So, as a long time Stamina Dragonknight player, I thought I'd post a little something about the problems StamDK faces at the moment, in Four acts. Skills, buffs, class identity, and finally, ways to fix these horrible, horrible problems.
1. Overpriced, weak skills
So, this is a massive, massive problem with Stamdk right now. Firstly, in that we only recently got our third stamina skill. Counting the ultimate, there are only four reasons to play stamina dragonknight. Leap, a pretty good one. Venomous claw, an alright one. Noxious breath, an average/tec one that a lot of people are phasing out, and.... god forbid, Stone Giant. Stone Giant is, bar none, the worst skill in the game, being the highest costed stun (requiring you to spend 8,000 stamina), the only ranged skill in the game that is 25% of the time a melee skill, making it useless in range, an abysmally small extra ability (Stamcro gets major defile, essentially a five piece set bonus, ward of cyrodiil, on their class spammable. DK's get 160 damage extra, at most. which is 1/5 of a 5 peice set bonus, draugrkin). Stonefist is also the ONLY SKILL IN THE GAME THAT IGNORES A CLASS PASSIVE (helping hands). And our stamina skills aside, there's not much else. Fragmented shield has been a staple on dragonknight for a long time, and it is 4k magicka to give a laughably small shield, along with major mending for 4 seconds. Or Wings, which now gives a bonus of... less mitigation then just holding up a shield. For 6 seconds. And it's also 4k magicka. Even inhale, one of the least used abilities in the game, is 4k magicka, and that skill is the equivalent of trying to murder someone with a light autumn breeze. You could replace the baseline 300 damage tooltip of inhale with a picture of a rabbit, and no one would notice.
But, a large problem with all of these skills mentioned... is number 2
2. For every buff, a nerf
Fact of the day: Dragonknight has been nerfed, every single patch, since at least scalebreaker. It's probably been going on for longer then that, but that's just when I started keeping track. They nerfed stonefist, the most laughable skill in the game, for crying out loud. People would say it looked like you where just throwing taco bell at people, and it did dps akin to a crunchwrap supreme.
Now, as stated before, it's melee 25% of the time, and absolutely useless. But the problem is bigger when we look at class passives. Dragonknights get two passives for dots; one that makes your poison dots cost less, and one that makes all of your dots last for longer and deal more damage. aaaaaand guess what they've done since scalebreaker? Increased the cost of your only two dots to invalidate your passives and make them cost just the same as every other spammable, and decreased the damage by 25% in scalebreaker, just to make sure it really drives home that your Dragonknight passives shouldn't exist in the first place. Furthermore with magicka skills like wings, they just take away the skill entirely. Yes, we all know old Wings was op... but wardens still get to absorb projectiles entirely. Does anyone really think that a crappy version of block for 4k magicka is worth it? For six seconds of a crappy version of block? And also something something bloodspawn nerf. I know it wasn't a direct nerf to Dragonknight... but lets be honest, it was kinda the pineapple to our pizza.
While the two acts before do, indeed seem severe, it gets much worse when we consider them in the broader context of act three.
3. Class identity
Stamdk brings a grand total of nothing at all to the table as far as originality. Thats why all of the town guards use dragonknight skills. Dragonknight has been seen for too long as... the basic class. Because there's nothing that Stamdk brings to the table. Our skills are too few, our passives are too little, and at the end of the day none of our kit synergizes together. Magicka DK skills play off of fire damage, but venomous claw doesn't interact with any other DK skill. Dragonknights have one of the hardest hitting single target ults, yes... but why? aren't we supposed to be the dot class? Wouldn't it make more sense for the dot class to have... a dot ult? Or even a dot spammable? Why do we get skills flavored to the play style of Templar like Cauterize and Standard, while they get a (formerly) dot spammable? Why are Templars running Deadly Set with no dots, while StamDKs are running New Moons and Fury?
Which, brings me to my last act
4. Rising from the ashes
It's no secret that stamdk used to be one of the best classes out there. But the age of the class, coupled with constant crippling nerfs, has left us basic. Average. Plain. We're the default class now. The one you pick when you just want to use weapon skills. But we shouldn't be! We should be brave, courageous Dragonknights! Foolhardy warriors who leap into battle with reckless abandon, Shaking the ground and making our presence known in a sea of fire!
So, add in more skills! Either entirely new ones, like a commonly theory-crafted obsidian blade skill. Or, change existing ones! Keep the stomp of Stone Giant, and throw away the ranged. Make the spammable cracking the ground with your very presence, staggering your foes and making them take more damage (more then currently, please). Give us a skill that puts an uncleansable dot of someone, so that we can stand some chance against magicka templars. Make a stamina version of the whip, or of chains so that we can have a good spammable, or some mobility outside of ultimate.
Or, if you want to get crazy: What about an uncleansable dot, that starts off doing a small amount of damage. But, every time you light attack the target, the dot stacks up more and more? But, it only has a 4 second timer. So if the Dragonknight can keep on the chase, they can do a lot of damage, but if you can make distance they lose power. Or, change Volitile armor to a stamina morph, Poison spikes. When you are blocking, the skill gives you a minor shield. But when you are not blocking, the skill inflicts your attacker with a small dot and a bit of damage. That way sSamdks have to make important choices about staying on the defensive at the cost of offense, or staying on the offense at the cost of defense. Or, maybe some kind of stamina skill like Bide from Pokemon, where you absorb a portion of the damage you suffer over time, and then expel it out from you in a fiery/poison fiery blast.
In conclusion: there are a lot, a lot, of problems with Stamdk. The class shows its age really really bad, and it needs an update. I, personally, would gladly pay 20 dollars more if they updated DK, Sorcerer, and Nightblade to make them all more modern and in line with necromancer and warden. I could talk all day about the myriad problems with Stamdk, so if this post was a little rambly I'm sorry. Just, TL:DR, take away two things. Look at stamdk, and don't think about the people who play it. Look at the actual class. The actual skills, and then decide if it needs changes (not buffs or nerfs, just changes). And, the second thing: Stone fist iiiiiiiiss the worst skill ever. Honestly, just give magicka DK back their ranged stun. We as Stamdks really don't want stonefist.