PTS Feedback Thread for Dragonknight Balance Improvements

  • usmcjdking
    usmcjdking
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    Please give CDB
    Armitas wrote: »
    Ardent flame.
      Earthen Heart.
      • Obsidian Shard - This is a very powerful heal, however I found it very unreliable given all the dodging in PvP. I have seen it dodged 3x in a row giving no heal. It would be nice to see the heal not be contingent with it landing.

      I could say much more but anything else has been said for over a year and half now. I may add points as they come to me.

      This, this so much ZOS. This skill COULD be the DK's burst heal. It should heal allies as well IF it hits it's target but it would always heal the caster.
      0331
      0602
    • Kilandros
      Kilandros
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      Not sure why I'm posting feedback since it's clearly ignored, but here goes:

      Chains: As has been said in literally dozens of threads over the last year, Chains is an inadequate gap closer. The fact that it is basically a projectile that can be dodged before your character has a chance to close the gap makes it too unreliable for use in PvP. Experienced mDKs have REPEATEDLY pointed this out. No amount of Major Expedition in the world can change the simple fact that most of the time this gap closer does nothing. Please--PLEASE--give us a Magicka version of Invasion.

      Coagulating Blood: Some of my test heals have been large but I suspect that's because this is currently bugged and ignoring Battle Spirit. That being said, I dislike this change because it's clear you are trying to make it complex for complexity's sake. We don't need fussy, silly skills. We need decent, reliable skills. My Magicka isn't always low when my health is low and vice versa. This skill makes for counterintuitive and annoying gameplay. Revert to the former version of Coagulating Blood and simply make it exempt from Battle Spirit. Done. Voila.

      Inferno: How this skill has been allowed to exist in its current useless state for so long is beyond me. It used to function wonderfully when it was an AoE. Just return it to that. Dynamic Ult isn't a thing anymore. This skill won't over perform like it used to.

      Class Passives: I'm having some trouble accepting that none of our class passives were updated. Elder Dragon, for instance, still buffs health recovery. Please show me a DK who stacks health recovery in PvE or PvP. Our passives are outdated and generally uninspired. Look, a passive that increases the duration of Searing Strike and Dragonknight Standard--you couldn't just bake that duration increase into the ability itself and add something interesting? A chance to set Burning targets off balance. DoT do increased damage to targets below 15% health, etc.

      Honestly these changes feel lazy and like Developers are attempting to do only the bare minimum. For well over a year and a half, experienced mDKs have thoughtfully laid out the class's strengths and weaknesses and how best to address them. We were told you were listening to our feedback, and yet (with the exception of Flame morph for Leap) literally ALL of our feedback went ignored. Players explicitly said Whip damage wasn't the problem; sustain and lack of healing is. Well, we got zero buffs to sustain and a heal that only rewards us when our sustain is gone.

      That's the end of feedback I'm gonna give. I think it's pretty telling at this point when you compare the number of people actively playing Templar vs. the number actively playing DK. The suggestions are out there, you guys continue to ignore them.
      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
    • Zakor
      Zakor
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      Kilandros wrote: »
      Not sure why I'm posting feedback since it's clearly ignored, but here goes:

      Chains: As has been said in literally dozens of threads over the last year, Chains is an inadequate gap closer. The fact that it is basically a projectile that can be dodged before your character has a chance to close the gap makes it too unreliable for use in PvP. Experienced mDKs have REPEATEDLY pointed this out. No amount of Major Expedition in the world can change the simple fact that most of the time this gap closer does nothing. Please--PLEASE--give us a Magicka version of Invasion.

      Coagulating Blood: Some of my test heals have been large but I suspect that's because this is currently bugged and ignoring Battle Spirit. That being said, I dislike this change because it's clear you are trying to make it complex for complexity's sake. We don't need fussy, silly skills. We need decent, reliable skills. My Magicka isn't always low when my health is low and vice versa. This skill makes for counterintuitive and annoying gameplay. Revert to the former version of Coagulating Blood and simply make it exempt from Battle Spirit. Done. Voila.

      Inferno: How this skill has been allowed to exist in its current useless state for so long is beyond me. It used to function wonderfully when it was an AoE. Just return it to that. Dynamic Ult isn't a thing anymore. This skill won't over perform like it used to.

      Class Passives: I'm having some trouble accepting that none of our class passives were updated. Elder Dragon, for instance, still buffs health recovery. Please show me a DK who stacks health recovery in PvE or PvP. Our passives are outdated and generally uninspired. Look, a passive that increases the duration of Searing Strike and Dragonknight Standard--you couldn't just bake that duration increase into the ability itself and add something interesting? A chance to set Burning targets off balance. DoT do increased damage to targets below 15% health, etc.

      Honestly these changes feel lazy and like Developers are attempting to do only the bare minimum. For well over a year and a half, experienced mDKs have thoughtfully laid out the class's strengths and weaknesses and how best to address them. We were told you were listening to our feedback, and yet (with the exception of Flame morph for Leap) literally ALL of our feedback went ignored. Players explicitly said Whip damage wasn't the problem; sustain and lack of healing is. Well, we got zero buffs to sustain and a heal that only rewards us when our sustain is gone.

      That's the end of feedback I'm gonna give. I think it's pretty telling at this point when you compare the number of people actively playing Templar vs. the number actively playing DK. The suggestions are out there, you guys continue to ignore them.

      This, this and this again. Nothing to add at this point.
    • Riggsy
      Riggsy
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      This stam dk?

      Wings/ volatile/ igneous/ claw/ noxious (leap?/ Corrosive?)

      You should be using more than 2 for pvp.

      Pve

      Claw/ noxious/ flames of oblivion/ standard

      Should be using 4 at least in pve.

      Yes stam.
      For PvE, if you run a meta build youre using claw for Maelstrom weps and noxious for debuff. Standard just got trashed in this patch so we'll see and Flames of Oblivion is not as good as Evil Hunter due to the latter having a damage increase passive in Fighter skill line. So yeah, between 10 total skill slots you have 3 devoted to the class.

      For PvP I stopped using wings ages ago when they nerfed it into the ground and I survive just fine being able to roll dodge/shuffle/heal. No volatile either with my build (though I would slot if I had an extra spot). Igneous is a must so thats 1, claw is okay but I go between that and rapid strikes as the former is 2 less meter in range so difficult to get off in some circumstances. No noxious as I run spriggan set but leap is good when it doesn't break. So again with a total 10 slots 3 are class based.

      This doesn't seem right compared to the other classes I play....
      MMAGA - We Made Medium Armor Great Again
      Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.

      Woe Biden - Mule
      Donald Thump - Mule
      M'aiq Pence - Mule
    • Mx13
      Mx13
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      Areloth wrote: »
      I tested it in cyrodiil.
      Test it before hating Zeni too much.

      Whoa are you telling me that I need to actually test stuff before whining on the forums?

      Sorry pal, thats not how things work around here. /s
    • leepalmer95
      leepalmer95
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      Riggsy wrote: »

      This stam dk?

      Wings/ volatile/ igneous/ claw/ noxious (leap?/ Corrosive?)

      You should be using more than 2 for pvp.

      Pve

      Claw/ noxious/ flames of oblivion/ standard

      Should be using 4 at least in pve.

      Yes stam.
      For PvE, if you run a meta build youre using claw for Maelstrom weps and noxious for debuff. Standard just got trashed in this patch so we'll see and Flames of Oblivion is not as good as Evil Hunter due to the latter having a damage increase passive in Fighter skill line. So yeah, between 10 total skill slots you have 3 devoted to the class.

      For PvP I stopped using wings ages ago when they nerfed it into the ground and I survive just fine being able to roll dodge/shuffle/heal. No volatile either with my build (though I would slot if I had an extra spot). Igneous is a must so thats 1, claw is okay but I go between that and rapid strikes as the former is 2 less meter in range so difficult to get off in some circumstances. No noxious as I run spriggan set but leap is good when it doesn't break. So again with a total 10 slots 3 are class based.

      This doesn't seem right compared to the other classes I play....

      Your not using volatile? Missing out of tankyness and 12% healing as well an a useful aoe to bring nb's out of cloak.

      Your mean't to use the flames skill and not just slot it.
      PS4 EU DC

      Current CP : 756+

      I have every character level 50, both a magicka and stamina version.


      RIP my effort to get 5x v16 characters...
    • NBrookus
      NBrookus
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      Rawl'kha was practically all hopeful mDKs trying to assess the improvements/damage. My feedback from a PvP perspective.

      The Good:
      • Whip - 5% damage increase is welcome. Not really a big deal either way.
      • Volatile Armor - A very nice damage buff. This skill doesn't do much damage, but when you add it with the utility and mitigation, the little extra damage it does will be helpful.

      The Meh:
      • Standard of Might - At 250 ultimate for a situational and difficult to use ult, the nerf won't do much of anything since on one uses it in PvP.
      • Inferno - Still not useful except in duels.
      • Chains - it seems some work has been done on this abilities' too high/too low problem. It seemed to be a little more reliable than before. The Expedition is a welcome addition. However, the other problems with this skill keep it firmly on the list of skills not worth slotting because it's just not reliable.
      • Leap - A welcome change. I did get a 9k+ tick against a tanky, non-blocking player. Probably not going to use it because of the other longstanding issues with the skill being broken and easily blockable/dodgeable. while buffed on a relatively low damage spec.
      • Clouding Swarm - Since most MDKs are vamps, it's worth mentioning. It was underwhelming. Even on a target not blocking or mitigating the damage was much less than you need from an ultimate.

      The Ugly:
      • Coagulating Dragon Blood - You've actually managed to take a bad skill and make it worse. Yes, there are ways to get a decent heal out of it, but you have to just barely have enough magicka to cast igneous + CDB, get your heal, then use your ult or a potion in order to maybe recover enough resources not to die. Unfortunately, mDKs need those ults to burst down players. We didn't need another skill that requires intensive management and timing to maybe get something good out of it. If the heal of that morph was simply based on max magicka it would be solid and useful -- perhaps even enough to justify a nerf to Burning Embers.
      • Wings - Now 100% not worth slotting. It already doesn't fully reflect Dark Flare, doesn't work against animation cancelled poison injections, doesn't work against certain projectile attacks from stealth and now doesn't work against destro weaves while destro is also getting buffed.

      The Missing:
      • No sustain help. This class still has excruciatingly high costs and no passives to help with it. There's no class-based MInor Magickasteal either. Hypothetically one could go destro/resto but at a large set piece penalty -- important because mDKs pretty much have to run one sustain set, so this means giving up even more damage.

      SUMMARY:
      I don't feel buffed. I possibly feel nerfed. It seems like you want us to be staff-wielding light armor max magicka glass cannon DKs, but without the ability to kite other players, the situation is fundamentally unchanged. We have too many skills that are sub-par or only useful in certain circumstances. That works in PvE where players can swap skills for the next fight and rely on group buffs, but in open world pvp we need some simplification and consolidation. Instead you went in the opposite direction.
    • Vynn
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      Ill say this in the positive, i like Ferocious leap.

      The coagDB heal is only sufficient when you are below 55-60% of your magicka but that is only because it appears unaffected by battle spirit. It is crap before that, making it a wasted heal slot DKs cannot afford.

      IF YOU WANT TO FIX IT: Leave it unaffected by battle spirit and add a minimum heal effect to it and it would be fine.
      Edited by Vynn on January 5, 2017 2:10PM
    • Yolokin_Swagonborn
      Yolokin_Swagonborn
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      Vyle_Byte wrote: »
      Whats the point? We gave you tons of threads, tons of suggestions and you gave us this crap. Well over a year we have discussed and pleaded. Why would any feedback we give you now matter?

      It wont.

      This is worth quoting. What is the point of feedback threads? What do you want to hear? The majority aren't happy with ANY of the balance changes you have made this patch. So are you just going to wait till you find one person that agrees and cherry pick that response and sent it to the dev team?

      Are these threads even helpful to ZOS or is this just a place for us to vent. I don't need to rant anymore. The community has been loud and clear about the issues facing dragonknight. What we have here is failure to communicate.

      Either one of two things are occuring.
      1. You don't like the suggestions the community has already given you and have decided to go another way.
      2. You really don't understand what the community wants and how DK performs in PvP.


      Number 1 is hopeless, Number 2 we can work with but we need to know why the message isn't getting through.
      Edited by Yolokin_Swagonborn on January 5, 2017 2:44AM
    • Savos_Saren
      Savos_Saren
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      Vyle_Byte wrote: »
      Whats the point? We gave you tons of threads, tons of suggestions and you gave us this crap. Well over a year we have discussed and pleaded. Why would any feedback we give you now matter?

      It wont.

      This is worth quoting. What is the point of feedback threads? What do you want to hear? The majority aren't happy with ANY of the balance changes you have made this patch. So are you just going to wait till you find one person that agrees and cherry pick that response and sent it to the dev team?

      Are these threads even helpful to ZOS or is this just a place for us to vent. I don't need to rant anymore. The community has been loud and clear about the issues facing dragonknight. What we have here is failure to communicate.

      Either one of two things are occuring.
      1. You don't like the suggestions the community has already given you and have decided to go another way.
      2. You really don't understand what the community wants and how DK performs in PvP.


      Number 1 is hopeless, Number 2 we can work with but we need to know why the message isn't getting through.

      @Yolokin_Swagonborn

      Well... They did give us a Fire version of Dragon Leap. So, they did hear that one thing. I'm not sure how well it performs... but at least they did listen to the community about that.
      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
    • Cellentel
      Cellentel
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      Testing
      I tested a the new dragonblood on a template character with around 40,000 max magicka. I used equilibrium and mage light to control the amount of health and magicka I had, and became a Stage 4 Vampire to minimize health regen. As I'm a PvE player I tested outside of Cyrodiil. I put 5 points into Quick Recovery and 10 into Blessed since that seemed like a reasonable thing to do with the extra CP.

      The 33% of missing magicka is applied after the cost of the dragonblood. Dragonblood for me was 3085 (with max Magician, so that's pretty darn expensive). This came out to about a 1300 heal with max magicka, which is pretty worthless. With Major Mending from shield and the healing received bonus from a previous cast of Dragonblood, this went up to 2700, which is a bit more useless.

      It became more useful with less magicka, obviously. At 70% magicka it was healing for 6000 with the vitality buff, which is less useless. Vitality lists for 23 seconds so its possible to keep that up all the time, making the heal a bit higher than it looks like on paper.

      Conclusion

      Under normal combat circumstances where my magicka is lower, it isn't a bad heal. Most of the time it would heal me to full or almost full. However, I doubt I'd ever use it in practice, for several reasons:
      1. It's expensive. 3000 magicka with maxed out magician is a lot, particularly if I'm already low on magicka. Lowering the cost obviously won't help, because lowering the cost would also lower the heal. For comparison Vigor costs 2200 stamina (on a magicka character).
      2. It's not reliable. Uh oh, I used a pot or an ult recently, so now dragonblood is useless. Trying to keep my magicka low in order to maintain an emergency heal is more work than its worth.

      For comparison, on a magicka specced character, my vigor costs 2200 stamina and heals for 5000 health (albeit over 5 seconds). This makes a single tick of vigor on slightly worse than dragonblood with my magicka full, plus vigor has 4 more seconds worth of healing and heals other people. When I have to think carefully about whether my magicka character benefits more from the magicka heal or the stamina heal, that is not a good sign for balance.

      My suggestion would be to make dragonblood a HoT similar to Vigor. That remains something unique (no magicka class has an heal like that right now) yet is useful.
      Edited by Cellentel on January 5, 2017 3:27AM
    • Yolokin_Swagonborn
      Yolokin_Swagonborn
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      jaburns wrote: »
      Vyle_Byte wrote: »
      Whats the point? We gave you tons of threads, tons of suggestions and you gave us this crap. Well over a year we have discussed and pleaded. Why would any feedback we give you now matter?

      It wont.

      This is worth quoting. What is the point of feedback threads? What do you want to hear? The majority aren't happy with ANY of the balance changes you have made this patch. So are you just going to wait till you find one person that agrees and cherry pick that response and sent it to the dev team?

      Are these threads even helpful to ZOS or is this just a place for us to vent. I don't need to rant anymore. The community has been loud and clear about the issues facing dragonknight. What we have here is failure to communicate.

      Either one of two things are occuring.
      1. You don't like the suggestions the community has already given you and have decided to go another way.
      2. You really don't understand what the community wants and how DK performs in PvP.


      Number 1 is hopeless, Number 2 we can work with but we need to know why the message isn't getting through.

      @Yolokin_Swagonborn

      Well... They did give us a Fire version of Dragon Leap. So, they did hear that one thing. I'm not sure how well it performs... but at least they did listen to the community about that.

      agreed. The dragon leap seems to be a good change. Dragon blood is hard to fix without going back to what broke it. Without looking at how battle spirit arose because damage/heals/shields got out of control after the champion system and removal of softcaps.

      If ZOS was actually willing to revisit the CP/softcaps argument, maybe we could get back to 1.6 style balance where everything was pretty balanced.
    • Savos_Saren
      Savos_Saren
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      dws90 wrote: »
      Testing
      I tested a the new dragonblood on a template character with around 40,000 max magicka. I used equilibrium and mage light to control the amount of health and magicka I had, and became a Stage 4 Vampire to minimize health regen. As I'm a PvE player I tested outside of Cyrodiil. I put 5 points into Quick Recovery and 10 into Blessed since that seemed like a reasonable thing to do with the extra CP.

      The 33% of missing magicka is applied after the cost of the dragonblood. Dragonblood for me was 3085 (with max Magician, so that's pretty darn expensive). This came out to about a 1300 heal with max magicka, which is pretty worthless. With Major Mending from shield and the healing received bonus from a previous cast of Dragonblood, this went up to 2700, which is a bit more useless.

      It became more useful with less magicka, obviously. At 70% magicka it was healing for 6000 with the vitality buff, which is less useless. Vitality lists for 23 seconds so its possible to keep that up all the time, making the heal a bit higher than it looks like on paper.

      Conclusion

      Under normal combat circumstances where my magicka is lower, it isn't a bad heal. Most of the time it would heal me to full or almost full. However, I doubt I'd ever use it in practice, for several reasons:
      1. It's expensive. 3000 magicka with maxed out magician is a lot, particularly if I'm already low on magicka. Lowering the cost obviously won't help, because lowering the cost would also lower the heal. For comparison Vigor costs 2200 stamina (on a magicka character).
      2. It's not reliable. Uh oh, I used a pot or an ult recently, so now dragonblood is useless. Trying to keep my magicka low in order to maintain an emergency heal is more work than its worth.

      For comparison, on a magicka specced character, my vigor costs 2200 stamina and heals for 5000 health (albeit over 5 seconds). This makes a single tick of vigor on slightly worse than dragonblood with my magicka full, plus vigor has 4 more seconds worth of healing and heals other people. When I have to think carefully about whether my magicka character benefits more from the magicka heal or the stamina heal, that is not a good sign for balance.

      My suggestion would be to make dragonblood a HoT similar to Vigor. That remains something unique (no magicka class has an heal like that right now) yet is useful.

      @Yolokin_Swagonborn

      Methinks with the increase in the whip's damage... people might start slotting Lava Whip and Burning Embers. Lava Whip will have a 5% damage increase PLUS it increases all Ardent Flame abilities.... so, that should expound upon the Lava Whip initial damage plus Burning Embers damage (and its heal!).

      Edit: I also appreciate the Volatile Armor increase. That's a skill that I use often... I know most people didn't ask for any buffs to it- but, you know, it's appreciated!
      Edited by Savos_Saren on January 5, 2017 3:59AM
      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
    • SnubbS
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      Riggsy wrote: »
      How to tell if your class is broken:
      The gap closer on your bar is weapon based.
      The execute on your bar is weapon based.
      Almost all your damage abilities are weapon/guild based.
      Almost all your buffs are weapon/guild based.
      Your heal is weapon/alliance based.
      Your ultimates are weapon/guild based.

      Why do I play DK considering I only use one for two DK skills when PvP/PvEing?

      This stam dk?

      Wings/ volatile/ igneous/ claw/ noxious (leap?/ Corrosive?)

      You should be using more than 2 for pvp.

      Pve

      Claw/ noxious/ flames of oblivion/ standard

      Should be using 4 at least in pve.

      Leap sucks compared to DBoS. I remember the good ol' days of Wrecking blow>Empower>Leap for 18k. The skill needs to be undodgeable before it's on the level of DBoS. Honestly can't figure out why it's dodgeable -- it's an AoE like DB.

      Wings gets worse every patch -- and even with Blackrose it's hard to keep up Volatile, Igneous & Wings. There are a bunch of different combinations of skills, but using 2-3 of the skills is what I'd say most StamDKs use. The Rearming Trap nerf is going to probably put another class skill back on our bars.
      Xbox NA: SnubbS
      GoW eSports player & part time ESO Pug Ball Zerger.
      GB
    • Savos_Saren
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      I'm still wondering WHY THE HELL they decided to put Major Expedition on a gap closer. We're closing the gap between ourselves and enemies. I'm most likely going to spend 8 seconds fighting them and the Major Expedition will wear off...

      Put Major Expedition on something like Eruption or even Inferno. (Not that anyone ever chooses Inferno over Mage Light). Until you make Inferno more viable than Mage Light... no one's going to use it. Have Inferno create an AOE DoT and you can make Cauterize create an AOE HoT.
      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
    • Yolokin_Swagonborn
      Yolokin_Swagonborn
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      jaburns wrote: »
      I'm still wondering WHY THE HELL they decided to put Major Expedition on a gap closer. We're closing the gap between ourselves and enemies. I'm most likely going to spend 8 seconds fighting them and the Major Expedition will wear off...

      Put Major Expedition on something like Eruption or even Inferno. (Not that anyone ever chooses Inferno over Mage Light). Until you make Inferno more viable than Mage Light... no one's going to use it. Have Inferno create an AOE DoT and you can make Cauterize create an AOE HoT.

      Instead of ME, using the chains should set the enemy off balance. Not OP as you would still have to land the whip to get the knockdown. but it would be a good setup.
    • Xsorus
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      Run shattering rocks morph of petrify, leap then do powerlash

    • OtarTheMad
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      Anyone else tested Reflect? Is it just completely useless now or are some over reacting?

      I didn't see a point in nerfing a class that is struggling. To also pick an ability that is the foundation of the DKs uniqueness was not smart either.
    • lucky_Sage
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      glad about fire leap

      whip didn't need a buff you could of focus on making dots more valuable in pvp.

      havnt test but don't like the look of new dragon blood I would only get 1 or 2 good heals from it. when I play I do things to not let my mana get that low I should never get it lower than 30% or I'm playing wrong . why not give us a passive that gives us magicka for x amount of hp we have or other way around and keep it scaling off max health but add a HoT to it

      did testing on new DB in pve with light are and around 30% or lower only good heal at 15k in pve around 50% only 7 to 9k heal any above its like 5k or less so still wont be reliable like we need it to be. yall can nerf burning embers heal if you fix DB

      nice buff the chains but it still broken spell can be dodge and cant go on hills or sometimes flat surfaces that needs to be adjusted.

      was hoping for inferno or ash cloud to have one morph for a cloak so we would have a non purgable DoT that would be reliable.
      Edited by lucky_Sage on January 5, 2017 8:32AM
      DC PC NA
      Magdk - main
      Stamcro - alt

      AD PS4 NA -retired (PC runs way better to play on console)
      magdk
      magblade
      stamplar
      magden
      magsorc

    • ninjaguyman
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      Armitas wrote: »
      At the very least I would like to see Coagulating dragons blood calculate from health and magicka separately and give the heal from which ever is larger. This would fix the problem of it being useless when ganked at 100% magicka.

      how about calculate it based off of BOTH missing health and magicka? as in 33% of missing health, and 33% of missing magicka, then add them together?

      also, a magicka cost reduction across the board would be nice.
      Characters:
      AD breton nb: Shadowshinobi
      DC Altmer magicka nb: merc shot
    • Domander
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      After testing it out, I really like the coagulating blood change.
      Edited by Domander on January 5, 2017 8:45AM
    • Carbonised
      Carbonised
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      Maybe it's just me who wasn't thinking, but the morph of Dragon Leap that has now become flame damage is the weakest of the two morphs. The better morph, which is still physical (Take Flight), deals more damage, costs less ultimate, and jumps farther. For the flame morph we get a 6 sec damage shield of our health.

      I would much rather have had the reduced ult cost, more damage and farther distance instead of the short and weak damage shield, which makes me think I will stick to ults such as shooting star, destro(pvp) and banner(pve).
    • Anhedonie
      Anhedonie
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      Just to make sure we use the same definitions: buff means make better, not worse, right?

      It looks like you either nerfed abilities, or just SLIGHTLY buffed useless abilities.
      Profanity filter is a crime against the freedom of speech. Also gags.
    • Teridaxus
      Teridaxus
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      I ask me who had the glorious idea to nerf standard...
      Nobody ever talks about it and if someone does it, they just mention the high costs which might need a reduction.
    • K4RMA
      K4RMA
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      The fact that it says "Improvements" in the title is just another screw you from ZOS
      nerf mdk
    • LorDrek
      LorDrek
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      Last 3 years nerfed nerfed nerfed and nerfed standart of might, any decreas cost, now will be terrible ultimate.
      Imperial DK stamDPS, Nord DK magTANK
      YDoA CZ/SK Guild
      @LorDrek
    • Armitas
      Armitas
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      cDB testing....
      I did some tests with surviving a gank with cDB and I was easily able to survive without it because I am built for power lash healing. So much so I don't even bother with burning embers. I was ganked to 1/4 health and was able to get back to full without any nuke heals just off of powerlash. So we can use other methods to survive until our magicka drops some. However this was highly dependent on the player not having root or disorient immunity. Burning ember spam was only effective as a sustaining but very inefficient magicka dump until I could switch to cDB. If any other player showed up I would not have survived it. I don't think the average player is going to be built for this or prepared for this. It really needs to switch it's scaling between health or magicka as appropriate. (Testing in HA, 27k health, 2250 physical mit)

      Sustain on DK is still garbage.
      • Our ability costs were never adjusted after the nerf to dynamic ultimate gain which feed directly into our battle roar.
      • We have to withhold our ultimates to overcome the lack of effective dots, exectute, or defile.
      • We now have OP resource poisons to deal with.
      • A plenitude of major defiles in the game means redundant heal casts
      • We actually had sustain removed from FoO thought it was not much to begin with
      WE NEED SOME SUSTAIN BUFF THIS UPDATE. You are nerfing NB's because they have too much sustain, bring us up to par with standard sustain. Either buff battleroar, reduce the cost of some skills, or put in a mechanic that will find it's way into common PvP builds, perhaps add it to combustion.
      Edited by Armitas on January 5, 2017 2:05PM
      Retired.
      Nord mDK
    • ZoM_Head
      ZoM_Head
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      Kilandros wrote: »
      Not sure why I'm posting feedback since it's clearly ignored, but here goes:

      Chains: As has been said in literally dozens of threads over the last year, Chains is an inadequate gap closer. The fact that it is basically a projectile that can be dodged before your character has a chance to close the gap makes it too unreliable for use in PvP. Experienced mDKs have REPEATEDLY pointed this out. No amount of Major Expedition in the world can change the simple fact that most of the time this gap closer does nothing. Please--PLEASE--give us a Magicka version of Invasion.

      Coagulating Blood: Some of my test heals have been large but I suspect that's because this is currently bugged and ignoring Battle Spirit. That being said, I dislike this change because it's clear you are trying to make it complex for complexity's sake. We don't need fussy, silly skills. We need decent, reliable skills. My Magicka isn't always low when my health is low and vice versa. This skill makes for counterintuitive and annoying gameplay. Revert to the former version of Coagulating Blood and simply make it exempt from Battle Spirit. Done. Voila.

      Inferno: How this skill has been allowed to exist in its current useless state for so long is beyond me. It used to function wonderfully when it was an AoE. Just return it to that. Dynamic Ult isn't a thing anymore. This skill won't over perform like it used to.

      Class Passives: I'm having some trouble accepting that none of our class passives were updated. Elder Dragon, for instance, still buffs health recovery. Please show me a DK who stacks health recovery in PvE or PvP. Our passives are outdated and generally uninspired. Look, a passive that increases the duration of Searing Strike and Dragonknight Standard--you couldn't just bake that duration increase into the ability itself and add something interesting? A chance to set Burning targets off balance. DoT do increased damage to targets below 15% health, etc.

      Honestly these changes feel lazy and like Developers are attempting to do only the bare minimum. For well over a year and a half, experienced mDKs have thoughtfully laid out the class's strengths and weaknesses and how best to address them. We were told you were listening to our feedback, and yet (with the exception of Flame morph for Leap) literally ALL of our feedback went ignored. Players explicitly said Whip damage wasn't the problem; sustain and lack of healing is. Well, we got zero buffs to sustain and a heal that only rewards us when our sustain is gone.

      That's the end of feedback I'm gonna give. I think it's pretty telling at this point when you compare the number of people actively playing Templar vs. the number actively playing DK. The suggestions are out there, you guys continue to ignore them.

      I think this best describs the PvP sitiation in term of class balance on Trueflame EU last campaign.

      If i could add something, Infero/FOO could act just like Hurrican or Boundless storm. Nice aoe and instead could increase damage of all DOTs to low health tragets by a percentage (whatever to compensate for the lack of execute and to push for actual DOT builds for PvP instead of CC + lash, CC, lash etc). That my opinion anways.
      mDKs still need a lot of love!
    • KisoValley
      KisoValley
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      It's funny the people defending the change to Cdb when it's bugged atm and is ignoring battle spirit lol

      Just wait until battle spirit gets its hand on Cdb.
    • Valencer
      Valencer
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      KisoValley wrote: »
      It's funny the people defending the change to Cdb when it's bugged atm and is ignoring battle spirit lol

      Just wait until battle spirit gets its hand on Cdb.

      That is priceless :D

      Dragon Blood is bugged and accidentally ignores Battle Spirit -> Everyone likes the change!
      Edited by Valencer on January 5, 2017 12:56PM
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