Mythreindeer wrote: »So I’ll be the one to say it here: STAM WHIP!
Cuz I like my stamdk.
ExistingRug61 wrote: »Deep breath could certainly use a look at, although I don't think it should simply be reworked to be a DK delayed burst clone of blastbones/shalks. It's just making DK work like other classes. Not sure what it should do though - but at the moment I agree it does seem to be doing too many things and none of them particularly well so could use a bit of focusing of its function.
ExistingRug61 wrote: »I know its harping on about older design ideas but to me DKs should still be all about DoTs, and more recently the molten whip mini game. The problem is that for quite a while (apart from the one update) DoTs haven't been great as a focus and burst has been more successful, due to a lack of DoT damage and also ready access to purge for some classes. I would much prefer to see a change that somehow makes this conceptual playstyle more viable so it would need to address the current issues with DoTs.
ExistingRug61 wrote: »Deep breath could certainly use a look at, although I don't think it should simply be reworked to be a DK delayed burst clone of blastbones/shalks. It's just making DK work like other classes. Not sure what it should do though - but at the moment I agree it does seem to be doing too many things and none of them particularly well so could use a bit of focusing of its function.
And just like whenever it gets suggested for other classes: It is unlikely that DKs will get Minor Sorcery - not because of stacking with igneous weapons, but because of the design concept in the game for years that classes get one unique minor buff. DK's get Minor Brutality. Minor Sorcery is Templar's.
I know its harping on about older design ideas but to me DKs should still be all about DoTs, and more recently the molten whip mini game. The problem is that for quite a while (apart from the one update) DoTs haven't been great as a focus and burst has been more successful, due to a lack of DoT damage and also ready access to purge for some classes. I would much prefer to see a change that somehow makes this conceptual playstyle more viable so it would need to address the current issues with DoTs.
I'm not sure if it would actually work, but I wouldn't mind seeing something like this for warmth:
Whenever one of your fire damage over time abilities that has been applied to an enemy ends (either duration complete or purged), that enemy takes X fire damage. Whenever one of your poison damage over time abilities that has been applied to an enemy ends (either duration completing or purged), that enemy takes Y poison damage. (X and Y being low/moderate amounts scaling with relevant stats, maybe in the order of burning light?)
The idea being to really reinforce use of dots, but also make them still useful when against purge. No cooldown on the proc so that it would give DK a dot dependent psuedo delayed burst ability if they can align dots to expire at the same time, and also mean purging lots of dots at once results in a decent chunk of damage.
The problem with the above is that is focused on use in PvP, and would give a damage boost to DK in PvE dps which it may not need.
no wonder zos doesn't care about feedback when this sort of stuff gets posted
no wonder zos doesn't care about feedback when this sort of stuff gets posted
I'm not sure where the idea of deep breath needing a target comes from.
Takes 2 seconds of actually using the skill to realise that its a point blank aoe skill.
It's even in the description.
There is indeed a lot of misinformation out there and I wish people actually took the time and effort to look into things more closely before complaining about balance.
Sadly this trend is prevalent even among content creators where they make build videos built around buggy sets or skills etc.
Other than magicka skill cost, which if utilizing combustion properly, is only a negligible issue, I have zero complaints about my DKs. They both have all of their titles and achievements. Obtain without proc help. Including Merciless etc.
Deep breath has a heal component. That's why it is less damage. I use it frequently as one of my swappable slots. I also, including as of last evening, do not recall or have not encountered requiring a target in order to cast deep breath. Unless I am misinterpreting the context.
The warmth passive shouldn't exceed 40%. Being that it's a passive for all skills from that tree, vs. the templar jabs, only coming from the one skill, I would say opportunity cost warrants the 30%. I have no complaints about it. It's one of my favorite passives in fact.
Joy_Division wrote: »ExistingRug61 wrote: »Deep breath could certainly use a look at, although I don't think it should simply be reworked to be a DK delayed burst clone of blastbones/shalks. It's just making DK work like other classes. Not sure what it should do though - but at the moment I agree it does seem to be doing too many things and none of them particularly well so could use a bit of focusing of its function.
And just like whenever it gets suggested for other classes: It is unlikely that DKs will get Minor Sorcery - not because of stacking with igneous weapons, but because of the design concept in the game for years that classes get one unique minor buff. DK's get Minor Brutality. Minor Sorcery is Templar's.
I know its harping on about older design ideas but to me DKs should still be all about DoTs, and more recently the molten whip mini game. The problem is that for quite a while (apart from the one update) DoTs haven't been great as a focus and burst has been more successful, due to a lack of DoT damage and also ready access to purge for some classes. I would much prefer to see a change that somehow makes this conceptual playstyle more viable so it would need to address the current issues with DoTs.
I'm not sure if it would actually work, but I wouldn't mind seeing something like this for warmth:
Whenever one of your fire damage over time abilities that has been applied to an enemy ends (either duration complete or purged), that enemy takes X fire damage. Whenever one of your poison damage over time abilities that has been applied to an enemy ends (either duration completing or purged), that enemy takes Y poison damage. (X and Y being low/moderate amounts scaling with relevant stats, maybe in the order of burning light?)
The idea being to really reinforce use of dots, but also make them still useful when against purge. No cooldown on the proc so that it would give DK a dot dependent psuedo delayed burst ability if they can align dots to expire at the same time, and also mean purging lots of dots at once results in a decent chunk of damage.
The problem with the above is that is focused on use in PvP, and would give a damage boost to DK in PvE dps which it may not need.
I think your desired path pretty much dooms the DK to forever be mid-tier at best.
The game and the devs vision of it has changed. Wardens and Necros are not by coincidences or fluke or mistake in balancing top tier. They have always been top tier because their design fits the new vision the devs have for the game: multifunctional sills are out, formulaic standards are in, clearly defined roles for abilities are to be the norm. These principles are all contrary to what you're trying to hang onto with DK. The devs now want class skills to be reworks of each other, having the same cost, doing the same DPs, fitting into the same role - what they call standardization. So if Deep Breath falls outside of this, it will be weak in comparison because ZOS will not let skills "over-preform" or be "overloaded" in contradiction of these standards.
Deep Breath is a multifunctional skill that worked for the vision and mechanics of the game at launch. Heal, damage, Interrupt, AOE, etc., it's doing a lot. There was a reason it was the capstone ability in it's line. It's supposed to be good and powerful. but because of how the game has evolved and the dev's desire for standards, the skill has just become an expensive jack of some trades, master of nothing; cast-times have never become the staple of ESO combat as was intended, the AoE damage is meh, the heal is ok I guess if I want to tank, it's a whatever skill. It doesn't fit a desired role, certainly not well enough for specialized one, so it basically fall between stools and is mediocre. The Jack-of-all-trades nature is not worth preserving because it falls beneath the standard ZOS has set for standardized specialized skills. It should be reworked entirely to fit with the devs new vision for the game and thus be just as good as Shalks.
Why should DKs be all about DoTs? I'm going to guess the majority of DK players at launch did not choose this class to DoT up target dummies, rather they choose them because they wanted to play heroes that were akin to all mighty dragons: fearsome, formidable, terrifying creatures of legend that are all about in your face hard hitting combatants that are the furthest thing from merely being damage over time specialists. The whole DoT thing was propaganda handed down by the devs as a means to justify the heavy handed nerfs that tore away the heart of what made the class enjoyable to play. And from just a purely mechanical standpoint, why would I want to play as a DoT specialist when at least half of my opponents have access to a (good) cleanse skill?
DoTs are going to be an issue in PvP because the game has long since moved beyond attrition type combat and has for years been focused on burst damage. The only way to elevate them is either ramp them up to a ridiculously degree as ZOS did in a patch about a year ago or to introduce questionable mechanics such as the Warmth passive you suggest. By guaranteeing that players take unavoidable damage every time a player puts a status effect or DoT, that's very oppressive for an opponent because it completely invalidates their own skills or makes it such that they might kill themselves for using them. Think a Templar who cleanses at low health with a residual DK DoT on them. A DK in 3 GCDS could put three unavoidable time bombs on an opponent. No way. That's just introducing a broken and abusable mechanic.
If the devs want to make DKs shine and be more than just a PvE tank, they should stop trying to pigeonhole a theme invoking mighty dragons as DoT specialists and recognize that many of their skills no longer fit with how their vision and standards for how the game has changed.
Other than magicka skill cost, which if utilizing combustion properly, is only a negligible issue, I have zero complaints about my DKs. They both have all of their titles and achievements. Obtain without proc help. Including Merciless etc.
Deep breath has a heal component. That's why it is less damage. I use it frequently as one of my swappable slots. I also, including as of last evening, do not recall or have not encountered requiring a target in order to cast deep breath. Unless I am misinterpreting the context.
The warmth passive shouldn't exceed 40%. Being that it's a passive for all skills from that tree, vs. the templar jabs, only coming from the one skill, I would say opportunity cost warrants the 30%. I have no complaints about it. It's one of my favorite passives in fact.
Go log onto your dk. use deep breath. observe that nothing happens. Thats what we are talking about. The time delayed burst will not activate unless you hit someone with he initial cast.
You know what, screw it. here's a video showing why deep breath needs a target to activate.https://www.youtube.com/watch?v=C-gk1LQKigM
ResidentContrarian wrote: »Not even fully buffed, only igneous weapons. CP not optimized for damage (so no CP results similar).
At least be honest about skills and how much they should be scaled. Scaling them to about 1.5x would be ridiculous, and considering the skill can be used with less restriction than either shalks or blastbones (as long as you are near a target), it's too much of a buff to the skill damage-wise.
We'd just have another skill doing the damage of an ultimate and it's not healthy for the game.
There is another idea if you think your DK's damage is too low: run a real damage build. If you do that first instead of using some strange heavy armor build that you know isn't working, then maybe you might gain more support.
Spreading misinformation or pretending the change wouldn't be a massive buff? Nah.
TrinityBreaker wrote: »Doable, but by the time I get my target to execute range...
ResidentContrarian wrote: »Not even fully buffed, only igneous weapons. CP not optimized for damage (so no CP results similar).
At least be honest about skills and how much they should be scaled. Scaling them to about 1.5x would be ridiculous, and considering the skill can be used with less restriction than either shalks or blastbones (as long as you are near a target), it's too much of a buff to the skill damage-wise.
We'd just have another skill doing the damage of an ultimate and it's not healthy for the game.
There is another idea if you think your DK's damage is too low: run a real damage build. If you do that first instead of using some strange heavy armor build that you know isn't working, then maybe you might gain more support.
Spreading misinformation or pretending the change wouldn't be a massive buff? Nah.
the1andonlyskwex wrote: »TrinityBreaker wrote: »Doable, but by the time I get my target to execute range...
You're a magDK. What's execute range?
ResidentContrarian wrote: »Not even fully buffed, only igneous weapons. CP not optimized for damage (so no CP results similar).
At least be honest about skills and how much they should be scaled. Scaling them to about 1.5x would be ridiculous, and considering the skill can be used with less restriction than either shalks or blastbones (as long as you are near a target), it's too much of a buff to the skill damage-wise.
We'd just have another skill doing the damage of an ultimate and it's not healthy for the game.
There is another idea if you think your DK's damage is too low: run a real damage build. If you do that first instead of using some strange heavy armor build that you know isn't working, then maybe you might gain more support.
Spreading misinformation or pretending the change wouldn't be a massive buff? Nah.
Deep Breath doing the same damage as fissure would not be ridiculous. It's way easier for other classes to hit those 10k+ attacks without ults. Deep Breath can barely get past 5k right now in pvp. Mag DK should absolutely be the king of AoE damage. Not your 200 mph db + [insert 10k+ spammable].
You seem to have some vendetta against mag DK's. Why would deep breath getting the above changes be crazy? Also what misinformation have I stated in this thread? I never said this wouldn't be a massive buff. We need a massive buff. Thats the whole point of this thread.
As a side note: the min maxed Deep Breath tooltip for pvp is about 12.6k with a 500 ult bahlorgs.
ResidentContrarian wrote: »Not even fully buffed, only igneous weapons. CP not optimized for damage (so no CP results similar).
At least be honest about skills and how much they should be scaled. Scaling them to about 1.5x would be ridiculous, and considering the skill can be used with less restriction than either shalks or blastbones (as long as you are near a target), it's too much of a buff to the skill damage-wise.
We'd just have another skill doing the damage of an ultimate and it's not healthy for the game.
There is another idea if you think your DK's damage is too low: run a real damage build. If you do that first instead of using some strange heavy armor build that you know isn't working, then maybe you might gain more support.
Spreading misinformation or pretending the change wouldn't be a massive buff? Nah.
Deep Breath doing the same damage as fissure would not be ridiculous. It's way easier for other classes to hit those 10k+ attacks without ults. Deep Breath can barely get past 5k right now in pvp. Mag DK should absolutely be the king of AoE damage. Not your 200 mph db + [insert 10k+ spammable].
You seem to have some vendetta against mag DK's. Why would deep breath getting the above changes be crazy? Also what misinformation have I stated in this thread? I never said this wouldn't be a massive buff. We need a massive buff. Thats the whole point of this thread.
As a side note: the min maxed Deep Breath tooltip for pvp is about 12.6k with a 500 ult bahlorgs.
deep breath getting buffed to deep fissure or blastbones level of damage would be as ridiculous and stupid as everything else you wrote in this thread
I don't think making deep breath a clone of other classes delayed burst or stealing templars minor sorcery are very good changes.
Never see any guide build that uses the inhale skill or it’s morphs. Only seen it used once in a PVP tank player and once by someone trying to use it as a dps skill in the last year and probably longer then that if being honest.
Can it be changed into a better delayed burst type skill like the new classes have. MagDK and StamDK are near the bottom of almost every tier list of late.
Current tool tips as from https://eso-skillbook.com/
Dragonknight
Deep Breath
Cast Time: Instant
Target: Area
Range: Radius: 8 meters
Cost: 4050 Magicka
Skill description
Channel draconic energy to suck in the air around you, dealing 870 Magic Damage to nearby enemies and healing you for 100% of the damage caused. Any enemy hit that is casting is interrupted, set Off Balance, and stunned for 2 seconds. After 2.5 seconds, you exhale fire, dealing 2249 Flame Damage to nearby enemies.
New effect
Initial hit interrupts enemies that are casting. Final explosion damage increased.
Total damage 3119 Damage vs. cost output 3119/4050 = 0.77 damage for every 1 point of magic spent
Draw Essence
Cast Time: Instant
Target: Area
Range: Radius: 8 meters
Cost: 4050 Magicka
Skill description
Channel draconic energy to suck in the air around you, dealing 870 Magic Damage to nearby enemies and healing you for 150% of the damage caused. After 2.5 seconds, you exhale fire, dealing 1742 Flame Damage to nearby enemies and restoring 10% of the ability's cost for each enemy hit as Magicka.
New effect
Initial hit heals for more. Final explosion refunds Magicka for each enemy struck.
Total damage 2624 Cost vs. damage output 2624/4050 = 0.647damage for every 1 point of magic spent
For reference here are the tool tips on the 2 new classes delayed burst damage skills
Necromancer
Blighted Blastbones
Cast Time: Instant
Target: Enemy
Range: Maximum range: 28 meters, Radius: 6 meters
Cost: 2295 Stamina
Skill description
Summon a decaying skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 4737 Disease Damage to all enemies nearby and applying Major Defile to them for 4 seconds, reducing their healing received and Health Recovery by 16% Creates a corpse on death.
New effect
Converts into a Stamina ability and deals Disease Damage. Reduces healing received on enemies hit.
Damage vs. cost output 4737/2295 = 2.064 damage for every 1 point of stamina spent
Stalking Blastbones
Cast Time: Instant
Target: Enemy
Range: Maximum range: 28 meters, Radius: 6 meters
Cost: 2700 Magicka
Skill description
Summon a flaming skeleton from the ground after 2.5 seconds. The skeleton runs after the target and explodes when it gets close to them, dealing 3600 Flame Damage to all enemies nearby. Every second the skeleton spends chasing its target increases the damage of the explosion by 10%, up to a maximum of 50% more damage. Creates a corpse on death.
New effect
The skeleton deals more damage the longer it chases the target.
Damage vs. cost output 3600/2700 = 1.333 damage for every 1 point of magic spent
Warden
Subterranean Assault
Cast Time: Instant
Target: Area
Range: Radius: 20 meters
Cost: 2066 Stamina
Skill description
Stir a group of shalk that attack after 3 seconds, dealing 4264 Poison Damage to enemies in front of you. After the shalk complete their attack, they burrow again for 3 seconds and then resurface again, dealing 4264 Poison Damage to enemies in front of you.
New effect
Converts to a Stamina ability and deals Poison Damage. The shalk burrow after attacking, and attack again after a delay.
Damage vs. cost output 4264/2066 = 2.063 damage for every 1 point of stamina spent, don't forget if fires a second time free. 4264x2/2066 = 4.125 damage for every 1 point of stamina spent
Deep Fissure
Cast Time: Instant
Target: Area
Range: Radius: 20 meters
Cost: 2430 Magicka
Skill description
Stir a group of shalk that attack after 3 seconds, dealing 3240 Magic Damage to enemies in front of you. Enemies damaged are afflicted with Major Breach, reducing their Physical Resistance and Spell Resistance by 5948 for 6 seconds.
New effect
Applies Major Breach to enemies hit, reducing their Physical and Spell Resistance.
Damage vs. cost output 3240/2430 = 1.333 damage for every 1 point of magic spent
First the cost is over the top to damage ratio when compared to the other 2 classes. Makes one wonder if when skills where standardized that DK's inhale was overlooked somehow. My proposal,
1. Get rid of the target requirement and upfront small damage and make it all burst damage at the end.
2. Change one morph to stamina and one magic based.
Stamina based can be either poison to fit the poison theme or physical damage and the Magic can be only fire damage to fit the fire theme of DK’s.
3. The secondary effects would need to be changed also but I will leave that up to you and the community to think on.