FloppyTouch wrote: »alec.littlejohn_ESO wrote: »Thank you for the patch notes ZOS. I see a lot of changes ( buffs) for magicka and i was wondering what you have planned to make Stamina be able to compete with Magicka, I just want to focus on DK's though.
I see tons of changes to make the Magicka DK so much stronger with changes to abilities and changes to the CP system (elemental Expert) but I did not see changes to make the Stamina DK stronger which i think was even weaker than magicka DK to begin with.
Molten weapons would be way cool if the morph that gives weapon damage cost stamina instead of magicka. I think molten weapons and its morphs need to be looked at closer to give DK's the execute they need.
Also, in PvP you have to be able to burst your opponents down, that's something the stam DK lacks in its class abilities. Please, please, PLEASE reconsider giving whip a stam morph. Flame lash would be perfect for a stamina morph, keep everything the same just make it scale of weapon damage and stamina. Molten Whip already makes since for Magicka users anyways.
I would just love to see some better class balances to stamina. All my friends tell me ZOS favors Magicka over Stamina but i don't believe it. PLEASE PROVE THEM WRONG!
Stam DKs are very strong in pvp they need no buffs at all IMO magic is far less powerful in pvp sorry had to say something
alec.littlejohn_ESO wrote: »FloppyTouch wrote: »alec.littlejohn_ESO wrote: »Thank you for the patch notes ZOS. I see a lot of changes ( buffs) for magicka and i was wondering what you have planned to make Stamina be able to compete with Magicka, I just want to focus on DK's though.
I see tons of changes to make the Magicka DK so much stronger with changes to abilities and changes to the CP system (elemental Expert) but I did not see changes to make the Stamina DK stronger which i think was even weaker than magicka DK to begin with.
Molten weapons would be way cool if the morph that gives weapon damage cost stamina instead of magicka. I think molten weapons and its morphs need to be looked at closer to give DK's the execute they need.
Also, in PvP you have to be able to burst your opponents down, that's something the stam DK lacks in its class abilities. Please, please, PLEASE reconsider giving whip a stam morph. Flame lash would be perfect for a stamina morph, keep everything the same just make it scale of weapon damage and stamina. Molten Whip already makes since for Magicka users anyways.
I would just love to see some better class balances to stamina. All my friends tell me ZOS favors Magicka over Stamina but i don't believe it. PLEASE PROVE THEM WRONG!
Stam DKs are very strong in pvp they need no buffs at all IMO magic is far less powerful in pvp sorry had to say something
we must not be ready the same patch notes/ you aren't playing a mag. DK right.... Unless you can have facts to back up what you said you are wrong
Sorry, had to say something.
Chains:
The change to Chains that now cost 0 Magicka if you fail to pull still deal damage. So you could spam this in PvP and it costs 0 Magicka and you still do damage to your enemies. People should NOT be awarded for beeing too dumb to see that an enemy is CCed or not pullable. Here watch the video.https://youtu.be/vMlNepPHYNY
Burning Embers:
The heal is way too strong, and it also seems the initial hit procs the healing, which it clearly shouldnt according to the Tooltip. The DoT costs almost nothing and even in pvp the heal is ridiculouos strong.
Here some tests I have made with it.
48k heal from 1 DoT seems a bit...too much. (And yes, I could get a lot bigger heal, prolly 60k)https://youtu.be/5Kh6NZ2XzEU
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.
Chains:
The change to Chains that now cost 0 Magicka if you fail to pull still deal damage. So you could spam this in PvP and it costs 0 Magicka and you still do damage to your enemies. People should NOT be awarded for beeing too dumb to see that an enemy is CCed or not pullable. Here watch the video.https://youtu.be/vMlNepPHYNY
Burning Embers:
The heal is way too strong, and it also seems the initial hit procs the healing, which it clearly shouldnt according to the Tooltip. The DoT costs almost nothing and even in pvp the heal is ridiculouos strong.
Here some tests I have made with it.
48k heal from 1 DoT seems a bit...too much. (And yes, I could get a lot bigger heal, prolly 60k)https://youtu.be/5Kh6NZ2XzEU
This is our only heal though. Sorry, but I'm sick of being force into running Resto as a magicka DK
Chains:
The change to Chains that now cost 0 Magicka if you fail to pull still deal damage. So you could spam this in PvP and it costs 0 Magicka and you still do damage to your enemies. People should NOT be awarded for beeing too dumb to see that an enemy is CCed or not pullable. Here watch the video.https://youtu.be/vMlNepPHYNY
Burning Embers:
The heal is way too strong, and it also seems the initial hit procs the healing, which it clearly shouldnt according to the Tooltip. The DoT costs almost nothing and even in pvp the heal is ridiculouos strong.
Here some tests I have made with it.
48k heal from 1 DoT seems a bit...too much. (And yes, I could get a lot bigger heal, prolly 60k)https://youtu.be/5Kh6NZ2XzEU
This is our only heal though. Sorry, but I'm sick of being force into running Resto as a magicka DK
Chains:
The change to Chains that now cost 0 Magicka if you fail to pull still deal damage. So you could spam this in PvP and it costs 0 Magicka and you still do damage to your enemies. People should NOT be awarded for beeing too dumb to see that an enemy is CCed or not pullable. Here watch the video.https://youtu.be/vMlNepPHYNY
Burning Embers:
The heal is way too strong, and it also seems the initial hit procs the healing, which it clearly shouldnt according to the Tooltip. The DoT costs almost nothing and even in pvp the heal is ridiculouos strong.
Here some tests I have made with it.
48k heal from 1 DoT seems a bit...too much. (And yes, I could get a lot bigger heal, prolly 60k)https://youtu.be/5Kh6NZ2XzEU
This is our only heal though. Sorry, but I'm sick of being force into running Resto as a magicka DK
I did not say remove teh healing component, but adjust it. How it is now it is completely out of bounce compared to other healing skills.
Chains:
The change to Chains that now cost 0 Magicka if you fail to pull still deal damage. So you could spam this in PvP and it costs 0 Magicka and you still do damage to your enemies. People should NOT be awarded for beeing too dumb to see that an enemy is CCed or not pullable. Here watch the video.https://youtu.be/vMlNepPHYNY
Burning Embers:
The heal is way too strong, and it also seems the initial hit procs the healing, which it clearly shouldnt according to the Tooltip. The DoT costs almost nothing and even in pvp the heal is ridiculouos strong.
Here some tests I have made with it.
48k heal from 1 DoT seems a bit...too much. (And yes, I could get a lot bigger heal, prolly 60k)https://youtu.be/5Kh6NZ2XzEU
This is our only heal though. Sorry, but I'm sick of being force into running Resto as a magicka DK
I did not say remove the healing component, but adjust it. How it is now, it is completely out of bounce compared to other healing skills.
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.
Moglijuana wrote: »Chains:
The change to Chains that now cost 0 Magicka if you fail to pull still deal damage. So you could spam this in PvP and it costs 0 Magicka and you still do damage to your enemies. People should NOT be awarded for beeing too dumb to see that an enemy is CCed or not pullable. Here watch the video.https://youtu.be/vMlNepPHYNY
Burning Embers:
The heal is way too strong, and it also seems the initial hit procs the healing, which it clearly shouldnt according to the Tooltip. The DoT costs almost nothing and even in pvp the heal is ridiculouos strong.
Here some tests I have made with it.
48k heal from 1 DoT seems a bit...too much. (And yes, I could get a lot bigger heal, prolly 60k)https://youtu.be/5Kh6NZ2XzEU
This is our only heal though. Sorry, but I'm sick of being force into running Resto as a magicka DK
I agree. I hate running a resto back bar but @Alcast does have a point though, maybe tone down the heal to something more fair. 60k healing tick off a dot seems kind of OP. I main a Magicka DK, and while I am happy we are getting buffed, I don't want to be OP. I want to win fairly so when I kill all these MLG PRO nightblades out in open world, they cant just scream FOTM. even though they will lol. As far as chains giving free damage, its low enough of damage that most people will be able to shrug it off, but I can see a lot of Kill Stealing coming from it lol.
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.
Moglijuana wrote: »Chains:
The change to Chains that now cost 0 Magicka if you fail to pull still deal damage. So you could spam this in PvP and it costs 0 Magicka and you still do damage to your enemies. People should NOT be awarded for beeing too dumb to see that an enemy is CCed or not pullable. Here watch the video.https://youtu.be/vMlNepPHYNY
Burning Embers:
The heal is way too strong, and it also seems the initial hit procs the healing, which it clearly shouldnt according to the Tooltip. The DoT costs almost nothing and even in pvp the heal is ridiculouos strong.
Here some tests I have made with it.
48k heal from 1 DoT seems a bit...too much. (And yes, I could get a lot bigger heal, prolly 60k)https://youtu.be/5Kh6NZ2XzEU
This is our only heal though. Sorry, but I'm sick of being force into running Resto as a magicka DK
I agree. I hate running a resto back bar but @Alcast does have a point though, maybe tone down the heal to something more fair. 60k healing tick off a dot seems kind of OP. I main a Magicka DK, and while I am happy we are getting buffed, I don't want to be OP. I want to win fairly so when I kill all these MLG PRO nightblades out in open world, they cant just scream FOTM. even though they will lol. As far as chains giving free damage, its low enough of damage that most people will be able to shrug it off, but I can see a lot of Kill Stealing coming from it lol.
As I mention in reply to Alcast, you aren't healing for 60k in PvP. I take issue with his conclusion based off of testing on PvE trash mobs. Every skill seems OP when going against Wrothgar giants.
Moglijuana wrote: »Chains:
The change to Chains that now cost 0 Magicka if you fail to pull still deal damage. So you could spam this in PvP and it costs 0 Magicka and you still do damage to your enemies. People should NOT be awarded for beeing too dumb to see that an enemy is CCed or not pullable. Here watch the video.https://youtu.be/vMlNepPHYNY
Burning Embers:
The heal is way too strong, and it also seems the initial hit procs the healing, which it clearly shouldnt according to the Tooltip. The DoT costs almost nothing and even in pvp the heal is ridiculouos strong.
Here some tests I have made with it.
48k heal from 1 DoT seems a bit...too much. (And yes, I could get a lot bigger heal, prolly 60k)https://youtu.be/5Kh6NZ2XzEU
This is our only heal though. Sorry, but I'm sick of being force into running Resto as a magicka DK
I agree. I hate running a resto back bar but @Alcast does have a point though, maybe tone down the heal to something more fair. 60k healing tick off a dot seems kind of OP. I main a Magicka DK, and while I am happy we are getting buffed, I don't want to be OP. I want to win fairly so when I kill all these MLG PRO nightblades out in open world, they cant just scream FOTM. even though they will lol. As far as chains giving free damage, its low enough of damage that most people will be able to shrug it off, but I can see a lot of Kill Stealing coming from it lol.
As I mention in reply to Alcast, you aren't healing for 60k in PvP. I take issue with his conclusion based off of testing on PvE trash mobs. Every skill seems OP when going against Wrothgar giants.
yes that is true, but even in pvp, if you spam it, you still get 2-3k heals and the skill costs like nothing. Tho I think the initial heal should not proc healing? Otherwise should be no problemo I guess.
r.jan_emailb16_ESO wrote: »Moglijuana wrote: »Chains:
The change to Chains that now cost 0 Magicka if you fail to pull still deal damage. So you could spam this in PvP and it costs 0 Magicka and you still do damage to your enemies. People should NOT be awarded for beeing too dumb to see that an enemy is CCed or not pullable. Here watch the video.https://youtu.be/vMlNepPHYNY
Burning Embers:
The heal is way too strong, and it also seems the initial hit procs the healing, which it clearly shouldnt according to the Tooltip. The DoT costs almost nothing and even in pvp the heal is ridiculouos strong.
Here some tests I have made with it.
48k heal from 1 DoT seems a bit...too much. (And yes, I could get a lot bigger heal, prolly 60k)https://youtu.be/5Kh6NZ2XzEU
This is our only heal though. Sorry, but I'm sick of being force into running Resto as a magicka DK
I agree. I hate running a resto back bar but @Alcast does have a point though, maybe tone down the heal to something more fair. 60k healing tick off a dot seems kind of OP. I main a Magicka DK, and while I am happy we are getting buffed, I don't want to be OP. I want to win fairly so when I kill all these MLG PRO nightblades out in open world, they cant just scream FOTM. even though they will lol. As far as chains giving free damage, its low enough of damage that most people will be able to shrug it off, but I can see a lot of Kill Stealing coming from it lol.
As I mention in reply to Alcast, you aren't healing for 60k in PvP. I take issue with his conclusion based off of testing on PvE trash mobs. Every skill seems OP when going against Wrothgar giants.
yes that is true, but even in pvp, if you spam it, you still get 2-3k heals and the skill costs like nothing. Tho I think the initial heal should not proc healing? Otherwise should be no problemo I guess.
I believe it proccs the healing because it cancels the previous application. Didn't manage to test myself, so I might be wrong.
Moglijuana wrote: »Chains:
The change to Chains that now cost 0 Magicka if you fail to pull still deal damage. So you could spam this in PvP and it costs 0 Magicka and you still do damage to your enemies. People should NOT be awarded for beeing too dumb to see that an enemy is CCed or not pullable. Here watch the video.https://youtu.be/vMlNepPHYNY
Burning Embers:
The heal is way too strong, and it also seems the initial hit procs the healing, which it clearly shouldnt according to the Tooltip. The DoT costs almost nothing and even in pvp the heal is ridiculouos strong.
Here some tests I have made with it.
48k heal from 1 DoT seems a bit...too much. (And yes, I could get a lot bigger heal, prolly 60k)https://youtu.be/5Kh6NZ2XzEU
This is our only heal though. Sorry, but I'm sick of being force into running Resto as a magicka DK
I agree. I hate running a resto back bar but @Alcast does have a point though, maybe tone down the heal to something more fair. 60k healing tick off a dot seems kind of OP. I main a Magicka DK, and while I am happy we are getting buffed, I don't want to be OP. I want to win fairly so when I kill all these MLG PRO nightblades out in open world, they cant just scream FOTM. even though they will lol. As far as chains giving free damage, its low enough of damage that most people will be able to shrug it off, but I can see a lot of Kill Stealing coming from it lol.
As I mention in reply to Alcast, you aren't healing for 60k in PvP. I take issue with his conclusion based off of testing on PvE trash mobs. Every skill seems OP when going against Wrothgar giants.
yes that is true, but even in pvp, if you spam it, you still get 2-3k heals and the skill costs like nothing. Tho I think the initial heal should not proc healing? Otherwise should be no problemo I guess.
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.
Joy_Division wrote: »Not that ZoS will change things, but:
What I like:
- Burning Embers. @Alcast is right though, heal is too strong.
- Inhale. TY.
- Shifting Standard cost reduction. Might is still too expensive though.
- Burning talons switch to flame damage.
- Magma shell auto shielding. Not sure why you decided for no synergy, but it's more efficient so I'll take it.
- Mountain's blessing - minor brutality bonus. Free damage is nice.
- Stonefist stuff - Still not convinced it's great, but it's at least solid.
What is mixed/still needs tweaking
- DK standard synergy activation. Synergy activation really needs to be eligible in the entire standard. An ally MUST hit it for the 250 ultimate to be worth it.
- Chains. Appreciate the distinction between pull me / target morphs. The "gap closer" version is weak though compared to other gap closers in the game.
- Cauterize morph. Interesting Idea, though I still think the baseline ability Inferno is uninspiring (see below).
- Molten Weapons. Appreciate the inclusion of resto/lightnig staffs. I like the return to the original idea behind this spell pre 1.6. But: 1) I think it is bad design for these buff skills to only grant major sorcery or brutality and then grant the other through a morph. All this succeeds in doing is limiting build variety because we are forced to take that morph and neglect the other just to get the buff we need. 2) The buff given to allies really ought to be something they already wont have. I mean, even the Pugiest of Pug magic build will have access to major sorcery.
What I don't like.
- Inferno. Toggles that I just slot to get more damage is boring and bad design. Also I'd rather have the DoT. The original ability that ZoS erroneously assumed nobody used was interesting, opened up unique options for DKs, and had a much more appealing aesthetic/art.
- DK standard is still too expensive,
- Class shield based of health still doesn't work for PvP
- Cinderstorm needs to have its original defensive benefits because nothing in these patch notes helps a magicka DK actually "tank" in the traditional sense. They are just healing themselves better spamming burning embers.
Overall, I will say these changes will inspire to to bring my DK out of retirement so this is a decent job. But the game is still burst damage / mobility oriented which does not fit with the design of this class.
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.
Moglijuana wrote: »Chains:
The change to Chains that now cost 0 Magicka if you fail to pull still deal damage. So you could spam this in PvP and it costs 0 Magicka and you still do damage to your enemies. People should NOT be awarded for beeing too dumb to see that an enemy is CCed or not pullable. Here watch the video.https://youtu.be/vMlNepPHYNY
Burning Embers:
The heal is way too strong, and it also seems the initial hit procs the healing, which it clearly shouldnt according to the Tooltip. The DoT costs almost nothing and even in pvp the heal is ridiculouos strong.
Here some tests I have made with it.
48k heal from 1 DoT seems a bit...too much. (And yes, I could get a lot bigger heal, prolly 60k)https://youtu.be/5Kh6NZ2XzEU
This is our only heal though. Sorry, but I'm sick of being force into running Resto as a magicka DK
I agree. I hate running a resto back bar but @Alcast does have a point though, maybe tone down the heal to something more fair. 60k healing tick off a dot seems kind of OP. I main a Magicka DK, and while I am happy we are getting buffed, I don't want to be OP. I want to win fairly so when I kill all these MLG PRO nightblades out in open world, they cant just scream FOTM. even though they will lol. As far as chains giving free damage, its low enough of damage that most people will be able to shrug it off, but I can see a lot of Kill Stealing coming from it lol.
As I mention in reply to Alcast, you aren't healing for 60k in PvP. I take issue with his conclusion based off of testing on PvE trash mobs. Every skill seems OP when going against Wrothgar giants.
yes that is true, but even in pvp, if you spam it, you still get 2-3k heals and the skill costs like nothing. Tho I think the initial heal should not proc healing? Otherwise should be no problemo I guess.
So from my experience pvping on the pts I didn't find those 2-3k heals to be too powerful. And in duels, I still found healing ward to be significantly better as an emergency heal. BE was nice for sustain to be sure, but if you're spamming it for 2-3k heals off the initial hit you really aren't going to be doing enough damage to your opponent. I found it worked best when I applied it and let it tick and just recast either when it expired or when I needed a heal. But when I got really low, I still preferred healing ward.
The fact is, you arent going to win any fights with just your dots in pvp. And now that our execute is gone, our whole rotation is about timing your ultimate and burst skills to go off at the same time. I found BE played a very small role in that rotation other than giving some health sustain.
Joy_Division wrote: »Not that ZoS will change things, but:
What I like:
- Burning Embers. @Alcast is right though, heal is too strong.
- Inhale. TY.
- Shifting Standard cost reduction. Might is still too expensive though.
- Burning talons switch to flame damage.
- Magma shell auto shielding. Not sure why you decided for no synergy, but it's more efficient so I'll take it.
- Mountain's blessing - minor brutality bonus. Free damage is nice.
- Stonefist stuff - Still not convinced it's great, but it's at least solid.
Joy_Division wrote: »What is mixed/still needs tweaking
- DK standard synergy activation. Synergy activation really needs to be eligible in the entire standard. An ally MUST hit it for the 250 ultimate to be worth it.
- Chains. Appreciate the distinction between pull me / target morphs. The "gap closer" version is weak though compared to other gap closers in the game.
- Cauterize morph. Interesting Idea, though I still think the baseline ability Inferno is uninspiring (see below).
- Molten Weapons. Appreciate the inclusion of resto/lightnig staffs. I like the return to the original idea behind this spell pre 1.6. But: 1) I think it is bad design for these buff skills to only grant major sorcery or brutality and then grant the other through a morph. All this succeeds in doing is limiting build variety because we are forced to take that morph and neglect the other just to get the buff we need. 2) The buff given to allies really ought to be something they already wont have. I mean, even the Pugiest of Pug magic build will have access to major sorcery.
Joy_Division wrote: »What I don't like.
- Inferno. Toggles that I just slot to get more damage is boring and bad design. Also I'd rather have the DoT. The original ability that ZoS erroneously assumed nobody used was interesting, opened up unique options for DKs, and had a much more appealing aesthetic/art.
- DK standard is still too expensive,
- Class shield based of health still doesn't work for PvP
- Cinderstorm needs to have its original defensive benefits because nothing in these patch notes helps a magicka DK actually "tank" in the traditional sense. They are just healing themselves better spamming burning embers.
Overall, I will say these changes will inspire to to bring my DK out of retirement so this is a decent job. But the game is still burst damage / mobility oriented which does not fit with the design of this class.
Joy_Division wrote: »Not that ZoS will change things, but:
What I like:
- Burning Embers. @Alcast is right though, heal is too strong.
- Inhale. TY.
- Shifting Standard cost reduction. Might is still too expensive though.
- Burning talons switch to flame damage.
- Magma shell auto shielding. Not sure why you decided for no synergy, but it's more efficient so I'll take it.
- Mountain's blessing - minor brutality bonus. Free damage is nice.
- Stonefist stuff - Still not convinced it's great, but it's at least solid.
In order:
1. Its not too strong. For duels, maybe. But there are a ton of skills that are broken/cheesy in duels. For open world it is fine b/c of the (im)practical use of the skill.
2. Agreed, thank you.
3. Agreed.
4. Agreed, this is excellent. Beware: Talon spam incoming. Oh god talon spam incoming.
5. The other morph should still bypass spell resist in addition to physical resist.
6. Agreed.
7. Stonefist needs to be melee range AoE like impulse. One morph stamina.Joy_Division wrote: »What is mixed/still needs tweaking
- DK standard synergy activation. Synergy activation really needs to be eligible in the entire standard. An ally MUST hit it for the 250 ultimate to be worth it.
- Chains. Appreciate the distinction between pull me / target morphs. The "gap closer" version is weak though compared to other gap closers in the game.
- Cauterize morph. Interesting Idea, though I still think the baseline ability Inferno is uninspiring (see below).
- Molten Weapons. Appreciate the inclusion of resto/lightnig staffs. I like the return to the original idea behind this spell pre 1.6. But: 1) I think it is bad design for these buff skills to only grant major sorcery or brutality and then grant the other through a morph. All this succeeds in doing is limiting build variety because we are forced to take that morph and neglect the other just to get the buff we need. 2) The buff given to allies really ought to be something they already wont have. I mean, even the Pugiest of Pug magic build will have access to major sorcery.
In order:
1. SoM needs to be 200 ultimate -- and so does Nova, for that matter.
2. TY for the chains change. However, because of the clunkiness of using it and the fact that it does not apply a CC I will still not find a place for it on my bar. Invasion, Crit Rush, Toppling Charge, streak, Ambush are its competitors that are MUCH stronger. Petrify will remain on my bar.
3. Inferno still sucks, and so does this morph.
4. I think this change is good -- I'm just not sure how I'm going to fit it on to my bars. They are full already.Joy_Division wrote: »What I don't like.
- Inferno. Toggles that I just slot to get more damage is boring and bad design. Also I'd rather have the DoT. The original ability that ZoS erroneously assumed nobody used was interesting, opened up unique options for DKs, and had a much more appealing aesthetic/art.
- DK standard is still too expensive,
- Class shield based of health still doesn't work for PvP
- Cinderstorm needs to have its original defensive benefits because nothing in these patch notes helps a magicka DK actually "tank" in the traditional sense. They are just healing themselves better spamming burning embers.
Overall, I will say these changes will inspire to to bring my DK out of retirement so this is a decent job. But the game is still burst damage / mobility oriented which does not fit with the design of this class.
In order:
1. Agreed, inferno still stinks. Return to its 1.5 functionality.
2. SoM needs to be 200 ultimate -- and so does Nova, for that matter.
3. Igneous needs to give me its original 30% of hp shield -- not cut by half because of battle spirit. But this is a mechanics problems (shields).
4. Cinder storm needs 20% miss chance like it used to have. The damage on Eruption is still bad (for pvp).
Bottom Line: I would trade every single one of the buffs from this patch for original 20% miss chance/ground-targeted cinder storm plus un-nerfed Dragon Blood.
Joy_Division wrote: »Joy_Division wrote: »Not that ZoS will change things, but:
What I like:
- Burning Embers. @Alcast is right though, heal is too strong.
- Inhale. TY.
- Shifting Standard cost reduction. Might is still too expensive though.
- Burning talons switch to flame damage.
- Magma shell auto shielding. Not sure why you decided for no synergy, but it's more efficient so I'll take it.
- Mountain's blessing - minor brutality bonus. Free damage is nice.
- Stonefist stuff - Still not convinced it's great, but it's at least solid.
In order:
1. Its not too strong. For duels, maybe. But there are a ton of skills that are broken/cheesy in duels. For open world it is fine b/c of the (im)practical use of the skill.
2. Agreed, thank you.
3. Agreed.
4. Agreed, this is excellent. Beware: Talon spam incoming. Oh god talon spam incoming.
5. The other morph should still bypass spell resist in addition to physical resist.
6. Agreed.
7. Stonefist needs to be melee range AoE like impulse. One morph stamina.Joy_Division wrote: »What is mixed/still needs tweaking
- DK standard synergy activation. Synergy activation really needs to be eligible in the entire standard. An ally MUST hit it for the 250 ultimate to be worth it.
- Chains. Appreciate the distinction between pull me / target morphs. The "gap closer" version is weak though compared to other gap closers in the game.
- Cauterize morph. Interesting Idea, though I still think the baseline ability Inferno is uninspiring (see below).
- Molten Weapons. Appreciate the inclusion of resto/lightnig staffs. I like the return to the original idea behind this spell pre 1.6. But: 1) I think it is bad design for these buff skills to only grant major sorcery or brutality and then grant the other through a morph. All this succeeds in doing is limiting build variety because we are forced to take that morph and neglect the other just to get the buff we need. 2) The buff given to allies really ought to be something they already wont have. I mean, even the Pugiest of Pug magic build will have access to major sorcery.
In order:
1. SoM needs to be 200 ultimate -- and so does Nova, for that matter.
2. TY for the chains change. However, because of the clunkiness of using it and the fact that it does not apply a CC I will still not find a place for it on my bar. Invasion, Crit Rush, Toppling Charge, streak, Ambush are its competitors that are MUCH stronger. Petrify will remain on my bar.
3. Inferno still sucks, and so does this morph.
4. I think this change is good -- I'm just not sure how I'm going to fit it on to my bars. They are full already.Joy_Division wrote: »What I don't like.
- Inferno. Toggles that I just slot to get more damage is boring and bad design. Also I'd rather have the DoT. The original ability that ZoS erroneously assumed nobody used was interesting, opened up unique options for DKs, and had a much more appealing aesthetic/art.
- DK standard is still too expensive,
- Class shield based of health still doesn't work for PvP
- Cinderstorm needs to have its original defensive benefits because nothing in these patch notes helps a magicka DK actually "tank" in the traditional sense. They are just healing themselves better spamming burning embers.
Overall, I will say these changes will inspire to to bring my DK out of retirement so this is a decent job. But the game is still burst damage / mobility oriented which does not fit with the design of this class.
In order:
1. Agreed, inferno still stinks. Return to its 1.5 functionality.
2. SoM needs to be 200 ultimate -- and so does Nova, for that matter.
3. Igneous needs to give me its original 30% of hp shield -- not cut by half because of battle spirit. But this is a mechanics problems (shields).
4. Cinder storm needs 20% miss chance like it used to have. The damage on Eruption is still bad (for pvp).
Bottom Line: I would trade every single one of the buffs from this patch for original 20% miss chance/ground-targeted cinder storm plus un-nerfed Dragon Blood.
Before I'd sign off on this, I would like to point out the skill originally gave DKs a 30% miss chance
You could be right about Embers. We have only really been dueling and some skills naturally work better there than in others.
Joy_Division wrote: »Joy_Division wrote: »Not that ZoS will change things, but:
What I like:
- Burning Embers. @Alcast is right though, heal is too strong.
- Inhale. TY.
- Shifting Standard cost reduction. Might is still too expensive though.
- Burning talons switch to flame damage.
- Magma shell auto shielding. Not sure why you decided for no synergy, but it's more efficient so I'll take it.
- Mountain's blessing - minor brutality bonus. Free damage is nice.
- Stonefist stuff - Still not convinced it's great, but it's at least solid.
In order:
1. Its not too strong. For duels, maybe. But there are a ton of skills that are broken/cheesy in duels. For open world it is fine b/c of the (im)practical use of the skill.
2. Agreed, thank you.
3. Agreed.
4. Agreed, this is excellent. Beware: Talon spam incoming. Oh god talon spam incoming.
5. The other morph should still bypass spell resist in addition to physical resist.
6. Agreed.
7. Stonefist needs to be melee range AoE like impulse. One morph stamina.Joy_Division wrote: »What is mixed/still needs tweaking
- DK standard synergy activation. Synergy activation really needs to be eligible in the entire standard. An ally MUST hit it for the 250 ultimate to be worth it.
- Chains. Appreciate the distinction between pull me / target morphs. The "gap closer" version is weak though compared to other gap closers in the game.
- Cauterize morph. Interesting Idea, though I still think the baseline ability Inferno is uninspiring (see below).
- Molten Weapons. Appreciate the inclusion of resto/lightnig staffs. I like the return to the original idea behind this spell pre 1.6. But: 1) I think it is bad design for these buff skills to only grant major sorcery or brutality and then grant the other through a morph. All this succeeds in doing is limiting build variety because we are forced to take that morph and neglect the other just to get the buff we need. 2) The buff given to allies really ought to be something they already wont have. I mean, even the Pugiest of Pug magic build will have access to major sorcery.
In order:
1. SoM needs to be 200 ultimate -- and so does Nova, for that matter.
2. TY for the chains change. However, because of the clunkiness of using it and the fact that it does not apply a CC I will still not find a place for it on my bar. Invasion, Crit Rush, Toppling Charge, streak, Ambush are its competitors that are MUCH stronger. Petrify will remain on my bar.
3. Inferno still sucks, and so does this morph.
4. I think this change is good -- I'm just not sure how I'm going to fit it on to my bars. They are full already.Joy_Division wrote: »What I don't like.
- Inferno. Toggles that I just slot to get more damage is boring and bad design. Also I'd rather have the DoT. The original ability that ZoS erroneously assumed nobody used was interesting, opened up unique options for DKs, and had a much more appealing aesthetic/art.
- DK standard is still too expensive,
- Class shield based of health still doesn't work for PvP
- Cinderstorm needs to have its original defensive benefits because nothing in these patch notes helps a magicka DK actually "tank" in the traditional sense. They are just healing themselves better spamming burning embers.
Overall, I will say these changes will inspire to to bring my DK out of retirement so this is a decent job. But the game is still burst damage / mobility oriented which does not fit with the design of this class.
In order:
1. Agreed, inferno still stinks. Return to its 1.5 functionality.
2. SoM needs to be 200 ultimate -- and so does Nova, for that matter.
3. Igneous needs to give me its original 30% of hp shield -- not cut by half because of battle spirit. But this is a mechanics problems (shields).
4. Cinder storm needs 20% miss chance like it used to have. The damage on Eruption is still bad (for pvp).
Bottom Line: I would trade every single one of the buffs from this patch for original 20% miss chance/ground-targeted cinder storm plus un-nerfed Dragon Blood.
Before I'd sign off on this, I would like to point out the skill originally gave DKs a 30% miss chance
You could be right about Embers. We have only really been dueling and some skills naturally work better there than in others.
You are right, ofc, about 30%. I had forgotten. Regardless, I'll settle for 20%. (I have been working to get Shuffle into my Magicka DK build -- the Major Evasion buff is incredibly strong.)
RE: Embers. I just don't see this skill being used much in PvP (excepting duels).
Our bars are already full:
Petrify (or chains) / Inhale / Whip / Talons / Wings
Flex 1 / Prox / Armor / Igneous / Dragon Blood
The Flex 1 spot is almost always your Major Sorcery buff (Entropy) or Major Expedition (Mist form) or Purge. I suspect some people will try to replace Dragon Blood with Embers, but I'm not sure if that will work.
ebethke_ESO wrote: »Joy_Division wrote: »Joy_Division wrote: »Not that ZoS will change things, but:
What I like:
- Burning Embers. @Alcast is right though, heal is too strong.
- Inhale. TY.
- Shifting Standard cost reduction. Might is still too expensive though.
- Burning talons switch to flame damage.
- Magma shell auto shielding. Not sure why you decided for no synergy, but it's more efficient so I'll take it.
- Mountain's blessing - minor brutality bonus. Free damage is nice.
- Stonefist stuff - Still not convinced it's great, but it's at least solid.
In order:
1. Its not too strong. For duels, maybe. But there are a ton of skills that are broken/cheesy in duels. For open world it is fine b/c of the (im)practical use of the skill.
2. Agreed, thank you.
3. Agreed.
4. Agreed, this is excellent. Beware: Talon spam incoming. Oh god talon spam incoming.
5. The other morph should still bypass spell resist in addition to physical resist.
6. Agreed.
7. Stonefist needs to be melee range AoE like impulse. One morph stamina.Joy_Division wrote: »What is mixed/still needs tweaking
- DK standard synergy activation. Synergy activation really needs to be eligible in the entire standard. An ally MUST hit it for the 250 ultimate to be worth it.
- Chains. Appreciate the distinction between pull me / target morphs. The "gap closer" version is weak though compared to other gap closers in the game.
- Cauterize morph. Interesting Idea, though I still think the baseline ability Inferno is uninspiring (see below).
- Molten Weapons. Appreciate the inclusion of resto/lightnig staffs. I like the return to the original idea behind this spell pre 1.6. But: 1) I think it is bad design for these buff skills to only grant major sorcery or brutality and then grant the other through a morph. All this succeeds in doing is limiting build variety because we are forced to take that morph and neglect the other just to get the buff we need. 2) The buff given to allies really ought to be something they already wont have. I mean, even the Pugiest of Pug magic build will have access to major sorcery.
In order:
1. SoM needs to be 200 ultimate -- and so does Nova, for that matter.
2. TY for the chains change. However, because of the clunkiness of using it and the fact that it does not apply a CC I will still not find a place for it on my bar. Invasion, Crit Rush, Toppling Charge, streak, Ambush are its competitors that are MUCH stronger. Petrify will remain on my bar.
3. Inferno still sucks, and so does this morph.
4. I think this change is good -- I'm just not sure how I'm going to fit it on to my bars. They are full already.Joy_Division wrote: »What I don't like.
- Inferno. Toggles that I just slot to get more damage is boring and bad design. Also I'd rather have the DoT. The original ability that ZoS erroneously assumed nobody used was interesting, opened up unique options for DKs, and had a much more appealing aesthetic/art.
- DK standard is still too expensive,
- Class shield based of health still doesn't work for PvP
- Cinderstorm needs to have its original defensive benefits because nothing in these patch notes helps a magicka DK actually "tank" in the traditional sense. They are just healing themselves better spamming burning embers.
Overall, I will say these changes will inspire to to bring my DK out of retirement so this is a decent job. But the game is still burst damage / mobility oriented which does not fit with the design of this class.
In order:
1. Agreed, inferno still stinks. Return to its 1.5 functionality.
2. SoM needs to be 200 ultimate -- and so does Nova, for that matter.
3. Igneous needs to give me its original 30% of hp shield -- not cut by half because of battle spirit. But this is a mechanics problems (shields).
4. Cinder storm needs 20% miss chance like it used to have. The damage on Eruption is still bad (for pvp).
Bottom Line: I would trade every single one of the buffs from this patch for original 20% miss chance/ground-targeted cinder storm plus un-nerfed Dragon Blood.
Before I'd sign off on this, I would like to point out the skill originally gave DKs a 30% miss chance
You could be right about Embers. We have only really been dueling and some skills naturally work better there than in others.
You are right, ofc, about 30%. I had forgotten. Regardless, I'll settle for 20%. (I have been working to get Shuffle into my Magicka DK build -- the Major Evasion buff is incredibly strong.)
RE: Embers. I just don't see this skill being used much in PvP (excepting duels).
Our bars are already full:
Petrify (or chains) / Inhale / Whip / Talons / Wings
Flex 1 / Prox / Armor / Igneous / Dragon Blood
The Flex 1 spot is almost always your Major Sorcery buff (Entropy) or Major Expedition (Mist form) or Purge. I suspect some people will try to replace Dragon Blood with Embers, but I'm not sure if that will work.
I'm struggling with a flex slot as well. I have two questions since I've only been able to test in duels and perhaps you've tested otherwise:
- You mentioned that Inhale may be more useful than embers in open world. Have you tested the healing/damage? I worry that it will still be lackluster, but I could perhaps be wrong!
- I haven't run an armor buff in a long time. I was pretty sure the armor numbers were fairly negligible compared to all the penetration in game. You actually find it worthwhile over another skill such as shuffle?
Joy_Division wrote: »Joy_Division wrote: »Not that ZoS will change things, but:
What I like:
- Burning Embers. @Alcast is right though, heal is too strong.
- Inhale. TY.
- Shifting Standard cost reduction. Might is still too expensive though.
- Burning talons switch to flame damage.
- Magma shell auto shielding. Not sure why you decided for no synergy, but it's more efficient so I'll take it.
- Mountain's blessing - minor brutality bonus. Free damage is nice.
- Stonefist stuff - Still not convinced it's great, but it's at least solid.
In order:
1. Its not too strong. For duels, maybe. But there are a ton of skills that are broken/cheesy in duels. For open world it is fine b/c of the (im)practical use of the skill.
2. Agreed, thank you.
3. Agreed.
4. Agreed, this is excellent. Beware: Talon spam incoming. Oh god talon spam incoming.
5. The other morph should still bypass spell resist in addition to physical resist.
6. Agreed.
7. Stonefist needs to be melee range AoE like impulse. One morph stamina.Joy_Division wrote: »What is mixed/still needs tweaking
- DK standard synergy activation. Synergy activation really needs to be eligible in the entire standard. An ally MUST hit it for the 250 ultimate to be worth it.
- Chains. Appreciate the distinction between pull me / target morphs. The "gap closer" version is weak though compared to other gap closers in the game.
- Cauterize morph. Interesting Idea, though I still think the baseline ability Inferno is uninspiring (see below).
- Molten Weapons. Appreciate the inclusion of resto/lightnig staffs. I like the return to the original idea behind this spell pre 1.6. But: 1) I think it is bad design for these buff skills to only grant major sorcery or brutality and then grant the other through a morph. All this succeeds in doing is limiting build variety because we are forced to take that morph and neglect the other just to get the buff we need. 2) The buff given to allies really ought to be something they already wont have. I mean, even the Pugiest of Pug magic build will have access to major sorcery.
In order:
1. SoM needs to be 200 ultimate -- and so does Nova, for that matter.
2. TY for the chains change. However, because of the clunkiness of using it and the fact that it does not apply a CC I will still not find a place for it on my bar. Invasion, Crit Rush, Toppling Charge, streak, Ambush are its competitors that are MUCH stronger. Petrify will remain on my bar.
3. Inferno still sucks, and so does this morph.
4. I think this change is good -- I'm just not sure how I'm going to fit it on to my bars. They are full already.Joy_Division wrote: »What I don't like.
- Inferno. Toggles that I just slot to get more damage is boring and bad design. Also I'd rather have the DoT. The original ability that ZoS erroneously assumed nobody used was interesting, opened up unique options for DKs, and had a much more appealing aesthetic/art.
- DK standard is still too expensive,
- Class shield based of health still doesn't work for PvP
- Cinderstorm needs to have its original defensive benefits because nothing in these patch notes helps a magicka DK actually "tank" in the traditional sense. They are just healing themselves better spamming burning embers.
Overall, I will say these changes will inspire to to bring my DK out of retirement so this is a decent job. But the game is still burst damage / mobility oriented which does not fit with the design of this class.
In order:
1. Agreed, inferno still stinks. Return to its 1.5 functionality.
2. SoM needs to be 200 ultimate -- and so does Nova, for that matter.
3. Igneous needs to give me its original 30% of hp shield -- not cut by half because of battle spirit. But this is a mechanics problems (shields).
4. Cinder storm needs 20% miss chance like it used to have. The damage on Eruption is still bad (for pvp).
Bottom Line: I would trade every single one of the buffs from this patch for original 20% miss chance/ground-targeted cinder storm plus un-nerfed Dragon Blood.
Before I'd sign off on this, I would like to point out the skill originally gave DKs a 30% miss chance
You could be right about Embers. We have only really been dueling and some skills naturally work better there than in others.
You are right, ofc, about 30%. I had forgotten. Regardless, I'll settle for 20%. (I have been working to get Shuffle into my Magicka DK build -- the Major Evasion buff is incredibly strong.)
RE: Embers. I just don't see this skill being used much in PvP (excepting duels).
Our bars are already full:
Petrify (or chains) / Inhale / Whip / Talons / Wings
Flex 1 / Prox / Armor / Igneous / Dragon Blood
The Flex 1 spot is almost always your Major Sorcery buff (Entropy) or Major Expedition (Mist form) or Purge. I suspect some people will try to replace Dragon Blood with Embers, but I'm not sure if that will work.
Stalwart385 wrote: »The burning embers heal buff should have been a dragon blood buff. Good to hear magicka DKs have some way to heal again I guess. Too bad it requires timing and positioning to use, not the best way to heal in pvp. I don't understand why they work around fixing dragon blood.