Coagulating Blood (Dragon Blood morph): This morph now heals you for 33% of your missing Magicka instead of 33% of your missing Health.
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.
Quantum, my only complaint is the following
analise should be analyze
Regardless, agree with everything.
@CarlosO is a beast mDK and knows his stuff. Though I want to test the changes, I agree with everything you've written based on what we currently know.
It feels like the Devs are trying to make Dragon's Blood complex for complexity's sake, which is bizarre. DKs just need a reliable self heal to open up different builds and different playstyles. If Dragon's Blood was simply changed to heal for 5k and an additional 10k over 5 seconds, we'd be good to go. Continue allowing it to crit and even better. Just make it static values on one morph so as to not overbuff it for high health characters. How is that so difficult? As the saying goes: Keep it simple, stupid.
EDIT: My concern right now is that mDKs are going to be pigeonholed into permablocking Ice Staff / Desert Rose builds that are going to infuriate the PvP community and result in even more mDKs nerfs down the road.
CPT_CAPSLOCK wrote: »I think to undestand this change you have to take a look at the froststaff changes and how it synergies with it.
Maybe the idea is to have small heals with embers and lashes as long as you have enough mag to block, cause u dont need a high heal if you can block and as soon as you can not block anymore cause you are running out of mag you get a high burst heal.
//not saying the amount of heal you get from it is balanced
CPT_CAPSLOCK wrote: »I think to undestand this change you have to take a look at the froststaff changes and how it synergies with it.
Maybe the idea is to have small heals with embers and lashes as long as you have enough mag to block, cause u dont need a high heal if you can block and as soon as you can not block anymore cause you are running out of mag you get a high burst heal.
//not saying the amount of heal you get from it is balanced
leepalmer95 wrote: »They should just add a small 100% heal attached to it.
Though you did forget to add the healing bonus's.
Mending is 25%
Draconic passive is 12%
Heavy armor is 8% (if you use it)
Blessed boost (usually 5-10%)
Quick recovery (say 5%)
That is 60% without the coagulating boost of 8%
So that 34% (for the sake of easy maths) is 17% in pvp which is boosted by 60%
0.17 x 1.6 = 0.272
so 27.2% heal.
Hello there,
INTRO:
So as most of you guys already know, patch notes revealed a change to the skills Coagulating Blood, also known as the 'oh ***' heal for magicka DKs. As stated on the Patch Notes:Coagulating Blood (Dragon Blood morph): This morph now heals you for 33% of your missing Magicka instead of 33% of your missing Health.
Firstly, lets understand how the old morph works.. Dragon Blood, as most of us know, is not a good heal as it is right now - it's a relatively expsensive heal that doesn't do much except dump your magicka and on same rare ocasions, it can save your life after spamming it a couple of times just in order to get bats or get that fat Burning Embers healing proc. Lets put in some numbers here.
From now on, we'll be thinking of a 'standard' (I know this is a generalization, but lets work with this) magicka DK with the following stats: 27k Health, 40k Magicka, 15k stamina.
CURRENT STATE
As of now, Coagulating blood is mostly going to be used once you're at ~20% health, in order to have a 'proper missing health pool' to heal from. Sitting at 20% health, means that you'll be missing 21,6k health, 33% of that (yes you can get this to be a little higher on your tooltip, but for the sake of simplicity lets keep it like this) is 7.1k, applied with battle spirit, it's a total of 3.5k heal. Honestly, that's not a TERRIBLE heal, but I've got stamDK friends that manage to get 3.5k VIGOR TICKS.. Now, in a extreme case scenario, you're sitting at 5% health, which means 25.6k missing health, which is 8.4k heal, applied with battle spirit, 4.2k max heal. With this, we can conclude that Coagulating Blood is not in a good spot in this current patch.
Now, driving a little off topic, some people might say that that's fair, 'cause we can get heals from other sources like burning embers and power lashes, and while that's true, thouse are all unreliable heals in open world. A comparison to that would be telling a stamina class to run only with rally as their source of healing, fat big heal. 'Oh, but mDKs are tanky, so they don't need to heal as much' --> Everybody is with heavy armor, being tanky, even though mDKs are good at it, is not a uniqueness to us that makes us viable in open world solo PvP.
AFTER PATCH NOTES
Now lets get back on track, lets analyse the changes done and think about them. Now, you restore your health based on your MISSING MAGICKA - at first glance, it might seem like a good idea, because your normally have a higher magicka pool compared to health.
Let's work with maths here again:
You're low magicka and low health, lets say you're at 10% magicka, you've got 36k missing magicka (that might not even be enough magicka to pop another dragons blood, lol, but lets keep on) this is 11.8k, with battle spirit it'll be a 6k heal, which ok, it's a ok heal... now consider that after this you've got no magicka what so ever, you can pot, and ulti, which will help you balance your magicka out, but now, pressing your 'oh s*it heal' will call in a 'oh s*it ulti', which soon enough will become a 'oh s*it heal again' that you'll not be able to do anything now duo to lack of magicka and insane pressure from proc sets and other sources.
In a more realistic scenario, you wont be sitting at 10% magicka, of course, so lets say you're a 20% which is reasonable, 32k missing health, 10.5k heal, with Battle Spirit, 5.2k heal. Not to bad it seems, but again, you'll need to constantely be on that risk zone, that any high burst stamina NB or sorc filled with proc sets will quickly get you out from.
Basically, lets analyse some issues that this will bring.
- Gankers: Basically if you get ganked, you'll have no counterplay to that, your magicka will be full, but your health will be sitting at a brink of extinction. How do you recover? No heals from Dragon Blood, not enough time to build up a burning embers after a gank, power lash won't give you a big enough heal to get you out of execute range (if you even get the time to root the ganker and lash him twice - honestly - really unlikely).
- Open World: So many problems here that it would just get too boring to read. But imagine the inumerous scenarios where this skill could go wrong. You having to dump all your magicka before you can get any decent heal, and after that, you'll likely not be able to heal again duo to no resources (considering again you're underpressure, and of course you can play around with your burning embers and flame whips on the time being, but still, compared to other classes, it's just not a reliable heal).
Potential Solutions:
1) Add a Heal Over Time (HoT) effect to the skill, nothing too big, just a little breathing room for us!
2) Reduce how much battle spirit affects this skill (DO NOT make it 100%, that'll be way to over powered)
3) Reduce the percentage heal, but add a flat heal value to the skill, for example: heals your for 15% of your missing health and heals you for 'x' hp.
Thank you!
Finally, I want to thank you all for your time in reading this and I'll appreciate any feedback I can get. Maybe I can change my mind or we can find new solutions. I'd really appreciate if ZoS could read this, and of course, respond to it if possible. Thank you once more, see you guys in Cyrodiil!
DKs Unite...
Quantum
#BuffDragonBlood
I agree with this post completely. It sounds alright on paper, but in practicality, this is just an unreliable heal. Dragon Blood is an extremely expensive skill to cast. Casting it on low magika = death. This limits it's only potential use to right before an Ult, which you get a heal from anyway currently.
So I would say this change is really bad. Just make it a HoT or a standard heal that scales with magika.
CPT_CAPSLOCK wrote: »I think to undestand this change you have to take a look at the froststaff changes and how it synergies with it.
Maybe the idea is to have small heals with embers and lashes as long as you have enough mag to block, cause u dont need a high heal if you can block and as soon as you can not block anymore cause you are running out of mag you get a high burst heal.
//not saying the amount of heal you get from it is balanced
Hello there,
INTRO:
So as most of you guys already know, patch notes revealed a change to the skills Coagulating Blood, also known as the 'oh ***' heal for magicka DKs. As stated on the Patch Notes:Coagulating Blood (Dragon Blood morph): This morph now heals you for 33% of your missing Magicka instead of 33% of your missing Health.
Firstly, lets understand how the old morph works.. Dragon Blood, as most of us know, is not a good heal as it is right now - it's a relatively expsensive heal that doesn't do much except dump your magicka and on same rare ocasions, it can save your life after spamming it a couple of times just in order to get bats or get that fat Burning Embers healing proc. Lets put in some numbers here.
From now on, we'll be thinking of a 'standard' (I know this is a generalization, but lets work with this) magicka DK with the following stats: 27k Health, 40k Magicka, 15k stamina.
CURRENT STATE
As of now, Coagulating blood is mostly going to be used once you're at ~20% health, in order to have a 'proper missing health pool' to heal from. Sitting at 20% health, means that you'll be missing 21,6k health, 33% of that (yes you can get this to be a little higher on your tooltip, but for the sake of simplicity lets keep it like this) is 7.1k, applied with battle spirit, it's a total of 3.5k heal. Honestly, that's not a TERRIBLE heal, but I've got stamDK friends that manage to get 3.5k VIGOR TICKS.. Now, in a extreme case scenario, you're sitting at 5% health, which means 25.6k missing health, which is 8.4k heal, applied with battle spirit, 4.2k max heal. With this, we can conclude that Coagulating Blood is not in a good spot in this current patch.
Now, driving a little off topic, some people might say that that's fair, 'cause we can get heals from other sources like burning embers and power lashes, and while that's true, thouse are all unreliable heals in open world. A comparison to that would be telling a stamina class to run only with rally as their source of healing, fat big heal. 'Oh, but mDKs are tanky, so they don't need to heal as much' --> Everybody is with heavy armor, being tanky, even though mDKs are good at it, is not a uniqueness to us that makes us viable in open world solo PvP.
AFTER PATCH NOTES
Now lets get back on track, lets analyse the changes done and think about them. Now, you restore your health based on your MISSING MAGICKA - at first glance, it might seem like a good idea, because your normally have a higher magicka pool compared to health.
Let's work with maths here again:
You're low magicka and low health, lets say you're at 10% magicka, you've got 36k missing magicka (that might not even be enough magicka to pop another dragons blood, lol, but lets keep on) this is 11.8k, with battle spirit it'll be a 6k heal, which ok, it's a ok heal... now consider that after this you've got no magicka what so ever, you can pot, and ulti, which will help you balance your magicka out, but now, pressing your 'oh s*it heal' will call in a 'oh s*it ulti', which soon enough will become a 'oh s*it heal again' that you'll not be able to do anything now duo to lack of magicka and insane pressure from proc sets and other sources.
In a more realistic scenario, you wont be sitting at 10% magicka, of course, so lets say you're a 20% which is reasonable, 32k missing health, 10.5k heal, with Battle Spirit, 5.2k heal. Not to bad it seems, but again, you'll need to constantely be on that risk zone, that any high burst stamina NB or sorc filled with proc sets will quickly get you out from.
Basically, lets analyse some issues that this will bring.
- Gankers: Basically if you get ganked, you'll have no counterplay to that, your magicka will be full, but your health will be sitting at a brink of extinction. How do you recover? No heals from Dragon Blood, not enough time to build up a burning embers after a gank, power lash won't give you a big enough heal to get you out of execute range (if you even get the time to root the ganker and lash him twice - honestly - really unlikely).
- Open World: So many problems here that it would just get too boring to read. But imagine the inumerous scenarios where this skill could go wrong. You having to dump all your magicka before you can get any decent heal, and after that, you'll likely not be able to heal again duo to no resources (considering again you're underpressure, and of course you can play around with your burning embers and flame whips on the time being, but still, compared to other classes, it's just not a reliable heal).
Potential Solutions:
1) Add a Heal Over Time (HoT) effect to the skill, nothing too big, just a little breathing room for us!
2) Reduce how much battle spirit affects this skill (DO NOT make it 100%, that'll be way to over powered)
3) Reduce the percentage heal, but add a flat heal value to the skill, for example: heals your for 15% of your missing health and heals you for 'x' hp.
Thank you!
Finally, I want to thank you all for your time in reading this and I'll appreciate any feedback I can get. Maybe I can change my mind or we can find new solutions. I'd really appreciate if ZoS could read this, and of course, respond to it if possible. Thank you once more, see you guys in Cyrodiil!
DKs Unite...
Quantum
#BuffDragonBlood
leepalmer95 wrote: »They should just add a small 100% heal attached to it.
Something like 6k, so 3k heal in pvp.
That way even if your at like 50% you'll still be able to sort of heal.
Dragon blood is a really expensive heal as well.
Though you did forget to add the healing bonus's.
Mending is 25%
Draconic passive is 12%
Heavy armor is 8% (if you use it)
Blessed boost (usually 5-10%)
Quick recovery (say 5%)
That is 60% without the coagulating boost of 8%
So that 34% (for the sake of easy maths) is 17% in pvp which is boosted by 60%
0.17 x 1.6 = 0.272
so 27.2% heal.
LinearParadox wrote: »So here's something that really grinds my gears every time I read one of these threads about Dragon Blood... you're always off-target by a wide margin. In your (I'm guessing) quest to communicate 'just how bad' Dragon Blood is, you leave out so much in your math...
OP's math is wrong, but it's in a vaccum, a really terrible, unrealistic one...
-Draconic power passive (12%)
-Heavy armor (8%)
-Blessed CP (variable but easily 5% or more)
-Quick Recovery (variable but easily 5% or more)
-Major Mending (30%)
All powerful %healing bonuses, easily acessable to the DK.
Then there's fringe bonuses such as, but not limited to...
-Argonial racial passives (+5% taken, +5% done)
-Malubeth (30%)
Oh, and it can CRIT. And those crits are amplified by the Elfborn CP star which can even further multiply. +50% crit BASE with another variable % stacked on top of that from CP modifying the critical values.
It's not hard as a DK to get EASILY +50-75% Healing above tooltip values, and even more if you push it. Crits can spike that, cumulatively with other bonuses, to over 100% bonuses. So please, stop these absurd vaccum mathematics, especially if you ever want to be taken seriously.
You want to argue values, go ahead, but argue the REAL values.
LinearParadox wrote: »So here's something that really grinds my gears every time I read one of these threads about Dragon Blood... you're always off-target by a wide margin. In your (I'm guessing) quest to communicate 'just how bad' Dragon Blood is, you leave out so much in your math...
OP's math is wrong, but it's in a vaccum, a really terrible, unrealistic one...
-Draconic power passive (12%)
-Heavy armor (8%)
-Blessed CP (variable but easily 5% or more)
-Quick Recovery (variable but easily 5% or more)
-Major Mending (30%)
All powerful %healing bonuses, easily acessable to the DK.
Then there's fringe bonuses such as, but not limited to...
-Argonial racial passives (+5% taken, +5% done)
-Malubeth (30%)
Oh, and it can CRIT. And those crits are amplified by the Elfborn CP star which can even further multiply. +50% crit BASE with another variable % stacked on top of that from CP modifying the critical values.
It's not hard as a DK to get EASILY +50-75% Healing above tooltip values, and even more if you push it. Crits can spike that, cumulatively with other bonuses, to over 100% bonuses. So please, stop these absurd vaccum mathematics, especially if you ever want to be taken seriously.
You want to argue values, go ahead, but argue the REAL values.
LinearParadox wrote: »So here's something that really grinds my gears every time I read one of these threads about Dragon Blood... you're always off-target by a wide margin. In your (I'm guessing) quest to communicate 'just how bad' Dragon Blood is, you leave out so much in your math...
OP's math is wrong, but it's in a vaccum, a really terrible, unrealistic one...
-Draconic power passive (12%)
-Heavy armor (8%)
-Blessed CP (variable but easily 5% or more)
-Quick Recovery (variable but easily 5% or more)
-Major Mending (30%)
All powerful %healing bonuses, easily acessable to the DK.
Then there's fringe bonuses such as, but not limited to...
-Argonial racial passives (+5% taken, +5% done)
-Malubeth (30%)
Oh, and it can CRIT. And those crits are amplified by the Elfborn CP star which can even further multiply. +50% crit BASE with another variable % stacked on top of that from CP modifying the critical values.
It's not hard as a DK to get EASILY +50-75% Healing above tooltip values, and even more if you push it. Crits can spike that, cumulatively with other bonuses, to over 100% bonuses. So please, stop these absurd vaccum mathematics, especially if you ever want to be taken seriously.
You want to argue values, go ahead, but argue the REAL values.
Let's work with maths here again:
You're low magicka and low health, lets say you're at 10% magicka, you've got 36k missing magicka (that might not even be enough magicka to pop another dragons blood, lol, but lets keep on) this is 11.8k, with battle spirit it'll be a 6k heal, which ok, it's a ok heal... now consider that after this you've got no magicka what so ever, you can pot, and ulti, which will help you balance your magicka out, but now, pressing your 'oh s*it heal' will call in a 'oh s*it ulti', which soon enough will become a 'oh s*it heal again' that you'll not be able to do anything now duo to lack of magicka and insane pressure from proc sets and other sources.
In a more realistic scenario, you wont be sitting at 10% magicka, of course, so lets say you're a 20% which is reasonable, 32k missing health, 10.5k heal, with Battle Spirit, 5.2k heal. Not to bad it seems, but again, you'll need to constantely be on that risk zone, that any high burst stamina NB or sorc filled with proc sets will quickly get you out from.
Basically, lets analyse some issues that this will bring.
- Gankers: Basically if you get ganked, you'll have no counterplay to that, your magicka will be full, but your health will be sitting at a brink of extinction. How do you recover? No heals from Dragon Blood, not enough time to build up a burning embers after a gank, power lash won't give you a big enough heal to get you out of execute range (if you even get the time to root the ganker and lash him twice - honestly - really unlikely).
#BuffDragonBlood