Added to my original.
- Fragmented Shield - This isn't a poor mans Blazing shield. It's a poor shield, and it's a poor damager. If I wanted a shield I would cast Annulment, if I wanted more damage I'd slot a real damage ability. This isn't a two for one skill, it's a disappointing shield and disappointing damage. This used to be best in slot for the way it worked on release but since it was obliterated by the nerf I have not seen it on a single dragon knight build. This skill either needs more caster damage, some of the old group damage, or provide some form of debuff or buff that originates on each person whose shield is blown.
- Igneous Shield - In PvP this is basically major mending with a minor shield attached. It's not slotted for the purpose of shielding, it's slotted for the value it provides for healing on stam or magicka builds. This is an amazing skill for PvE tanking but battle spirit has completely destroyed it as a personal shield and as a group shield. Before this was destroyed I would use it to pad my groups incoming damage but it has become too low on any viable build to have any value as a shield. At 25-27k health it needs to be at least a 3k shield on a group member in PvP and at least 5k on the caster.
IxskullzxI wrote: »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?
Want to post some numbers on your "testing"?
We gave you a god damn document that was 20+ pages long and then a summary at the end of the top things to change. You did nothing to address any of it, you nerfed coag, you left us with GDB which has crap passives. All everY DK asked you for was to fix dragon blood so it healed with a flat value that was able to heal us out of execute range and you gave us that but with the condition that we are about to be drained of everything anyways so what's the point?
But this only explains nerf for magicka DKs. Stamina just gets slapped in the face once again. And, again, damage reduction is very nice for tanks in trashpools.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.
IxskullzxI wrote: »We gave you a god damn document that was 20+ pages long and then a summary at the end of the top things to change. You did nothing to address any of it, you nerfed coag, you left us with GDB which has crap passives. All everY DK asked you for was to fix dragon blood so it healed with a flat value that was able to heal us out of execute range and you gave us that but with the condition that we are about to be drained of everything anyways so what's the point?
Coag didn't get a nerf. Stop being a diva. Christ.
But this only explains nerf for magicka DKs. Stamina just gets slapped in the face once again. And, again, damage reduction is very nice for tanks in trashpools.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.
IxskullzxI wrote: »We gave you a god damn document that was 20+ pages long and then a summary at the end of the top things to change. You did nothing to address any of it, you nerfed coag, you left us with GDB which has crap passives. All everY DK asked you for was to fix dragon blood so it healed with a flat value that was able to heal us out of execute range and you gave us that but with the condition that we are about to be drained of everything anyways so what's the point?
Coag didn't get a nerf. Stop being a diva. Christ.
IxskullzxI wrote: »We gave you a god damn document that was 20+ pages long and then a summary at the end of the top things to change. You did nothing to address any of it, you nerfed coag, you left us with GDB which has crap passives. All everY DK asked you for was to fix dragon blood so it healed with a flat value that was able to heal us out of execute range and you gave us that but with the condition that we are about to be drained of everything anyways so what's the point?
Coag didn't get a nerf. Stop being a diva. Christ.
When I need to be at 10% mag to heal out of execute range which is only 1 cast of coag blood I consider that a nerf. When I can't heal from a gank that's a nerf. When I need to worry about my magicka level to heal my health pool, that's a nerf. When the entire DK community is outraged and isn't impressed by the change, you know it's a nerf.
IxskullzxI wrote: »We gave you a god damn document that was 20+ pages long and then a summary at the end of the top things to change. You did nothing to address any of it, you nerfed coag, you left us with GDB which has crap passives. All everY DK asked you for was to fix dragon blood so it healed with a flat value that was able to heal us out of execute range and you gave us that but with the condition that we are about to be drained of everything anyways so what's the point?
Coag didn't get a nerf. Stop being a diva. Christ.
When I need to be at 10% mag to heal out of execute range which is only 1 cast of coag blood I consider that a nerf. When I can't heal from a gank that's a nerf. When I need to worry about my magicka level to heal my health pool, that's a nerf. When the entire DK community is outraged and isn't impressed by the change, you know it's a nerf.
Blackfyre20 wrote: »Honestly I do not think DKs were or are in as dire a place as many make them out to be. They have some broken skills no doubt. When chains can't be relied upon to close gaps and projectiles are going through wings that is a problem. These are not class and build breaking problems necessarily though and can be played around. With just a dragon blood fix I think mDKs would really be in a great place for open world play, totally fine compared to other classes as they are not without their own problems. I don't main a mag DK but play mine often enough solo in cyrodiil to understand most of its issues.
I am not denying that the class has other problems but after seeing these patch notes I have decided that beggars can't be choosers and it may be more beneficial to prioritize issues rather than hammering ZOS with everything that is wrong with every skill for every class.
Some feedback on dragonblood that I think would help a little bit:
https://forums.elderscrollsonline.com/en/discussion/312466/green-dragon-blood#latest
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?
IxskullzxI wrote: »We gave you a god damn document that was 20+ pages long and then a summary at the end of the top things to change. You did nothing to address any of it, you nerfed coag, you left us with GDB which has crap passives. All everY DK asked you for was to fix dragon blood so it healed with a flat value that was able to heal us out of execute range and you gave us that but with the condition that we are about to be drained of everything anyways so what's the point?
Coag didn't get a nerf. Stop being a diva. Christ.
When I need to be at 10% mag to heal out of execute range which is only 1 cast of coag blood I consider that a nerf. When I can't heal from a gank that's a nerf. When I need to worry about my magicka level to heal my health pool, that's a nerf. When the entire DK community is outraged and isn't impressed by the change, you know it's a nerf.
Actually I think it's pretty quiet for such a change....too quiet. Just have a look at the temp or sorc threads and the number of replies over there compared to the replies here. I fear most players have given up on the DK and their (meaningless) feedback by now. And, tbh, I'm close to giving up also. The last year I really tried to give as much feedback as possible to bring the DK back to it's glory of early days and now this happens. It's like a slap in the face.
And what should be the priorities on DKs?
We ask ZoS more than one year ago just one thing to do, make mDKs dots as reliable as burst dmg. Instead the nerf hammer hit the class with furious anger. Among things done we can count:
- The strong self heal in dragon blood was changed for a stupide mechanic. The old DB was given to stam in the form of a HoT (Vigor)
- The useful inferno was changed into a stupid magelight without the benefts (and passives) granted to magelight. The old inferno at last ended up in the sorcs arsenal (without depleting your resources)
- The great eruption was changed into a magicka (and expensive) scorching earth. Now every stam build runs it in the form of shuffle
- Chains have been nerfed so many times that a total rework on the skill wouldn't even improve it. Remember extended chains? Remember pulling people inside and outside a keep? Was that that bad?
- Remember dynamic ulti generation and how it helped DKs with res management? Poisons were a good idea at that time, not know.
- Remember flappy wings reflecting everything within 4 secs? And came back in the form of the shield ulti
Almost everything taken from good old DK is still there, but only for stam users.
Blackfyre20 wrote: »
And what should be the priorities on DKs?
We ask ZoS more than one year ago just one thing to do, make mDKs dots as reliable as burst dmg. Instead the nerf hammer hit the class with furious anger. Among things done we can count:
- The strong self heal in dragon blood was changed for a stupide mechanic. The old DB was given to stam in the form of a HoT (Vigor)
- The useful inferno was changed into a stupid magelight without the benefts (and passives) granted to magelight. The old inferno at last ended up in the sorcs arsenal (without depleting your resources)
- The great eruption was changed into a magicka (and expensive) scorching earth. Now every stam build runs it in the form of shuffle
- Chains have been nerfed so many times that a total rework on the skill wouldn't even improve it. Remember extended chains? Remember pulling people inside and outside a keep? Was that that bad?
- Remember dynamic ulti generation and how it helped DKs with res management? Poisons were a good idea at that time, not know.
- Remember flappy wings reflecting everything within 4 secs? And came back in the form of the shield ulti
Almost everything taken from good old DK is still there, but only for stam users.
I hear ya, you're preaching to the choir here. IMO the priority should be a reliable self heal. Either that or some form of mobility which doesn't rely on a skill that will actually bring me closer to enemies and can be dodged (chains). I say mobility because right now mag DKs are pretty much forced into vampire for mist form. This makes health regen totally irrelevant even though DKs have a health regen passive. If mag DKs weren't forced into vampire for mist form they could run something like troll king which would be buffed by dragon blood and make their health regen passive actually mean something. Would probably be best to just give DKs their reliable self heal back though.
Actually I think it's pretty quiet for such a change....too quiet. Just have a look at the temp or sorc threads and the number of replies over there compared to the replies here. I fear most players have given up on the DK and their (meaningless) feedback by now. And, tbh, I'm close to giving up also. The last year I really tried to give as much feedback as possible to bring the DK back to it's glory of early days and now this happens. It's like a slap in the face.
Added to my original.
- Fragmented Shield - This isn't a poor mans Blazing shield. It's a poor shield, and it's a poor damager. If I wanted a shield I would cast Annulment, if I wanted more damage I'd slot a real damage ability. This isn't a two for one skill, it's a disappointing shield and disappointing damage. This used to be best in slot for the way it worked on release but since it was obliterated by the nerf I have not seen it on a single dragon knight build. This skill either needs more caster damage, some of the old group damage, or provide some form of debuff or buff that originates on each person whose shield is blown.
- Igneous Shield - In PvP this is basically major mending with a minor shield attached. It's not slotted for the purpose of shielding, it's slotted for the value it provides for healing on stam or magicka builds. This is an amazing skill for PvE tanking but battle spirit has completely destroyed it as a personal shield and as a group shield. Before this was destroyed I would use it to pad my groups incoming damage but it has become too low on any viable build to have any value as a shield. At 25-27k health it needs to be at least a 3k shield on a group member in PvP and at least 5k on the caster. Most importantly is the shield it provides for the group as we can use annulment if we want a personal performance shield.