoever, because Dk is ''tanky'', right?
I hate to discourage you (because I do agree), but DK isn't the only class that got massive nerf hammer to their class dots and increased costs to unsustainable amounts. Templars Core Dots have been made into a joke. Shards at nearly 5K cost!!!!!!!!!
Also, as a Templar main....we gave you Major Mending....by the way.
i'm willing to give away major mending if they can fix all of our other skills and passive.
Me too
Major mending on a DK makes little sense.
Was only referencing to make a point. However, IMO DoT's in general should not be nerfed. Period. They are fine as is. The only issue with DoT's currently is the ability to stack the same DoT from multiple players onto one player.
If two people stack the same DoT (I'll use Entropy in this example) on one player then both Entropies should deal 50% less damage to that player. This way, both players will deal approximately 100% of the original tooltip damage to said enemy player. Diminishing returns is what would fix the use of DoT's.
In specific to DK's, Venomous Claw should become a spammable for Stam, removing the DoT effect and instead increase in damage under 25% Health as a class execute. Noxious should lose it's DoT component and become an AOE DD attack with Major Fracture. Whip should remain as Magicka spammable ST and Burning Embers and Engulfing Flames should remain as DoT's with no upfront Damage with Heal on Damage and Major Breach respectively.
Your suggestions are OK, but there's one component that fails: if those skills (claw and noxious) are made DD single and AoE, then to make them work, DK should have some kind of mobility tool. That's the reason why DKs skills are DoTs.
And that implies a total redesign of the class.
DK's have chains for mobility, or can get them from Speed Pots, Quick Cloak (pair with BRP DW you get Major Protection + Major Mending from Igneous...nuff said), Race Against Time, Rapids...
Trust me, I main a Templar and the mobility factor is a bigger issue than DK's have. We're not only missing class source of Brutality/Sorcery, but also massive mobility issues. We have too many unneeded snares that are redundant.
Stam DK is one of my hardest opponents to fight as a Stamplar because of a few reasons:
Great defense inherently on DK = Tankability.
Major Mending which gives insane Healing power to go from 5% to 100% in under 1sec if paired with Green DB or Rally.
You get snares also while applying Draconic? Right? Or is is other tree.
Great Burst Potential do to class access to M. Fracture and ability to stack HA DPS sets.
All while I am noticing both Mag and Stam able to keep up expedition and be faster than most classes.
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Ragnarock41 wrote: »16% damage taken? Are you insane?
Asking for buffs is one thing, but asking for blatantly OP skills to be implemented is not going to buy you support nor is it going to turn heads form Devs.
If you want changes you have to propose actual logical and feasible changes, as soon as I read 16% damage taken I immediately chalked the entire post up as meme-worthy.
Meanwhile Its fine to nerf Dk dots by %60, triple the cost, give what they have (%100 pen from ultimate) to everyone else, and thats no problems though. No compensation needed whatsoever, because Dk is ''tanky'', right?
I hate to discourage you (because I do agree), but DK isn't the only class that got massive nerf hammer to their class dots and increased costs to unsustainable amounts. Templars Core Dots have been made into a joke. Shards at nearly 5K cost!!!!!!!!!
Also, as a Templar main....we gave you Major Mending....by the way.
i'm willing to give away major mending if they can fix all of our other skills and passive.
Me too
Major mending on a DK makes little sense.
Was only referencing to make a point. However, IMO DoT's in general should not be nerfed. Period. They are fine as is. The only issue with DoT's currently is the ability to stack the same DoT from multiple players onto one player.
If two people stack the same DoT (I'll use Entropy in this example) on one player then both Entropies should deal 50% less damage to that player. This way, both players will deal approximately 100% of the original tooltip damage to said enemy player. Diminishing returns is what would fix the use of DoT's.
In specific to DK's, Venomous Claw should become a spammable for Stam, removing the DoT effect and instead increase in damage under 25% Health as a class execute. Noxious should lose it's DoT component and become an AOE DD attack with Major Fracture. Whip should remain as Magicka spammable ST and Burning Embers and Engulfing Flames should remain as DoT's with no upfront Damage with Heal on Damage and Major Breach respectively.
Your suggestions are OK, but there's one component that fails: if those skills (claw and noxious) are made DD single and AoE, then to make them work, DK should have some kind of mobility tool. That's the reason why DKs skills are DoTs.
And that implies a total redesign of the class.
DK's have chains for mobility, or can get them from Speed Pots, Quick Cloak (pair with BRP DW you get Major Protection + Major Mending from Igneous...nuff said), Race Against Time, Rapids...
Trust me, I main a Templar and the mobility factor is a bigger issue than DK's have. We're not only missing class source of Brutality/Sorcery, but also massive mobility issues. We have too many unneeded snares that are redundant.
Stam DK is one of my hardest opponents to fight as a Stamplar because of a few reasons:
Great defense inherently on DK = Tankability.
Major Mending which gives insane Healing power to go from 5% to 100% in under 1sec if paired with Green DB or Rally.
You get snares also while applying Draconic? Right? Or is is other tree.
Great Burst Potential do to class access to M. Fracture and ability to stack HA DPS sets.
All while I am noticing both Mag and Stam able to keep up expedition and be faster than most classes.
Sorry, but chains is the worst mobility tool. No DK uses chains for mobility since the buff is not on demand, and it is attached to a pull/gap closer. It is OK for chasing enemies though, but for getting away from a dangerous situation it doesn't help. Regarding the other options, Quick cloak forces you to run DW (DW Dks are not good enough) and RAT is the skill I'm betting it will be nerf next week.
I understand the logic why DKs being a DoT based class have no mobility and I agree: hit and run classes are very annoying. So if we are going to make those DoTs direct dmg skills, then it is no point on having a class that lacks mobility .
Regarding templars, yes, I know they have even worst mobility than DKs (I have some temp chars I have noticed those problems too) However, templars have several ranged skills that help them to compensate that lack of mobility. DK has 0 ranged skill since stonefist was turned into stamfist.
Then, how do we address DK without changing its nature?
Jabbs_Giggity wrote: »Ragnarock41 wrote: »16% damage taken? Are you insane?
Asking for buffs is one thing, but asking for blatantly OP skills to be implemented is not going to buy you support nor is it going to turn heads form Devs.
If you want changes you have to propose actual logical and feasible changes, as soon as I read 16% damage taken I immediately chalked the entire post up as meme-worthy.
Meanwhile Its fine to nerf Dk dots by %60, triple the cost, give what they have (%100 pen from ultimate) to everyone else, and thats no problems though. No compensation needed whatsoever, because Dk is ''tanky'', right?
I hate to discourage you (because I do agree), but DK isn't the only class that got massive nerf hammer to their class dots and increased costs to unsustainable amounts. Templars Core Dots have been made into a joke. Shards at nearly 5K cost!!!!!!!!!
Also, as a Templar main....we gave you Major Mending....by the way.
Jabbs_Giggity wrote: »Major Mending which gives insane Healing power to go from 5% to 100% in under 1sec if paired with Green DB or Rally.
Jabbs_Giggity wrote: »Major Mending which gives insane Healing power to go from 5% to 100% in under 1sec if paired with Green DB or Rally.
what?
lol..... do people actually know how effective M.Mending really is?
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Major Mending which gives insane Healing power to go from 5% to 100% in under 1sec if paired with Green DB or Rally.
what?
lol..... do people actually know how effective M.Mending really is?
It's a 30% increase to healing. With DK's it can be tied to a shield. Even a small shield up for 1 GCD can equate to an untouched healing bonus. With high Weapon damage on Stam DK's you can easily achieve a 15+ K Vigor over 4 sec. = to approx. 2.5K unbuffed heal tick. Add this to Rally and/or GDB, then factor in Major Mending. DK's can easily achieve a 90% heal effectively on demand.
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Major Mending which gives insane Healing power to go from 5% to 100% in under 1sec if paired with Green DB or Rally.
what?
lol..... do people actually know how effective M.Mending really is?
It's a 30% increase to healing. With DK's it can be tied to a shield. Even a small shield up for 1 GCD can equate to an untouched healing bonus. With high Weapon damage on Stam DK's you can easily achieve a 15+ K Vigor over 4 sec. = to approx. 2.5K unbuffed heal tick. Add this to Rally and/or GDB, then factor in Major Mending. DK's can easily achieve a 90% heal effectively on demand.
yes, but not 5% to 100% in 1 sec.
in 4 sec, yes, it's possible if ur not taking any damage whatsoever.
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Major Mending which gives insane Healing power to go from 5% to 100% in under 1sec if paired with Green DB or Rally.
what?
lol..... do people actually know how effective M.Mending really is?
It's a 30% increase to healing. With DK's it can be tied to a shield. Even a small shield up for 1 GCD can equate to an untouched healing bonus. With high Weapon damage on Stam DK's you can easily achieve a 15+ K Vigor over 4 sec. = to approx. 2.5K unbuffed heal tick. Add this to Rally and/or GDB, then factor in Major Mending. DK's can easily achieve a 90% heal effectively on demand.
Hey ZOS, for the "attrition class" as you guys so aptly named it, perhaps you should nerf the DOTs for generic abilities, but class ability DOT's should maintain their damage potential.
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Major Mending which gives insane Healing power to go from 5% to 100% in under 1sec if paired with Green DB or Rally.
what?
lol..... do people actually know how effective M.Mending really is?
It's a 30% increase to healing. With DK's it can be tied to a shield. Even a small shield up for 1 GCD can equate to an untouched healing bonus. With high Weapon damage on Stam DK's you can easily achieve a 15+ K Vigor over 4 sec. = to approx. 2.5K unbuffed heal tick. Add this to Rally and/or GDB, then factor in Major Mending. DK's can easily achieve a 90% heal effectively on demand.
yes, but not 5% to 100% in 1 sec.
in 4 sec, yes, it's possible if ur not taking any damage whatsoever.
My math was off, closer to 3.75k heal on first vigor tick, not including MM or crit heals. And yes I have seen many DKs go from under 10% to full in 1-2 GCDs after popping MM.
TrinityBreaker wrote: »Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Major Mending which gives insane Healing power to go from 5% to 100% in under 1sec if paired with Green DB or Rally.
what?
lol..... do people actually know how effective M.Mending really is?
It's a 30% increase to healing. With DK's it can be tied to a shield. Even a small shield up for 1 GCD can equate to an untouched healing bonus. With high Weapon damage on Stam DK's you can easily achieve a 15+ K Vigor over 4 sec. = to approx. 2.5K unbuffed heal tick. Add this to Rally and/or GDB, then factor in Major Mending. DK's can easily achieve a 90% heal effectively on demand.
Major Mending is 25% not 30%
Jabbs_Giggity wrote: »TrinityBreaker wrote: »Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Major Mending which gives insane Healing power to go from 5% to 100% in under 1sec if paired with Green DB or Rally.
what?
lol..... do people actually know how effective M.Mending really is?
It's a 30% increase to healing. With DK's it can be tied to a shield. Even a small shield up for 1 GCD can equate to an untouched healing bonus. With high Weapon damage on Stam DK's you can easily achieve a 15+ K Vigor over 4 sec. = to approx. 2.5K unbuffed heal tick. Add this to Rally and/or GDB, then factor in Major Mending. DK's can easily achieve a 90% heal effectively on demand.
Major Mending is 25% not 30%
Thanks. Didn't know off hand since I hadn't seen it tied to a skill of mine (templar) since pre-morrowind...
Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Jabbs_Giggity wrote: »Major Mending which gives insane Healing power to go from 5% to 100% in under 1sec if paired with Green DB or Rally.
what?
lol..... do people actually know how effective M.Mending really is?
It's a 30% increase to healing. With DK's it can be tied to a shield. Even a small shield up for 1 GCD can equate to an untouched healing bonus. With high Weapon damage on Stam DK's you can easily achieve a 15+ K Vigor over 4 sec. = to approx. 2.5K unbuffed heal tick. Add this to Rally and/or GDB, then factor in Major Mending. DK's can easily achieve a 90% heal effectively on demand.
yes, but not 5% to 100% in 1 sec.
in 4 sec, yes, it's possible if ur not taking any damage whatsoever.
My math was off, closer to 3.75k heal on first vigor tick, not including MM or crit heals. And yes I have seen many DKs go from under 10% to full in 1-2 GCDs after popping MM.
That's a combo of GDB + vigor/rally ticks + major mending + lag