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On changing Stamina Dk Fire damage to poison.

  • Didgerion
    Didgerion
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    MrBeatDown wrote: »
    So much for increased fire damage passives with your passives for Ardent Flame. I guess its a huge nerf for DK's since they loose those Ardent Flame Buffs. Its a huge issue for someone like me that is a tank and depends on FIRE DAMAGE AND ARDENT FLAME PASSIVES for more damage. Thats why Fire Damage Dots are decent right now. He doesnt even offer a compensative idea for the huge loss of damage you take when this happens. And he says no Stamina Morph for whip. OFC. So again, gimping the tank dk and leaving no alternatives. Not everybody wants to play the FOM magick Dk. Or the FOY (flavor of the year) WB stamina dk. This is getting really stupid.

    The whole point of being a DRAGON KNIGHT is to be able to have access to these passives. Why such a huge sweeping nerf to DK'S?

    How do you know it is a nerf? It is not even implemented yet!

    Maybe the Ardent Flame will apply the passives to poison damage as well.

    Wait till it is implemented and then whine.
  • Mojmir
    Mojmir
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    Didgerion wrote: »
    MrBeatDown wrote: »
    So much for increased fire damage passives with your passives for Ardent Flame. I guess its a huge nerf for DK's since they loose those Ardent Flame Buffs. Its a huge issue for someone like me that is a tank and depends on FIRE DAMAGE AND ARDENT FLAME PASSIVES for more damage. Thats why Fire Damage Dots are decent right now. He doesnt even offer a compensative idea for the huge loss of damage you take when this happens. And he says no Stamina Morph for whip. OFC. So again, gimping the tank dk and leaving no alternatives. Not everybody wants to play the FOM magick Dk. Or the FOY (flavor of the year) WB stamina dk. This is getting really stupid.

    The whole point of being a DRAGON KNIGHT is to be able to have access to these passives. Why such a huge sweeping nerf to DK'S?

    How do you know it is a nerf? It is not even implemented yet!

    Maybe the Ardent Flame will apply the passives to poison damage as well.

    Wait till it is implemented and then whine.

    Lol its always a nerf
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  • Ilterendi
    Ilterendi
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    This bring up another tidbit. According to Wrobel, the morph of Volley..fiery barrage.. Is a stamina ability using FIRE damage. Why is this still a thing? Maybe Poison Storm?
  • GorraShatan
    GorraShatan
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    This is so dumb if it happens. Ugh.
  • JoseDelgadoCub17_ESO
    JoseDelgadoCub17_ESO
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    Dragon Knights, Only fire or frost damage is acceptable from a lore standpoint.

    If they want to change fire stamina dots to another magic, then go frost since at least it makes sense and no class has frost damage.

    Thats not fixing the problem of cp's being placed in multiple trees that is the issue here

    Then make stamina dots just cause bleeds.

    problem solved.
  • actosh
    actosh
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    Another thing.
    Dragonknights seem to get poison.

    What is he doin about nb´s? I get the feel that nbs get for their Stammorphs (especially finisher) diseasedmg, wich would be, hard to balance.
  • I_killed_Vivec
    I_killed_Vivec
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    Regardless of whether it makes sense for stam DKs to spew poison instead of fire, how can it make sense to provide poison versions of fire skills for stam users... except for whip?

    So stam users get a partial skill line with poison effects instead of fire, apart from a fire whip, which remains magica only? It doesn't fit in with scaling power off stam/magica and it won't fit in with the DK (and dunmer) passives...

    Would an Inferno morph produce a haze of green poison?
  • Alcast
    Alcast
    Class Representative
    that would be super *** srsly..., UNLESS he would change the DK passives
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  • Spottswoode
    Spottswoode
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    This is a very odd change. I can't say it's bad or good yet, but it's definitely weird.
    Edited by Spottswoode on February 15, 2016 10:21AM
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  • actosh
    actosh
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    Would have been easier just to let stam based firedots scale over mighty.
    But we will see what happens. Wont give up on my dk ^^
  • Haquor
    Haquor
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    acw37162 wrote: »
    Good Lord, in context of looking for ways to make champion point choices correspond better with stamina builds.

    So stamina breath would offer secondary poison having greater synergy with mighty.

    Magic would still be flame and more in line mica CP choices.

    Geez, its actually a really good idea and by no means a guaranteed change in at all.

    To the OP he did not say they would not be updating the passives to reflect any changes either.

    DK's just got 18 buffs and your stressing out about change that is four months away a the earliest even if it comes at all.

    How is this a really good idea? Poison breath!? wtf. Im a dragon knight dunmer flame wielding badass. This poison breath crap makes me sound like im running around the battlefield vomitting on people. Like... projectile vomitting over the walls of sejanus. Jumping round the bleakers mile gate with my allies refusing to ball up on me cause im covered in bile.
  • Duiwel
    Duiwel
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    They are also going to change the name from Dragonknight to Toxicknight...

    Maybe just change the class to Wrobelknight?

    IF you really really want to remove the badass aspect out of the game FINE.

    BUT give the Imperials natural poison damage passives. Call it Colovian hunting techniques or whatever you want to but I want poison affinity.

    NO way are Woodelves going to be the best DK class!
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  • Bendtar
    Bendtar
    I read this thread with interest also wondering about the DK skill "Unstable Flame". In our German discussion, we try to categorize all damage types. So we came to the question what output the above mentioned skill have. It makes flame damage which is a type of spell damage but is calculated with stamina and weapon damage which is physical. So what is the output damage type? Physical or spell damage? Also important is how to reduce this damage? Of course flame resistance, but I don't know if physical or spell resistance will also reduce this damage done by this skill.
  • Elektrakosh
    Elektrakosh
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    It seems that every time I try a different class, ZOS want to mess around with it.

    I'm having a hard time trying to learn the current ins and outs of the abilities etc.


    Just stop.

    Why not a summon pet instead and give poison to Nb's?
    Edited by Elektrakosh on March 11, 2016 9:41AM
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  • LorDrek
    LorDrek
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    Change this morps physical dmg and physical DoT.
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  • Uviryth
    Uviryth
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    Why would DK do poisondamage? The whole class-fantasy is all about fire and flames. Poison doesn`t fit, at all.
  • The Uninvited
    The Uninvited
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    Uviryth wrote: »
    Why would DK do poisondamage? The whole class-fantasy is all about fire and flames. Poison doesn`t fit, at all.

    This. DK = Fire, NB = poison, Sorc = shock, Templar = sunlight?

    Anyway... just give whip and stonefist a stamina morph and make them scale of weapon damage. Together with unstable flame that would make for 3 class dps skills that can be used by stamina DK's.
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  • Haquor
    Haquor
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    If you make dk stamina morphs do poison damage please make dunmer passives align with posion and fire aswel(which for role playing and lorenpurposes is rediculous btw). otherwise you are basically causing them to be punished for thier race choice when building thier character.

    I agree there should be implicatios for chosing a particular race. if you make changes like this to fundamental class changes that render a players race choice redundant due to now irrelevant racial passives there should be implications for zos aswel. Like a free race change for example. we put effort into chosing our races and classes and its simply becoming rediculous the amount of significant and uncompensated changes being made to classes and races.

    im not in anwyay suggesting change is always bad. im just suggesting significant changes to a players character that result in his choices becoming redundant after the fact should not go without some kind of compensation.

    obviously changes to the cp system make it hard for a stamina dunmer dk to buff his physical and fire damage but regardleaa people build thier characters with classes and races based off the initial stats available during character creation.

    fix... remove racial passives or provide a pool off passives (not specifically racial... maybe based off upbringing or something) for people to chose from to build and adjust thier character.

    this would allow changes to rhe cp tree and potentially class skills to be compensated by people chosing character passives and resetting them for a reasonable respec fee.

    maybe a little off topic.
    Edited by Haquor on March 11, 2016 12:41PM
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