We always take feedback seriously. One Tamriel was so huge we had to focus on the balance and new item sets. With the next major update we will be focusing on class balance and abilities. We have a pretty cool new version of Dragon Blood planned that will help magicka DKs while maintaining it's power level for high health characters.
Yup, we definitely have planned a good list of buffs for magicka DK and also balance in general for magicka vs stamina DPS.
We want to make DK's have a unique playstyle that does not include an execute ability. Instead we want them to focus on pressuing enemy's health bars with DoT effects. We've got some sweet changes for magicka DKs planned for update 13!
We're already got a pretty significant list of buffs for magicka DKs coming with update 13 and we have been reading your feedback.
We're already got a pretty significant list of buffs for magicka DKs coming with update 13 and we have been reading your feedback.
TheDefiantOne wrote: »And also remind them that not consulting their player base, forum threads, etc..., for ideas and inputs for future improvements and balance is a great idea to have the game survive an other year or team.
Dan_Fazzyub17_ESO wrote: »Nice to know our class will keep being punished for the way it was at launch.
I really don't understand the Banner nerf either.
Is it because Cor keeps posting videos of players dying in his banner due to his exceptional player skill and ability to place them where instantly exiting them is difficult? Or when some of those players just tunnel vision Qaevir while inside his banner and die? Are we trying to protect those players? I just don't get it.
In group play, Banner isn't even good in most scenarios other than defense of a keep or bombing a group that you've lured to/is coming through a choke. The meta is, and will remain in Update 13, Negate and Destro Ultis. That's it. So WHY THE *** DID THEY NERF BANNER AGAIN?
No changes to:
Stone Fist
Inferno
Eruption / CinderStorm
Chains (ones that matter)
Class Passives
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.
Dan_Fazzyub17_ESO wrote: »So WHY THE *** DID THEY NERF BANNER AGAIN?
KisoValley wrote: »Cause it's still the best ult in PVE. Same reason they changed curse, it's all about PVE, claiming its a PVP change.

Embers fix? I think it's a PvP oriented fix... meh... few people uses that skill in PvP.Ardent Flame
Burning Embers (Searing Strike morph): Fixed an issue where Rank IV of this morph was not allowing multiple Dragonknights to apply the Damage over Time component to the same target.
Major exp after chain? Is that going to solve the issues with the skill? No. It will still be a crappy skill. No reason to leave my shield. No real solution to movility (it's going to be fun to see the pull morph being used t get the MExp buff) I'll still insist in my idea, make dragon leap the DKs gap closer and give Unrelenting force as ulti. And erase chains.Fiery Grip: Increased the duration of the Major Expedition buff granted by this ability and its morphs to 8 seconds from 2 seconds.
Inferno fix? OK... I didn't even knew it was buggy because.. oh dear lord, I don't use it 'cause it's crapInferno: Fixed an issue where this ability and its morphs would display an incorrect Spell Critical Strike Chance percentage on your character UI after swapping weapons.
5% extra dmg on whip? What? It will be a moist noodle, nothing better than that... OK, you can use a flame staff to get a real buff... but who would do that having the wonderful passives given to frost staff? CrapLava Whip: Increased the damage from this ability and its morphs by 5%.
SoM nerf... besides being a hard to use skill, now it's nerfed. Great ZoS.Standard of Might (Dragonknight Standard morph): This morph now increases your damage done and decreases your damage taken by 12/13/14/15% while standing inside the standard, down from 17/18/19/20%.
How to begin with this? It is not only stupid, it is superstupid. Whenever I'm low health I hit the heal button, and that button is R (because of the beautiful battle roar passive). Now I have a heal that works if I have almost no magicka, and if I have no magicka to cast coag blood, I drink a pot or use the R button, and my heal is going to be crap. Please Zos, rework the skillDraconic Power
Coagulating Blood (Dragon Blood morph): This morph now heals you for 33% of your missing Magicka instead of 33% of your missing Health.
Who cares about a crappy crit if your heal is crap?Dragon Blood: This ability and its morphs can now Critically Strike.
The only decent change in all the "let's buff mDK" promise.Ferocious Leap (Dragon Leap morph): This morph now deals Flame Damage instead of Physical Damage.
Do tanks really need a stronger shield? Because in a non tank build this is useless. In the case of PvE, the shield, for obvious bttlespirit reasons it's going to be nerfed to crap.Hardened Armor (Spiked Armor morph): Increased the damage shield value granted by this morph to 15% of your Maximum Health from 10% of your Maximum Health.
Funny note "we are going to make a 1% reduction, that will not impact anything... :facepalm:Iron Skin: Reduced the amount of additional damage you can block from Rank I of this passive to 4% from 5%.
Note that due to how percentages are calculated, the total damage blocked with this rank remains unchanged.
I read the word "nerf" all over that sentenceSpiked Armor: Fixed an issue where this ability and its morphs would deal their thorns damage when the attacker procced a Disease or Poison Weapon Enchantment on the Dragonknight.
Volatile remains as the default option for the skill. IDK why you took your time working on hardened if it is not going to do anything.Volatile Armor (Spiked Armor morph): Increased the damage of the Damage over Time component of this morph by approximately 20%.
Earthen Heart
Battle Roar: Significantly revised this passive ability’s tooltip to more accurately describe the values of Health, Magicka, and Stamina it restores based on the Ultimate’s cost.
Note that decimal values will be truncated from the tooltip, so values restored may be slightly higher than described.
MDK looses not only 5% damage, but also 5% mitigation with overpriced standard(which didn't even get dot damage buff), that's flat nerf even with 5% more damage to overpriced lash, coaguling blood made completely useless, dot damage from violate armor is stupid, if they'd increase damage return to mele it would be buff, but making unnoticeable damage a little more?ZOS_GinaBruno wrote: »[/list]
Dragonknight
- Ardent Flame
- Burning Embers (Searing Strike morph): Fixed an issue where Rank IV of this morph was not allowing multiple Dragonknights to apply the Damage over Time component to the same target.
- Fiery Grip: Increased the duration of the Major Expedition buff granted by this ability and its morphs to 8 seconds from 2 seconds.
- Inferno: Fixed an issue where this ability and its morphs would display an incorrect Spell Critical Strike Chance percentage on your character UI after swapping weapons.
- Lava Whip: Increased the damage from this ability and its morphs by 5%.
- Standard of Might (Dragonknight Standard morph): This morph now increases your damage done and decreases your damage taken by 12/13/14/15% while standing inside the standard, down from 17/18/19/20%.
- Draconic Power
- Coagulating Blood (Dragon Blood morph): This morph now heals you for 33% of your missing Magicka instead of 33% of your missing Health.
- Dragon Blood: This ability and its morphs can now Critically Strike.
- Ferocious Leap (Dragon Leap morph): This morph now deals Flame Damage instead of Physical Damage.
- Hardened Armor (Spiked Armor morph): Increased the damage shield value granted by this morph to 15% of your Maximum Health from 10% of your Maximum Health.
- Iron Skin: Reduced the amount of additional damage you can block from Rank I of this passive to 4% from 5%.
- Note that due to how percentages are calculated, the total damage blocked with this rank remains unchanged.
- Spiked Armor: Fixed an issue where this ability and its morphs would deal their thorns damage when the attacker procced a Disease or Poison Weapon Enchantment on the Dragonknight.
- Volatile Armor (Spiked Armor morph): Increased the damage of the Damage over Time component of this morph by approximately 20%.
- Earthen Heart
- Battle Roar: Significantly revised this passive ability’s tooltip to more accurately describe the values of Health, Magicka, and Stamina it restores based on the Ultimate’s cost.
- Note that decimal values will be truncated from the tooltip, so values restored may be slightly higher than described.
I like the whip change. Basically they took 5% off standard of might and gave it to whip. We will lose some dot damage in PvE with our banner down but we will gain 5% whip damage while the banner is charging. I'm not going to math that but I really like the extra flat whip damage we got out of it.
Dragonblood is really confusing. Can't tell if it's giving me magicka or health based on my magicka. Guess I'll have to wait till pts is downloaded.
I'm glad to see volatile armor get a buff can't wait to see what it ticks for (specially with Thaumaturge)
Engulfing flame and dragon leap should make for a nice combo.
What does everyone else think?
you weren't ganked cause you were saved by blob what you runAverageJo3Gam3r wrote: »Wow, really disappointed at the salt level in this thread. At first, I was confused by the patch notes, then it hit me. This patch is gonna be very good for mDKs. The issue mDKs have had for a long time is they need to stack all three stats: magicka for damage, health for CDB, and stamina for blocking.
You have to look at the patch notes in their entirety. When you consider the entire notes, with an ice staff we only have to stack a single stat...magicka. With our magicka pool, we can now block, heal, and deal damage! We gain light attacks that actually deal damage instead of tickle. With large magicka pools we gain the ability to use damage shields that are actually decently sized.
Let me repeat that...no longer do we have to split our stat pool!!!
I don't think you realize how much you'll be able to permablock with an ice staff and desert rose.
The CDB changes will be better than old CDB in every way. My magicka pool, even with trainee and argonian passives, is 10k higher than my health pool. Of course my DB heals will be stronger. Only scenario where they won't is when I'm ganked. I don't recall the last time I was ganked where I didn't die instantly to 5 proc sets going off at the same time, so not worried about that scenario really (and am not convinced the proc set nerf will change this, but that's a different thread).
Flame leap will be a cheaper ult than meteor that hits just as hard, and doesn't require a fossilize to guarantee a hit because it doesn't telegraph.
Whips hit harder.
In PvE, whip damage is buffed 13% with destro staff changes.
I'm excited about these changes. In @Wrobel we trust!
And how exactly will you sustain permablocking while having 0 Magicka Regen and your Magicka pool being drained by blocking? You won't even be able to use 2x 5p sets + 2p Undaunted.AverageJo3Gam3r wrote: »Wow, really disappointed at the salt level in this thread. At first, I was confused by the patch notes, then it hit me. This patch is gonna be very good for mDKs. The issue mDKs have had for a long time is they need to stack all three stats: magicka for damage, health for CDB, and stamina for blocking.
You have to look at the patch notes in their entirety. When you consider the entire notes, with an ice staff we only have to stack a single stat...magicka. With our magicka pool, we can now block, heal, and deal damage! We gain light attacks that actually deal damage instead of tickle. With large magicka pools we gain the ability to use damage shields that are actually decently sized.
Let me repeat that...no longer do we have to split our stat pool!!!
I don't think you realize how much you'll be able to permablock with an ice staff and desert rose.
The CDB changes will be better than old CDB in every way. My magicka pool, even with trainee and argonian passives, is 10k higher than my health pool. Of course my DB heals will be stronger. Only scenario where they won't is when I'm ganked. I don't recall the last time I was ganked where I didn't die instantly to 5 proc sets going off at the same time, so not worried about that scenario really (and am not convinced the proc set nerf will change this, but that's a different thread).
Flame leap will be a cheaper ult than meteor that hits just as hard, and doesn't require a fossilize to guarantee a hit because it doesn't telegraph.
Whips hit harder.
In PvE, whip damage is buffed 13% with destro staff changes.
I'm excited about these changes. In @Wrobel we trust!
usmcjdking wrote: »Ignoring the rather large indirect buff Inhale got by increasing the dmg in place for AOE caps.
1. I would assume the heal is limited to 6 targets.usmcjdking wrote: »Ignoring the rather large indirect buff Inhale got by increasing the dmg in place for AOE caps.
AverageJo3Gam3r wrote: »@Sanct16 desert rose or black rose. Same way that you get stam back while blocking today. With undaunted sets not being able to crit, I'm not sure they'll continue to be BiS anyways. We'll have to see how that plays out. The first setup I plan on trying is 5 black rose, 5pc dps set (probably BSW), 1pc infernal guardian, master resto back bar for more magicka on the shield bar.
4pc necro with 1pc infernal guardian, 1pc grothdar is another option. 5pc desert rose+5pc rattlecage. Lots of stuff to try out!
IzakiBrotheSs wrote: »Ferocious Leap Flame damage OP. We finally have some decent burst boys. I can already feel the Powerlash into Dragon Leap combo with Engulfing and Burning up. Can't wait to put on some PvP gear. Been stuck in PvE for way too long.
I'm excited for the Ferocious Leap change. I was playing around with take flight in cyrodiil yesterday on my mDK and hitting 10k leaps so it will be nice to add some spell pen and CP into that.
Edit: oh but take flight does more damage and costs less anyway. I'm not that excited anymore
Dan_Fazzyub17_ESO wrote: »I've never been more upset with changes to my class than I am now.
Really seems like ZoS is just telling mDK players to go *** themselves and re-roll stamina.
IzakiBrotheSs wrote: »Ferocious Leap Flame damage OP. We finally have some decent burst boys. I can already feel the Powerlash into Dragon Leap combo with Engulfing and Burning up. Can't wait to put on some PvP gear. Been stuck in PvE for way too long.I'm excited for the Ferocious Leap change. I was playing around with take flight in cyrodiil yesterday on my mDK and hitting 10k leaps so it will be nice to add some spell pen and CP into that.
Edit: oh but take flight does more damage and costs less anyway. I'm not that excited anymore
I'd love to see how Ferocious Leap will compare to Take Flight. If anyone tests it tomorrow in the PTS- could you please post about it? I'm specifically concerned with the tooltip readout for it. Is it a firey AOE? (Does it synergize with the DK passive World in Ruin?) Will it still knock back enemies?
I'm thinking of a good PVP move with a Dunmer mDK tank build from the updates:
Black Rose, Burning Spellweave, Valkyn Skoria
Ferocious Leap into a crowd to proc a firey AOE DOT. Toss up Burning Talons, roll dodge out of the crowd, hit Eruption. This should proc Valkyn Skoria, using Eruption should replace the stamina of the roll dodge. Let the DOTs do the inital damage for your group to come in and clean up.
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