OK, so there was a thread for this, but it closed for review most likely because of the disgusting, unwarranted behaviour directed at Wrobel. In case you missed it, he was actually trying to help Stam DKs so you don't have to split points between so many trees and consolidate all your DoT damage into Mighty, just like magicka doesn't need to any more.
No other details were given because it was just something he was thinking about, yet a lot of people went on a rant for no reason.
I was late to the party on that post before it was closed so I just wanted to give my take on it in a constructive manner.
Honestly, I like it, if it's done right. There's a few things they need to think about.
1. If you're stamina, the ardent flame passives will need to enhance poison damage, not flame
2. People roll Dark Elves to get the most out of DKs with their increased flame damage. A solution is to have 7% flame and 7% poison damage bonus, making the Dark Elf truly versatile for both Magicka and Stam builds, while at the same time not breaking the passive for existing dark elves. Considering poison and flame are separate entities as far as magicka and stam damage goes, I don't think it'd be too much of a problem to add this. Another option is to give them a 4% increase to all disease, poison and flame damage, but I think the first option is going to be the safest.
If they were looked into and done correctly it could be a really nice change. Dark Elf is about being dynamic. They already have max stam and magicka, having a passive to increase their poison (physical) and flame (magicka) damage just makes sense to me anyway.
Feel free to leave a comment, but PLEASE keep it civil and remember Wrobel never said he was intending on doing this - it was just an idea to help stam DKs, and there's nothing wrong with that.
Stam DKs would be better off with poison dots instead of flame, 25% damage bonus from Mighty CP vs 7% racial passive.. sounds good to me.
I wouldn't be suprised if a lot of Dark Elf stam DKs rolled back to magicka next patch anyway, no doubt many were running magicka before it was nerfed harder than a scruffy herder.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
I actually agree with you, and that totally makes sense.I think this is more of an opportunity to finally buff the argonian race. Give it a poison damage passive, which fits the posion resistance passive.
The combination of Heal increase, poison resistance and poision damage passive would be a an awesome stam dk race choice.
Forestd16b14_ESO wrote: »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?
Yes cause that class also has access to (and even officially confirmed by ZOS) the strongest defense in the game which is damage shields.
So because Sorcs have shields DK's get double CP credit?
I'm not sure if you just didn't understand the question, are trying to evade it completely or have a strange sense of balance.
Have you tried applying to ZoS for work.
I actually agree with you, and that totally makes sense.I think this is more of an opportunity to finally buff the argonian race. Give it a poison damage passive, which fits the posion resistance passive.
The combination of Heal increase, poison resistance and poision damage passive would be a an awesome stam dk race choice.
Stam DKs would be better off with poison dots instead of flame, 25% damage bonus from Mighty CP vs 7% racial passive.. sounds good to me. .
In general i agree that they have to change the stamina dots to fit into the new cp synergy system. What i dont like tho is that you want to adjust Darkelf racials to make them better for stamina and magicka. Darkelf is already the best overall race since the beginning of ESO and there is no need to buff it even more...
I think this is more of an opportunity to finally buff the argonian race. Give it a poison damage passive, which fits the posion resistance passive.
The combination of Heal increase, poison resistance and poision damage passive would be a an awesome stam dk race choice.
I think he is on to something.
Several complaints pointed to the fact that currently the "Mighty" star already increased the damage on certain flame based abilities, so the change would be somewhat unnecessary. It would be good if that were confirmed to be a bug or WAI.
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.
You can't make racial passives make differences of up to 21% in some cases and then keep changing them during the course of the games life when there are no options for players to change them.
It would most certainly not make dunmer the best stam DKs.
You'd get MUCH better sustain and DPS going Redguard, be a better tank as an imperial, get better burst as an Orc, or epic sustain as a bosmer. A change like that would keep dunmer at it's current ranking for stam DK - which would be #6 (behind Imperial, Orc, Redguard, Bosmer and Khajiit).
I think he is on to something.
Several complaints pointed to the fact that currently the "Mighty" star already increased the damage on certain flame based abilities, so the change would be somewhat unnecessary. It would be good if that were confirmed to be a bug or WAI.
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.
You can't make racial passives make differences of up to 21% in some cases and then keep changing them during the course of the games life when there are no options for players to change them.
It would most certainly not make dunmer the best stam DKs.
You'd get MUCH better sustain and DPS going Redguard, be a better tank as an imperial, get better burst as an Orc, or epic sustain as a bosmer. A change like that would keep dunmer at it's current ranking for stam DK - which would be #6 (behind Imperial, Orc, Redguard, Bosmer and Khajiit).
My point was if you even had a small inclination to switch between magicka and stamina, Dunmer would be the choice that covers all your bases.
Why would Dunmer be behind Orc? Orc gets same stamina boost as Dunmer (6%) but the melee bonus would be a wash with the poison bonus.
Or Khajit for that matter? Crit bonus in exchange for flat damage bonus?
I think he is on to something.
Several complaints pointed to the fact that currently the "Mighty" star already increased the damage on certain flame based abilities, so the change would be somewhat unnecessary. It would be good if that were confirmed to be a bug or WAI.
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.
You can't make racial passives make differences of up to 21% in some cases and then keep changing them during the course of the games life when there are no options for players to change them.
It would most certainly not make dunmer the best stam DKs.
You'd get MUCH better sustain and DPS going Redguard, be a better tank as an imperial, get better burst as an Orc, or epic sustain as a bosmer. A change like that would keep dunmer at it's current ranking for stam DK - which would be #6 (behind Imperial, Orc, Redguard, Bosmer and Khajiit).
My point was if you even had a small inclination to switch between magicka and stamina, Dunmer would be the choice that covers all your bases.
Why would Dunmer be behind Orc? Orc gets same stamina boost as Dunmer (6%) but the melee bonus would be a wash with the poison bonus.
Or Khajit for that matter? Crit bonus in exchange for flat damage bonus?
I think he is on to something.
Several complaints pointed to the fact that currently the "Mighty" star already increased the damage on certain flame based abilities, so the change would be somewhat unnecessary. It would be good if that were confirmed to be a bug or WAI.
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.
You can't make racial passives make differences of up to 21% in some cases and then keep changing them during the course of the games life when there are no options for players to change them.
It would most certainly not make dunmer the best stam DKs.
You'd get MUCH better sustain and DPS going Redguard, be a better tank as an imperial, get better burst as an Orc, or epic sustain as a bosmer. A change like that would keep dunmer at it's current ranking for stam DK - which would be #6 (behind Imperial, Orc, Redguard, Bosmer and Khajiit).
My point was if you even had a small inclination to switch between magicka and stamina, Dunmer would be the choice that covers all your bases.
Why would Dunmer be behind Orc? Orc gets same stamina boost as Dunmer (6%) but the melee bonus would be a wash with the poison bonus.
Or Khajit for that matter? Crit bonus in exchange for flat damage bonus?
Dunmer is already the race of choice for that, as it's the only race that increases max stam and Magicka.
A stam DK relies almost entirely on non-class abilities for damage, the only class abilities most of them use are fossilize, dragon fire wings, unstable flame, Igenous shields and the dragon leap ultimate. Of those, only ONE would be affected by an increase to poison-based damage, and it's the DoT unstable flame. If you're going PvE then you can throw in burning breath as well, for another (this one relatively weak - mostly used for the debuff) DoT.
With +7% poison damage on a stam DK you're not getting a huge boost to damage like you would with Orc's 10% boost to weapon damage (doesn't even compare), or even the khajiit's extra crit, but rather a marginal boost to two DoTs, only one of which is useful in PvP.
Changing the class DoTs to poison damage won't make them any stronger in PvP, they're just honestly not all that useful. Would only be a big change if a stam whip was made.
Refuse2GrowUp wrote: »I think he is on to something.
Several complaints pointed to the fact that currently the "Mighty" star already increased the damage on certain flame based abilities, so the change would be somewhat unnecessary. It would be good if that were confirmed to be a bug or WAI.
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.
You can't make racial passives make differences of up to 21% in some cases and then keep changing them during the course of the games life when there are no options for players to change them.
It would most certainly not make dunmer the best stam DKs.
You'd get MUCH better sustain and DPS going Redguard, be a better tank as an imperial, get better burst as an Orc, or epic sustain as a bosmer. A change like that would keep dunmer at it's current ranking for stam DK - which would be #6 (behind Imperial, Orc, Redguard, Bosmer and Khajiit).
My point was if you even had a small inclination to switch between magicka and stamina, Dunmer would be the choice that covers all your bases.
Why would Dunmer be behind Orc? Orc gets same stamina boost as Dunmer (6%) but the melee bonus would be a wash with the poison bonus.
Or Khajit for that matter? Crit bonus in exchange for flat damage bonus?
Dunmer is already the race of choice for that, as it's the only race that increases max stam and Magicka.
A stam DK relies almost entirely on non-class abilities for damage, the only class abilities most of them use are fossilize, dragon fire wings, unstable flame, Igenous shields and the dragon leap ultimate. Of those, only ONE would be affected by an increase to poison-based damage, and it's the DoT unstable flame. If you're going PvE then you can throw in burning breath as well, for another (this one relatively weak - mostly used for the debuff) DoT.
With +7% poison damage on a stam DK you're not getting a huge boost to damage like you would with Orc's 10% boost to weapon damage (doesn't even compare), or even the khajiit's extra crit, but rather a marginal boost to two DoTs, only one of which is useful in PvP.
Changing the class DoTs to poison damage won't make them any stronger in PvP, they're just honestly not all that useful. Would only be a big change if a stam whip was made.
I think you are thinking too much in terms of PvP and too much in terms of 2h or typical stam abilities. If some of the skills in the current fire mage build were made poison stam morph and then suplemented by hard hitting stam weapon skills, I think it might be a viable, if not highly viable, PvE builds...and possibly PvP as well. Plus, it would certainly make the stam DK feel more like a DK than it does currently with, as you said, only a couple class skills being used by Stam DKs. Molten Whip, Engulfing Flames, Burning Embers, Flames of Oblivion, Eruption, and Standard of Might are class Firemage skills. If the other morph option of these skills offered stam/poison morph, then a stam poison DoT DK could be extremely viable...especially if the devs did this right and the Ardent Flame passives effected poison also. Use Bow Poison Injection instead of Destro Wall of Elements and you have a back bar viable DoT that is actually an execute. And with Poison being included in Mighty...I would actually be excited about trying it out.
Sorry to say but I am against this Dark Elf boost idea ( even though I have a Dunmer DK as well ) I would rather prefer it if no class got a natural poison boost as opposed to a single race getting the best of both worlds.
Refuse2GrowUp wrote: »I think he is on to something.
Several complaints pointed to the fact that currently the "Mighty" star already increased the damage on certain flame based abilities, so the change would be somewhat unnecessary. It would be good if that were confirmed to be a bug or WAI.
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.
You can't make racial passives make differences of up to 21% in some cases and then keep changing them during the course of the games life when there are no options for players to change them.
It would most certainly not make dunmer the best stam DKs.
You'd get MUCH better sustain and DPS going Redguard, be a better tank as an imperial, get better burst as an Orc, or epic sustain as a bosmer. A change like that would keep dunmer at it's current ranking for stam DK - which would be #6 (behind Imperial, Orc, Redguard, Bosmer and Khajiit).
My point was if you even had a small inclination to switch between magicka and stamina, Dunmer would be the choice that covers all your bases.
Why would Dunmer be behind Orc? Orc gets same stamina boost as Dunmer (6%) but the melee bonus would be a wash with the poison bonus.
Or Khajit for that matter? Crit bonus in exchange for flat damage bonus?
Dunmer is already the race of choice for that, as it's the only race that increases max stam and Magicka.
A stam DK relies almost entirely on non-class abilities for damage, the only class abilities most of them use are fossilize, dragon fire wings, unstable flame, Igenous shields and the dragon leap ultimate. Of those, only ONE would be affected by an increase to poison-based damage, and it's the DoT unstable flame. If you're going PvE then you can throw in burning breath as well, for another (this one relatively weak - mostly used for the debuff) DoT.
With +7% poison damage on a stam DK you're not getting a huge boost to damage like you would with Orc's 10% boost to weapon damage (doesn't even compare), or even the khajiit's extra crit, but rather a marginal boost to two DoTs, only one of which is useful in PvP.
Changing the class DoTs to poison damage won't make them any stronger in PvP, they're just honestly not all that useful. Would only be a big change if a stam whip was made.
I think you are thinking too much in terms of PvP and too much in terms of 2h or typical stam abilities. If some of the skills in the current fire mage build were made poison stam morph and then suplemented by hard hitting stam weapon skills, I think it might be a viable, if not highly viable, PvE builds...and possibly PvP as well. Plus, it would certainly make the stam DK feel more like a DK than it does currently with, as you said, only a couple class skills being used by Stam DKs. Molten Whip, Engulfing Flames, Burning Embers, Flames of Oblivion, Eruption, and Standard of Might are class Firemage skills. If the other morph option of these skills offered stam/poison morph, then a stam poison DoT DK could be extremely viable...especially if the devs did this right and the Ardent Flame passives effected poison also. Use Bow Poison Injection instead of Destro Wall of Elements and you have a back bar viable DoT that is actually an execute. And with Poison being included in Mighty...I would actually be excited about trying it out.
corrosivechains wrote: »lore wise a poison bonus would fit best with Argonians. Black Marsh is poisonous to all but the native races and species. Yeah Dunmer have a history of assassin culture, but so do Imperials, Bretons, and Redguards. A poisonous environment on the other hand is exclusive to Argonians.