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.
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 Our passives are outdated and generally uninspired.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.
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.
Moglijuana 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.
This x2
I just tested Dragons Blood, in PVE mind you without the Battle Spirit Debuff
at 20% of my health, it healed for around 1200...when I was at full magicka
It is an absolutely worthless heal.
I tested it in cyrodiil.
It's really not that bad as you might think.
I hav 43k magicka, my 19.2k heal was with around 25% magicka.
When I cast a shield at full magicka and then use dragon blood it heals already for around 5k.
Consider that you get crits now!
43k magicka - if I have like 50% its 21.5k magicka missing, 33% of it is 7095 heal.
Now 50% less: 3547 heal
+12% draconic ability
+25% minor mending
+ 8% coagulating blood
+ 5% champion points
=+50% --> 5321 heal
now it can crit, so +64%
--> 8726 heal
with heavy armor even more.
but believe me, somehow it is healing way more than it says...I am not sure if battle spirit is really affecting it. For me it looks pretty OP - test it. I had to logg out after an hour of testing.
Test it before hating Zeni too much.
Wings with major exp and I'll slot them again.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.
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.
Wings with major exp and I'll slot them again.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.
Yolokin_Swagonborn wrote: »They should really just unnerf wings at this point. Crushing shock being a beam attack should have been the original "nerf" to wings. I'm for more counters and less nerfs.
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.
Moglijuana 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.
This x2
This xISH
AhPook_Is_Here wrote: »I really still don't get why standard is getting nerfed. For AOE damge there are several ultimates that are better already. Standard is the ultimate one would use in single target burn phases of PVE bosses as a substitute to the lack of a class based execute. Reducing the only valuable aspect of standard by 25% really demands that it be balanced in some other way, at least a 25% reduction in cost to give it more up-time. I would be very happy if you gave it 10% bonus damage and reduced its cost below 100 so one could keep it up half the time in a fight. Another good trade off would be a class based execute. Who wouldn't like a lava whip that did more damage to low health targets?
Joy_Division wrote: »AhPook_Is_Here wrote: »I really still don't get why standard is getting nerfed. For AOE damge there are several ultimates that are better already. Standard is the ultimate one would use in single target burn phases of PVE bosses as a substitute to the lack of a class based execute. Reducing the only valuable aspect of standard by 25% really demands that it be balanced in some other way, at least a 25% reduction in cost to give it more up-time. I would be very happy if you gave it 10% bonus damage and reduced its cost below 100 so one could keep it up half the time in a fight. Another good trade off would be a class based execute. Who wouldn't like a lava whip that did more damage to low health targets?
I'm almost positive they nerfed it because:
- whip +5% increase
- Flame Staff + 8% increase
- AoE cap + variable % increase
In their minds since DPS is going up in other areas, this was done as a counter-balance.
Don't shoot the messenger here, but as I said I can almost guarantee this is why. Way back during the Orsinium patch I asked why puncturing sweeps was getting hit with a stealth 5% nerf to healing, and I actually got a developer response who outlined the sort of ZoS reasoning I outline above.
Edit: Mr Gorv's point about tanks and Green Dragon Blood is highly relevant I think. I see a a lot of PvP reasoning here and I'm wondering if the awkward mechanics undermine its use for DKs who rely on it outside Cyrodiil. I do agree with him that the lesser used morph with the (sometimes) redudant stam regen may have been the better one to experiment with.
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.
Yolokin_Swagonborn wrote: »They should really just unnerf wings at this point. Crushing shock being a beam attack should have been the original "nerf" to wings. I'm for more counters and less nerfs.
It won't matter.
The skill doesnt really work anyway.
The status effects are still applied (DoTs, heal debuff, etc) even if the projectile is reflected
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.
Wings 4 seconds major expedition with root clear and 1 sec immunity could be nice. It would make me think about losing vamp, though mist is nice for curbing ultimates.
Also, igneous shield is a terrible shield in PvP. Frag shield isn't used, and igneous is slotted soley for the mending buff. In pve its amazing, in pvp it is a really wothless shield. I'll make a more detailed post later.
stevenbennett_ESO wrote: »I rarely complain about nerfs from the various patches (and since I run just about everything, they always have some effect on me...), but the Coagulating Blood change -- that's a tough one to ignore. Based on my testing last night, it's completely lost any usefulness as my emergency heal for my mDK... I'm kind of stumped on how to rework around this... Can we *please* either make it a percentage of *max* magicka or restore it to it's original design?