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Official Feedback Thread for Dragonknights

  • Aspi90
    Aspi90
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    Does ignious shield buff the healing from burning embers?
  • leepalmer95
    leepalmer95
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    Aspi90 wrote: »
    Does ignious shield buff the healing from burning embers?

    It should do.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Ravenfrost
    @ZOS_GinaBruno extended chains is a huge NERF, not a buff.

    This change has ruined this ability and it now requires no skill to use - you can now spam the hell out of the ability and not think at all... it also lost ALL of the utility it had. No longer can I utilize it to pull to me CC'd targets and to pull non-cc'd targets to me or perform a combo - this made this a top tier skill that was required for PvP. This was the ENTIRE reason the skill was used for every good DK I know.

    Sorry, but if people can't think or realize who is CC'd vs who isn't, you shouldn't nerf the skill. It is something you learn with time if you are new to the game. If you are paying attention and understand game mechanics, you rarely use it incorrectly. Sometimes misfires happen, but that was also part of the fun in the ability...

    I have a lowbie magicka DK level 47 that I have been pvping on and i was planning to level to v16. This change makes me not interested now. You removed the player skill aspect of this ability as well as DK's mobility.

    Please change it back or add it as a 3rd morph...good pvp players who have been here since release would rather see it this way.
  • Ishammael
    Ishammael
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    Aspi90 wrote: »
    Does ignious shield buff the healing from burning embers?

    Yes. All healing, including your whip, inhale, dragon blood, etc.
    Sharkano wrote: »
    All this carping about burning embers is a joke. Go to the PTS and try chains to get people near you so as to even hit them 2x with burning embers. The chains don't work half the friggin time due to the height level lunacy that AFFECTS NO OTHER FREAKING CLASS (way to go, ZOS -- you listen to a few whiners who *** about being pulled off a wall and torpedo an entire skill line for an entire class), and the guy is gone before you hit him 2x anyway. LOL.

    Yes, chains still is clunky to use. Pretty sure players will flirt with it then end up not using it.
    I think it's still good to slot it regardless of the heal. It's cheap decent damage that now can actually benefit from the CP system as opposed to getting neutered by it, and will be more effective Vs. sorcs and NBs. The heal is gravy. DKs would still need to inhale when multiple targets are within range regardless of what Embers does. Of course, a lot of the healing situation would get resolved if Dragon Blood wasn't compromised by the game's mechanics so maybe embers is ok as it is on the PTS.

    Its true that its one of the few DK skills with a respectable tooltip damage.
  • Bowser
    Bowser
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    Ravenfrost wrote: »
    @ZOS_GinaBruno extended chains is a huge NERF, not a buff.

    This change has ruined this ability and it now requires no skill to use - you can now spam the hell out of the ability and not think at all... it also lost ALL of the utility it had. No longer can I utilize it to pull to me CC'd targets and to pull non-cc'd targets to me or perform a combo - this made this a top tier skill that was required for PvP. This was the ENTIRE reason the skill was used for every good DK I know.

    Sorry, but if people can't think or realize who is CC'd vs who isn't, you shouldn't nerf the skill. It is something you learn with time if you are new to the game. If you are paying attention and understand game mechanics, you rarely use it incorrectly. Sometimes misfires happen, but that was also part of the fun in the ability...

    I have a lowbie magicka DK level 47 that I have been pvping on and i was planning to level to v16. This change makes me not interested now. You removed the player skill aspect of this ability as well as DK's mobility.

    Please change it back or add it as a 3rd morph...good pvp players who have been here since release would rather see it this way.

    I absolutely hate the pull or charge mechanic and I'm glad they're getting rid of it. I use chains because I want my enemy to come to me, not the other way around. Plus I have better options if I need to get to the enemy.
    @King-Koopa
    World First DK Tank Execute on Rakkhat HM
    Play how you want - no meta allowed!
  • BEZDNA
    BEZDNA
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    Ravenfrost wrote: »
    @ZOS_GinaBruno extended chains is a huge NERF, not a buff.

    This change has ruined this ability and it now requires no skill to use - you can now spam the hell out of the ability and not think at all... it also lost ALL of the utility it had. No longer can I utilize it to pull to me CC'd targets and to pull non-cc'd targets to me or perform a combo - this made this a top tier skill that was required for PvP. This was the ENTIRE reason the skill was used for every good DK I know.

    Sorry, but if people can't think or realize who is CC'd vs who isn't, you shouldn't nerf the skill. It is something you learn with time if you are new to the game. If you are paying attention and understand game mechanics, you rarely use it incorrectly. Sometimes misfires happen, but that was also part of the fun in the ability...

    I have a lowbie magicka DK level 47 that I have been pvping on and i was planning to level to v16. This change makes me not interested now. You removed the player skill aspect of this ability as well as DK's mobility.

    Please change it back or add it as a 3rd morph...good pvp players who have been here since release would rather see it this way.

    that is the biggest BS i ever read in dk feedback topic
  • leepalmer95
    leepalmer95
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    Ravenfrost wrote: »
    @ZOS_GinaBruno extended chains is a huge NERF, not a buff.

    This change has ruined this ability and it now requires no skill to use - you can now spam the hell out of the ability and not think at all... it also lost ALL of the utility it had. No longer can I utilize it to pull to me CC'd targets and to pull non-cc'd targets to me or perform a combo - this made this a top tier skill that was required for PvP. This was the ENTIRE reason the skill was used for every good DK I know.

    Sorry, but if people can't think or realize who is CC'd vs who isn't, you shouldn't nerf the skill. It is something you learn with time if you are new to the game. If you are paying attention and understand game mechanics, you rarely use it incorrectly. Sometimes misfires happen, but that was also part of the fun in the ability...

    I have a lowbie magicka DK level 47 that I have been pvping on and i was planning to level to v16. This change makes me not interested now. You removed the player skill aspect of this ability as well as DK's mobility.

    Please change it back or add it as a 3rd morph...good pvp players who have been here since release would rather see it this way.

    Lvl 47 Dk and you think you know better then people who have been using dk's for a lot longer/

    Your gap closer shouldn't grant cc for no reason, it shouldn't be unreliable either.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • HeroOfNone
    HeroOfNone
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    With the removal of the execute I think this gives us an opportunity for another ability to be buffed up and for more uniqueness to be added. I think an AOE execute might be better in line with the DK lineup, given its low mobility or escape and high sustainability. Maybe change up inhale to take in the health lost from enemies to boost it's output damage (and make it more useful in group fights). Maybe change a fire breath morph to have and extended channel like the crematorial gaurds in vWGT, with added base damage to low health targets and multiple dot stacking the longer it's used (radiant destruction at a closer range).

    Anyhow, just a thought
    Herfi Driderkitty of the Aldmeri Dominion
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  • mr_wazzabi
    mr_wazzabi
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    Xantaria wrote: »
    mr_wazzabi wrote: »
    With how beastly magicka dk will be, i'm not sure if they actually need an execute.

    People are upset about the molten armaments changes, but let's face it; are you actually going to heavy attack to kill something?

    100cp into ele exp and 67cp into thaum makes ridiculous fire dots that'll eat through everything. When the cp cap goes up, mag dk will put more into thaum.

    I do full heavy attacks after every. single. skill I use. this change is bad.

    Are u sure they're not medium weaves? Medium weaves do not receive the molten damage bonus.

    The highest dps casters use medium weaves between spam dps skills like crushing shock. Fully charging heavy attacks slows dps as it's less crushing shocks etc hitting the target.
    Bosmer Stamina NB
    Altmer Magicka TEMP
    Dunmer DK both stam/mag (depends what I feel like)
    Altmer Magicka NB
    Breton Magicka Sorc
    Redguard Stam Sorc
    Max CP
  • Ghost-Shot
    Ghost-Shot
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    Ravenfrost wrote: »
    @ZOS_GinaBruno extended chains is a huge NERF, not a buff.

    This change has ruined this ability and it now requires no skill to use - you can now spam the hell out of the ability and not think at all... it also lost ALL of the utility it had. No longer can I utilize it to pull to me CC'd targets and to pull non-cc'd targets to me or perform a combo - this made this a top tier skill that was required for PvP. This was the ENTIRE reason the skill was used for every good DK I know.

    Sorry, but if people can't think or realize who is CC'd vs who isn't, you shouldn't nerf the skill. It is something you learn with time if you are new to the game. If you are paying attention and understand game mechanics, you rarely use it incorrectly. Sometimes misfires happen, but that was also part of the fun in the ability...

    I have a lowbie magicka DK level 47 that I have been pvping on and i was planning to level to v16. This change makes me not interested now. You removed the player skill aspect of this ability as well as DK's mobility.

    Please change it back or add it as a 3rd morph...good pvp players who have been here since release would rather see it this way.

    The only thing it was useful for was chaining into a keep. This new version is way better.
  • Morozov
    Morozov
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    Ravenfrost wrote: »
    @ZOS_GinaBruno extended chains is a huge NERF, not a buff.

    This change has ruined this ability and it now requires no skill to use - you can now spam the hell out of the ability and not think at all... it also lost ALL of the utility it had. No longer can I utilize it to pull to me CC'd targets and to pull non-cc'd targets to me or perform a combo - this made this a top tier skill that was required for PvP. This was the ENTIRE reason the skill was used for every good DK I know.

    Sorry, but if people can't think or realize who is CC'd vs who isn't, you shouldn't nerf the skill. It is something you learn with time if you are new to the game. If you are paying attention and understand game mechanics, you rarely use it incorrectly. Sometimes misfires happen, but that was also part of the fun in the ability...

    I have a lowbie magicka DK level 47 that I have been pvping on and i was planning to level to v16. This change makes me not interested now. You removed the player skill aspect of this ability as well as DK's mobility.

    Please change it back or add it as a 3rd morph...good pvp players who have been here since release would rather see it this way.

    I have been PVPing since a couple months after launch...I have never used chains....even when you COULD use chains.

    What are you even talking about?
    AD
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  • Parafrost
    Parafrost
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    actosh wrote: »
    After testing all the stuff like crazy i want to provide some feedback as well, but we all know that all the good ideas and feedback u guys/girls posted wont considered by the devs. Just like in the Past.

    Played on my Dk nearly 2500 Hours, so this is just the opinion of an average Dk player since beta, and for your information, i dont want dk return to its former glory but we all know 1 thing. Dk WAS Balanced, and all other classes were just gimped by Zenimax in the beginning. Would have been better if they had back there pushed all other classes to get em to the same lvl that the dk had. Would be better then Nerfing. Take a look at sorcs/nb´s now. Pls show some love for temps as well ^^.

    Ardent Flame

    Dragonknight Standard- Shifting Standard
    Cost should be around 175 or something, and if u move it it should NOT reset your Ultimate(right now it does).

    Standard of Might
    Zos, please raise the radius to activate the synergy. 3.5 Meters is a step into the right direction but 5 or 6 Meters would be better. Also adjust the cost down to 200, since 250 is way to high.

    Fiery Grip & Morphs
    Fix the damn elevation issue on this and make this ability work ALL THE TIME and so u can change the mag refund on one morph to something usefull. Also make it ignore block, since every gap closer ignores it.

    Searing Strike & Morphs
    Dmg could be raised a bit, otherwise its the only dk ability that is fine.

    Fiery Breath
    Dmg could be raised a bit

    Lava Whip&Morphs
    You guys need to raise the dmg of this ability or add another effect to it, like reduce healin on the opponent and FOR THE LOVE OF MOLAG BALL, listen to all your dk players and give us a Stam Whip, it cant be so hard and so we are not forced to use a particular weapon type to have a spamable.
    Add Spellresistance debuff to it. So u make it hit harder.

    Inferno & Morphs
    Same goes here, no one will use that crappy poor mans version of magelight. U said once class abilities should be better then the ones everybody has access to. Revert this thing completely to what it was pre 1.5. the aoe around u that drains magicka. Nearly everybody complains about your changes since u touched this wonderfull skill that it used to be.
    Give it a stam version as well.

    Passives
    Kindling and Warmth
    seem to be ok.

    World in Flames
    Raise the value.

    Suggestion, if u r fighting vampires and use fire dmg, it can trigger explosion dealing nice dmg, u may want to make this a passive for dk´s and give it a decent proc chance (would work similar to mages desintegration)


    Draconic Power

    Dragon Leap and Morphs
    Seem to be ok now with the reduced phys dmg incoming via cp

    Spiked armor and morphs
    I like both Morphs, but u should make one morph called Burning Armor that deals each sec fire dmg and leave the other morph as spiked armor.

    Talons
    Seem ok now, i think.

    Dragon Blood& Morphs
    Battlespirit kills this ability. Either you exlude it from Battlespirit, or u rework this ability and make both morphs a HOT, like vigor. Green Dragon Blood as Stam Version, Coagulating Blood for Mag users. The way the ability is now, it is only sometimes usefull in pve.

    Reflective Scales & Morphs
    Better not touch it, u tried to "balance" it often enough. Your Best attempt to do this was in some patch where it could still reflect unlimited ammounts of projectiles, BUT each reflect has cost the same for u as it has cost for the caster to throw the crap at you. This way it was kinda Risk vs reward, it could drain your ressources to 0 if u didnt use it wisely.

    Inhale & Morphs
    Liek the way the skill works right now, but pls, make one of the morphs (Deep Breath) a Stamina version!! It sucks for us dk´s to rely more on weapon skills than on class skills. We still want to keep our identity ^^.

    Passives

    Iron Skin
    Seems ok.

    Burning Heart
    Great passive, but EXCLUDE it from Battlespirit(or get rid of Battlesuckit and balance the game from there!!!!!!

    Elder Dragon
    CAN be nice for some hp regen builds, but overall its not that awesome as you at zos may think, pls rework it and make it something usefull. Keep the reg, but add something else. Forums are full of suggestions. Use search function!

    Scaled Armor
    This passive MUST grant also Physical Resistance and not only Spell Resistance. Either u keep em both at 3.3k or u raise the value to something usefull like 4-5k. But please give it also PHYSICAL RESISTANCE! Thx. Would fit the Dk way more. Since u once said we r supposed to stand our ground.

    Earthen Heart

    Magma Armor - Corrossive Armor
    Hands down, its nice for us Stam users, but it also needs to ignore spell resistance. So its a good choice for both types of gameplay.

    Magma Armor - Magma Shell
    This Ult is really nice since u changed it, since it dont requires your team to put up a synergy. All they gotta do now is gettin close and they receive their shield. Thx for this change ^^. Cost at 200 is also fine.

    Stonefist & Morphs
    Come on Guys, same here like on Inferno. U had your time to make it worth using, please change this skill to a Finisher for us.
    A lot of suggesstions floating around regarding Stonefist finisher. Give it a Stam and a Magicka Morph. Let it act as Short Range finisher max 7 Meters!!!!

    Molten Weapons & Morphs
    Nice try to let it act as group buff, but ppl will still run their own major Sorcery/Brutality Buffs.
    Make one Morph "Major Brutality and increase your heavy attack dmg by 40%" and the other one u can leave as it is with the "Gives Major Sorcery and increase your heavy attack dmg by 40%". This way u can make both camps happy ^^.

    Obsidian Shield
    Either Raise the value that the shield provides for the caster and allies, or rework the skill completly. Ward from restostaff gives bigger shield + op healZ.

    Petrify & Morphs

    Can u remember when one of the morphs reduced the enemys regeneration values by 40%?
    Can we pleaZE have this morph back? This is a nice way to put some preassure on your opponent.
    Besides that, skill seems fine. But noone uses shattering rocks, so u may change this one to something usefull or considerable.

    Ashcloud & Morphs
    Give Major Evasion Back while Standing your ground inside ^^. Nothing more to add here.

    Passives

    Eternal Mountain
    Hm....can leavy it as it is, but i would also take something enterylie else for this passive, maybe something like +hp,stam,mag regen? Look at Sorc or Nb with the regen. But dont make it tooo big.

    Battle Roar
    Dk´s best passive, hands down. All u need to do here is exclude the health return from battlespirit. Maybe u shoudl also make a newes article about the formula (i know it) for the ressource return so ppl may stop to complain how stupidly op this is. Do the math, and then try to complain Girls.

    Mountains Blessing
    Awesome except for the fact that u cant get MINOR BRUTALITY when u play on your own. At least it isnt showed up in the abilities tooltip.

    Healping Hands
    While 5% Return is nice, ppl often forget that it scales with your pool. Would be nice to have a fixed set value here, so Magicka Dk´s can also Benefit from this ability.
    On 30k Stam its just a 1.5k Stam return, so it works as a ressource trade. Fixed value again, would be wayyyy better here.

    DK´s and MIGHTY (CP TREE)
    Zos, if u encourage us to use Stamdots, let them scale of Mighty, as well as Fire Dmg abilities that use stam as source. Thx.




    someone who has my ideas lol. i wanna use a whip on my stam dk D:. make this happen zos. give molten whip a stam change and make it scale off of stamina and weapon damage since magicka dks get a heal from flame lash.make a 25% execute and do 3k dmg flat(100% more at 25% hp) with one of the skills. im thinking eruption should do just that. make the oppenent explode in a volcano like cone or something
  • Anhedonie
    Anhedonie
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    Molten Armaments/ Ingeous Weapons
    Both morphs should give 40% heavy attack damage. NOBODY's going to use weapon damage morph as it is now.

    Flames Of Oblivion
    No matter what I do, this spell feels super clunky and hard to track. I understand that you want to get rid of toggleable spells, but this spell was really good when it was toggleable.
    I'd rather use Inner Light.

    Burning Embers' healing effect is great now, thank you.

    Dragon Blood
    Battlespirit killed this ability.

    Unrelenting Grip
    This ability is awesome. Well, except for that part when it can't be used on slightly bumpy surface.

    Molten Whip
    Morph is lacking something, comparing to Flame Lash. Maybe slightly increase the base damage of this morph? Concealed weapon hits almost twice as hard and it has the same mechanics. I understand that you wanted to balance DKs, when they were OP, but you've missed the point when you started this nerf rampage.
    Balancing things and hitting them with the nerfhammer untill they turn into useless garbage is not the same. Please, be gentle. And look at the picture as a whole. You probably know it, but sometimes I got a feeling like you forget about that.

    Also duration of dot effects is too short. There is not enough time to use whip. Make Searing Strike and Fiery Breath last longer.

    P.S. are you sure that stamina whip isn't going to happen ever?
    Edited by Anhedonie on February 24, 2016 3:59AM
    Profanity filter is a crime against the freedom of speech. Also gags.
  • LorDrek
    LorDrek
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    mr_wazzabi wrote: »
    Xantaria wrote: »
    mr_wazzabi wrote: »
    With how beastly magicka dk will be, i'm not sure if they actually need an execute.

    People are upset about the molten armaments changes, but let's face it; are you actually going to heavy attack to kill something?

    100cp into ele exp and 67cp into thaum makes ridiculous fire dots that'll eat through everything. When the cp cap goes up, mag dk will put more into thaum.

    I do full heavy attacks after every. single. skill I use. this change is bad.

    Are u sure they're not medium weaves? Medium weaves do not receive the molten damage bonus.

    The highest dps casters use medium weaves between spam dps skills like crushing shock. Fully charging heavy attacks slows dps as it's less crushing shocks etc hitting the target.
    LOL my ha now deal 50k + dmg, mu dps up, with tg not usefull this skill.

    Imperial DK stamDPS, Nord DK magTANK
    YDoA CZ/SK Guild
    @LorDrek
  • Ffastyl
    Ffastyl
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    There was a good bit of insight made in the Templar thread and given not everyone would read it, I am reposting it here for it provides insight into the balancing issues of all classes.

    There are several basic tools every class should have available from class abilities. These are Major Resolve, Major Ward, Major Mending, Major Evasion, Major Defile, Major Brutality, Major Sorcery, Minor Maim, Major Breach and Major Fracture. Players can choose any combination of weapon and class abilities to attain these de/buffs for use, including combinations with only weapon abilities and only class abilities.

    Templars have:
    • Major Resolve
    • Major Ward
    • Major Mending
    • Major Defile

    Dragonknights have:
    • Major Resolve
    • Major Ward
    • Major Mending
    • Major Defile
    • Major Fracture
    • Major Brutality
    • Major Sorcery
    • Minor Maim

    Nightblades have:
    • Major Resolve
    • Major Ward
    • Major Evasion
    • Major Defile
    • Major Fracture
    • Major Breach
    • Major Brutality
    • Major Sorcery
    • Minor Maim
    • Major Vitality

    Sorcerers have:
    • Major Resolve
    • Major Ward
    • Major Brutality
    • Major Sorcery

    While Major Defile is accessible to three classes, it's gated behind an ultimate for 2 and cast time for Templars. For Nightblades, it is okay to leave Major Defile behind the ultimate because it costs 50, low enough to be considered a regular ability. Dragonknights' Major Defile is gated behind the Standard, their most expensive ultimate and hardest to keep enemies in without help. Templars require the Dark Flare morph of Sun Flare for Major Defile. For once, Templars are ahead of the other classes.

    Though as we can see, Templar and Sorcerer are severely lacking in the basic toolset, leading to very few builds for each class that are successful. Nightblades almost have the entire toolset, possessing Major Vitality instead of Major Mending, and are the most balanced and versatile class because of it. Dragonknights are a close second as they are missing several basic tools but still possess double the tools of Templar and Sorcerer.

    Granting the functionally same abilities to each class to achieve the same de/buffs is homogenization that lessens class identity. But granting these de/buffs through effectively different abilities is homogenization that retains class identity. Each of these classes has access to Major Ward and Major Resolve, but do the abilities that grant these buffs feel the same for each class? Templar has a rune that increases recovery; Dragonknight has a spiked shell that deals counter damage; Nightblade has a passive that activates when a skill line is used; Sorcerer has a lightning form that increases mobility and deals area damage. These all grant the same buffs, Major Resolve and Major Ward, and go about them in effectively different ways -- homogenization that retains class identity.
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  • leepalmer95
    leepalmer95
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    Ffastyl wrote: »
    There was a good bit of insight made in the Templar thread and given not everyone would read it, I am reposting it here for it provides insight into the balancing issues of all classes.

    There are several basic tools every class should have available from class abilities. These are Major Resolve, Major Ward, Major Mending, Major Evasion, Major Defile, Major Brutality, Major Sorcery, Minor Maim, Major Breach and Major Fracture. Players can choose any combination of weapon and class abilities to attain these de/buffs for use, including combinations with only weapon abilities and only class abilities.

    Templars have:
    • Major Resolve
    • Major Ward
    • Major Mending
    • Major Defile

    Dragonknights have:
    • Major Resolve
    • Major Ward
    • Major Mending
    • Major Defile
    • Major Fracture
    • Major Brutality
    • Major Sorcery
    • Minor Maim

    Nightblades have:
    • Major Resolve
    • Major Ward
    • Major Evasion
    • Major Defile
    • Major Fracture
    • Major Breach
    • Major Brutality
    • Major Sorcery
    • Minor Maim
    • Major Vitality

    Sorcerers have:
    • Major Resolve
    • Major Ward
    • Major Brutality
    • Major Sorcery

    While Major Defile is accessible to three classes, it's gated behind an ultimate for 2 and cast time for Templars. For Nightblades, it is okay to leave Major Defile behind the ultimate because it costs 50, low enough to be considered a regular ability. Dragonknights' Major Defile is gated behind the Standard, their most expensive ultimate and hardest to keep enemies in without help. Templars require the Dark Flare morph of Sun Flare for Major Defile. For once, Templars are ahead of the other classes.

    Though as we can see, Templar and Sorcerer are severely lacking in the basic toolset, leading to very few builds for each class that are successful. Nightblades almost have the entire toolset, possessing Major Vitality instead of Major Mending, and are the most balanced and versatile class because of it. Dragonknights are a close second as they are missing several basic tools but still possess double the tools of Templar and Sorcerer.

    Granting the functionally same abilities to each class to achieve the same de/buffs is homogenization that lessens class identity. But granting these de/buffs through effectively different abilities is homogenization that retains class identity. Each of these classes has access to Major Ward and Major Resolve, but do the abilities that grant these buffs feel the same for each class? Templar has a rune that increases recovery; Dragonknight has a spiked shell that deals counter damage; Nightblade has a passive that activates when a skill line is used; Sorcerer has a lightning form that increases mobility and deals area damage. These all grant the same buffs, Major Resolve and Major Ward, and go about them in effectively different ways -- homogenization that retains class identity.

    Not all of them are actually needed though.

    Major defile is useful, ward/etc... is also useful.

    Brutality is stamina and therefore your going to use weapon skill lines so get it from there or pots.

    Sorcery, everyone has access to mage guild so while a class version is nice, it's not needed.

    While fracture is a nice affect to have, with the amount of penetration everyone has it's not needed.

    You can't compare these secondary affects to compare classes, it's just not enough to compare ^^
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    ✭✭
    Ffastyl wrote: »
    There was a good bit of insight made in the Templar thread and given not everyone would read it, I am reposting it here for it provides insight into the balancing issues of all classes.

    There are several basic tools every class should have available from class abilities. These are Major Resolve, Major Ward, Major Mending, Major Evasion, Major Defile, Major Brutality, Major Sorcery, Minor Maim, Major Breach and Major Fracture. Players can choose any combination of weapon and class abilities to attain these de/buffs for use, including combinations with only weapon abilities and only class abilities.

    Templars have:
    • Major Resolve
    • Major Ward
    • Major Mending
    • Major Defile

    Dragonknights have:
    • Major Resolve
    • Major Ward
    • Major Mending
    • Major Defile
    • Major Fracture
    • Major Brutality
    • Major Sorcery
    • Minor Maim

    Nightblades have:
    • Major Resolve
    • Major Ward
    • Major Evasion
    • Major Defile
    • Major Fracture
    • Major Breach
    • Major Brutality
    • Major Sorcery
    • Minor Maim
    • Major Vitality

    Sorcerers have:
    • Major Resolve
    • Major Ward
    • Major Brutality
    • Major Sorcery

    While Major Defile is accessible to three classes, it's gated behind an ultimate for 2 and cast time for Templars. For Nightblades, it is okay to leave Major Defile behind the ultimate because it costs 50, low enough to be considered a regular ability. Dragonknights' Major Defile is gated behind the Standard, their most expensive ultimate and hardest to keep enemies in without help. Templars require the Dark Flare morph of Sun Flare for Major Defile. For once, Templars are ahead of the other classes.

    Though as we can see, Templar and Sorcerer are severely lacking in the basic toolset, leading to very few builds for each class that are successful. Nightblades almost have the entire toolset, possessing Major Vitality instead of Major Mending, and are the most balanced and versatile class because of it. Dragonknights are a close second as they are missing several basic tools but still possess double the tools of Templar and Sorcerer.

    Granting the functionally same abilities to each class to achieve the same de/buffs is homogenization that lessens class identity. But granting these de/buffs through effectively different abilities is homogenization that retains class identity. Each of these classes has access to Major Ward and Major Resolve, but do the abilities that grant these buffs feel the same for each class? Templar has a rune that increases recovery; Dragonknight has a spiked shell that deals counter damage; Nightblade has a passive that activates when a skill line is used; Sorcerer has a lightning form that increases mobility and deals area damage. These all grant the same buffs, Major Resolve and Major Ward, and go about them in effectively different ways -- homogenization that retains class identity.

    Not all of them are actually needed though.

    Major defile is useful, ward/etc... is also useful.

    Brutality is stamina and therefore your going to use weapon skill lines so get it from there or pots.

    Sorcery, everyone has access to mage guild so while a class version is nice, it's not needed.

    While fracture is a nice affect to have, with the amount of penetration everyone has it's not needed.

    You can't compare these secondary affects to compare classes, it's just not enough to compare ^^

    It doesnt say everything but it would be nice to have a more equal distribution of class buffs.

    Nightblades: 10 (effectively 9 because you dont need sorcery and brutality)
    Dragon Knights: 8 (effectively 7 because you dont need sorcery and brutality)
    Templars: 4
    Sorcerers: 4 (effectively 3 because you dont need sorcery and brutality)

    Most buffs have a debuff counter part, I think all classes should have at least one buff/debuff of each category.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • leepalmer95
    leepalmer95
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    ✭✭✭✭✭
    Ffastyl wrote: »
    There was a good bit of insight made in the Templar thread and given not everyone would read it, I am reposting it here for it provides insight into the balancing issues of all classes.

    There are several basic tools every class should have available from class abilities. These are Major Resolve, Major Ward, Major Mending, Major Evasion, Major Defile, Major Brutality, Major Sorcery, Minor Maim, Major Breach and Major Fracture. Players can choose any combination of weapon and class abilities to attain these de/buffs for use, including combinations with only weapon abilities and only class abilities.

    Templars have:
    • Major Resolve
    • Major Ward
    • Major Mending
    • Major Defile

    Dragonknights have:
    • Major Resolve
    • Major Ward
    • Major Mending
    • Major Defile
    • Major Fracture
    • Major Brutality
    • Major Sorcery
    • Minor Maim

    Nightblades have:
    • Major Resolve
    • Major Ward
    • Major Evasion
    • Major Defile
    • Major Fracture
    • Major Breach
    • Major Brutality
    • Major Sorcery
    • Minor Maim
    • Major Vitality

    Sorcerers have:
    • Major Resolve
    • Major Ward
    • Major Brutality
    • Major Sorcery

    While Major Defile is accessible to three classes, it's gated behind an ultimate for 2 and cast time for Templars. For Nightblades, it is okay to leave Major Defile behind the ultimate because it costs 50, low enough to be considered a regular ability. Dragonknights' Major Defile is gated behind the Standard, their most expensive ultimate and hardest to keep enemies in without help. Templars require the Dark Flare morph of Sun Flare for Major Defile. For once, Templars are ahead of the other classes.

    Though as we can see, Templar and Sorcerer are severely lacking in the basic toolset, leading to very few builds for each class that are successful. Nightblades almost have the entire toolset, possessing Major Vitality instead of Major Mending, and are the most balanced and versatile class because of it. Dragonknights are a close second as they are missing several basic tools but still possess double the tools of Templar and Sorcerer.

    Granting the functionally same abilities to each class to achieve the same de/buffs is homogenization that lessens class identity. But granting these de/buffs through effectively different abilities is homogenization that retains class identity. Each of these classes has access to Major Ward and Major Resolve, but do the abilities that grant these buffs feel the same for each class? Templar has a rune that increases recovery; Dragonknight has a spiked shell that deals counter damage; Nightblade has a passive that activates when a skill line is used; Sorcerer has a lightning form that increases mobility and deals area damage. These all grant the same buffs, Major Resolve and Major Ward, and go about them in effectively different ways -- homogenization that retains class identity.

    Not all of them are actually needed though.

    Major defile is useful, ward/etc... is also useful.

    Brutality is stamina and therefore your going to use weapon skill lines so get it from there or pots.

    Sorcery, everyone has access to mage guild so while a class version is nice, it's not needed.

    While fracture is a nice affect to have, with the amount of penetration everyone has it's not needed.

    You can't compare these secondary affects to compare classes, it's just not enough to compare ^^

    It doesnt say everything but it would be nice to have a more equal distribution of class buffs.

    Nightblades: 10 (effectively 9 because you dont need sorcery and brutality)
    Dragon Knights: 8 (effectively 7 because you dont need sorcery and brutality)
    Templars: 4
    Sorcerers: 4 (effectively 3 because you dont need sorcery and brutality)

    Most buffs have a debuff counter part, I think all classes should have at least one buff/debuff of each category.

    I agree that they all should have access to the important ones, especially major defile since healing is so strong these days.

    Though they don't need them all.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Ffastyl
    Ffastyl
    ✭✭✭✭✭
    You can't compare these secondary affects to compare classes, it's just not enough to compare ^^

    The toolset approach is a clear starting point for balance with clear comparisons and relatively clear solutions. It is not intended to be a panacea for all balancing issues.
    Not all of them are actually needed though.

    Major defile is useful, ward/etc... is also useful.

    Brutality is stamina and therefore your going to use weapon skill lines so get it from there or pots.

    Sorcery, everyone has access to mage guild so while a class version is nice, it's not needed.

    While fracture is a nice affect to have, with the amount of penetration everyone has it's not needed.

    The basic toolset provides common de/buffs and their counters along with Major Evasion, a powerful and often missing tool of the defensive toolset. Having Major Brutality removes the weapon restriction on Stamina builds, and Major Sorcery allows for a different source of it than the Mages Guild. In addition, these two buffs together allow the possibility of an effective hybrid build. Given the strength and prevalence of healing, Major Defile is the only known counter besides high burst damage, yet it is relatively inaccessible.

    One of the primary issues with the current Sorcerer balancing is there are very few successful builds but what builds are successful are too successful and/or annoying to fight. Increasing the variety of successful builds for Sorcerer will allow the problem builds to be corrected without shafting the class.
    Edited by Ffastyl on February 24, 2016 1:44PM
    "A person is smart. People are dumb, panicky, dangerous animals and you know it."

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  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    Ffastyl wrote: »
    You can't compare these secondary affects to compare classes, it's just not enough to compare ^^

    The toolset approach is a clear starting point for balance with clear comparisons and relatively clear solutions. It is not intended to be a panacea for all balancing issues.
    Not all of them are actually needed though.

    Major defile is useful, ward/etc... is also useful.

    Brutality is stamina and therefore your going to use weapon skill lines so get it from there or pots.

    Sorcery, everyone has access to mage guild so while a class version is nice, it's not needed.

    While fracture is a nice affect to have, with the amount of penetration everyone has it's not needed.

    The basic toolset provides common de/buffs and their counters along with Major Evasion, a powerful and often missing tool of the defensive toolset. Having Major Brutality removes the weapon restriction on Stamina builds, and Major Sorcery allows for a different source of it than the Mages Guild. In addition, these two buffs together allow the possibility of an effective hybrid build. Given the strength and prevalence of healing, Major Defile is the only known counter besides high burst damage, yet it is relatively inaccessible.

    Hybrid builds will never be a thing again, not when there isn't any caps and your dmg is based on spell/wpn dmg + max stats.

    Well evasion is accessible to all stamina builds but thats partly because most defensive type of skills are magicka/class restrictied.

    Nb's have access to it, not sure the exact reason as they have cloak, admittedly they don't have a class heal but the only class that does is templar. So yeah that it a unbalanced decision.

    Agreed major defile should be easily accessed by all, only templars and nb's have it.

    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    ✭✭
    Ffastyl wrote: »
    There was a good bit of insight made in the Templar thread and given not everyone would read it, I am reposting it here for it provides insight into the balancing issues of all classes.

    There are several basic tools every class should have available from class abilities. These are Major Resolve, Major Ward, Major Mending, Major Evasion, Major Defile, Major Brutality, Major Sorcery, Minor Maim, Major Breach and Major Fracture. Players can choose any combination of weapon and class abilities to attain these de/buffs for use, including combinations with only weapon abilities and only class abilities.

    Templars have:
    • Major Resolve
    • Major Ward
    • Major Mending
    • Major Defile

    Dragonknights have:
    • Major Resolve
    • Major Ward
    • Major Mending
    • Major Defile
    • Major Fracture
    • Major Brutality
    • Major Sorcery
    • Minor Maim

    Nightblades have:
    • Major Resolve
    • Major Ward
    • Major Evasion
    • Major Defile
    • Major Fracture
    • Major Breach
    • Major Brutality
    • Major Sorcery
    • Minor Maim
    • Major Vitality

    Sorcerers have:
    • Major Resolve
    • Major Ward
    • Major Brutality
    • Major Sorcery

    While Major Defile is accessible to three classes, it's gated behind an ultimate for 2 and cast time for Templars. For Nightblades, it is okay to leave Major Defile behind the ultimate because it costs 50, low enough to be considered a regular ability. Dragonknights' Major Defile is gated behind the Standard, their most expensive ultimate and hardest to keep enemies in without help. Templars require the Dark Flare morph of Sun Flare for Major Defile. For once, Templars are ahead of the other classes.

    Though as we can see, Templar and Sorcerer are severely lacking in the basic toolset, leading to very few builds for each class that are successful. Nightblades almost have the entire toolset, possessing Major Vitality instead of Major Mending, and are the most balanced and versatile class because of it. Dragonknights are a close second as they are missing several basic tools but still possess double the tools of Templar and Sorcerer.

    Granting the functionally same abilities to each class to achieve the same de/buffs is homogenization that lessens class identity. But granting these de/buffs through effectively different abilities is homogenization that retains class identity. Each of these classes has access to Major Ward and Major Resolve, but do the abilities that grant these buffs feel the same for each class? Templar has a rune that increases recovery; Dragonknight has a spiked shell that deals counter damage; Nightblade has a passive that activates when a skill line is used; Sorcerer has a lightning form that increases mobility and deals area damage. These all grant the same buffs, Major Resolve and Major Ward, and go about them in effectively different ways -- homogenization that retains class identity.

    Not all of them are actually needed though.

    Major defile is useful, ward/etc... is also useful.

    Brutality is stamina and therefore your going to use weapon skill lines so get it from there or pots.

    Sorcery, everyone has access to mage guild so while a class version is nice, it's not needed.

    While fracture is a nice affect to have, with the amount of penetration everyone has it's not needed.

    You can't compare these secondary affects to compare classes, it's just not enough to compare ^^

    It doesnt say everything but it would be nice to have a more equal distribution of class buffs.

    Nightblades: 10 (effectively 9 because you dont need sorcery and brutality)
    Dragon Knights: 8 (effectively 7 because you dont need sorcery and brutality)
    Templars: 4
    Sorcerers: 4 (effectively 3 because you dont need sorcery and brutality)

    Most buffs have a debuff counter part, I think all classes should have at least one buff/debuff of each category.

    I agree that they all should have access to the important ones, especially major defile since healing is so strong these days.

    Though they don't need them all.

    Agreed, there should be some variety but its strange to not have Major Mending or Major Defile for example. While other classes have access to both buffs.

    I would greatly appreciate Major Defile, Major Breach or Minor Berserk on my magicka sorc.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Garwulf
    Garwulf
    ✭✭✭
    Dragon Leap is still the only ultimate in the game that cannot be activated while rooted. -.-

    Love the use of rooted ;) Americans seem to have no idea what it really means to the rest of the English spreaking world.

    Leap is one of, or in fact the most unreliable ultimates in the game.


    Edited by Garwulf on February 25, 2016 6:22AM
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    ✭✭
    Garwulf wrote: »
    Dragon Leap is still the only ultimate in the game that cannot be activated while rooted. -.-

    Love the use of rooted ;) Americans seem to have no idea what it really means to the rest of the English spreaking world.

    Leap is one of, or in fact the most unreliable ultimates in the game.


    Also the best ultimate for stam builds in the game.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Cinbri
    Cinbri
    ✭✭✭✭✭
    ✭✭✭✭
    Garwulf wrote: »
    Dragon Leap is still the only ultimate in the game that cannot be activated while rooted. -.-

    Love the use of rooted ;) Americans seem to have no idea what it really means to the rest of the English spreaking world.

    Leap is one of, or in fact the most unreliable ultimates in the game.


    Also the best ultimate for stam builds in the game.

    And thats weird coz it have flame visual effect.
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    ✭✭
    Cinbri wrote: »
    Garwulf wrote: »
    Dragon Leap is still the only ultimate in the game that cannot be activated while rooted. -.-

    Love the use of rooted ;) Americans seem to have no idea what it really means to the rest of the English spreaking world.

    Leap is one of, or in fact the most unreliable ultimates in the game.


    Also the best ultimate for stam builds in the game.

    And thats weird coz it have flame visual effect.

    Dragon Leap?

    Ive only noticed the dragon wings and the jumping animation tbh.

    It deals physical dmg, thats why its the best ultimate for stam builds, at least for pvp.
    Other ultimates all deal elemental or magic dmg.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Kensei1318
    You totally make alla stamina builds useless with this DLC...shame on you zenimax. You chance pvp in a ridicolous spamming of magika detonation and meteor... Shame on youuuu!
  • leepalmer95
    leepalmer95
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    ✭✭✭✭✭
    Kensei1318 wrote: »
    You totally make alla stamina builds useless with this DLC...shame on you zenimax. You chance pvp in a ridicolous spamming of magika detonation and meteor... Shame on youuuu!

    No there not...
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Ishammael
    Ishammael
    ✭✭✭✭✭
    ✭✭
    Kensei1318 wrote: »
    You totally make alla stamina builds useless with this DLC...shame on you zenimax. You chance pvp in a ridicolous spamming of magika detonation and meteor... Shame on youuuu!

    I don't think you know what you are talking about.
  • pjwb16_ESO
    pjwb16_ESO
    ✭✭✭✭
    Please make Dragon Blood a heal again -.-
    ~ here since Beta

    My Youtube Channel: https://youtube.com/channel/UCw3x5B-l0S093TAo10WafLA


    EU Server PC @Elendiel
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  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    ✭✭
    pjwb16_ESO wrote: »
    Please make Dragon Blood a heal again -.-

    Agreed, Dragon Blood (and other skills that scale of % missing health) should not be effected as much by the Battle Spirit as 'normal' heals that scale with max resources.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
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