Ghost-Shot wrote: »It is so simple to fix mDK. We need 4 changes which can be done exactly for 1 day.
1) chains when dodged teleports you to the target without damaging it
2) Helping Hands WHILE USING EARTHEN HEART ABILITIES Activating an Earthen Heart ability restores 5% Stamina based on (your highest resource pool).
3) Battle Roar WHEN ACTIVATING AN ULTIMATE ABILITY Activating an Ultimate restores Health, Magicka, and Stamina in amounts increased by 70% of the Ultimate's cost (based on your highest resource pool)
4) Dragon blood excluded from battle spirit.
These changes will bring back mDK from the ash. Especially 2,3 and 4.
I don't understand what you are saying on #2, #3 is how battle roar used to work and how it should still work.
Edit: Are you saying restore stamina by 5% of your highest resource? I think that would be a bit over the top.
So while we see the sets etc from 1Tam DLC, is there any positive change for MagDK or is it limited to changing the position of Chains to be level 30, and Flame Lash level 2, as I saw on the PTS?
I worry if the fixes/upgrades are coming by way of "Sets" only which basically mean no fixes at all as everyone gets them.
I worry if the fixes/upgrades are coming by way of "Sets" only which basically mean no fixes at all as everyone gets them.
I worry if the fixes/upgrades are coming by way of "Sets" only which basically mean no fixes at all as everyone gets them.
Everyone gets them, but still, a set that auto-pulls enemies into melee range if you block their attacks will be naturally more useful to a class which has no reliable gap closer (as opposed to the classes which do). That alone will make a big difference for me. I very much look forward to playing with the various new sets - they will really redefine the shape of PvP, i think.
AverageJo3Gam3r wrote: »I worry if the fixes/upgrades are coming by way of "Sets" only which basically mean no fixes at all as everyone gets them.
Everyone gets them, but still, a set that auto-pulls enemies into melee range if you block their attacks will be naturally more useful to a class which has no reliable gap closer (as opposed to the classes which do). That alone will make a big difference for me. I very much look forward to playing with the various new sets - they will really redefine the shape of PvP, i think.
I'm not impressed by that set. I need a gap closer to catch fleeing targets. Not bring people close to me who are attacking me. MDKs have wings to fight ranged casters, and everyone else gap closes to you.
AverageJo3Gam3r wrote: »I worry if the fixes/upgrades are coming by way of "Sets" only which basically mean no fixes at all as everyone gets them.
Everyone gets them, but still, a set that auto-pulls enemies into melee range if you block their attacks will be naturally more useful to a class which has no reliable gap closer (as opposed to the classes which do). That alone will make a big difference for me. I very much look forward to playing with the various new sets - they will really redefine the shape of PvP, i think.
I'm not impressed by that set. I need a gap closer to catch fleeing targets. Not bring people close to me who are attacking me. MDKs have wings to fight ranged casters, and everyone else gap closes to you.
Two words: Jesus beam.
I can't wait for all those brave souls constantly beaming me at 100% health from behind a wall of friendly bodies, hoping someone else will bring me down to 50% HP, to be instantly pulled to within 5m of me. If only for the hilarity of it
AverageJo3Gam3r wrote: »I worry if the fixes/upgrades are coming by way of "Sets" only which basically mean no fixes at all as everyone gets them.
Everyone gets them, but still, a set that auto-pulls enemies into melee range if you block their attacks will be naturally more useful to a class which has no reliable gap closer (as opposed to the classes which do). That alone will make a big difference for me. I very much look forward to playing with the various new sets - they will really redefine the shape of PvP, i think.
I'm not impressed by that set. I need a gap closer to catch fleeing targets. Not bring people close to me who are attacking me. MDKs have wings to fight ranged casters, and everyone else gap closes to you.
Two words: Jesus beam.
I can't wait for all those brave souls constantly beaming me at 100% health from behind a wall of friendly bodies, hoping someone else will bring me down to 50% HP, to be instantly pulled to within 5m of me. If only for the hilarity of it
Do you believe that the pull from this set will have different Z axe from chain skill. Even if it has it will be changed in 1 month because people will start complain for entering the keeps without sieging.
Rainingblood wrote: »5 things that would make me happy, and would be relatively easy tweaks without requiring a full overhaul
1) Make dragon leap a regular ability, and have the morphs do either flame or poison dmg with dots instead of phys. dmg. This should be our gap closer.
2) make dragon blood heal off the highest stat.
3) somehow give us the ability to make our dots un-purgable (maybe for a certain amount of time after ability cast), whether a passive, morph, etc. So many people roll with some type of purge, it makes so much of our damage ineffective. We don't have burst, so at least help us use our dots consistently.
4) Standard is hugely expensive, but anyone can get out of it unless you trap them in terrain. Make it at least slow them if the break free.
5) we'd love an execute, but since we've been told we won't get one, how about giving mDks a defense AGAINST executes? Not something OP, but if we're the anti-burst, then it would be nice to be able to defend against burst without being a full tank spec. There are set bonuses that can do things like a heal/shield/etc. when under a certain% of health. It wouldn't be a stretch to give us some love here...
Rainingblood wrote: »5 things that would make me happy, and would be relatively easy tweaks without requiring a full overhaul
1) Make dragon leap a regular ability, and have the morphs do either flame or poison dmg with dots instead of phys. dmg. This should be our gap closer.
2) make dragon blood heal off the highest stat.
3) somehow give us the ability to make our dots un-purgable (maybe for a certain amount of time after ability cast), whether a passive, morph, etc. So many people roll with some type of purge, it makes so much of our damage ineffective. We don't have burst, so at least help us use our dots consistently.
4) Standard is hugely expensive, but anyone can get out of it unless you trap them in terrain. Make it at least slow them if the break free.
5) we'd love an execute, but since we've been told we won't get one, how about giving mDks a defense AGAINST executes? Not something OP, but if we're the anti-burst, then it would be nice to be able to defend against burst without being a full tank spec. There are set bonuses that can do things like a heal/shield/etc. when under a certain% of health. It wouldn't be a stretch to give us some love here...
I'd gladly change points 3, 4 and 5 for Major Defile on Burning embers
old_mufasa wrote: »Wait someone wants to remove the heal off burning embers... so remove one of the few things keeping a magic dk alive? How is that helpful to the class?
Burring embers:
"removed the over the top heal and replaced with 20 second duration. [tennant94]"
Also there is repeated talk of a execute on skills... I'm pretty sure the devs have repeatedly said they will not be giving DK's a execute.. so isn't a waste of time to ask for it and instead come up with buffs to compensate for never having a execute?
So here's my burning question(pun intended) that I didn't see mentioned. On the topic of dragon blood....keep the stamina regen on GDB, but how about a magic regen on the other morph. 20% health regen doesn't help on my magDK. I'm in a constant battle of spell damage vs magic regen. Highest I've gotten my SD buffed is +/-2500, no show stopper, but I get it...DOT is the name of the game. Problem is, pvp especially, SD that low isnt going to do much against skilled opponents....and getting it in to competitive range means my regen is trash. Maybe there's a solution that I haven't found, but a magic regen morph of DB would be super.
FloppyTouch wrote: »So here's my burning question(pun intended) that I didn't see mentioned. On the topic of dragon blood....keep the stamina regen on GDB, but how about a magic regen on the other morph. 20% health regen doesn't help on my magDK. I'm in a constant battle of spell damage vs magic regen. Highest I've gotten my SD buffed is +/-2500, no show stopper, but I get it...DOT is the name of the game. Problem is, pvp especially, SD that low isnt going to do much against skilled opponents....and getting it in to competitive range means my regen is trash. Maybe there's a solution that I haven't found, but a magic regen morph of DB would be super.
Seducer set battle roar passive and well timed potions I never used high regen and never have to much of an issue pvp wise. Sun set works well unbuffed I'm at 2500 spell damage but I like ur thought of having a morph that adds magic recovery
FloppyTouch wrote: »So here's my burning question(pun intended) that I didn't see mentioned. On the topic of dragon blood....keep the stamina regen on GDB, but how about a magic regen on the other morph. 20% health regen doesn't help on my magDK. I'm in a constant battle of spell damage vs magic regen. Highest I've gotten my SD buffed is +/-2500, no show stopper, but I get it...DOT is the name of the game. Problem is, pvp especially, SD that low isnt going to do much against skilled opponents....and getting it in to competitive range means my regen is trash. Maybe there's a solution that I haven't found, but a magic regen morph of DB would be super.
Seducer set battle roar passive and well timed potions I never used high regen and never have to much of an issue pvp wise. Sun set works well unbuffed I'm at 2500 spell damage but I like ur thought of having a morph that adds magic recovery
First, many thanks to @DKsUnite for your hard work both here and in countless other threads over the last two years. Hopefully the Developers acknowledge your time by taking these suggestions seriously.
Class Vision
I think it helps to understand proposed changes by first understanding what is expected of and hoped for the class. I view the DK as an attrition-based class. That is, the DK should become stronger and more dangerous the longer the fight persists. His tool kit should reflect that by offering DoTs, HoTs, and superb resource management.
ARDENT FLAME:
Battle Standard - Base ultimate cost reduced from 250 to 200.
Standard of Might - Ultimate cost reduced from 250 to 200.
Fiery Grip
Empowering Chains - Consider changing to a teleport that sets target off balance, deals flame damage, and deals a small AoE DoT. Potentially remove Empower to balance.
Lava Whip - I hesitate to suggest a damage boost at the moment. I think that if our defense is buffed elsewhere, we could spec more into damage thus buffing this skill.
Inferno - Base ability now provides both Major Prophecy and Major Savagery while slotted. When activated, surround yourself in 8m flames dealing X damage per second for 15 seconds.
Flames of Oblivion - Flame damage now increases by X% every 2 seconds.
Cauterize - When activated, surround yourself in 8m healing flames that heal yourself and allies for X healing every second for 15 seconds.
DRACONIC POWER
Dragon Leap - Reduced cost from 125 ultimate to 110 and range increased to 28m from 20m become baseline.
Take Flight - Deals X physical damage and grants minor protection for 5 seconds upon landing.
Ferocious Leap - Deals X magic damage and no longer grants a shield, but now leaves a pool of molten fire at your landing location that deals X damage over 5 seconds.
Spiked Armor
Skill changed to "Juggernaut" - While slotted, gain Minor Magicka and Stamina regeneration. Activate to gain Major Evasion and Minor Protection for 10 seconds.
Serpent's Momentum - Also grants Major Expedition on activation
Serpent's Fury - Grants Minor Berserk on activation
Dragon's Blood - No longer affected by Battle Spirit. Instantly heals you for 25% of your MAXIMUM health and an additional X health over 20 seconds. Also grants Major Fortitude.
Inhale - Now also reduces the delay between the Inhale and Exhale by 10% per enemy hit. At 6 targets hit, delay would be reduced to 1.5 seconds from 2.5 seconds.
Elder Dragon - Rank 1 grants Major Resolve while any Draconic Power ability is active. Rank 2 grants Major Resolve and Major Ward while any Draconic Power ability is active.
EARTHEN HEART
Magma Armor - Duration increased so that the duration is around 15 seconds with 2 points invested into the Eternal Mountain passive.
Magma Shell - Increase the range of the shield. Shield no longer affected by battle spirit.
Stone Fist - I will take literally anything else. Literally anything.
Molten Weapons - Baseline effect now includes +40% heavy attack damage.
Molten Armaments - In addition to current effects, light and heavy attacks have a change to deal X flame damage over 2 seconds.
Helping Hands - Now also grants Minor Heroism for 5 seconds while activating an Earthen Heart ability while in combat.
eserras7b16_ESO wrote: »@DKsUnite
Hello, while I love that you suggest stuff and that you fight for what's right, i had a look at the document and 1st lines already change my mood from interested to angry:
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Banner is situationally strong but a huge potential waste of 250 ultimate [Joy Division]
still think 250 ultimate is too expensive for Banner [Joy Division]
Standard of Might
The cost is too high to warrant use in pvp. I know that this was kind of intentional as this is what mDK use in pve and having it lower cost is going to throw the balance in pve
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Well EXACTLY, if you really want people to take you seriously you can't just say "hey, we're just giving them ideas but nothing that can make us too powerful or unbalanced in PvE for example, just pvp changes" and then ask for reducing the cost of the strongest PvE ultimate in the GAME!!! You're going in a totally wrong path. Standard is a PvE ultimate and that's just exactly how it is designed to be! You have other ultimates to aid you in PvP, specialy now with the new stamina ultimates.
Make a letter wich is: SHORTER, SIMPLIER and actually SMART. I'm not going to read any further since i'll probably only read overpowered *** all over exceptuating ONE or TWO actualy good ideas, wich should be the only ones appearing on this document.
Pretty dissapointed by the mDK community, it really feels like you have no sense of responsability signing this document. You only want to be over the top, or that's how it looks like.
Fluffy_Fr0zR wrote: »First, many thanks to @DKsUnite for your hard work both here and in countless other threads over the last two years. Hopefully the Developers acknowledge your time by taking these suggestions seriously.
Class Vision
I think it helps to understand proposed changes by first understanding what is expected of and hoped for the class. I view the DK as an attrition-based class. That is, the DK should become stronger and more dangerous the longer the fight persists. His tool kit should reflect that by offering DoTs, HoTs, and superb resource management.
ARDENT FLAME:
Battle Standard - Base ultimate cost reduced from 250 to 200.
Standard of Might - Ultimate cost reduced from 250 to 200.
Fiery Grip
Empowering Chains - Consider changing to a teleport that sets target off balance, deals flame damage, and deals a small AoE DoT. Potentially remove Empower to balance.
Lava Whip - I hesitate to suggest a damage boost at the moment. I think that if our defense is buffed elsewhere, we could spec more into damage thus buffing this skill.
Inferno - Base ability now provides both Major Prophecy and Major Savagery while slotted. When activated, surround yourself in 8m flames dealing X damage per second for 15 seconds.
Flames of Oblivion - Flame damage now increases by X% every 2 seconds.
Cauterize - When activated, surround yourself in 8m healing flames that heal yourself and allies for X healing every second for 15 seconds.
DRACONIC POWER
Dragon Leap - Reduced cost from 125 ultimate to 110 and range increased to 28m from 20m become baseline.
Take Flight - Deals X physical damage and grants minor protection for 5 seconds upon landing.
Ferocious Leap - Deals X magic damage and no longer grants a shield, but now leaves a pool of molten fire at your landing location that deals X damage over 5 seconds.
Spiked Armor
Skill changed to "Juggernaut" - While slotted, gain Minor Magicka and Stamina regeneration. Activate to gain Major Evasion and Minor Protection for 10 seconds.
Serpent's Momentum - Also grants Major Expedition on activation
Serpent's Fury - Grants Minor Berserk on activation
Dragon's Blood - No longer affected by Battle Spirit. Instantly heals you for 25% of your MAXIMUM health and an additional X health over 20 seconds. Also grants Major Fortitude.
Inhale - Now also reduces the delay between the Inhale and Exhale by 10% per enemy hit. At 6 targets hit, delay would be reduced to 1.5 seconds from 2.5 seconds.
Elder Dragon - Rank 1 grants Major Resolve while any Draconic Power ability is active. Rank 2 grants Major Resolve and Major Ward while any Draconic Power ability is active.
EARTHEN HEART
Magma Armor - Duration increased so that the duration is around 15 seconds with 2 points invested into the Eternal Mountain passive.
Magma Shell - Increase the range of the shield. Shield no longer affected by battle spirit.
Stone Fist - I will take literally anything else. Literally anything.
Molten Weapons - Baseline effect now includes +40% heavy attack damage.
Molten Armaments - In addition to current effects, light and heavy attacks have a change to deal X flame damage over 2 seconds.
Helping Hands - Now also grants Minor Heroism for 5 seconds while activating an Earthen Heart ability while in combat.
I've played magicka DK for a pretty long time on a pretty high level so far, and the buffs you're yelling for are making me cringe so hard. You're asking for more passive buffs than all other classes have COMBINED. Sure i agree on SOME of that, like slight higher whipdmg and a stonefist change, but dude, minor heroism added to already great 5% stamregain? major minor everywhere .. If i were to decide i would shake my head at your post as a dev, and read through the next one, sorry.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Update on my most recent addition to this thread about a magic regen morph of dragon blood....
Apparently it's coming in update 13. Read in the general forum that Eric wrobel said the other morph(not GDB) will be getting a magic regen addition. Actually quoted saying a lot of other pleasant bumps towards the magicDK.
https://forums.elderscrollsonline.com/en/discussion/293163/update-13-balance-combat-infos#latest