Calling all PvP Magicka DKs - Document to the DEVs

  • AverageJo3Gam3r
    AverageJo3Gam3r
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    DKsUnite wrote: »
    You're all asking for like every skill to be changed, dreams don't come true in this game.

    Hence why I wrote I don't think everything should be done but giving suggestions on everything gives a better chance they will take something from the list

    Agreed, implementing all these buffs would create a potentially OP class, but picking 3-4 would put mDKs on equal footing with other classes.
  • DKsUnite
    DKsUnite
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    DKsUnite wrote: »
    You're all asking for like every skill to be changed, dreams don't come true in this game.

    Hence why I wrote I don't think everything should be done but giving suggestions on everything gives a better chance they will take something from the list

    Agreed, implementing all these buffs would create a potentially OP class, but picking 3-4 would put mDKs on equal footing with other classes.

    picking dragon blood would give them legs to use for potential equal footing haha
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  • DKsUnite
    DKsUnite
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    document has been updated with suggestions that were given as comments (Y)
    Vyr Cor | Magicka Dragonknight | DC
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  • Moglijuana
    Moglijuana
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    What about changing one of the spiked armor morphs (the shield one is literally useless) to inflict major defile to enemies who hit you? It should have a cool down of course. DK's have no class execute, use dots that can be easily purged, and have no abilities that hit harder while a target is at low health, it is extremely easy to out heal the damage from a MagDK. With some major defile thrown in by getting hit (because let's face it, MagDK's are ALWAYS getting hit) it would be a bit easier to time combos and put a bit more pressure on opponents rather than waiting for a meteor-> fossilize killing blow (which doesn't even work sometimes...)
    Edited by Moglijuana on June 20, 2016 9:30PM
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  • DKsUnite
    DKsUnite
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    Moglijuana wrote: »
    What about changing one of the spiked armor morphs (the shield one is literally useless) to inflict major defile to enemies who hit you? It should have a cool down of course. DK's have no class execute, use dots that can be easily purged, and have no abilities that hit harder while a target is at low health, it is extremely easy to out heal the damage from a MagDK. With some major defile thrown in by getting hit (because let's face it, MagDK's are ALWAYS getting hit) it would be a bit easier to time combos and put a bit more pressure on opponents rather than waiting for a meteor-> fossilize killing blow (which doesn't even work sometimes...)

    i think that would make stam DK too strong and DK in groups way too strong because you can stack that with fasalla
    Edited by DKsUnite on June 20, 2016 9:34PM
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  • Moglijuana
    Moglijuana
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    DKsUnite wrote: »
    Moglijuana wrote: »
    What about changing one of the spiked armor morphs (the shield one is literally useless) to inflict major defile to enemies who hit you? It should have a cool down of course. DK's have no class execute, use dots that can be easily purged, and have no abilities that hit harder while a target is at low health, it is extremely easy to out heal the damage from a MagDK. With some major defile thrown in by getting hit (because let's face it, MagDK's are ALWAYS getting hit) it would be a bit easier to time combos and put a bit more pressure on opponents rather than waiting for a meteor-> fossilize killing blow (which doesn't even work sometimes...)

    i think that would make stam DK too strong and DK in groups way too strong because you can stack that with fasalla

    Oh true I forgot about that set. Is fasallas its own debuff? Or is it called Major Defile?
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  • DKsUnite
    DKsUnite
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    own
    Vyr Cor | Magicka Dragonknight | DC
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  • Moglijuana
    Moglijuana
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    DKsUnite wrote: »
    own

    then nvm. That would be OP lol
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  • Bashev
    Bashev
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    Moglijuana wrote: »
    DKsUnite wrote: »
    Moglijuana wrote: »
    What about changing one of the spiked armor morphs (the shield one is literally useless) to inflict major defile to enemies who hit you? It should have a cool down of course. DK's have no class execute, use dots that can be easily purged, and have no abilities that hit harder while a target is at low health, it is extremely easy to out heal the damage from a MagDK. With some major defile thrown in by getting hit (because let's face it, MagDK's are ALWAYS getting hit) it would be a bit easier to time combos and put a bit more pressure on opponents rather than waiting for a meteor-> fossilize killing blow (which doesn't even work sometimes...)

    i think that would make stam DK too strong and DK in groups way too strong because you can stack that with fasalla

    Oh true I forgot about that set. Is fasallas its own debuff? Or is it called Major Defile?

    It is own and yep, stamina DK will be too op. Or the major defile can work only if you have more magicka than stamina.
    Because I can!
  • Moglijuana
    Moglijuana
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    Bashev wrote: »
    Moglijuana wrote: »
    DKsUnite wrote: »
    Moglijuana wrote: »
    What about changing one of the spiked armor morphs (the shield one is literally useless) to inflict major defile to enemies who hit you? It should have a cool down of course. DK's have no class execute, use dots that can be easily purged, and have no abilities that hit harder while a target is at low health, it is extremely easy to out heal the damage from a MagDK. With some major defile thrown in by getting hit (because let's face it, MagDK's are ALWAYS getting hit) it would be a bit easier to time combos and put a bit more pressure on opponents rather than waiting for a meteor-> fossilize killing blow (which doesn't even work sometimes...)

    i think that would make stam DK too strong and DK in groups way too strong because you can stack that with fasalla

    Oh true I forgot about that set. Is fasallas its own debuff? Or is it called Major Defile?

    It is own and yep, stamina DK will be too op. Or the major defile can work only if you have more magicka than stamina.

    It's just so frustrating sometimes when you put all the work in with keeping your dots up, cc'ing at the correct times, applying burst when possible to only have all your dots cleansed, your target fully healed, and you being somewhat low on magicka after trying to secure a kill. Meanwhile, I can go on my NB and literally two shot people who don't block...doesn't even matter if they heal or not.
    Edited by Moglijuana on June 20, 2016 9:56PM
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  • Sharee
    Sharee
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    Dragon blood would work fine if it just did what the tooltip says. That means the healing would be based on the ratio of max health to current health, and nothing else(so no buffing it beyond tooltip value), but would be unaffected by battle spirit.
    Exactly 33% health bar restored when cast near-death.

    I don't think this would be unbalanced considering a templar can achieve the same result with BoL(and at any health level, and on other targets than himself...)

  • DRXHarbinger
    DRXHarbinger
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    Dragon blood to be 33% of max health and not missing health. It's a crap useless heal, vigor on a magika DK heals more that this.

    Inferno could be made interesting..make it a permenent skill with no end but it costs X magika per attack, each subsequent attack does X more damage but costs X more magika, so slightly weaker but better sustaining DKs end up with a pretty OP attack and stupidly OP glass cannon DKs don't really get to rinse it. Basically you behave like the inhibitor from WGT. The longer it's active the more powerful it gets..?!
    Same for cauterise the longer it's on you become effectively more tanky but at the cost of magika?

    Happy with everything else bar these.. blood is a crap pointless heal that requires endless spamming and inferno which I actually really like just needs at least a longer duration. I'd even be happy if it recast itself and kept charging me resources.

    Would it be stupid to say remove fist with a DK pet summon? Say..summon a certain something who's name begins with A and ends with N and it's appears from the sky and either munches or incinerates the enemy..no its a stupid idea sorry. I'll stop there.
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  • Bashev
    Bashev
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    Sharee wrote: »
    Dragon blood would work fine if it just did what the tooltip says. That means the healing would be based on the ratio of max health to current health, and nothing else(so no buffing it beyond tooltip value), but would be unaffected by battle spirit.
    Exactly 33% health bar restored when cast near-death.

    I don't think this would be unbalanced considering a templar can achieve the same result with BoL(and at any health level, and on other targets than himself...)

    33% is not enough if the increased healing doesnt apply. I will give you an example. Average health for players is 25k, if you drop to 5k and you cast the skill, it will heal you for 6.6k and you will have 11.6k. Less than 50% and you are still in execute range of RD and executioner. And again you need another healing skill cause this one is uselless.
    Because I can!
  • Kilandros
    Kilandros
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    Can't have a DK discussion without the one and only @vortexman11
    Invictus
    Kilandros - Dragonknight / Grand Overlord
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    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • DKsUnite
    DKsUnite
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    Kilandros wrote: »
    Can't have a DK discussion without the one and only @vortexman11

    knew i forgot someone =.= he was like top 5 DKs i was going to tag and then he just slipped my mind
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  • PhatGrimReaper
    PhatGrimReaper
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    Dragon Blood - Percentage based heals should at least ignore battle spirit!

    GDB - Stam return that isn't rendered redundant by tripots(maybe something that allows for a small amout of stam regen while blocking.... seems fair given that we are basically required to be in melee range)

    Wings - Very buggy!!! Javelin in particular seems to get through it on the regular! - If it has to be limited to 4 projectiles, it should at least work!

    Cinder Storm - Restore the Miss Chance!!!

    Empowered Chains - Add a short knock down.... Make it a magicka equivalent to Invasion.

    A small buff to Whip is a reasonable request - As a magicka DK we are compelled to sacrifice a lot of damage in order to cover for our lack of range and healing, so having whip hit just a little harder seems fair.



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  • Vangy
    Vangy
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    Ishammael wrote: »
    Ishammael's suggestions:


    Standard of Might
    - I think this is OK. Because the list of buffs is so good, and its the #1 PvE ultimate, it should stay.

    Shifting Standard
    - Keep and heal debuff as-is
    - Add a HoT and Minor Protection to allies that stand in the area of effect

    Empowering Chains
    - Remove Major Expedition and Empower
    - Rework the "out-to-in" animation so that your character immediately moves forward when cast (like Invasion).
    - Add a 2s knockdown and ~5s Major Breach
    - The damage component should be an AoE fire DoT similar to Volatile Armor

    Burning Embers
    - Strong skill, no changes

    Flame Lash
    - Disagree on damage buffs
    - DK damage is, and should be, the set of compiled DoTs on your opponent -- DK damage should come from outlasting your opponent.
    - If DK receives defensive buffs, damage on whip will be fine because the DK player will be allowed to make better gearing choices to increase damage.

    Inferno
    - Skill has been useless since 1.5, needs to be completely re-worked
    - Has the coolest animation of any skill in the entire game -- please keep this animation!!!!!!
    - Morph 1: 6m range, AoE DoT that scales damage based on how long the opponent stands in its range.
    - Morph 2: AoE HoT that scales the heal based on how many enemies are within range
    - Do NOT make this a toggle
    - Do NOT make this drain mana
    - Choose an appropriate duration according to the power of the skill: 10s or so

    Dragon Leap
    - Good for stam builds. No changes.

    Volatile Armor
    - Strong skill, increase damage returned by ~10%

    Hardened Armor
    - Shield and Ward are two difference defense mechanisms -- don't think they should be on the same skill
    - Remove shield
    - Add Minor protection
    - Now the player has to choose between a damage morph and a defensive morph

    Burning Talons
    - Probably the best DK skill now. No changes

    Choking Talons
    - Should do Magic damage. Otherwise the damage debuff is really strong.

    Dragon Blood
    - Leo, your analysis of the Health vs Magicka vs Stam trade is spot-on. To summarize: for ALL stam and magicka builds except mDK the primary damage resource is also the primary healing resource, e.g. if I increase my damage I also increase my defense.
    - Dragon Blood is completely non-competitive in this environment.
    - Proposed solution: simply exclude from the Battle spirit debuff.
    - Replace GDB buffs with their "Minor" variants as they are redundant with potions

    Reflective Plate
    - Remove Minor Ward, its ***
    - Increase projectiles reflected to 8
    - CRITICAL: For both Reflective and Dragon Fire Scale, if a reflected skill contains a DoT component or a debuff (e.g. Venom arrow, Lethal injection) and that projectile is reflected, the DoT/Debuff STILL APPLIES to the DK. This, in most cases, completely defeats the purpose of the reflect. This should be recognized as a bug and fixed.

    Dragon Fire Scale
    - Good skill. No changes.

    Draw Essence
    - This skill was hugely nerfed when the number of targets increased to 6.
    - It used to return mana based on the total damage done to targets. The current version which refends 10% of original cost per target is complete junk compared to the interrupt on Deep Breath

    Elder Dragon
    - Remove Health Recovery
    - Make this reduce the duration of debuffs by 20%

    Scaled Armor
    - Should also give physical resist of same amount

    Corrosive Armor
    - Add spell penetration

    Obsidian Shard
    - Reduce cost by 20%
    - Add Minor Maim

    Stone Giant
    - Re-work into a stamina skill
    - Physical Damage

    Igneous Weapons
    - Small amount of AoE fire damage (6m, ~6k, like Voltaile)
    - Five minor buffs: Ward, Resolve, Heroism, Sorcery, Brutality for 20s

    Molten Armaments
    - Good skill, leave as-is

    Igneous Shield
    - Good skill, no need to change

    Fragmented Shield
    - Simply boost the damage

    Fossilize / Shattering Rocks
    - Both are excellent choices. Leave as-is.

    Eruption
    - Good skill, leave as is. (especially for PvE)

    Cinder Storm
    - Used to be my favorite skill in the entire game
    - Change to be ground-targeted at your feet like it used to be
    - Add Major Evasion while standing in it.
    - Reduce the snare to 20%.

    Mountain's Blessing
    - Remove Minor Brutality -- it is now on Igneous Weapons
    - Rework the ultimate gain functionality
    - The DK should be awarded ultimate for high-risk actions. For instance: award X ultimate when health drops below 50% and 2*X when below 25%.
    - Cooldown: 2s
    - Suggested X = 5.

    Omg... Out of all the posts Im drooling over this one...... Vote @Ishammael for ZOS lead combat design. ZOS hire this dude please please please?
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  • DUTCH_REAPER
    DUTCH_REAPER
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    Epic man. Thanks for doing this.

    Will putting my chops in soon to you.
  • Sharee
    Sharee
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    Bashev wrote: »
    Sharee wrote: »
    Dragon blood would work fine if it just did what the tooltip says. That means the healing would be based on the ratio of max health to current health, and nothing else(so no buffing it beyond tooltip value), but would be unaffected by battle spirit.
    Exactly 33% health bar restored when cast near-death.

    I don't think this would be unbalanced considering a templar can achieve the same result with BoL(and at any health level, and on other targets than himself...)

    33% is not enough if the increased healing doesnt apply. I will give you an example. Average health for players is 25k, if you drop to 5k and you cast the skill, it will heal you for 6.6k and you will have 11.6k. Less than 50% and you are still in execute range of RD and executioner. And again you need another healing skill cause this one is uselless.

    On the other hand if you have 30K health and use this near death you will get a 10K heal. Sure it is not as good as templar BoL, but remember that you get this without actually having to focus on super high spell damage/mana pool like a templar has to achieve high healing numbers. You get this even with a low-powered tanky setup.

    And yes, a single cast won't bring you out of execute range, but then you are not dependent on just this single cast to save you, you have many tools for healing yourself, reapply embers, power lash, or heck just cast DB twice. I have never stopped using DB, even in it's current gimpy state, and it can keep me through a lot of pressure if i just block cast it while at low health, wait for embers to tick up a bit, reapply them to get the heal from the previous one, and i'm back in the fight.

    In short, i think ZOS knew why they set the value at 33% instead of 50% back 2 years ago when the game launched. I think it is enough if you take everything else into account, and, well, let's not get too greedy :)
  • DKsUnite
    DKsUnite
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    Bashev wrote: »
    Sharee wrote: »
    Dragon blood would work fine if it just did what the tooltip says. That means the healing would be based on the ratio of max health to current health, and nothing else(so no buffing it beyond tooltip value), but would be unaffected by battle spirit.
    Exactly 33% health bar restored when cast near-death.

    I don't think this would be unbalanced considering a templar can achieve the same result with BoL(and at any health level, and on other targets than himself...)

    33% is not enough if the increased healing doesnt apply. I will give you an example. Average health for players is 25k, if you drop to 5k and you cast the skill, it will heal you for 6.6k and you will have 11.6k. Less than 50% and you are still in execute range of RD and executioner. And again you need another healing skill cause this one is uselless.

    33% is perfectly fine. It worked so well before 1.7, if you watch old videos, most DKs were getting 50% heals at near death which is more then enough.
    Vyr Cor | Magicka Dragonknight | DC
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  • Bashev
    Bashev
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    DKsUnite wrote: »
    Bashev wrote: »
    Sharee wrote: »
    Dragon blood would work fine if it just did what the tooltip says. That means the healing would be based on the ratio of max health to current health, and nothing else(so no buffing it beyond tooltip value), but would be unaffected by battle spirit.
    Exactly 33% health bar restored when cast near-death.

    I don't think this would be unbalanced considering a templar can achieve the same result with BoL(and at any health level, and on other targets than himself...)

    33% is not enough if the increased healing doesnt apply. I will give you an example. Average health for players is 25k, if you drop to 5k and you cast the skill, it will heal you for 6.6k and you will have 11.6k. Less than 50% and you are still in execute range of RD and executioner. And again you need another healing skill cause this one is uselless.

    33% is perfectly fine. It worked so well before 1.7, if you watch old videos, most DKs were getting 50% heals at near death which is more then enough.

    First @Sharee said that this value should be fixed 33% and nothing would affect it. That is why I said it is not enough. Then it is not possible to go over 50% as you said. It was possible in 1.7 because all the passives that increase healing are applied to the skill. The skill was really good before 1.6 when the damage was capped and all executes were crap. Since then the damage is so high that the skill cannot save you. Most of the people use Coagulating Blood for the 20% more healing received and unless you have 50k hp the heals are terrible. Combine this will all the healing debuffs in Cyro and it is even worse.
    Because I can!
  • DKsUnite
    DKsUnite
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    Bashev wrote: »
    DKsUnite wrote: »
    Bashev wrote: »
    Sharee wrote: »
    Dragon blood would work fine if it just did what the tooltip says. That means the healing would be based on the ratio of max health to current health, and nothing else(so no buffing it beyond tooltip value), but would be unaffected by battle spirit.
    Exactly 33% health bar restored when cast near-death.

    I don't think this would be unbalanced considering a templar can achieve the same result with BoL(and at any health level, and on other targets than himself...)

    33% is not enough if the increased healing doesnt apply. I will give you an example. Average health for players is 25k, if you drop to 5k and you cast the skill, it will heal you for 6.6k and you will have 11.6k. Less than 50% and you are still in execute range of RD and executioner. And again you need another healing skill cause this one is uselless.

    33% is perfectly fine. It worked so well before 1.7, if you watch old videos, most DKs were getting 50% heals at near death which is more then enough.

    First @Sharee said that this value should be fixed 33% and nothing would affect it. That is why I said it is not enough. Then it is not possible to go over 50% as you said. It was possible in 1.7 because all the passives that increase healing are applied to the skill. The skill was really good before 1.6 when the damage was capped and all executes were crap. Since then the damage is so high that the skill cannot save you. Most of the people use Coagulating Blood for the 20% more healing received and unless you have 50k hp the heals are terrible. Combine this will all the healing debuffs in Cyro and it is even worse.

    oh, well i think the 33% should be a base and be scale-able from there. Remove battle spirit debuff and its fixed (Y)
    Vyr Cor | Magicka Dragonknight | DC
    Vir Cor | Stamina Dragonknight | DC

    Latest Videos:
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  • Bashev
    Bashev
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    DKsUnite wrote: »
    Bashev wrote: »
    DKsUnite wrote: »
    Bashev wrote: »
    Sharee wrote: »
    Dragon blood would work fine if it just did what the tooltip says. That means the healing would be based on the ratio of max health to current health, and nothing else(so no buffing it beyond tooltip value), but would be unaffected by battle spirit.
    Exactly 33% health bar restored when cast near-death.

    I don't think this would be unbalanced considering a templar can achieve the same result with BoL(and at any health level, and on other targets than himself...)

    33% is not enough if the increased healing doesnt apply. I will give you an example. Average health for players is 25k, if you drop to 5k and you cast the skill, it will heal you for 6.6k and you will have 11.6k. Less than 50% and you are still in execute range of RD and executioner. And again you need another healing skill cause this one is uselless.

    33% is perfectly fine. It worked so well before 1.7, if you watch old videos, most DKs were getting 50% heals at near death which is more then enough.

    First @Sharee said that this value should be fixed 33% and nothing would affect it. That is why I said it is not enough. Then it is not possible to go over 50% as you said. It was possible in 1.7 because all the passives that increase healing are applied to the skill. The skill was really good before 1.6 when the damage was capped and all executes were crap. Since then the damage is so high that the skill cannot save you. Most of the people use Coagulating Blood for the 20% more healing received and unless you have 50k hp the heals are terrible. Combine this will all the healing debuffs in Cyro and it is even worse.

    oh, well i think the 33% should be a base and be scale-able from there. Remove battle spirit debuff and its fixed (Y)

    Exactly my point. That is why I said 33% fixed will not be enough.
    Because I can!
  • DKsUnite
    DKsUnite
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    Bashev wrote: »
    DKsUnite wrote: »
    Bashev wrote: »
    DKsUnite wrote: »
    Bashev wrote: »
    Sharee wrote: »
    Dragon blood would work fine if it just did what the tooltip says. That means the healing would be based on the ratio of max health to current health, and nothing else(so no buffing it beyond tooltip value), but would be unaffected by battle spirit.
    Exactly 33% health bar restored when cast near-death.

    I don't think this would be unbalanced considering a templar can achieve the same result with BoL(and at any health level, and on other targets than himself...)

    33% is not enough if the increased healing doesnt apply. I will give you an example. Average health for players is 25k, if you drop to 5k and you cast the skill, it will heal you for 6.6k and you will have 11.6k. Less than 50% and you are still in execute range of RD and executioner. And again you need another healing skill cause this one is uselless.

    33% is perfectly fine. It worked so well before 1.7, if you watch old videos, most DKs were getting 50% heals at near death which is more then enough.

    First @Sharee said that this value should be fixed 33% and nothing would affect it. That is why I said it is not enough. Then it is not possible to go over 50% as you said. It was possible in 1.7 because all the passives that increase healing are applied to the skill. The skill was really good before 1.6 when the damage was capped and all executes were crap. Since then the damage is so high that the skill cannot save you. Most of the people use Coagulating Blood for the 20% more healing received and unless you have 50k hp the heals are terrible. Combine this will all the healing debuffs in Cyro and it is even worse.

    oh, well i think the 33% should be a base and be scale-able from there. Remove battle spirit debuff and its fixed (Y)

    Exactly my point. That is why I said 33% fixed will not be enough.

    yeh i kinda didnt read properly
    Vyr Cor | Magicka Dragonknight | DC
    Vir Cor | Stamina Dragonknight | DC

    Latest Videos:
    Magicka Dragonknight: Vyr Cor | "A Dragon's Fury" | Magicka Dragonknight PvP
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  • psychotic13
    psychotic13
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    DKsUnite wrote: »
    You're all asking for like every skill to be changed, dreams don't come true in this game.

    Hence why I wrote I don't think everything should be done but giving suggestions on everything gives a better chance they will take something from the list

    Fair enough, imo I think Magicka DKs should get a decent ranged ability, so then you'll see more DKs using staffs and everyone isn't running the same build.
  • Sharee
    Sharee
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    The problem with it not being fixed is that it is possible to boost DB to very high levels with the right setup. I remember a thread where someone did a build that, in PvE, healed 98% of his HP in a single cast.

    I know that this build would not work in PvP, but while it is theoretically possible, ZOS might argue "if DB can reach healing values comparable to templar BoL, we can not with clear conscience make one extempt from battle spirit and not the other"

    Thus, my proposal of fixing it at 33%, because 33% is much better what we have now, and gives ZOS an excuse for battle spirit exemption, while keeping the "spirit of the original intent for the ability", so to say.
  • Bashev
    Bashev
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    Sharee wrote: »
    The problem with it not being fixed is that it is possible to boost DB to very high levels with the right setup. I remember a thread where someone did a build that, in PvE, healed 98% of his HP in a single cast.

    I know that this build would not work in PvP, but while it is theoretically possible, ZOS might argue "if DB can reach healing values comparable to templar BoL, we can not with clear conscience make one extempt from battle spirit and not the other"

    Thus, my proposal of fixing it at 33%, because 33% is much better what we have now, and gives ZOS an excuse for battle spirit exemption, while keeping the "spirit of the original intent for the ability", so to say.

    If theoretically it can be done, it means that you should increase your healing with 200%. The healing that a templar can receive and a DK is only 12% difference from the DKs passive, though templars have a passive for increase healing on low targets. Imagine if this 200% are cut in half by battle spirit then a templar can increase the healing with 100% on top of the tooltip (double).

    http://esolog.uesp.net/viewSkills.php a templar with 34k magicka and 3k spell power can heal 10k BoL (tooltip). It means that this is 20k in Cyro. You can add the crit so it is posible to heal you for 30k crits and this crit can be even increased by CP.

    As a bonus you can heal allies. But this is what happens when there are no caps.
    Because I can!
  • DKsUnite
    DKsUnite
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    Sharee wrote: »
    The problem with it not being fixed is that it is possible to boost DB to very high levels with the right setup. I remember a thread where someone did a build that, in PvE, healed 98% of his HP in a single cast.

    I know that this build would not work in PvP, but while it is theoretically possible, ZOS might argue "if DB can reach healing values comparable to templar BoL, we can not with clear conscience make one extempt from battle spirit and not the other"

    Thus, my proposal of fixing it at 33%, because 33% is much better what we have now, and gives ZOS an excuse for battle spirit exemption, while keeping the "spirit of the original intent for the ability", so to say.

    the healers i play with do 15-20k BoL. Sorcs can get 30k shields. These are done with builds that are still very viable and playable even in solo environments (maybe not optimal but playable). Now if you consider what a DK must sacrifice to get a full health heal of dragon blood, its not even comparable. They need to sacrifice every bit of damage reduction, damage output, sets pieces and mundus.

    While i understand where you are coming from, i dont think its a valid reason not to exclude it from battle spirit
    Vyr Cor | Magicka Dragonknight | DC
    Vir Cor | Stamina Dragonknight | DC

    Latest Videos:
    Magicka Dragonknight: Vyr Cor | "A Dragon's Fury" | Magicka Dragonknight PvP
    Stamina Dragonknight: Vir Cor | "Heathen" | Stamina Dragonknight PvP

    Youtube: CorGaming
  • Sharee
    Sharee
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    DKsUnite wrote: »
    Sharee wrote: »
    The problem with it not being fixed is that it is possible to boost DB to very high levels with the right setup. I remember a thread where someone did a build that, in PvE, healed 98% of his HP in a single cast.

    I know that this build would not work in PvP, but while it is theoretically possible, ZOS might argue "if DB can reach healing values comparable to templar BoL, we can not with clear conscience make one extempt from battle spirit and not the other"

    Thus, my proposal of fixing it at 33%, because 33% is much better what we have now, and gives ZOS an excuse for battle spirit exemption, while keeping the "spirit of the original intent for the ability", so to say.

    the healers i play with do 15-20k BoL. Sorcs can get 30k shields. These are done with builds that are still very viable and playable even in solo environments (maybe not optimal but playable). Now if you consider what a DK must sacrifice to get a full health heal of dragon blood, its not even comparable. They need to sacrifice every bit of damage reduction, damage output, sets pieces and mundus.

    While i understand where you are coming from, i dont think its a valid reason not to exclude it from battle spirit

    Look at it from the viewpoint of someone in ZOS: "If this heal can be scaled upwards, then exempting it from battle spirit could potentially make it unbalanced".

    I am afraid that this line of thinking will prevent the ability from ever getting boosted to a decent level. Fixing it at 33% creates a safeguard that will put such fears to rest. That is all.

    This does not mean i wouldn't like DB to get a better boost, i just don't think it is realistic atm, and i would rather have something than nothing.
    Edited by Sharee on June 21, 2016 2:02PM
  • DKsUnite
    DKsUnite
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    Sharee wrote: »
    DKsUnite wrote: »
    Sharee wrote: »
    The problem with it not being fixed is that it is possible to boost DB to very high levels with the right setup. I remember a thread where someone did a build that, in PvE, healed 98% of his HP in a single cast.

    I know that this build would not work in PvP, but while it is theoretically possible, ZOS might argue "if DB can reach healing values comparable to templar BoL, we can not with clear conscience make one extempt from battle spirit and not the other"

    Thus, my proposal of fixing it at 33%, because 33% is much better what we have now, and gives ZOS an excuse for battle spirit exemption, while keeping the "spirit of the original intent for the ability", so to say.

    the healers i play with do 15-20k BoL. Sorcs can get 30k shields. These are done with builds that are still very viable and playable even in solo environments (maybe not optimal but playable). Now if you consider what a DK must sacrifice to get a full health heal of dragon blood, its not even comparable. They need to sacrifice every bit of damage reduction, damage output, sets pieces and mundus.

    While i understand where you are coming from, i dont think its a valid reason not to exclude it from battle spirit

    Look at it from the viewpoint of someone in ZOS: "If this heal can be scaled upwards, then exempting it from battle spirit could potentially make it unbalanced".

    I am afraid that this line of thinking will prevent the ability from ever getting boosted to a decent level. Fixing it at 33% creates a safeguard that will put such fears to rest. That is all.

    This does not mean i wouldn't like DB to get a better boost, i just don't think it is realistic atm, and i would rather have something than nothing.

    tbh, they need to remove the battle spirit debuff because it really screws with abilities especially when trying to balance pve vs. pvp and instead they need to rebalance the entire game to less damage and adjust pve accordingly.
    Vyr Cor | Magicka Dragonknight | DC
    Vir Cor | Stamina Dragonknight | DC

    Latest Videos:
    Magicka Dragonknight: Vyr Cor | "A Dragon's Fury" | Magicka Dragonknight PvP
    Stamina Dragonknight: Vir Cor | "Heathen" | Stamina Dragonknight PvP

    Youtube: CorGaming
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