I would just like a chance to test this change on the PTS to see its merits as far as stam dk goes. It could turn out to make dks the first class to achieve balance between stam and magicka. I'm interested!
That's a fair call. I don't play Dunmer, but I did think about them when making this post because 7% flame bonus would be completely useless to stam dks if it were changed to poison. Just trying to cover all bases.I would have to say "no" to buffing Dunmer though. If that change went through, Dunmer would be the one and only class anyone should ever chose for DK, far and away. I would prefer to see race changes in-game, so anyone who feels they got the shaft for choosing a certain race for min-max reasons can simply switch it out.
I have nothing against poison dk idea but i think that poison damage racial would be more Argonian style.
i think if you would also give the poison damage bonus to dunmer they would get a bit to OP
i think if you would also give the poison damage bonus to dunmer they would get a bit to OP
I don't think it would be too bad. To make use of poison and flame you'd have to run some kind of weird hybrid build which just doesn't work. As someone mentioned, it might make them TOO viable for DKs, which I can see happening, but I don't think they'd be OP.
I have nothing against poison dk idea but i think that poison damage racial would be more Argonian style.
RAGUNAnoOne wrote: »No to dark elves having poison as well if anything give it to argonians
vladimilianoub17_ESO1 wrote: »Give poison damage racial to another race for more variety.A race with stam bonuses racial maybe?
corrosivechains wrote: »I appreciate what you're trying to say here OP but some of your suggested answers to those who complained are a bit ill-informed(like giving dark elves a poison boost alongside the fire, they're already 1 of the top 3 races for racials).
What the poison idea has effectively done is shown a giant spotlight on how clueless the development team is on the initial class designs as well as the "play as you want" philosophy that was a foundation to the initial design of the game. They have this "either/or" mentality which doesn't fit at all with how the classes were drawn up, or the setting in general. The initial intent from people like Nick Konkle wasn't to make people choose one resource pool over the other, but to mimic the hybrid class design that has been a staple of the series since it's inception with Arena.
The whole "you're either magicka or you're wrong" design philosophy we're getting now needs to be reigned back in, whether it's bringing back in soft-caps, or just making our resource pools only be resource pools with no bonus to our abilities. This way we can see ideas like spellcrafting, hybrids, and build diversity come back into the game.
I wouldn't mind the poison idea so much if it didn't pigeon-hole an entire classes playstyle, as more choices is always a good thing, but this design philosophy is removing choices, not adding to them.
Forestd16b14_ESO wrote: »corrosivechains wrote: »I appreciate what you're trying to say here OP but some of your suggested answers to those who complained are a bit ill-informed(like giving dark elves a poison boost alongside the fire, they're already 1 of the top 3 races for racials).
What the poison idea has effectively done is shown a giant spotlight on how clueless the development team is on the initial class designs as well as the "play as you want" philosophy that was a foundation to the initial design of the game. They have this "either/or" mentality which doesn't fit at all with how the classes were drawn up, or the setting in general. The initial intent from people like Nick Konkle wasn't to make people choose one resource pool over the other, but to mimic the hybrid class design that has been a staple of the series since it's inception with Arena.
The whole "you're either magicka or you're wrong" design philosophy we're getting now needs to be reigned back in, whether it's bringing back in soft-caps, or just making our resource pools only be resource pools with no bonus to our abilities. This way we can see ideas like spellcrafting, hybrids, and build diversity come back into the game.
I wouldn't mind the poison idea so much if it didn't pigeon-hole an entire classes playstyle, as more choices is always a good thing, but this design philosophy is removing choices, not adding to them.
Well Wrobel and them have apparently been talking about negating the max resources effect max damage to maybe cut back on the DPS gap.
Forestd16b14_ESO wrote: »Sorry but no changing the stamina morphs to be poison would be a double nerf to stamina base DKs because of the new hardy that is coming in U9. It reduces both physical and poison damage now the 2 most used forms of attacks for stamina base builds changing the fire damage to poison wouldn't be a buff but a nerf convincing even more players to go to magical base DKs that stamina base DKS and or DK tanks because as you all might have notice is how magical base players are always crying about how they die to easy cause "stamina builds to OP" so instead of investing into a proper defense ZOS is just giving them a flat resistance buff to stamina base builds with the new hardy and it only takes 27 CP to get to 10% now imagine if they pooled all their warrior points int hardy.
Plus the stamina morphs the only 2 DKs have are already powered up by mighty.
Also if their gonna start making poison dragons they might as well give players options to be fire, frost, sock, or poison base that way those stamina base DKs and DK tanks can stay fire if they want or try frost.
I think it would be great, if instead of giving Dark elves both 7% Poison and Flame, why not Change the Argonian 'Disease Resistance' to be 'Disease Potency' which increases Damage with poison and disease by 7% as well as adding the resistance.
Or remove the quick to mend and give Disease potency which increases damage of poison and disease by 7% and increases max stamina by 3%
Forestd16b14_ESO wrote: »Sorry but no changing the stamina morphs to be poison would be a double nerf to stamina base DKs because of the new hardy that is coming in U9. It reduces both physical and poison damage now the 2 most used forms of attacks for stamina base builds changing the fire damage to poison wouldn't be a buff but a nerf convincing even more players to go to magical base DKs that stamina base DKS and or DK tanks because as you all might have notice is how magical base players are always crying about how they die to easy cause "stamina builds to OP" so instead of investing into a proper defense ZOS is just giving them a flat resistance buff to stamina base builds with the new hardy and it only takes 27 CP to get to 10% now imagine if they pooled all their warrior points int hardy.
Plus the stamina morphs the only 2 DKs have are already powered up by mighty.
Also if their gonna start making poison dragons they might as well give players options to be fire, frost, sock, or poison base that way those stamina base DKs and DK tanks can stay fire if they want or try frost.
Help me out here.
If the 2 stamina morphs and all the physical damage for stamina DK's are both increased by one star, namely Mighty, why is that balanced when opponents have to use 2 stars, namely Elemental Defender and Hardy, to reduce the two different damages?
Is it balanced when one class has to invest twice as many CP's as another for counter-balance?
