Calling all PvP Magicka DKs - Document to the DEVs

  • Bashev
    Bashev
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    Ghost-Shot wrote: »
    Bashev 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.

    Currently battle roar restore 35% from your magicka and stamina and 30% from your health. It used to restore values based on your magicka only. 35% from your magicka. Then if you have 40k magicka and 15k stamina you received 12k magicka and 12k stamina, now you receive 12k magicaka and 4.5k stamina. This change was a buff for stamina and a nerf for magicka builds.
    I want to keep the old way but instead always using magicka in calculation, to take the highest pool resource.

    For the helping hands, so it is not OP to restore 5% from you main resource for a stamina build when you cast an earthen heart ability? Plus there is no spamable skill in that line so you cannot take full advantage.

    The best thing actually will be 3% from (max stamina + max magicka pool). Then this will be a buff for all magicka and hybrid builds and small nerf for stamina DKs.

    I hope that this clear what was my idea.
    Because I can!
  • Cronopoly
    Cronopoly
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    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.
  • Bashev
    Bashev
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    Cronopoly wrote: »
    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.

    No changes in DK skills in 1T patch (except the order of the 2 skills that you mentioned). Only new sets.
    Because I can!
  • Sharee
    Sharee
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    Cronopoly 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.
  • AverageJo3Gam3r
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    Sharee wrote: »
    Cronopoly 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.
  • Savos_Saren
    Savos_Saren
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    I don't know if anyone has mentioned this:

    ...But what he hell was the logic behind giving you a speed buff after you cast chains??? I mean the whole purpose of chains is to get CLOSER to the target... and THEN we're faster to get AWAY?

    Are we supposed to chain ourselves closer to the target, hit them with one attack, and then run away? And how long is that speed buff? TWO SECONDS? It damn near takes two seconds to get a heavy attack or wrecking blow off (yes, I'm exaggerating a little).

    But you see my point, right? Gap close, ::speed buff proccs:: attack, turn to run away ::speed buff has worn off:: aaaaaand we're toast.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Sharee
    Sharee
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    Sharee wrote: »
    Cronopoly 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 :)
  • Bashev
    Bashev
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    Sharee wrote: »
    Sharee wrote: »
    Cronopoly 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.
    Because I can!
  • Natas013
    Natas013
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    Bashev wrote: »
    Sharee wrote: »
    Sharee wrote: »
    Cronopoly 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.

    I can see it now, people being pulled up, or down, to be met buy a dizzying swing and reverse slice. I wonder if you get pull down, do you take the fall damage too?
    RIP Ellania Delome
    June 9, 2015-June 14, 2016
    A skilled crafter, competent sorcerer, and denizen of the night
    Along came the Dark Brotherhood and summarily ended it all
  • Rainingblood
    Rainingblood
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    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...
    Phoebe Anderson
  • Xvorg
    Xvorg
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    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
    Edited by Xvorg on September 30, 2016 5:56PM
    Sarcasm is something too serious to be taken lightly

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    That led to the wrong tendencies
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    Used the wrong method with the wrong technique
  • Rainingblood
    Rainingblood
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    Xvorg 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

    Better yet, let's just make that #6! I agree... I'd like major defile on something other than only our 250 Ulti...
    Phoebe Anderson
  • Aquanova
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    We need to concentrate on skills that ONLY buff Magicka dk.

    Dragonsblood should provide a hot that scales with Magicka.

    I don't care what anyone says, Obsidian Shard should be an execute. Take away that silly heal chance.

    I'd like a decrease in skills costs but that would help out stam dks as well.

    Wings should work like harness Magicka and absorb some of the spell damage and give it to the caster.

    Buff the dot for spiked armor so it can used to pressure opponents. The dot now is lol in pvp :D

    Ferocious leap should do Magicka or Fire damage.
    NA/PC
  • old_mufasa
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    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?
  • Natas013
    Natas013
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    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?

    I'm fine with not having a true execute, but I don't see why we can't have one like poison injection or a passive that increases DoT damage. Hell, I'd be happy with up to 50% starting at 50% for the passive increase on all DoT, at least it's something.
    RIP Ellania Delome
    June 9, 2015-June 14, 2016
    A skilled crafter, competent sorcerer, and denizen of the night
    Along came the Dark Brotherhood and summarily ended it all
  • devilsTear
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    Would be nice if they added it to the combustion passive, if you have a dot on someone below X health they have a chance to combust in to flames.
  • bigted209
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    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
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    bigted209 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
  • Natas013
    Natas013
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    bigted209 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

    That would be nice, though I'd prefer if it were a minor buff to regen. That goes for GDB as well.
    RIP Ellania Delome
    June 9, 2015-June 14, 2016
    A skilled crafter, competent sorcerer, and denizen of the night
    Along came the Dark Brotherhood and summarily ended it all
  • bigted209
    bigted209
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    bigted209 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

    Just stumbled upon the sun set as I've just started doing trials after a year playing(sad, I know). And yes, it's in the works. End goal will be 5 sun/4 Magnus/2 skoria. Just switched him over to high elf...lost 3% fire damage for higher spell pen and higher recovery. Ran him through the dailies and my bar didn't get below 35-40%. With all SD glyphs and finished sets, ballparking 2600 SD unbuffed With +/- 1500 recovery. That, I can smile about. But I still want blue dragon blood :p
  • Fluffy_Fr0zR
    Fluffy_Fr0zR
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    Kilandros 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.
  • eserras7b16_ESO
    eserras7b16_ESO
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    @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:

    -

    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


    -

    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.
    Edited by eserras7b16_ESO on October 5, 2016 11:08AM
    Eptackt - Argonian Templar
    Belegrand - Redguard Nightblade
  • DKsUnite
    DKsUnite
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    @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:

    -

    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


    -

    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.

    this is a collection of people's thoughts and opinions. Some of the stuff i read in the document i think is over the top or just doesn't make sense but i don't want to edit out what i think isn't right because everyone is entitled to their opinion.

    Also, someone once told me that you need to let the bad ideas in aswell as the good because the bad ideas can actually lead you down a different path of thinking and can lead to good ideas that you would have never thought about hence why i dont want to edit anything out.

    edit: i actually want SoM to cost 200 or even 225 lol
    Edited by DKsUnite on October 5, 2016 11:47AM
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  • pjwb16_ESO
    pjwb16_ESO
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    Just wanna throw my ideas in here too, in case they are already in the OP just ignore me :p
    Well, first of all I think what Magicka DK needs is not higher burst or an execute or something. What DKs need is their general ability improved to stand their ground and keep enemys close to them. Therefore I'd suggest the following:
    - Dragonfire Scales reflect all projectiles again for the whole 4s -> this forces people to go melee with the DK while it increases its survivability in large encounters
    - Cinder Storm (the morph without initiate damage) should snare for longer even when you leave the area of effect (I'd propose an 1-2s increase) aswell as it should grant the Major Evasion Buff to the caster, though it should only be cinder storm morph because otherwise this would be kind of unfair in PvE encounters, because Eruption is already a must have ability for Magicka PvE DKs
    - new passive effect: you gain Minor Heroism while you affect a target with 'Burning', this will help dealing with the high ultimate costs in combat aswell with mana sustain problems due to the high skill costs of magicka DKs skills, otherwise a cost reduction passive or a general cost reduction for the mag DKs skill would be good

    just my 2 cents
    ~ here since Beta

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  • Kilandros
    Kilandros
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    Kilandros 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.

    Ok.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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
  • AverageJo3Gam3r
    AverageJo3Gam3r
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    @eserras7b16_ESO I think you misunderstand our intention. Of course all the buffs in the doc would be over the top. We're brainstorming ideas on how to address mDK PVP issues without buffing mDK in PvE or stamDK at all. A tall order to say the least.

    As @DKsUnite said above, it is a community document so not every suggestion meets our requirements, but didn't want to get into editorializing. Yes SoM costs too much in PvP and shifting standard is too weak for its cost. But from your statement it's clear that you don't play mDK in PvP if you think that mDKs have plenty of ultimate options. Our only option is meteor, which deals less damage than a NBs 50 point incap strike, and bats which forces us to be vampires.

    Do I expect all suggestions in the document to be implemented? Of course not, just two or three would rebalance mDKs. Look at stam sorcs. A change to one skill and a few passive tweak skills and they went from a joke to a solid PvP setup. All we're asking for is mDKs to receive similar treatment.
  • bigted209
    bigted209
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    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
  • sirston
    sirston
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    bigted209 wrote: »
    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

    That pretty cool Hope they stay by there word for once; the Mag DK ever since 1.5 shenanigans has been getting cast down like crazy. Just need to make a better gap closer then broken chains (Why can guards chain pull people at angles but we can't?) or just make dragon leap cost 100 Ult or less.
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  • bigted209
    bigted209
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    My leap costs I think 110. I bounce between that and dawn breaker for a low cost "emergency" ultimate to get resources back. Bat swarm is another good one, think that's like 135-140ish. And it heals! :D

    Love playing the class, and I too hope we get all that's mentioned and them some. Bring us back to where we used to be :p
  • Bashev
    Bashev
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    Based on the new info block cost reduction glyphs reduce the stamina drain after all other reductions directly. Now you can reduce the block cost to 88. Here is the topic --> https://forums.elderscrollsonline.com/en/discussion/comment/3450866#Comment_3450866
    I think this will increase our survivability a lot and it will give us chance for new builds.
    Because I can!
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