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Official Feedback Thread for Dragonknights

  • Vangy
    Vangy
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    Nifty2g wrote: »
    Vangy wrote: »
    ZoM_Head wrote: »
    Vangy wrote: »
    Thank you for making my DUNMER dk useless. Breton give more resist to fire than dunmer + he give magica resist overal, lower cost and max magic... And now you change ardent FLAME to poison (but didnt change name) making my fire dmg increase racial wortless. And on top of all this you increase the stam cost on roll and block and literaly kill our last chanse to hold our ground (as magica dk`s). So, answer me mr @Wrobel @ZOS_GinaBruno WHAT is the reason to do all this ?

    If you are a mag dk the poison change dosent affect you.... It's only for stam morph.... Read the notes properly please.

    Several of us have Dunmer DKs, because magicka or stamina we had access and fully used the 7% extra damage with fire class and weapon wise.

    With more and more stress being placed on tanks to go full out stamina, i myself changed my dunmer from magicka to stamina and was doing exceptionally well in pve due to the racial passives.

    Now i have to revert back to magicka and sacrific a huge amount of potential tanking.

    Since IC stamina was introduced to classes (back in August 2015 i believe) so im sure many many players have a stam dunmer dk for this reason, if they chance a very big deal in terms of effect (from fire to poison), then they should also at least add 7% poison damage to dunmer racials.

    We ALL know it, dunmers are the DKs of the game, magicka or stamina. It makes no sense to change one morph to poison and force dunmers to go ONLY magicka.

    Ardent flame passives changed for fire and poison damage, the same should be applied to dunmers, we do not have the stam regen or max stamina or max helth, melee dmg or crit like other stamina builds. 6% max stamina is the ONLY bonus a stamina dunmer has, it should be compensated by 7% flame and poison damage.It just makes sense to keep the topr ace for magicka dk the same as stamina as it always was the case.

    I get you dont get to use the 7% bonus to fire damage racial passive. BUT.... You get to double dip into mighty and thamaturge for your ardent flame abilities. + things like weapon enchants, valkyns skoria proc, STANDARD OF MIGHT etc still get boosted by dunmer passive. Overall you should see a HUGE net DPS gain with this change.

    I still cant comprehend why dunmer stam dks are complaining. Changes are BOOSTING YOUR OVERALL DPS.

    And NO. Dunmer stam DK was NEVER fantastic. Its a sub par choice. Kinda like making a khajit tank. Best stam DKs in order imo are;

    1. Redguard
    2. Imperial
    3. Bosmer/dunmer

    Dunmer DKs for stamina were never a fantastic choice for DKs unless you intend on only playing without CP on the no-cp campaign.
    What are you on about, do you read passives and connect them to your class skills?
    Pre patch your choices would go

    Khajiit
    Dunmer
    Everything else

    Khajiit offers a ton of crit combine that with daggers and you're good to go

    Dunmer offers extra flame damage, combine that with scorched earth with a maelstrom bow, engulfing flames, unstable flame (your strongest dot) and dunmer has a max stam bonus

    Compare those to the rest and you'll see why those 2 picks are the best choices for strongest damage.

    Khajit WOULD have been good if their racial bonus actually worked....

    Between redguard and dunmer, for stam DPS id go with redguard every single time. Dks have *** sustain and with dunmer, you are pretty much a pot chugging shard munching DPS who is completely reliant on support to sustain. This wouldnt matter in pledges cos bosses die in under a minute but anything longer.... Whereas Redguard pretty much doubles up as a fantastic choice in both PvP and PvE. There is a reason why both alcast and Turbo run redguard stam DKs... From what I remember, Turbo did say his redguard pulls more DPS than his Dunmer DK. Can't remember where I read that though. The damage from dunmer is nice but I would much prefer redguard or imperial. To each his own I guess. I went with imperial for the same reason anyone would go dunmer DK for... For the flexibility it offers. The extra health and blood diamond appealed to me so I picked imperial. That measly 7% bonus damage for dunmer to 3 of your fire DOTS still dosent trump redguard sustain in any way unless you have both maelstrom daggers and bow...

    Again, I don't see why dunmer Dks are complaining. These poison changes would still be an overall DPS gain imo. Maybe someone can test this out but I do believe ardent flame getting 25% bonus from mighty >> 7% racial passive.
    Edited by Vangy on April 27, 2016 1:15AM
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Ajaxduo
    Ajaxduo
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    dagonbeer wrote: »
    Would be nice if Dunmers could receive a damage bonus to poison as well, at least until barbershop/race change. There used to be some synergy between Dunmers and stam dks; not so anymore.

    +1 listen to this guy zos!

    Also can flames of oblivion and standard of might scale like the burning light Templar passive? Dealing either poison/fire damage if the players weapon damage is higher than their spell damage and vice versa. It seems odd having some fire and some poison, like its unfinished :p
    - - -
    GM of Verum Aeternus, PC EU
    - - -
  • Saynna
    Saynna
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    Id like to point out that while vamp and harness got buffs, mDk got 0 class buffs which were certainly needed to stay competitive in pvp. Along with that, the cost of roll dodge and block both got increases. So while 2 things got buffed, other aspects that DKs relied on as magicka users got nerfed. So its a double edge sword that doesnt actually buff mDK at all.

    It keeps them in the mediocre state they are in now.

    Who at all mentioned anything needing to be vampire to be a competitive DK? I don't run vamp on my DK and I still do fine in PvP with my DK. I can take on small groups of players solo on mine. I've never once felt underwhelmed against other classes since Thieve's Guild. I'm sure this is just a L2P thing. Just because they increase the cost of roll dodge and block doesn't mean we're nerfed at all and my comment was regarding another poster saying how Breton was supposedly now better than Dunmer DK, when it really isn't.

    As for your last statement that is a pretty big understatement.
    PS4 NA Server EP/AD
  • ArgoCye
    ArgoCye
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    I LOVE these changes and they will be the ONLY reason I start playing my StamDK again.

    Not sure why all the resistance to the poison move - it is great for stam builds and MagDKs don't use Unstable Flame, Burning Breath or Corrosive Armor.

    Those with Dunmer StamDKs will lose a little damage as a result of the Unstable Flame change (BB and CA are more about the debuffs than damage), but they are not capitalizing on all their racial passives by playing a stam build anyway, which means they are not min/maxing, so this change is hardly going to break their builds.

    Here's one happy Toxic Dragon Cat.
  • Valencer
    Valencer
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    Someone enlighten me if Im mistaken, but as far as I can see the only proper hard CC (that doesnt break on damage) stam DKs have access to now is going to be Dizzying Swing. The damage on that option obviously took a hit because of the removal of the empower and reverberating bash no longer stuns at all for some mystical reason.

    So if you want to properly deal with a healbot or shieldstacker (maybe not so much an issue with the shield nerf) you're kind of forced into 2H with the dizzying swing morph. I really don't know what they were thinking with the power bash changes, to be honest.
    Edited by Valencer on April 27, 2016 5:44AM
  • Justice31st
    Justice31st
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    dagonbeer wrote: »
    Would be nice if Dunmers could receive a damage bonus to poison as well, at least until barbershop/race change. There used to be some synergy between Dunmers and stam dks; not so anymore.

    And also the other races too. One race should not have a passive that strong.
    Edited by Justice31st on April 27, 2016 5:26AM
    "The more you know who you are, and what you want, the less you let things upset you."
  • Justice31st
    Justice31st
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    AfkNinja wrote: »
    dagonbeer wrote: »
    Would be nice if Dunmers could receive a damage bonus to poison as well, at least until barbershop/race change. There used to be some synergy between Dunmers and stam dks; not so anymore.

    That would be fair imo.

    Not to the other 7 races it isn't.
    "The more you know who you are, and what you want, the less you let things upset you."
  • Armitas
    Armitas
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    Spiked Armor: this is the staple of DK tanks and what originally made DK's great tanks, why are the morphs so wimpy? Neither morph has really any great attraction or really any noticeable difference in output based on choice.

    I wish it would return a percent of the damage done to it rather than a flat amount. I think that would be a great way to balance out our weak whip damage in PvP without breaking PvE damage. (Further details)
    Edited by Armitas on April 27, 2016 10:45AM
    Retired.
    Nord mDK
  • Armitas
    Armitas
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    I use igneous shield but I can't complain about the 6 second duration in PvP. If someone sneezes on my shield it breaks, so I never expect it to last 6 seconds I only cast it for the mending because that is nearly all it's good for now thanks to battle spirit and being health based. What I do dislike is that our shields are going to suffer because of Sorcs and bone shield. That seems kind of messed up to me. Why are Sorc problems bleeding into our problems? Why not just change the one that is a problem?

    Also as someone pointed out the duration is a big part of dungeon healing. Do we have to cast this every six seconds now just because you don't want this to look like a direct sorc nerf? We don't have nuke heals like a Templar, we rely very heavily on these shields for PvE healing. You are creating problems here for no reason. Dragonknights do not need a duration nerf.
    Edited by Armitas on April 27, 2016 10:57AM
    Retired.
    Nord mDK
  • Nifty2g
    Nifty2g
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    Vangy wrote: »
    Nifty2g wrote: »
    Vangy wrote: »
    ZoM_Head wrote: »
    Vangy wrote: »
    Thank you for making my DUNMER dk useless. Breton give more resist to fire than dunmer + he give magica resist overal, lower cost and max magic... And now you change ardent FLAME to poison (but didnt change name) making my fire dmg increase racial wortless. And on top of all this you increase the stam cost on roll and block and literaly kill our last chanse to hold our ground (as magica dk`s). So, answer me mr @Wrobel @ZOS_GinaBruno WHAT is the reason to do all this ?

    If you are a mag dk the poison change dosent affect you.... It's only for stam morph.... Read the notes properly please.

    Several of us have Dunmer DKs, because magicka or stamina we had access and fully used the 7% extra damage with fire class and weapon wise.

    With more and more stress being placed on tanks to go full out stamina, i myself changed my dunmer from magicka to stamina and was doing exceptionally well in pve due to the racial passives.

    Now i have to revert back to magicka and sacrific a huge amount of potential tanking.

    Since IC stamina was introduced to classes (back in August 2015 i believe) so im sure many many players have a stam dunmer dk for this reason, if they chance a very big deal in terms of effect (from fire to poison), then they should also at least add 7% poison damage to dunmer racials.

    We ALL know it, dunmers are the DKs of the game, magicka or stamina. It makes no sense to change one morph to poison and force dunmers to go ONLY magicka.

    Ardent flame passives changed for fire and poison damage, the same should be applied to dunmers, we do not have the stam regen or max stamina or max helth, melee dmg or crit like other stamina builds. 6% max stamina is the ONLY bonus a stamina dunmer has, it should be compensated by 7% flame and poison damage.It just makes sense to keep the topr ace for magicka dk the same as stamina as it always was the case.

    I get you dont get to use the 7% bonus to fire damage racial passive. BUT.... You get to double dip into mighty and thamaturge for your ardent flame abilities. + things like weapon enchants, valkyns skoria proc, STANDARD OF MIGHT etc still get boosted by dunmer passive. Overall you should see a HUGE net DPS gain with this change.

    I still cant comprehend why dunmer stam dks are complaining. Changes are BOOSTING YOUR OVERALL DPS.

    And NO. Dunmer stam DK was NEVER fantastic. Its a sub par choice. Kinda like making a khajit tank. Best stam DKs in order imo are;

    1. Redguard
    2. Imperial
    3. Bosmer/dunmer

    Dunmer DKs for stamina were never a fantastic choice for DKs unless you intend on only playing without CP on the no-cp campaign.
    What are you on about, do you read passives and connect them to your class skills?
    Pre patch your choices would go

    Khajiit
    Dunmer
    Everything else

    Khajiit offers a ton of crit combine that with daggers and you're good to go

    Dunmer offers extra flame damage, combine that with scorched earth with a maelstrom bow, engulfing flames, unstable flame (your strongest dot) and dunmer has a max stam bonus

    Compare those to the rest and you'll see why those 2 picks are the best choices for strongest damage.

    Khajit WOULD have been good if their racial bonus actually worked....

    Between redguard and dunmer, for stam DPS id go with redguard every single time. Dks have *** sustain and with dunmer, you are pretty much a pot chugging shard munching DPS who is completely reliant on support to sustain. This wouldnt matter in pledges cos bosses die in under a minute but anything longer.... Whereas Redguard pretty much doubles up as a fantastic choice in both PvP and PvE. There is a reason why both alcast and Turbo run redguard stam DKs... From what I remember, Turbo did say his redguard pulls more DPS than his Dunmer DK. Can't remember where I read that though. The damage from dunmer is nice but I would much prefer redguard or imperial. To each his own I guess. I went with imperial for the same reason anyone would go dunmer DK for... For the flexibility it offers. The extra health and blood diamond appealed to me so I picked imperial. That measly 7% bonus damage for dunmer to 3 of your fire DOTS still dosent trump redguard sustain in any way unless you have both maelstrom daggers and bow...

    Again, I don't see why dunmer Dks are complaining. These poison changes would still be an overall DPS gain imo. Maybe someone can test this out but I do believe ardent flame getting 25% bonus from mighty >> 7% racial passive.
    Few patches beind, Khajiit crit has been fixed for months now

    There's no arguing mathematically that Dunmer is the second strongest DPS wise. Sure you get RNG but you can't prove the math wrong when both classes have a stamina bonus but Dunmer has fire damage.

    Redguard has sustain which is nice
    #MOREORBS
  • Runkorko
    Runkorko
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    Vangy wrote: »
    I dont quite understand the fuss with dunmer Dk's. If someone could explain I'd be grateful;

    Cos the way I see it, If I was a dunmer DK with racial passive of a slight bonus to fire damage and some pts in elemental expert, all I'd have to do is put points to max out mighty and Id still be doing more DPS with the poison change cos 25% from mighty>6% from racial passive? Or am I missing something?

    Things like standard of might and flames of oblivion, weapon fire enchants and valkyns proc still get boosted by dunmer racials no? So all in all its a DPS increase to dunmer stam dks too?

    You are so DELUDED /sry but cant and wont be soft/ and all ppl who like your coment are blind. Once and for all - this game IS NOT JUST PVE. Standard you say ? - no one use standard in pvp because is easy to avoid /even shifting one/ Flames of oblivion?! shi.ty dmg once at every five sec and increase crit rate? cmoon.Fire weapon enchant? Do you even think ANY self respecting pvper will put this on wep? just to get the GREAT benefit from 7% dunmer pasiv? when he juist can put wep dmg increase or nirn/if he run magicka.... and if he do use flame enchant pls tell me how much is 7% from 925 divided in half?! Keep in mind ZoS not just change dk stam morphs to poison, ZoS cnage all stamina morph to do phisical or poison dmg (like bow scorched earth into endles hail) and tis limited dunmers,if they want to be efective,ONLY to magica builds... and the only efective magicka build we have is destro staff... I dont pay to be limited to one build or one weapon just because someone decided we must have POISON knight. Is easy to fix this if they add poison dmg bonus to dunmer racial BUT this will make some builds damn OP, and i will tell you why. Combustion / the arden flame pasive give bonuses to ALL poison efect /including bow skills like poison injection acid spray dot and even the dmg aplied by lethal arow /they are already stronf and imagine what they do with +66% bonus from Combustion. In top of "dat" world of ruins/ arden flame pasive/ aply bonuses to acid spray direct dmg and STACK with hawk eye and long shots pasive ... I tested all, dmg is rly high and unbalanced/ both pvp/pve. All i want is to NOT cut my race and force me to STORE to change /because this will come soon i think/ and to not make mistake to give us windows to "OP" builds. Thats all.
    Edited by Runkorko on April 27, 2016 12:28PM
  • Vangy
    Vangy
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    Vangy wrote: »
    I dont quite understand the fuss with dunmer Dk's. If someone could explain I'd be grateful;

    Cos the way I see it, If I was a dunmer DK with racial passive of a slight bonus to fire damage and some pts in elemental expert, all I'd have to do is put points to max out mighty and Id still be doing more DPS with the poison change cos 25% from mighty>6% from racial passive? Or am I missing something?

    Things like standard of might and flames of oblivion, weapon fire enchants and valkyns proc still get boosted by dunmer racials no? So all in all its a DPS increase to dunmer stam dks too?

    You are so DELUDED /sry but can and wont be soft/ and all ppl who like your coment are blind. Once and for all - this game IS NOT JUST PVE. Standart you say ? - no one use standart in pvp because is easy to avoid /even shifting one/ Flames of oblivion?! shi.ty dmg once at every five sec and increase crit rate? cmoon.Fire weapon enchant? Do you even thik ANY self respecting pvper will put this on wep? just to get the GREAT benefit from 7% dunmer pasiv? when he juist can put wep dmg increase or nirn/if he run magicka.... and if he do use flame enchant pls tell me how much is 7% from 925 divided in half?! Keep in mind ZoS not just change dk stam morphs to poison, ZoS cnage all stamina morph to do phisical or poison dmg (like bow scorched earth into endles hail) and tis limited dunmers,if they want to be efective,ONLY to magica builds... and the only efective magicka build we have is destro staff... I dont pay to be limited to one build or one weapon just because someone decided we must have POISON knight. Is easy to fix this if they add poison dmg bonus to dunmer racial BUT this will make some builds damn OP, and i will tell you why. Combustion / the arden flame pasive give bonuses to ALL poison efect /including bow skills like poison injection acid spray dot and even the dmg aplied by lethal arow /they are already stron and imagine what they do with +66% bonus from Combustion. In top of "dat" world of ruins/ arden flame pasive/ aply bonuses to acid spray direct dmg and STACK with hawk eye and long shots pasive ... I tested all dmg is rly high and unbalanced/ both pvp/pve. All i want is to NOT cut my race and force me to STORE to change /because this will come soon i think/ and to not make mistake to give us windows to "OP" builds. Thats all.

    Someone translate please.... Me no comprendo. Also... Paragraphs help. I don't think you seem to get that 25% from mighty is bigger than 7% from your racial passive.... Unless you play on no-cp campaign, the poison change is still a net dps gain for dunmer.... Maybe someone with more experience can shed some light...
    Edited by Vangy on April 27, 2016 11:47AM
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Runkorko
    Runkorko
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    Vangy wrote: »
    Someone translate please.... Me no comprendo.

    Are you sincere or just troll ? Do you even EsO?


    Edited by Runkorko on April 27, 2016 12:30PM
  • quadraxis666
    quadraxis666
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    For the most part, love love LOVE the changes. My day 1 main (A Khajiit Dragonknight) was made with zero knowledge of racial passives or any of that stuff and he always felt like a mistake by the time I reached level cap (at the time VR10) and I have always played him as a tank since in any other role he's sort of so so meh.

    Since the removal of stamina regen while blocking I respeced him with 64 attributes to stamina, which opened the door to a simple change of clothes allowing him to pvp quite well in medium armor with s+b/bow, but he was still nowhere near the power of the dunmer magicka DK's I later rolled.

    These changes to stamina morphs make my stamina DK competitive in ways I never imagined, he might actually be my most powerful toon now and it's been so hard to force myself to go back to the live servers after only a short time playing on the pts. The only other thing I would love to see added is a stamina morph for talons, make choking talons run on stamina so we have a decent cc.

    And dragon blood. it just plain needs fixing it is so pathetically underwhelming as a self heal to the point that most dk's are using the double cast burning embers for healing rather than DB.

    Maybe this is the wrong thread for feedback on heavy armor but the majority of stam DK's out there are tanks so this should apply too, there's a slight issue I have with the heavy armor change removing the bracing passive, this feels like another nerf to pve players (Tanks) to appease the pvper's and although there's the block reduction cp option (which I have 100 in anyway) it's still a nerf. I don't want shieldplay enchants on my tank jewellery I like having the fire resist on all 3 so I never have to move in most dungeons (seriously the majority of dungeon bosses are all about the fire) and can keep bosses in one place.

    All in all though the stamina poison option for stamina DK's is a wonderful change and I love it!
  • Hutch679
    Hutch679
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    Magicka Dk needs a strong finisher. I'll still be switching back to stamina though. This poison damage stacking with poison Injection, the two new stamina ardent flame morphs, spamming dizzying swing until a player is in execute range where poison Injection will then do more damage and spam execute... Lol no way is that not super overpowered
  • Teridaxus
    Teridaxus
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    A poison standard ( all 3 variants should be 200 ulti, not only shifting ) would be nice in exchange for turning one of the leap morphs to magic.
  • BurritoESO
    BurritoESO
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    1. Buff whip damage
    2. Let mag dk's have some way of getting major/minor heroism for more ult gain to significantly help in solo or small scale
    3. Mag leap
    4. Increased damage on standard
    5. Miss chance on cinderstorm/eruption
    6. Bring back bracing passive in heavy armor
    BOOM, mDK will be back
  • AGrz5585
    AGrz5585
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    So with these changes to stam skills making them scale better.... Does this mean a dual wield DoT build would work in PvP? I can't test since my pts install is borked at the moment
  • DUTCH_REAPER
    DUTCH_REAPER
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    I'll be honest and say that with the current changes on PTS if nothing happens (either someone cracks open a mDK build that works "BETTER" than Stam DK for pvp or equal to it) I will be rolling that Stam DK back onto the battlefield. Dude if you get hit with the poison that increases cost of Magic....ouch.
  • MarrazzMist
    MarrazzMist
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    Please change the puke visual effect! True, I haven't seen it myself, as PTS refuse to download. But if it looks like vomit, there are 2 people that love it, 12485 that do not.

    Class skills should be fun and awesome to use. Be kind and leave the undead skills for another time. I'm totally fine with poison dragon concept, but I draw my limit to puke. Puke should be disease dmg, not poison, really.

    Green fumes or green flames would be good and easy solution, this on PTS is just placeholder, right?
  • DUTCH_REAPER
    DUTCH_REAPER
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    Green Flames like a bad @zz hot rod!
  • Pangnirtung
    Pangnirtung
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    Vangy wrote: »
    Someone translate please.... Me no comprendo.

    Are you sincere or just troll ? Do you even EsO?


    Doubt that he/she's a troll. I never understood it either.
  • Recremen
    Recremen
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    New animations are a complete divorce from class thematics and my own character design. CP synergy is great, though. Can we compromise by keeping the old animations? I 100% cannot keep playing a stamina DK if this is going through, since the (completely unnecessary) nerf to wrecking blow means I can't even rely on out-of-class skills for damage/CC in both PvE and PvP.

    I was so excited when 1.6 rolled around and I was finally able to play a fire-breathing sword-swinging bruiser cat and be competitive doing it. Before that I had been going magicka, and while the game was playable, it wasn't at all what I intended when making my main. 1.6 was a beautiful fulfillment of your promise to rebalance stamina, and for a solid year I was able to play more or less along my initial character design and be competitive. With these animation changes, however, I not only can't play how I initially intended, there is also no hope of a return to form. I'm fine with keeping the poison damage, that's just an invisible, underlying game mechanic which no affect on how things look and feel. But to change the animations themselves severely affects my gameplay experience and class expectations.

    Unrelated to the above, but related to DK, I really do miss our Heavy Attack execute. The longer duration for the buff is nice, and I'm glad we at least kept the 40% bonus damage, but that execute was a very unique and clever class feature which is ill-replaced by the Major Sorcery/Major Brutality group buffs. I have yet to see a build where someone didn't have access to those for themselves already, so unless you're running the 40% Heavy Attack damage morph it's kind of an exercise in redundancy.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • nk125x
    nk125x
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    Stamina Whips - Call it Whips of Poison - Complete the class
  • dodgehopper_ESO
    dodgehopper_ESO
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    AfkNinja wrote: »
    dagonbeer wrote: »
    Would be nice if Dunmers could receive a damage bonus to poison as well, at least until barbershop/race change. There used to be some synergy between Dunmers and stam dks; not so anymore.

    That would be fair imo.

    I disagree. I respect the concern, but honestly its just not their theme. Thematically, other races have more claim to being skilled with working poisons, namely Bosmer and Argonian. I think it would be unfair to those classes to give Dunmer a poison bonus on top of their fire bonus. Dunmer should not be the only go-to race for Dragon Knight either, and I say this as someone who plays a Dunmer DK v16.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Soris
    Soris
    ✭✭✭✭✭
    Poison effects should be more visible
    Welkynd [Templar/AD/EU]
  • randomishly
    randomishly
    Soul Shriven
    Yea we have the ultimate stamina tank that can just leap into un sieged keeps like eso gods never mind if any one is defending either lets just ten of us time it right and hit em from behind while the postern and main doors are still up. Never mind balancing classes our take flight needs nerfing so we cant exploit with it.
  • Vangy
    Vangy
    ✭✭✭✭✭
    Vangy wrote: »
    Someone translate please.... Me no comprendo.

    Are you sincere or just troll ? Do you even EsO?


    From what I could gather from your absurdly badly written slab of text wall with no (and wrong) punctuation, you claim;

    1. No one uses standard in pvp. (Wrong). I can guarantee standard is used a lot more than scorched earth in pvp lol. Personally I use standard in group fights with talons/caltrops to slow enemies down on tanky build, I use it in sewers with tight corners where people cant get away easily etc etc.

    2. Claim fire weapon enchants only do 925 damage. (Wrong as well. Read PTS notes please).

    3. You also fail to understand dk passive bonus to fire. World in flame increases fire damage Aoe. The other passive (called kindling I believe) increases "burning effect" damage not fire damage. The New poison change would increase poison "status effect" damage.... Not flat out increase the damage of poison arrow or any other poison ability directly. The same way this passive even buffs enemies that catch on fire via fire damage enchant on weapon. Status effects such as burning or poison have a chance to proc when taking damage from that appropriate element. Ie: for burning status effect, unstable flame, burning breath, weapon flame damage enchant, inferno staff attacks, standard etc all have a chance to proc burning status effect. The scaling for this effect is not stated officially anywhere but one can presume they would scale off the appropriate resource and weapon/spell damage.

    4. Still fail to understand these changes are going to result in a net dps gain for stamina dunmer dk. In fact it puts ALL stam Dk's at the pinnacle of stam DPS... We already were the kings of DPS for stam but with these changes most good dks will likely be even able to compete with sorcs during overload phase.

    In short, your wall of waaah waah is misinformed and also a pain in the bee-hind to read. So I'll ask you the same question you asked me; do you even Eso? Something tells me you are whining without even giving this a try on PTS. Go try it out in both PvE and PvP.
    Edited by Vangy on April 28, 2016 1:21AM
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • Bowser
    Bowser
    ✭✭✭✭✭
    Dragon Blood is still garbage due to the percentage of missing health and Major Fortitude mechanics. Here's how to fix it:
    • Heals <25% of max health> instantly.
    • Adds <5% of max health> health recovery for the duration.
    • Morphs keep the same features.
    @King-Koopa
    World First DK Tank Execute on Rakkhat HM
    Play how you want - no meta allowed!
  • SanSan
    SanSan
    ✭✭✭✭✭
    "Obsidian Shield: Reduced the duration of this ability and its morphs to 6 seconds from 20 seconds." Kinda happy about this. I feel with the duration down, it is more fair to everyone.
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