IxskullzxI wrote: »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.
Well 1, the "entire" dk community is crying over a change that they havent even played in open world. 2, you have to be at10% to get a decent heal? That is just ridiculous. With 40k magicka you get around 5-8k heals with 50% remaining. That is better than what you would get out of db now unless you run 30k+ health and are at 10%. The current db wont get you out of execute range.. this new one will. You guys act like as a mDK you are chilling at 80% magicka all the time, which you all know isn't the case. It's going to take 1 heal at 15-30% magicka to bring you out of execute range. Even using a pot or ult still wont put you to full magicka so you are still going to be in a position to heal yourself. And the argument about getting ganked? Idk maybe fossilize, block, roll dodge, annulment? You act like db right now saves you from ganks lol. All you would do is block cast unitl you die or run out of magicka, and die anyways. So yes. Stop being a baby about our class being the only one that really got any buff. And good ones at that.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Carbonised wrote: »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).
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?
https://youtu.be/shM39-f89AQ?t=1m34s
Dragon leap needs to be on par with dawnbreaker. Otherwise were back this kind on combat. We simply can't kill other players. This fight never ended...
a mDK should have the same tooltip stats for dragon leap as a stam dk has for dawnbreaker.
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.
your stam DK will be just fine.
Superior set options and superior heal options.
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?
Yeah... but they did give us a Firey version of Dragon Leap... and an increase to volatile armor... and 5% increase to whips. I'm happy about that. But you're right- they did ignore a large portion of what we asked for.
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 most DKS play with 30k health 35k magicka. So it is not a big buff too. At least the old version will heal you at max when you really need it. Why the new one depends on your magicka.
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 most DKS play with 30k health 35k magicka. So it is not a big buff too. At least the old version will heal you at max when you really need it. Why the new one depends on your magicka.
I play my mDK with DW on main bar and resto on back bar in 5 light, 1 medium and 1 heavy. With Emperor health buffs i sit at 27K on back bar (included structured entropy). Usually i am at 23-25K max health.
I do not play in heavy for a while in PvP, the loss of penetration is not worth it and besides those stam NBs will tear through you like butter. I completely avoid any 5+ players, just too much lag, dirty tactics and bs moments such as failing to weapon swap and cast anything (server related).
I guess i do not play like "most" mDKs in Cyrodiil...max magicka sits at nearly 40k though.
After Testing out Dragon's blood here's what I feel needs to happen.
If you want to keep this skill as a percentage then make it scale off of your max health while allowing it to crit. The fact that I have to be around 40% (that's when I was getting around 5.6k heals at 30k max magicka on a testing character) is pretty annoying. It makes me feel that I am to sacrifice around 2.8k magicka at 12k magicka to get a heal that if major defiled would be completely horrible and a waste of magic.
It would simply be better for me to stick to the current way of healing ward + burning ember spam.
Ferocious leap is perfect but please do remember that the gap closers for both version of this ultimate is clearly broken as it will waste it even on PTS when rooted or if the target runs out of range you'll see the wings go off while the ultimate gone. It's also still being dodged if the player runs away from the ultimate (doesn't say the ability was dodged or missed but it just doesn't do damage).
Flame Lash is definitely strong and does considerable amount of damage (this was tested against a max CP player who used 5 heavy 1 med 1 light, not sure if it matters but he was a high elf templar using sword n shield for reverb). I'm on a 300 CP character still putting in the damage which was great to see even though it still hits pretty good prior to this incoming buff (IMO when using sets like burning spell + scathing).
Standard of Might did some damage increases that was noticeable but the damage received I didn't really notice a difference as it was a PvE mainly thing I used but in PvP still wouldn't use or recommend using it unless you're tanking for a group.
All other things I feel still need to be addressed.
Flames of Oblivion (more preference) needs to go back to an AoE, it does good damage now but 5 seconds for it to hit is annoying + I use to have it on my mag dk to find enemies who were hiding. I would like for it to go back as an AoE but if not an applied DoT would be nice too.
Cauterize - Please get rid of this ability and make it a different one maybe a life stealing ground AoE that damages an enemy while stealing their health when they're being damaged or maybe even giving back resources if they stand in the AoE. It could be a pool of lava similar to the destro staffs elemental blockade.
Unrelenting grip - Please make this a stamina taunt that applies minor breech/minor fracture.
Noxious breath - Please get rid of the delay it does also fix the issue where it doesn't apply a debuff on an enemy that isn't buffed and if somehow make it easier to aim with because it misses an enemy when I use it right in front of their face.
Talons and other soft CCs - Please apply immunity when using talons or encase or bombard (you get the picture) have you ever been soft cc'd in place so badly that you cannot move? I mean it's literally ridiculous that this still happens, it shouldn't be a thing whatsoever.
Ash cloud and morphs - increase it's diameter by 2 meters. While Cinderstorm could get back it's major evasion??
Battle Roar: Does it affect your health you receive while in PvP because I'm almost certain that it does + the changes said it will now display the values you will receive when using an ultimate. Has these values always been current ( 21 for health/stam and 54 or something close for magicka upon ultimate usage)? If not please return the original values.
Helping Hands - Please give 10% back in stamina when using an earthen heart ability, the class that's built around sustain currently lacks the best sustain just saying..
I do have a lot of unrelated DK abilities that I want to see changed but I will not list them here. The soft CCs was an exception as talons is considered to be one.
Great job on the patch notes @ZOS_GinaBruno!
I would like to add my thoughts and idea's based on class perceptions since the games launch nearly 3 years ago. First, the history:
The dragon knight class was designed to be a tank first and foremost. It had all the best qualities for it. AoE damage, the best self heal in the game, Passives boosting resistance and block cost reduction, Devastating ultimates and satisfactory single target damage. This was evident in both PvE and PvP. Then came battlespirit, Champion points and constant skill nerfing....
Were they too strong in PvP? Absolutely
Were they killable? Yes
Are they still the best class in the game? No, Ppobably one of the worst now with dragon kinghts being one of the hardest player kill quests to complete in Cyrodiil as a result because very few players are actively playing the class as their main in Cyrodiil. Stamina isn't bad though.
So what changed?
Cinder storm (morph of Ash Cloud) - 70% dodge chance removed and removed self target to ground based AoE target.
Standard of might - Health debuff reduced from 50% to 30% and damage over time was reduced, Reduced ultimate cost increased from 200 to 250. Now with this patch it takes a further reduction in its buffs to the player while standing in it rending it all but a waste with many better and over powered options out there (See Destruction Staff Ultimate)
Dragon blood - Subjected to battle spirit to take it from the best heal in the game to the worst overnight
Dragon fire scales - Reduced the projectiles reflected from all to 4.
Other changes to reduce a Magicka DK's potential in PvP
Dynamic Ultimate Generation - - This was perhaps one of the biggest nerfs to a Magicka Dragon Knight due to the higher than average cost of class ulitimates
Battle spirit - 50% reduction in healing and damage done/received(?)
Block cost - No stamina regeneration while blocking
Light armor - Nerfs to light armour made achieving original damage numbers harder meaning more points had to be put into magicka meaning less into health which nerfed the effectiveness of obsidian shield and GDB while also making players more "squishy". The BiS magicka dk sustain set warlock was nerfed on the 5 piece from a 30 second proc to 60 seconds making the set useless.
Heavy Armor - Buffs to heavy armor meaning players can survive in PvP and they can also do more damage while wearing it due to the stacking of weapon/spell damage
As you can see, the list of nerfs is very long and this is just scratching the surface!
How did this effect PvP?
Well without Magicka DK gods in their way, ball groups began to form and slowly grew in size. I would love a v1.4 magicka dk to stand on alessia bridge and try to watch the current ball groups get past me! They would just melt! The point is that groups would be forced to spread out again to avoid getting wiped by 1 or 2 players thus reducing the lag! (one can only hope right?) See the first 1:00 of @Sypher video below as an example
https://youtu.be/teKvFM30_GM
So what are my thoughts on the current changes?
Coagulating Blood (Morph of Dragon Blood) - While Battle spirit is the problem with PvP in general imho, I doubt this skill will work well enough to slot in its new state and is probably not the best result. I would like to see and suggest adding Minor intellect/endurance to both GDB & CB while also Minor Aegis to make this skill worth slotting. This would avoid a double up on common potions while also aiding class regen. Battle Spirit also needs to be removed from this skill and I would prefer it reverted to work based on missing health, not magicka.
Sounds good for me actually
Lava Whip - the 5% increase is welcome and should be a great buff for PvP and PvE as the classes only spamable single target attack. I would personally like to see the Flame Lash Morph proc add CC and the Molten Whip morph become an execute from >25% health.
Standard of Might - This should NOT have been nerfed as there is enough other nerfs throughout the game patch to reduce its effectiveness. I would actually like to see major defile (30% reduced healing) removed in favour of an increase to 40-50% reduced healing done/received and also a damage increase of about 60-75%. Now before anyone says anything about the damage increase, this will still fall about 2-2.5k dps BEHIND The current destruction staff Ultimate tooltip.
No nerf needed here. But you have to keep in mind that the DK himself is buffed by the standard. The standards power wasn't the standard itself! So no to such an enormous damage increase.
Fiery Grip - - While the increase in Major Expedition from 2 to 8 seconds is significant, the skill is still unreliable in PvP and will probably only be used in PvE. I would prefer to see the Empowering Chains morph changed to a leap to target gap closer with knockdown similar to invasion/toppling charge. Tool tip could read as follows: Leap to your target knocking them down dealing X damage and stunning them up to 3 seconds based on distance travelled. Also empowers your next attack increasing damage by 20%
just fix this skill already....or even rework it. I personally would'nt like to see this becoming a jump since it's against the good old DK playstyle. Just bring it to work somehow. Nobody else has something like that atm...shouldn't have said that.
Other Suggestions?
Skills:
Burning embers - NERF. Increase cost by 50% and reduce heal to 50% of damage done to even out class based healing in conjunction with dragon blood buff stated above. Still should be a valuable skill and heal for the class in PvE and PvP.
Reduce and increase too enormous but numbers around 25% max should be ok.
Dragon Fire scales - BUFF. Increase projectiles reflected to ALL up from 4. This reverts the skill to its initial form and should aid in removing the bugs that have plagued it since the initial nerf.
biggest joke ever! "It's too strong to deflect everything!"...."Let's give s&b an ult that deflects everythin even longer!"....back to reflect all please!
Cinder Storm - Buff. Return to self target. Add Major Evasion buff. Reduce duration to 10 seconds
Disagree on self target, but definitively agree on evasion. Actually, why do you want to half everything? 15 Seconds would be ok. I would even would take reduced/no damage if I could get back the evasion part for my party!
Draw Essence (Inhale morph) - Grant Magikcasteal for each enemy hit to replace current method.
No, no and no again. Current way this works is fine since you can perfectly well see how many targets you have to hit to gain which amount of magicka. Magickasteal would introduce again a more complex mechanic in doing so. Yeah, it also would enable my group to gain magicka if I understood that right but what have we necrotic orbs for in trashfights? I would prefer the live variant.
Igneous Shield (Morph of Obsidian Shield) - BUFF. Increase shield size by 50-75%. This brings shield size inline with other shields such as Dampen magic
Again a nope. As I have said numerous time now the problem isn't the shield size but the 100% increase on caster. Remove that and increase the normal value by 25% to account for that. Then increase it again by around 25% to be on par with other shields while being a bit weaker due to being a full group shield. (Normal shield should become something around 6-7k at around 20k health. That could actually take a hit and stay....)
Passives
Warmth (Ardent Flame passive) - Not sure if this is bugged? I don't notice the 30% snare when playing as or against a dragon knights.
World in ruin (Ardent Flame passive) - Change this skill from 6% increase flame and poison AoE abilities to all Ardent flame abilities. This avoids buffing the destro flame staff skills further
Even better, just include it in the DK skills and give us something fun and usefull
Eternal Mountain (Earthen Heart passive) - NERF. Reduce increased duration to 15 seconds down from 20 seconds
Why exactly would you nerf this?
Mountains Blessing (Earthen Heart passive) - Add increased spell damage upon earthen heart ability activation. Reduce duration to 10 seconds from 20 seconds.
No, increased spell damage is a templar(?) thing. Every class has to have it's own buff to make a wise group comp viable. Duration is also ok. Let it be
@Wrobel I hope you guys get to read this feedback and take some things on board... Its taken me 4 hours to write this (while watching the blackhawks win today)
PS - I think you should look into balancing the game based on PvP, not PvE. And by that I mean PvE mobs & bosses should mirror player stats and be able to critical hit players
and THAT is the biggest ***. You PvPers complain about RNG in combat (proc sets) and now you want to add even MORE RNG in the game? Hey, high end raid gilds, I'm sorry to tell you the won't make that run since the endboss will critically oneshot your tank. OOOOPS. Balancing based on PvP is also doomed. What we REALLY need is independent balancing! One way a skill works in PvE and another way it works in PvP. Only that way we finally can achieve some balance. But sadly ZOS is not willing to achieve this with us.
I will just comment bold inline:PS - I think you should look into balancing the game based on PvP, not PvE. And by that I mean PvE mobs & bosses should mirror player stats and be able to critical hit players
and THAT is the biggest ***. You PvPers complain about RNG in combat (proc sets) and now you want to add even MORE RNG in the game? Hey, high end raid gilds, I'm sorry to tell you the won't make that run since the endboss will critically oneshot your tank. OOOOPS. Balancing based on PvP is also doomed. What we REALLY need is independent balancing! One way a skill works in PvE and another way it works in PvP. Only that way we finally can achieve some balance. But sadly ZOS is not willing to achieve this with us.
I will just comment bold inline:@Wrobel I hope you guys get to read this feedback and take some things on board... Its taken me 4 hours to write this (while watching the blackhawks win today)
PS - I think you should look into balancing the game based on PvP, not PvE. And by that I mean PvE mobs & bosses should mirror player stats and be able to critical hit players
and THAT is the biggest ***. You PvPers complain about RNG in combat (proc sets) and now you want to add even MORE RNG in the game? Hey, high end raid gilds, I'm sorry to tell you the won't make that run since the endboss will critically oneshot your tank. OOOOPS. Balancing based on PvP is also doomed. What we REALLY need is independent balancing! One way a skill works in PvE and another way it works in PvP. Only that way we finally can achieve some balance. But sadly ZOS is not willing to achieve this with us.
I understand you're a little upset that your free damage has been nerfed a tiny bit and you'll actually have to improve your rotation a bit to achieve that extra 2-3k dps that your going to lose so lets try this again nicely?
Question: Why would you suggest that mobs and bosses be able to critically hit players? Players already get one shot by boss mechanics as it is. Allowing critical hits would have mobs wiping whole groups...
Answer: Well because you asked so nicely I shall enlighten you on my line of thinking.
I don't mean bosses and mobs in the current set up. What I was suggesting is a revamp of the way they are by allowing the mobs/bosses to act like players do. Give the main boss 60-100k health and allow them to act like a player by self healing, debuffing, cleansing. In the current PvP environment there are players with 60k+ health that are close to unkillable with up to 8-10 people attacking them. This is my line of thinking. I personally think this would result in a much more balanced game for gear, sets and skills because something like battle spirit wouldn't exist. Traits like impen would be used in pve where its 50% durability reduction would actually be useful, but by that same point, gear would degrade in PvP as well.
I merely suggested it and I actually don't expect it to even get looked at let alone happen. hence why is was a Post Script/side note/after thought.
Back on topic now...
Did you have any actual constructive feedback on my actual post/feedback?
IxskullzxI wrote: »"I'm mad I didnt get a breath of life i win clone." - Everyone in this thread.
IxskullzxI wrote: »"I'm mad I didnt get a breath of life i win clone." - Everyone in this thread.
@IxskullzxI can you explain why you changed your opinion? You believe that cDB will serve you well in 2.7?IxskullzxI wrote: »RedVyperOfDorne wrote: »IxskullzxI wrote: »RedVyperOfDorne wrote: »Use flame lash, deep breath, or healing ward if you're magic. Use Vigor and/or Rally if you're stamina.
Wow I didn't even think of that. Thanks!
You're more than welcome. If there's any other class abilities you have an issue with, let me know and I'll help, before begging zos to change the game for you.
Dragons blood needs to be fixed. Flame lash isn't going to save you when you're out numbered. Deep breath doesn't heal unless you have 6 people on you, and the dk doesn't have the mobility to make use of healing ward like other classes. Explain how it's balanced a templar can spam 10k+ BoL but I get 3k Dragon blood heals at 20% with 30k hp.
IxskullzxI wrote: »"I'm mad I didnt get a breath of life i win clone." - Everyone in this thread.
Well, lets make this short since I'mt tired of repeating myself all over again.
1) As already stated crits in PvE would be a VERY bad concept to implement. Adding randomness to Bossfights is nothing you should EVER do. PvE, escpecially endgame PvE, is about knowing mechanics, adjusting to them and mastering them. There is no room left for a random "you played everything right but will still wipe due to this crit" moment. Easy as that.
2) My constructive feedback is scattered across the many feedback threads the DKs of this forum created last year. If you are curious go and find them, shouldn't be to hard. If not my comments on your last post have to reach out for the moment. Until ZOS proves they actually listened and understood those pages we wrote to them I am actually not willing to provide further feedback since it's useless.
3) For your interest, I'm a healdk and I don't have problems with adjusting my rotation nor with any damage.
Why would a heal complain about damage changes? Well since you asked so nicely I'm willing to tell you that some things are just not good or acceptable. Some changes of this patch and some of your ideas fall under this category. And if you would take a closer look you would see we lost far more than those "tiny 2-3k dps" with this patch. Since standard was the only way a dk could really "burst" due to the damage bonus and escpecially it was often combined with a warhorn for the major force buff, we really got the short end here due to BOTH being nerfed.
And if that wasn't enough they nerfed our utility also (wings, cdb). I have no problem with people like you nor your ideas, but if someone tells you that some of them are bad, like REALLY bad, you don't have to think that you are better than them but maybe rethink your idea.
How about some constructive feedback instead of shooting down an idea because you either don't like it or understand it?
I think I "enlightened" you enough about my thinking now. Its not your thinking I care about mate given the way you reply to everyone in here
Well, lets make this short since I'mt tired of repeating myself all over again.
1) As already stated crits in PvE would be a VERY bad concept to implement. Adding randomness to Bossfights is nothing you should EVER do. PvE, escpecially endgame PvE, is about knowing mechanics, adjusting to them and mastering them. There is no room left for a random "you played everything right but will still wipe due to this crit" moment. Easy as that.
2) My constructive feedback is scattered across the many feedback threads the DKs of this forum created last year. If you are curious go and find them, shouldn't be to hard. If not my comments on your last post have to reach out for the moment. Until ZOS proves they actually listened and understood those pages we wrote to them I am actually not willing to provide further feedback since it's useless.
3) For your interest, I'm a healdk and I don't have problems with adjusting my rotation nor with any damage.
Why would a heal complain about damage changes? Well since you asked so nicely I'm willing to tell you that some things are just not good or acceptable. Some changes of this patch and some of your ideas fall under this category. And if you would take a closer look you would see we lost far more than those "tiny 2-3k dps" with this patch. Since standard was the only way a dk could really "burst" due to the damage bonus and escpecially it was often combined with a warhorn for the major force buff, we really got the short end here due to BOTH being nerfed.
And if that wasn't enough they nerfed our utility also (wings, cdb). I have no problem with people like you nor your ideas, but if someone tells you that some of them are bad, like REALLY bad, you don't have to think that you are better than them but maybe rethink your idea.
How about some constructive feedback instead of shooting down an idea because you either don't like it or understand it?
I think I "enlightened" you enough about my thinking now. Its not your thinking I care about mate given the way you reply to everyone in here
I'm sorry.. Who are you again? Do you have more rights than me on this forum to put forth a basic idea?
Step down of your perch mate, stop being so salty and throwing your toys out of the pram because you didn't get what you wanted because that's not going to get you, or anyone else on here, anywhere. Its people like you with your negative comments like the ones above to other members of the forum (and probably dev's as well god help us) that prevent real idea's and positive changes from taking place.
Please don't fill this thread up with any further nonsense as I am interested to see what people actually have to say and any other feedback people have on the changes.
Please stay on topic as I've got nothing else to say to you
victorhrpereira wrote: »IxskullzxI wrote: »"I'm mad I didnt get a breath of life i win clone." - Everyone in this thread.
People aren't asking for a BoL clone, they are asking for a heal that heals when you really need it. Dragonblood just need to be excluded from battlespirit and scale back from missing health and it should be enough, but ZOS keeps complicating things.
IxskullzxI wrote: »"I'm mad I didnt get a breath of life i win clone." - Everyone in this thread.@IxskullzxI can you explain why you changed your opinion? You believe that cDB will serve you well in 2.7?IxskullzxI wrote: »RedVyperOfDorne wrote: »IxskullzxI wrote: »RedVyperOfDorne wrote: »Use flame lash, deep breath, or healing ward if you're magic. Use Vigor and/or Rally if you're stamina.
Wow I didn't even think of that. Thanks!
You're more than welcome. If there's any other class abilities you have an issue with, let me know and I'll help, before begging zos to change the game for you.
Dragons blood needs to be fixed. Flame lash isn't going to save you when you're out numbered. Deep breath doesn't heal unless you have 6 people on you, and the dk doesn't have the mobility to make use of healing ward like other classes. Explain how it's balanced a templar can spam 10k+ BoL but I get 3k Dragon blood heals at 20% with 30k hp.
IxskullzxI wrote: »"I'm mad I didnt get a breath of life i win clone." - Everyone in this thread.
How about:
"I'm mad we provided so much feedback and ZOS completly ignored it"?