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.
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.
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 Our passives are outdated and generally uninspired.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.
leepalmer95 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.
Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
leepalmer95 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....
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.
Yolokin_Swagonborn 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.
- You don't like the suggestions the community has already given you and have decided to go another way.
- 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 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.
- You don't like the suggestions the community has already given you and have decided to go another way.
- 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.
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.
leepalmer95 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.
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.
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.
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.
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.