RoamingRiverElk wrote: »Yolokin_Swagonborn wrote: »If they just un-nerfed Healing % shields and heals (aka change battle spirit so that heals and shields based on health percentage are NOT reduced by 50%) this would help stamina DKs and magicka DKs and make Dragons blood no longer a joke and return it to its status as a class defining ability.
This would also help restore blazing shield to a class defining ability for templars. This one change would fix so much and reward tankier characters that run more health.
Yes, that really should be done. Dragon Blood is a shadow of what it used to be since max health modifier was nerfed, and it got the Cyrodiil debuff on it. But it never ever needed to be nerfed because it doesn't scale with the outrageously high max magicka / max stamina values which are needed these days in Cyrodiil to do any damage, due to the general Cyrodiil damage debuff, and the neverending resources people are able to have.
AddictionX wrote: »RoamingRiverElk wrote: »Yolokin_Swagonborn wrote: »If they just un-nerfed Healing % shields and heals (aka change battle spirit so that heals and shields based on health percentage are NOT reduced by 50%) this would help stamina DKs and magicka DKs and make Dragons blood no longer a joke and return it to its status as a class defining ability.
This would also help restore blazing shield to a class defining ability for templars. This one change would fix so much and reward tankier characters that run more health.
Yes, that really should be done. Dragon Blood is a shadow of what it used to be since max health modifier was nerfed, and it got the Cyrodiil debuff on it. But it never ever needed to be nerfed because it doesn't scale with the outrageously high max magicka / max stamina values which are needed these days in Cyrodiil to do any damage, due to the general Cyrodiil damage debuff, and the neverending resources people are able to have.
I would hope for this but it also makes magicka dks stronger since the skill cost magicka... this is probaby the reason they will not do this. On top of the almost 20k heals from burning embers cheap attack DoT and burst heals every few seconds. It works similar almost to 20k shields so i think its here to stay.
AddictionX wrote: »RoamingRiverElk wrote: »Yolokin_Swagonborn wrote: »If they just un-nerfed Healing % shields and heals (aka change battle spirit so that heals and shields based on health percentage are NOT reduced by 50%) this would help stamina DKs and magicka DKs and make Dragons blood no longer a joke and return it to its status as a class defining ability.
This would also help restore blazing shield to a class defining ability for templars. This one change would fix so much and reward tankier characters that run more health.
Yes, that really should be done. Dragon Blood is a shadow of what it used to be since max health modifier was nerfed, and it got the Cyrodiil debuff on it. But it never ever needed to be nerfed because it doesn't scale with the outrageously high max magicka / max stamina values which are needed these days in Cyrodiil to do any damage, due to the general Cyrodiil damage debuff, and the neverending resources people are able to have.
I would hope for this but it also makes magicka dks stronger since the skill cost magicka... this is probaby the reason they will not do this. On top of the almost 20k heals from burning embers cheap attack DoT and burst heals every few seconds. It works similar almost to 20k shields so i think its here to stay.
Hmmm stamina dk have nothing, need change dragon blood.
Joy_Division wrote: »[*] My instinct is that these changes will favor the DKs who are oriented as DPS as opposed to tank for PvP. Which is fine I suppose, as its the same for templars. Just an observation.
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ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Feedback: Overall Score 7/10
Empowering Chains: 10/10
Excellent changes and exactly what DK needed in terms of a gap closer.
Burning Embers: 10/10
Excellent. This skill now provides Magicka DK that combat-oriented healing sustain that they desperately needed since Dragon's Blood is borderline unusable (more on that later).
Inferno: 0/10
A worthless skill remains worthless. In fact, it's value is further degraded by the buff allowing Magelight to grant empower. The only people using this skill were min/maxers who were running BOTH Inferno and Inner Light because Inferno granted a passive 1k boost to DPS. As @Joy_Division mentions above, it is a lazy design and it promotes a lazy playstyle.
Suggestion:
1. Inferno: Major Prophecy and Major Savagery become baseline buffs while slotted.
2. Flames of Oblivion: Activate to surround yourself in flames for x seconds dealing x damage. Enemies damaged by your flames take x% more damage from flame attacks.
3. Cauterize: Activate to surround yourself in healing flames for x seconds, healing nearby allies for x health per second.
Inhale: 9/10
Very happy with this skill now that it affects 6 targets. Nothing more to add really.
Stone Fist: 0/10
I honestly don't understand this skill. If I want to CC something, I'll use fossilize. If I want heals, I'll use something else. Stone Fist is completely worthless and requires a total rework. Adding a small AoE heal does not fix a skill.
Suggestion:
1. Stone Fist: Base skill becomes an instant cast, melee-based execute (5m) dealing magicka damage. No longer CCs.
2. Obsidian Shard: Stamina morph, damage converted to physical.
3. (New Morph) Lava Strike: Damage converted to Flame. Now deals x% bonus damage when caster is at full health.
Molten Weapons: 8/10
I am PUMPED that DKs now have a class-based Major Sorcery/Brutality, but bummed we lost our class-based execute (even if it was a very clunk execute). However, if DKs were to acquire an execute elsewhere (Hint: Stone Fist), this change becomes 10/10.
Ash Cloud: 8/10
The damage boost to Eruption is very nice. That being said, I miss the PBAoE that this skill used to be. I'd like to see Cinder Storm reverted to being a self cast with Major Evasion for those standing inside of it.
Some Other Thoughts
Dragon Blood
Plenty has been said regarding how lackluster this skill has become so I won't say much. However, adding a heal over time would go a long way toward fixing it. I also think this skill could be absorb the armor buffs of Spiked Armor to give it both a proactive (cast before fights for armor bonuses) and reactive (cast during fights for heals) component. That would then free up a skill slot in Draconic Power for something else--perhaps a stamina-based dps skill.
Elder Dragon Passive
I can't believe this skill didn't get a pass over. +5% health recovery per Draconic Power ability slotted is completely worthless. No one stacks health recovery. Solution: +2% Stamina and Magicka recovery per Draconic Power ability slotted.
Joy_Division wrote: »[*] My instinct is that these changes will favor the DKs who are oriented as DPS as opposed to tank for PvP. Which is fine I suppose, as its the same for templars. Just an observation.
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I agree that whis is the ZoS intention, but I disagree it's fine. What is the problem of ZoS with tanks in PvP?
Feedback: Overall Score 7/10
Empowering Chains: 10/10
Excellent changes and exactly what DK needed in terms of a gap closer.
Burning Embers: 10/10
Excellent. This skill now provides Magicka DK that combat-oriented healing sustain that they desperately needed since Dragon's Blood is borderline unusable (more on that later).
Inferno: 0/10
A worthless skill remains worthless. In fact, it's value is further degraded by the buff allowing Magelight to grant empower. The only people using this skill were min/maxers who were running BOTH Inferno and Inner Light because Inferno granted a passive 1k boost to DPS. As @Joy_Division mentions above, it is a lazy design and it promotes a lazy playstyle.
Suggestion:
1. Inferno: Major Prophecy and Major Savagery become baseline buffs while slotted.
2. Flames of Oblivion: Activate to surround yourself in flames for x seconds dealing x damage. Enemies damaged by your flames take x% more damage from flame attacks.
3. Cauterize: Activate to surround yourself in healing flames for x seconds, healing nearby allies for x health per second.
Inhale: 9/10
Very happy with this skill now that it affects 6 targets. Nothing more to add really.
Stone Fist: 0/10
I honestly don't understand this skill. If I want to CC something, I'll use fossilize. If I want heals, I'll use something else. Stone Fist is completely worthless and requires a total rework. Adding a small AoE heal does not fix a skill.
Suggestion:
1. Stone Fist: Base skill becomes an instant cast, melee-based execute (5m) dealing magicka damage. No longer CCs.
2. Obsidian Shard: Stamina morph, damage converted to physical.
3. (New Morph) Lava Strike: Damage converted to Flame. Now deals x% bonus damage when caster is at full health.
Molten Weapons: 8/10
I am PUMPED that DKs now have a class-based Major Sorcery/Brutality, but bummed we lost our class-based execute (even if it was a very clunk execute). However, if DKs were to acquire an execute elsewhere (Hint: Stone Fist), this change becomes 10/10.
Ash Cloud: 8/10
The damage boost to Eruption is very nice. That being said, I miss the PBAoE that this skill used to be. I'd like to see Cinder Storm reverted to being a self cast with Major Evasion for those standing inside of it.
Some Other Thoughts
Dragon Blood
Plenty has been said regarding how lackluster this skill has become so I won't say much. However, adding a heal over time would go a long way toward fixing it. I also think this skill could be absorb the armor buffs of Spiked Armor to give it both a proactive (cast before fights for armor bonuses) and reactive (cast during fights for heals) component. That would then free up a skill slot in Draconic Power for something else--perhaps a stamina-based dps skill.
Elder Dragon Passive
I can't believe this skill didn't get a pass over. +5% health recovery per Draconic Power ability slotted is completely worthless. No one stacks health recovery. Solution: +2% Stamina and Magicka recovery per Draconic Power ability slotted.
Agreed completely with this assessment.
Just some extra ideas:
1. Stone fist. One morph: a point-blank, magicka-based, (<6m) AoE execute, i.e. a stone fist slammed on the ground. Other morph: stamina-based, melee, spam-able attack.
2. Ash Cloud. Make this cast at your feet with the 20% miss chance. Remove the 2s additional snare.
3. Inferno: Remove Major Prophecy / Savagery and replace with Minor Heroism. One morph is the old skill, i.e. AoE fire DoT that drains your mana. Other morph gives you either: ultimate via damage taken, via damage done, or Major Heroism at the cost of drained mana.
Feedback: Overall Score 7/10
Empowering Chains: 10/10
Excellent changes and exactly what DK needed in terms of a gap closer.
Burning Embers: 10/10
Excellent. This skill now provides Magicka DK that combat-oriented healing sustain that they desperately needed since Dragon's Blood is borderline unusable (more on that later).
Inferno: 0/10
A worthless skill remains worthless. In fact, it's value is further degraded by the buff allowing Magelight to grant empower. The only people using this skill were min/maxers who were running BOTH Inferno and Inner Light because Inferno granted a passive 1k boost to DPS. As @Joy_Division mentions above, it is a lazy design and it promotes a lazy playstyle.
Suggestion:
1. Inferno: Major Prophecy and Major Savagery become baseline buffs while slotted.
2. Flames of Oblivion: Activate to surround yourself in flames for x seconds dealing x damage. Enemies damaged by your flames take x% more damage from flame attacks.
3. Cauterize: Activate to surround yourself in healing flames for x seconds, healing nearby allies for x health per second.
Inhale: 9/10
Very happy with this skill now that it affects 6 targets. Nothing more to add really.
Stone Fist: 0/10
I honestly don't understand this skill. If I want to CC something, I'll use fossilize. If I want heals, I'll use something else. Stone Fist is completely worthless and requires a total rework. Adding a small AoE heal does not fix a skill.
Suggestion:
1. Stone Fist: Base skill becomes an instant cast, melee-based execute (5m) dealing magicka damage. No longer CCs.
2. Obsidian Shard: Stamina morph, damage converted to physical.
3. (New Morph) Lava Strike: Damage converted to Flame. Now deals x% bonus damage when caster is at full health.
Molten Weapons: 8/10
I am PUMPED that DKs now have a class-based Major Sorcery/Brutality, but bummed we lost our class-based execute (even if it was a very clunk execute). However, if DKs were to acquire an execute elsewhere (Hint: Stone Fist), this change becomes 10/10.
Ash Cloud: 8/10
The damage boost to Eruption is very nice. That being said, I miss the PBAoE that this skill used to be. I'd like to see Cinder Storm reverted to being a self cast with Major Evasion for those standing inside of it.
Some Other Thoughts
Dragon Blood
Plenty has been said regarding how lackluster this skill has become so I won't say much. However, adding a heal over time would go a long way toward fixing it. I also think this skill could be absorb the armor buffs of Spiked Armor to give it both a proactive (cast before fights for armor bonuses) and reactive (cast during fights for heals) component. That would then free up a skill slot in Draconic Power for something else--perhaps a stamina-based dps skill.
Elder Dragon Passive
I can't believe this skill didn't get a pass over. +5% health recovery per Draconic Power ability slotted is completely worthless. No one stacks health recovery. Solution: +2% Stamina and Magicka recovery per Draconic Power ability slotted.
Agreed completely with this assessment.
Just some extra ideas:
1. Stone fist. One morph: a point-blank, magicka-based, (<6m) AoE execute, i.e. a stone fist slammed on the ground. Other morph: stamina-based, melee, spam-able attack.
2. Ash Cloud. Make this cast at your feet with the 20% miss chance. Remove the 2s additional snare.
3. Inferno: Remove Major Prophecy / Savagery and replace with Minor Heroism. One morph is the old skill, i.e. AoE fire DoT that drains your mana. Other morph gives you either: ultimate via damage taken, via damage done, or Major Heroism at the cost of drained mana.
Dragon Blood
Plenty has been said regarding how lackluster this skill has become so I won't say much. However, adding a heal over time would go a long way toward fixing it. I also think this skill could be absorb the armor buffs of Spiked Armor to give it both a proactive (cast before fights for armor bonuses) and reactive (cast during fights for heals) component. That would then free up a skill slot in Draconic Power for something else--perhaps a stamina-based dps skill.
Elder Dragon Passive
I can't believe this skill didn't get a pass over. +5% health recovery per Draconic Power ability slotted is completely worthless. No one stacks health recovery. Solution: +2% Stamina and Magicka recovery per Draconic Power ability slotted.
Yolokin_Swagonborn wrote: »One change. "Battle spirit is now exclude health based heals and shields." Here you fixed dragon blood and igneous shield as well as templar shield.
This is the best idea I have ever heard!!!!
Would fix blazing shieild, igneous shield and dragon's blood. @ZOS_GinaBruno please pass this one on! These were the fixes I was looking for for both templar and DK.
- Dragon Blood only returns a percentage of your MISSING health so this one got hit really hard with the healing nerf unlike Breath of Life that can bring you to full in 3-4 casts even with the nerf.
- Health based damage shields also got nerfed hard because health was nerfed in 1.6 Having battle spirit ignore health based heals and shields is one way to do it.
- The other way would just be to make an exception for dragon's blood.
Either way, DK's are supposed to be able to self heal. It is part of the class identity. Please remove nerf on Dragon's blood. The ability is class-defining and not worth slotting in its current state
Ghost-Shot wrote: »So far I'm fairly happy with most of the DK changes. The most important issue I'm still having is dragons blood, this ability is a percentage heal based on your missing health, there's no logical reason for battle spirit to effect that. As it stands now, the ability is literally a wasted slot on your bar that will heal the average player for ~5k from 1% HP... Please change it, I hate having to use a restoration staff...
AddictionX wrote: »
Troll comment? Can you explain why do you think like this?
That is why they should be changed to be either poison or physical.
Then they can remove the flame part and just call it unstable xD.. Stamina also affects the flame damage on it. works the same for Burning embers except its Magicka and spell damage.
Yolokin_Swagonborn wrote: »One change. "Battle spirit is now exclude health based heals and shields." Here you fixed dragon blood and igneous shield as well as templar shield.
This is the best idea I have ever heard!!!!
Would fix blazing shieild, igneous shield and dragon's blood. @ZOS_GinaBruno please pass this one on! These were the fixes I was looking for for both templar and DK.
- Dragon Blood only returns a percentage of your MISSING health so this one got hit really hard with the healing nerf unlike Breath of Life that can bring you to full in 3-4 casts even with the nerf.
- Health based damage shields also got nerfed hard because health was nerfed in 1.6 Having battle spirit ignore health based heals and shields is one way to do it.
- The other way would just be to make an exception for dragon's blood.
Either way, DK's are supposed to be able to self heal. It is part of the class identity. Please remove nerf on Dragon's blood. The ability is class-defining and not worth slotting in its current state
Ghost-Shot wrote: »So far I'm fairly happy with most of the DK changes. The most important issue I'm still having is dragons blood, this ability is a percentage heal based on your missing health, there's no logical reason for battle spirit to effect that. As it stands now, the ability is literally a wasted slot on your bar that will heal the average player for ~5k from 1% HP... Please change it, I hate having to use a restoration staff...
Dragons Blood gets wrapped into the Battle Spirit healing nerf but it also would be buffed by the health buff so I'm torn there. The health buff really doesn't need to be there. What does health really do? Its just the amount of damage you can take before death (factoring mitigation of course). If they just decreased damage more then they wouldn't need the health buff and it would more fair.
Then decrease Hardened Ward shield by 30-40% and remove shield Debuff from Battle Spirit ... DK and Templar gets their shields back in PVP (increase there duration to 8-10sec). Then make shield not stack-able and most of the balance issues would be solved with out the update.
Of course if they were smart enough to balance PVE based on PVP in the first place then we wouldn't need Battle Spirit at all. Also soft/hard caps ...
NTclaymore wrote: »I dont think stam DKs are nerfed much. Maybe its just me. Steel tornado has been "nerfed" kinda but not really. StamDKs bows might been nerfed. But 2h and DW doesnt see much change? my builds dont atleast.
my Mag DK however LOVE this! My fav skill of all time Inhale gets buffed! Yes Yes YES!
Not????? you dont play stamina dk!!!!! My heavy attaks with MA 50-70k dmg return stamina now what? Heavy attaks mayby 15-20k, this is total brutal nerf 200%.
Magicka dk changes are amazing. Gj zos.
However as a stam dk;
1. Igneous got a nerf that means 5% less healing.
2. I'd still pick molten over igneous even as a stam dk cos I can just get major brut from pots or rally
3. Meteors can't be reflected
4. Dragons blood is still ***
5. Inferno is still crap
6. Phy Defence added to tree means I'm gona do less damage
7. My damage is split between flame and physical while most magicka builds have their main damage coming from elemental expert only.
8. STILL NO LOVE FOR TANKS? it's like zos wants me to go DD.
So in short stam dk got a nerf while mag dk got their much needed buffs. I guess I'm rolling mag dk come thieves guild. Will be fun for sure!