PTS Feedback Thread for Dragonknight Balance Improvements

  • CaliMade
    CaliMade
    ✭✭✭✭
    MaxwellC wrote: »
    @CaliMade
    You're not grasping my statement at all so I'll reiterate it for you.
    You will always get ganked no matter what setup you wear and that's an obvious thing unless you're sitting at 50k+ health then you most likely get avoided.
    Surviving in 5 light vs 5 heavy is extremely different and when you get 'ganked' the way it's used on ESO is someone attacking you without your ability to react; with the rate your resistance are in light (unbuffed since you're being ganked lol) vs that of heavy well you'd have a higher chance of getting smacked in light vs heavy and that's an indisputable fact.

    You cannot block a 'gank' as a ganked is counted as an attack from stealth and it's stops being a 'gank' when the enemy player allows you to retaliate. When you're being ganked you're un-able to retaliate due to a CC,stun, immobilizing ability,etc.


    i keep my volatile armor up 100% of the time...only time its ever down is when im on my mount. unbuffed in light im at nearly 18k (defending weapon, light armor focus, all gold gear). in heavy i sit at 20k. thats only 2k resist. i understand what your saying. But what im saying is that the only reason LA seems to be obsolete for magDK (other that the lack of a reliable heal, witch isn't changed by wearing heavy) is because the stacking of procs....i wear light and i will not be killed by a ganker unless they are stacking proc sets, or they hit me with a 21k onslaught(nothing will save you from this btw). Yes cDB is weak but LA will continue to be inferior until proc sets are PROPERLY balanced. No DK buff will solve this issue


    XB1 GT- Cali Made


    Praetorian Stam DK Redguard

    Brigadier Stam/magblade (whatever i feel like running) Redguard

    Major Mag DK Dark Elf

    lieutenant Mag/stamplar (whatever i feel like running) Redguard
  • MaxwellC
    MaxwellC
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    ✭✭
    @CaliMade
    I have yet to make a statement regarding DKs needing any buff concerning armor so they can wear light armor so you've got the wrong person from the get go.

    On to a different subject...

    I will continue to preach to you @ZOS_RichLambert that flames of Oblivion needs be come back to our skill line (AoE version). Many players have gave their input regarding what it should be since I'd say collectively we believe it should come back to it's original form but without the negative effects since Sorcerers get hurricane with three buffs (Major Resolve, Major Ward, and Major expedition).
    I've stated that I believe the new flames of oblivion (AoE form) should give us increased DoT Damage maybe 20% along side having the increase criticals or maybe a minor magicka steal. The basic version (inferno) and it's morph should still do what it did in the past (AoE flame damage at a fixed diameter). No slow and no consistent magicka drain unless you put that on sorcerers too.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    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 Maxwel
    l
  • Stamden
    Stamden
    ✭✭✭✭✭
    CaliMade wrote: »
    MaxwellC wrote: »
    @CaliMade
    You're not grasping my statement at all so I'll reiterate it for you.
    You will always get ganked no matter what setup you wear and that's an obvious thing unless you're sitting at 50k+ health then you most likely get avoided.
    Surviving in 5 light vs 5 heavy is extremely different and when you get 'ganked' the way it's used on ESO is someone attacking you without your ability to react; with the rate your resistance are in light (unbuffed since you're being ganked lol) vs that of heavy well you'd have a higher chance of getting smacked in light vs heavy and that's an indisputable fact.

    You cannot block a 'gank' as a ganked is counted as an attack from stealth and it's stops being a 'gank' when the enemy player allows you to retaliate. When you're being ganked you're un-able to retaliate due to a CC,stun, immobilizing ability,etc.


    i keep my volatile armor up 100% of the time...only time its ever down is when im on my mount.

    No DK buff will solve this issue


    Well I can point out one buff that would completely solve this issue. Make volatile armor a toggle.

    If that happens then LA would actually work.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Saint_Bud
    Saint_Bud
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    With light armour dk will have more damage. Wehn build corectly on a cp campain the resist is nearly the same. La is the way to go in big groups for spamming aoe and desrto ult. But in small group you will have to protect yourself and best protect is to block. With no stamreg while blocking you fast dead. Heavy armour have the passive that gives a lot of stam and magicka back when attacked. Thats why nearly all dk and templar play in heavy. Best way to solve the problem is add stamreg while blocking to light and mideum armour 5 pice passive.
    PVP Saint-Bud magicka Templar: AR 49
    PVE Lord Victarion mDK : dro'm-Athra-Destroyer pre Morrowind retired for crafting
    PVE Ramsay-Bolton magicka NB: Voice of Reason Clockwork City Patch retired
    VAA hm/ VHRC hm/ VSO hm/ VMOL hm/ VHOF hm/ VAS hm clear

    Stop playing PVE because its boring, content not disigned for melee players and class balance and sustain is ***
  • ZoM_Head
    ZoM_Head
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    @ZOS_RichLambert, @ZOS_JessicaFolsom

    I do understand the PvE general nerf to DPS, that is fine, but the things you need to understand Zenimax is that the mDK is the only magicka class (by default) that is melee or close range for effective damage with no true range class skills for damage.

    Firey Grip: Return this please to its original state, its a must have in PvE for tanks and some DDs in certain dungeons and trails to chain in pesky archers and mages. But realistically in Cyrodiil its a 50-50 chance it will just bug out. I tested this extensively the other day, all i got was "Target is too high, target is too low", on a nearly flat surface. This is the biggest issue with ability since ESO Beta days, the skill just bugs out, and a full heavy attack or heavy weave usually fixes this. All other classes have a skill that brings them TO a target while knocking them down, stunning them or dealing damage. This skill will just not work, since if a target is pulled the are automatically CC immune. This is not a DK gap closer, i think it is fine the way it is and will stay a PvE focused skill (sure some will use it in Cyrodiil for laughs but not competitively).

    Inferno: You really should retweak this ability, not for damage, but for what potential this has. Meaning, this ability is super important in PvE and i am finding it super effective in PvP as well. Since we are lowering the DPS ceiling for this update, you can leave this ability's damage as it is, but what would be great is turning it into the old Inferno skill. Which was similar to Boundless or Hurricane, a small AOE (does not have to be a big growing one like Hurricane) could be a 8m AOE that deals overall the same dmg as the current Flames of Oblivion morph. Instead of a ball of fire that we have zero control over and hits any target it chooses, turn it into an AOE, however when activated gain major expedition for 10 seconds (or whatever) the equivalent of Boundless. The number of times i had to sprint in Cyrodiil after a player that way fleeing, where that player was either a stam build dodging and spinting like he/she is on skooma and never reaching him/her, or other magicka classes that can streak, purge or go hidden and leave you in the dust. I believe this skill can be a game changer for mDKs in PvP without buffing the damage in PvE.

    Warmth Passive: This is where i think we really need a buff, why? everything from ALL other classes that hit you from melee range in Cyrodiil snares the absolute heck out of a mDK. Trying to reapply burning embers or engulfing flames on a player that is snared 30% or the 4 second duration is gone is such hard work, since they are moving about constantly. Remember, templars drop cleans on the ground, that is one massive aoe that snares, damages, purges and heals them overtime. Would be nice to see a 50% snare for 8-10 seconds, give us some mobility control over the enemy, after all they can do it to us. Breaking CC from fear, or ambush/lotus fan, puncture sweeps etc all snare pretty hard in melee, we need an equaliser.

    Dragon Blood: This skill really can be very very simple. The base skill can heal X amount of health and that is it, the lower your health the more you heal. No need for percentages here, just heal X amount of health instantly and the heal is increased the lower the health the player has. The morphs, now Coagulated Blood can be reworked and renamed, to be an instant heal and increasing depending on your health, as well as an AOE Heal over time, similar to Vigor. Reason behind it is that stamina DKs are always effective in dungeon, trails due to vigor, that aoe heal is such good group support, it does not have to be anything crazy, but just effective enough. The number of times i "off healed" group members in Cyrodiil with vigor was just insanely supportive. Why can't the mDk have something similar? the number of times i wanted to off heal someone, even if it is just enough not to let them die, on my mDk was countless. As a Tank class, THE tanking class of ESO, it would be much appreciated if a similar heal + aoe heal over time can be achieved here. The same can go for Green Dragon Blood, instant heal + increase the healing depending on the health + stamina regen. I can still find uses of the stam regen for some builds in PvE and PvP.

    Reflective Scales: This should be returned to reflecting ALL projectiles for 4 seconds. There are so little things that can be reflected today, it makes no sense to nerf this, it is expensive enough as it is, and with the lag, animation cancelling and whatnot going on in Cyrodiil, we have no idea what was reflected or if we reached our limit of projectiles or if someone ani cancelled 2 focus aims and seeing just 1 projectile hitting you instead of multiple ones.

    Elder Dragon:This passive is really useless, no one in PvE runs any kind of health regen build competitively. PvP is the same, with a few builds here or there BUT they are stamina based and very racial specific. It would be nice to gain the minors for spell and physical resistance, minor resolve and minor ward numbers by level II with a draconic power ability activated. As Tanks, we have major from Spiked armour, it would be nice to gain minors as well, especially for Light Armoured mDks like myself. We are playing a melee class after all, and if memory serves sorcers (both magicka and stamina) gain this by having bound aegis/armaments slotted and activated. As Tanks and close range class i believe this would really help out for some more survivability.

    Stone Fist: This ability is really just for laughs in PvP. It is never used in PvE, even solo content. Maybe this can be the mDks gap closer (maybe). Charge to a target with a stone fist, where 1 morph will knock them down but deal less damage, the other morph will deal more damage but not knock them down? Earthen heart abilities are super expensive, i dount someone will spam such an ability. This is just an idea to make this skill more used in PvP and maybe some PvE content.

    Molten Weapons: This is one of my personal favorite skills, the major sorcery buff is very nice, but with the changes this skill has gone through, it could be tweaked a bit. I understand how you wish to lower the damage ceiling this update, but maybe in the future this can be applied.Molten Armaments can give major sorcery AND increase the damage of all Damage Over Time effects by 15-20% to low health targets, can trigger like sorcers at 20%. Personally i do not support a mDk having a direct execute, BUT when all classes will start executing in PvE and increasing their damage while the mDK is still delaing constant damage and being shadowed by them. Also this is a huge changer for a mDK in Cyrodiil, the number of times low health enemies manages to "flee" with dots still ticking on them and they heal through it or get out of range to avoid DOTs being refreshed happens too often. Other classes in Cyrodiil just execute you at low health (or at full health like some Templars do), it would at least level the field for the mDK to have their DOTs increase in damage to low health targets, to add pressure to them. It can be limited to class DOT abilities only to keep the DPS in check in terms of this update's direction with regards to lowering damage.

    Petrify While this skill is fine as it is, the morph effects could be changed for PvP. Other classes can apply several debuffs (majors and minors specifically), while mDks can use engulfing flames to increase flame damage to target(s) by 10%. One of the morphs of Petrify can be changed to apply minor defile (less healing received) or go back to the old days of reducing all attributes regeneration. I understand that this may sound a bit extreme, but with the current state of what all other classes can do, mDks need an actual major/minor debuff. The standard still costs 250 ulti and players can just walk out with ease, where NBs can apply a stun, debuff and a self buff from a 50 ulti cost or shades. Templars can debuff from range with dark flare. This can be looked into regarding a similar debuff.

    I know this is a big list, but as you can see, with the exceptions to Molten Weapons and Inferno, the other abilities i mentioned merely tweaks the mDk’s abilities to be on a somewhat levelled or more levelled playing field as other classes in Cyrodiil and PvE.

    I am also sure that some of you may not agree with everything or some things i mentioned, but if you just look at what other classes are capable of achieving in PvE and PvP, you could not disagree that the mDK does indeed need some of these tweaks/adjustments in those environments.

    Thank you for taking the time to reading this! Hope it makes some sense and it somewhat acceptable.
    Edited by ZoM_Head on January 16, 2017 10:57AM
    mDKs still need a lot of love!
  • Sharee
    Sharee
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    ✭✭✭✭✭
    MaxwellC wrote: »
    @Toc de Malsvi
    Yeah you're right it is one sided because I've always dueled other stam DKs on my mag DK when I sit for pledges since I hate dueling on my stam DK. Every stam DK I've faced except for a proc set tremorscale one I've always won because I was able to consistently CC them until they had no resources then all I had to do was keep talons on them and whip them down while BsW proc'd on them.
    Immovable pots/break frees do not stop me from using talons I mean sure a shuffle will for a few seconds but that's it, if you keep spamming it then you're done. They can fossilize me as well but as I always keep talons on them with a near 100% warmth up time I can keep on getting behind them while I attack them so again I believe that good stam DK rocking 5 med vs a good mag DK rocking 5 light will almost always lose to the mag DK.

    Ehm... and what is stopping those stam DK's from doing exactly the same permarooting to you with rearming trap and it's 12 second(!) root? And they sure are able to roll out of your roots much better than you out of theirs. What you described gives me the impression you simply didn't fight opponents who know how to play a stam build to it's full potential.

  • Saint_Bud
    Saint_Bud
    ✭✭✭✭
    ZoM_Head wrote: »
    @ZOS_RichLambert, @ZOS_JessicaFolsom

    I do understand the PvE general nerf to DPS, that is fine, but the things you need to understand Zenimax is that the mDK is the only magicka class (by default) that is melee or close range for effective damage with no true range class skills for damage.

    Firey Grip: Return this please to its original state, its a must have in PvE for tanks and some DDs in certain dungeons and trails to chain in pesky archers and mages. But realistically in Cyrodiil its a 50-50 chance it will just bug out. I tested this extensively the other day, all i got was "Target is too high, target is too low", on a nearly flat surface. This is the biggest issue with ability since ESO Beta days, the skill just bugs out, and a full heavy attack or heavy weave usually fixes this. All other classes have a skill that brings them TO a target while knocking them down, stunning them or dealing damage. This skill will just not work, since if a target is pulled the are automatically CC immune. This is not a DK gap closer, i think it is fine the way it is and will stay a PvE focused skill (sure some will use it in Cyrodiil for laughs but not competitively).

    Inferno: You really should retweak this ability, not for damage, but for what potential this has. Meaning, this ability is super important in PvE and i am finding it super effective in PvP as well. Since we are lowering the DPS ceiling for this update, you can leave this ability's damage as it is, but what would be great is turning it into the old Inferno skill. Which was similar to Boundless or Hurricane, a small AOE (does not have to be a big growing one like Hurricane) could be a 8m AOE that deals overall the same dmg as the current Flames of Oblivion morph. Instead of a ball of fire that we have zero control over and hits any target it chooses, turn it into an AOE, however when activated gain major expedition for 10 seconds (or whatever) the equivalent of Boundless. The number of times i had to sprint in Cyrodiil after a player that way fleeing, where that player was either a stam build dodging and spinting like he/she is on skooma and never reaching him/her, or other magicka classes that can streak, purge or go hidden and leave you in the dust. I believe this skill can be a game changer for mDKs in PvP without buffing the damage in PvE.

    Warmth Passive: This is where i think we really need a buff, why? everything from ALL other classes that hit you from melee range in Cyrodiil snares the absolute heck out of a mDK. Trying to reapply burning embers or engulfing flames on a player that is snared 30% or the 4 second duration is gone is such hard work, since they are moving about constantly. Remember, templars drop cleans on the ground, that is one massive aoe that snares, damages, purges and heals them overtime. Would be nice to see a 50% snare for 8-10 seconds, give us some mobility control over the enemy, after all they can do it to us. Breaking CC from fear, or ambush/lotus fan, puncture sweeps etc all snare pretty hard in melee, we need an equaliser.

    Dragon Blood: This skill really can be very very simple. The base skill can heal X amount of health and that is it, the lower your health the more you heal. No need for percentages here, just heal X amount of health instantly and the heal is increased the lower the health the player has. The morphs, now Coagulated Blood can be reworked and renamed, to be an instant heal and increasing depending on your health, as well as an AOE Heal over time, similar to Vigor. Reason behind it is that stamina DKs are always effective in dungeon, trails due to vigor, that aoe heal is such good group support, it does not have to be anything crazy, but just effective enough. The number of times i "off healed" group members in Cyrodiil with vigor was just insanely supportive. Why can't the mDk have something similar? the number of times i wanted to off heal someone, even if it is just enough not to let them die, on my mDk was countless. As a Tank class, THE tanking class of ESO, it would be much appreciated if a similar heal + aoe heal over time can be achieved here. The same can go for Green Dragon Blood, instant heal + increase the healing depending on the health + stamina regen. I can still find uses of the stam regen for some builds in PvE and PvP.

    Reflective Scales: This should be returned to reflecting ALL projectiles for 4 seconds. There are so little things that can be reflected today, it makes no sense to nerf this, it is expensive enough as it is, and with the lag, animation cancelling and whatnot going on in Cyrodiil, we have no idea what was reflected or if we reached our limit of projectiles or if someone ani cancelled 2 focus aims and seeing just 1 projectile hitting you instead of multiple ones.

    Elder Dragon:This passive is really useless, no one in PvE runs any kind of health regen build competitively. PvP is the same, with a few builds here or there BUT they are stamina based and very racial specific. It would be nice to gain the minors for spell and physical resistance, minor resolve and minor ward numbers by level II with a draconic power ability activated. As Tanks, we have major from Spiked armour, it would be nice to gain minors as well, especially for Light Armoured mDks like myself. We are playing a melee class after all, and if memory serves sorcers (both magicka and stamina) gain this by having bound aegis/armaments slotted and activated. As Tanks and close range class i believe this would really help out for some more survivability.

    Stone Fist: This ability is really just for laughs in PvP. It is never used in PvE, even solo content. Maybe this can be the mDks gap closer (maybe). Charge to a target with a stone fist, where 1 morph will knock them down but deal less damage, the other morph will deal more damage but not knock them down? Earthen heart abilities are super expensive, i dount someone will spam such an ability. This is just an idea to make this skill more used in PvP and maybe some PvE content.

    Molten Weapons: This is one of my personal favorite skills, the major sorcery buff is very nice, but with the changes this skill has gone through, it could be tweaked a bit. I understand how you wish to lower the damage ceiling this update, but maybe in the future this can be applied.Molten Armaments can give major sorcery AND increase the damage of all Damage Over Time effects by 15-20% to low health targets, can trigger like sorcers at 20%. Personally i do not support a mDk having a direct execute, BUT when all classes will start executing in PvE and increasing their damage while the mDK is still delaing constant damage and being shadowed by them. Also this is a huge changer for a mDK in Cyrodiil, the number of times low health enemies manages to "flee" with dots still ticking on them and they heal through it or get out of range to avoid DOTs being refreshed happens too often. Other classes in Cyrodiil just execute you at low health (or at full health like some Templars do), it would at least level the field for the mDK to have their DOTs increase in damage to low health targets, to add pressure to them. It can be limited to class DOT abilities only to keep the DPS in check in terms of this update's direction with regards to lowering damage.

    Petrify While this skill is fine as it is, the morph effects could be changed for PvP. Other classes can apply several debuffs (majors and minors specifically), while mDks can use engulfing flames to increase flame damage to target(s) by 10%. One of the morphs of Petrify can be changed to apply minor defile (less healing received) or go back to the old days of reducing all attributes regeneration. I understand that this may sound a bit extreme, but with the current state of what all other classes can do, mDks need an actual major/minor debuff. The standard still costs 250 ulti and players can just walk out with ease, where NBs can apply a stun, debuff and a self buff from a 50 ulti cost or shades. Templars can debuff from range with dark flare. This can be looked into regarding a similar debuff.

    I know this is a big list, but as you can see, with the exceptions to Molten Weapons and Inferno, the other abilities i mentioned merely tweaks the mDk’s abilities to be on a somewhat levelled or more levelled playing field as other classes in Cyrodiil and PvE.

    I am also sure that some of you may not agree with everything or some things i mentioned, but if you just look at what other classes are capable of achieving in PvE and PvP, you could not disagree that the mDK does indeed need some of these tweaks/adjustments in those environments.

    Thank you for taking the time to reading this! Hope it makes some sense and it somewhat acceptable.

    I like the idea of stonefist as a gabcloser, the skill is useless now in pve and pvp. As chaines will bugg as hell, this will help go on ovensive. Also they could rework one chainmorph as real gabcloser. Its so easy to run away from a mdk but try this with other classes.
    PVP Saint-Bud magicka Templar: AR 49
    PVE Lord Victarion mDK : dro'm-Athra-Destroyer pre Morrowind retired for crafting
    PVE Ramsay-Bolton magicka NB: Voice of Reason Clockwork City Patch retired
    VAA hm/ VHRC hm/ VSO hm/ VMOL hm/ VHOF hm/ VAS hm clear

    Stop playing PVE because its boring, content not disigned for melee players and class balance and sustain is ***
  • MaxwellC
    MaxwellC
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    ✭✭
    @Sharee
    It isn't hard to see that theirs a trap on the ground I mean come on mate seriously that's your reasoning? I can simply avoid it but remember they're melee ranged fighters so they need to be close to engage me while I don't have to. They can keep dodge rolling out of my talons sure, when that keeps happening I'm sure they'll be able to break free from my CC.... oh wait.

    Mag DKs have a superior advantage over stam and if you feel they do not then imo it's an L2P issue. Every Stam DK I've faced who don't rock tremorscale are stuck using heavy attacks with dizzing swing trying to CC me while I fossilize them/talon them while applying my warmth passive on to them which as you know slows them and since they're slowed all I need to do is walk to the side in order to break the dizzing swing or just block it.

    There were a couple of times that almost got me since they used corrosive armor but again all I did was talon/fossilize them and out ran their duration which then turned into me using eye of the storm on them.

    Addition: Now don't get me wrong when it comes to open world PvP obviously stam will out perform mag at-least imo because of mobility but when it comes to dueling then no question my mag dk will face roll any stam dk.
    Edited by MaxwellC on January 16, 2017 3:06PM
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    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 Maxwel
    l
  • OrphanHelgen
    OrphanHelgen
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    ✭✭
    ZoM_Head wrote: »
    @ZOS_RichLambert, @ZOS_JessicaFolsom

    I do understand the PvE general nerf to DPS, that is fine, but the things you need to understand Zenimax is that the mDK is the only magicka class (by default) that is melee or close range for effective damage with no true range class skills for damage.

    Firey Grip: Return this please to its original state, its a must have in PvE for tanks and some DDs in certain dungeons and trails to chain in pesky archers and mages. But realistically in Cyrodiil its a 50-50 chance it will just bug out. I tested this extensively the other day, all i got was "Target is too high, target is too low", on a nearly flat surface. This is the biggest issue with ability since ESO Beta days, the skill just bugs out, and a full heavy attack or heavy weave usually fixes this. All other classes have a skill that brings them TO a target while knocking them down, stunning them or dealing damage. This skill will just not work, since if a target is pulled the are automatically CC immune. This is not a DK gap closer, i think it is fine the way it is and will stay a PvE focused skill (sure some will use it in Cyrodiil for laughs but not competitively).

    Inferno: You really should retweak this ability, not for damage, but for what potential this has. Meaning, this ability is super important in PvE and i am finding it super effective in PvP as well. Since we are lowering the DPS ceiling for this update, you can leave this ability's damage as it is, but what would be great is turning it into the old Inferno skill. Which was similar to Boundless or Hurricane, a small AOE (does not have to be a big growing one like Hurricane) could be a 8m AOE that deals overall the same dmg as the current Flames of Oblivion morph. Instead of a ball of fire that we have zero control over and hits any target it chooses, turn it into an AOE, however when activated gain major expedition for 10 seconds (or whatever) the equivalent of Boundless. The number of times i had to sprint in Cyrodiil after a player that way fleeing, where that player was either a stam build dodging and spinting like he/she is on skooma and never reaching him/her, or other magicka classes that can streak, purge or go hidden and leave you in the dust. I believe this skill can be a game changer for mDKs in PvP without buffing the damage in PvE.

    Warmth Passive: This is where i think we really need a buff, why? everything from ALL other classes that hit you from melee range in Cyrodiil snares the absolute heck out of a mDK. Trying to reapply burning embers or engulfing flames on a player that is snared 30% or the 4 second duration is gone is such hard work, since they are moving about constantly. Remember, templars drop cleans on the ground, that is one massive aoe that snares, damages, purges and heals them overtime. Would be nice to see a 50% snare for 8-10 seconds, give us some mobility control over the enemy, after all they can do it to us. Breaking CC from fear, or ambush/lotus fan, puncture sweeps etc all snare pretty hard in melee, we need an equaliser.

    Dragon Blood: This skill really can be very very simple. The base skill can heal X amount of health and that is it, the lower your health the more you heal. No need for percentages here, just heal X amount of health instantly and the heal is increased the lower the health the player has. The morphs, now Coagulated Blood can be reworked and renamed, to be an instant heal and increasing depending on your health, as well as an AOE Heal over time, similar to Vigor. Reason behind it is that stamina DKs are always effective in dungeon, trails due to vigor, that aoe heal is such good group support, it does not have to be anything crazy, but just effective enough. The number of times i "off healed" group members in Cyrodiil with vigor was just insanely supportive. Why can't the mDk have something similar? the number of times i wanted to off heal someone, even if it is just enough not to let them die, on my mDk was countless. As a Tank class, THE tanking class of ESO, it would be much appreciated if a similar heal + aoe heal over time can be achieved here. The same can go for Green Dragon Blood, instant heal + increase the healing depending on the health + stamina regen. I can still find uses of the stam regen for some builds in PvE and PvP.

    Reflective Scales: This should be returned to reflecting ALL projectiles for 4 seconds. There are so little things that can be reflected today, it makes no sense to nerf this, it is expensive enough as it is, and with the lag, animation cancelling and whatnot going on in Cyrodiil, we have no idea what was reflected or if we reached our limit of projectiles or if someone ani cancelled 2 focus aims and seeing just 1 projectile hitting you instead of multiple ones.

    Elder Dragon:This passive is really useless, no one in PvE runs any kind of health regen build competitively. PvP is the same, with a few builds here or there BUT they are stamina based and very racial specific. It would be nice to gain the minors for spell and physical resistance, minor resolve and minor ward numbers by level II with a draconic power ability activated. As Tanks, we have major from Spiked armour, it would be nice to gain minors as well, especially for Light Armoured mDks like myself. We are playing a melee class after all, and if memory serves sorcers (both magicka and stamina) gain this by having bound aegis/armaments slotted and activated. As Tanks and close range class i believe this would really help out for some more survivability.

    Stone Fist: This ability is really just for laughs in PvP. It is never used in PvE, even solo content. Maybe this can be the mDks gap closer (maybe). Charge to a target with a stone fist, where 1 morph will knock them down but deal less damage, the other morph will deal more damage but not knock them down? Earthen heart abilities are super expensive, i dount someone will spam such an ability. This is just an idea to make this skill more used in PvP and maybe some PvE content.

    Molten Weapons: This is one of my personal favorite skills, the major sorcery buff is very nice, but with the changes this skill has gone through, it could be tweaked a bit. I understand how you wish to lower the damage ceiling this update, but maybe in the future this can be applied.Molten Armaments can give major sorcery AND increase the damage of all Damage Over Time effects by 15-20% to low health targets, can trigger like sorcers at 20%. Personally i do not support a mDk having a direct execute, BUT when all classes will start executing in PvE and increasing their damage while the mDK is still delaing constant damage and being shadowed by them. Also this is a huge changer for a mDK in Cyrodiil, the number of times low health enemies manages to "flee" with dots still ticking on them and they heal through it or get out of range to avoid DOTs being refreshed happens too often. Other classes in Cyrodiil just execute you at low health (or at full health like some Templars do), it would at least level the field for the mDK to have their DOTs increase in damage to low health targets, to add pressure to them. It can be limited to class DOT abilities only to keep the DPS in check in terms of this update's direction with regards to lowering damage.

    Petrify While this skill is fine as it is, the morph effects could be changed for PvP. Other classes can apply several debuffs (majors and minors specifically), while mDks can use engulfing flames to increase flame damage to target(s) by 10%. One of the morphs of Petrify can be changed to apply minor defile (less healing received) or go back to the old days of reducing all attributes regeneration. I understand that this may sound a bit extreme, but with the current state of what all other classes can do, mDks need an actual major/minor debuff. The standard still costs 250 ulti and players can just walk out with ease, where NBs can apply a stun, debuff and a self buff from a 50 ulti cost or shades. Templars can debuff from range with dark flare. This can be looked into regarding a similar debuff.

    I know this is a big list, but as you can see, with the exceptions to Molten Weapons and Inferno, the other abilities i mentioned merely tweaks the mDk’s abilities to be on a somewhat levelled or more levelled playing field as other classes in Cyrodiil and PvE.

    I am also sure that some of you may not agree with everything or some things i mentioned, but if you just look at what other classes are capable of achieving in PvE and PvP, you could not disagree that the mDK does indeed need some of these tweaks/adjustments in those environments.

    Thank you for taking the time to reading this! Hope it makes some sense and it somewhat acceptable.

    Looking at the skills, I see you are making this post more towards pvp. As a pve'er, I agree with flames of oblivion being AOE instead. Also, to make all DOT's and execute as a pure DK passive, would help stam DK's as well. Not saying stam DK's cant currently pull dps, but they dont offer any group support, AOE dmg or range possibility. Maybe the noxious breath would have a debuf like the morag tong 5 piece or something.

    A stam NB, give 3% crit to team and can support with veil of blades.
    A stam templar can support with power of the light and nova.
    A stam sorc scales best with alkosh, since they already using rapid strike as a spamable and get additional 5% physical dmg, also counts on alkosh proc. They also can support with negate in some special situations.

    Stam DK have only major sorcery and brutality to offer as group support, which the tank can give, allthough its only useful for cheap players in 4 man dungeons. Then they can chain or root once or twice, due to high magicka cost. They could somehow support with the shield from magma armor shell or what that ulti name was, but then again, barrier would be a better choice.

    My stam DK are only wanted in raids because I can pull high single target dps, which btw I have seen range do same single target as me. Rearming trap and the bonus dmg from standard of might, are one of the reason I could reach high single target dps. If we dont get a buff in pve, I will be lowest dps next patch, both single and AOE (depends if the player have mastered their class or not), and I will have no group support to give, not even night mother gaze since its a magicka meta. The reason stam DK are considered strong ATM, is because the meta are hard to change mentally for some players. Before this magicka meta and one year ago when maelstrom daggers gave 3k wpn dmg on your DOT's, stam DK was flavor of the month. It is not anymore. I do have to add, I like that every mag class coming back to the game, dont get me wrong there :) Happy to see my mag DK friends having fun with grotdarr and some theorycrafting ahead of them. But I feel stam DK gets pushed away each patch, because rumors say they are one of the strongest.
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • pieratsos
    pieratsos
    ✭✭✭✭✭
    ✭✭
    Neighbor wrote: »
    CaliMade wrote: »
    MaxwellC wrote: »
    @CaliMade
    You're not grasping my statement at all so I'll reiterate it for you.
    You will always get ganked no matter what setup you wear and that's an obvious thing unless you're sitting at 50k+ health then you most likely get avoided.
    Surviving in 5 light vs 5 heavy is extremely different and when you get 'ganked' the way it's used on ESO is someone attacking you without your ability to react; with the rate your resistance are in light (unbuffed since you're being ganked lol) vs that of heavy well you'd have a higher chance of getting smacked in light vs heavy and that's an indisputable fact.

    You cannot block a 'gank' as a ganked is counted as an attack from stealth and it's stops being a 'gank' when the enemy player allows you to retaliate. When you're being ganked you're un-able to retaliate due to a CC,stun, immobilizing ability,etc.


    i keep my volatile armor up 100% of the time...only time its ever down is when im on my mount.

    No DK buff will solve this issue


    Well I can point out one buff that would completely solve this issue. Make volatile armor a toggle.

    If that happens then LA would actually work.
    Is this a troll?
    Thats not a buff. Thats a nerf, and a big one. If u need to have it on both bars like bound armor its going to be the biggest nerf mDK got in a while. Lol. If u dont have to put it on both bars its still going to be a nerf cause they will remove its secondary effects.
  • OrphanHelgen
    OrphanHelgen
    ✭✭✭✭✭
    ✭✭
    I want a DK pet :D
    A flame dragon by my side !
    Don't care if its a toggle and both bars and what not, its a DRAGON PET THAT SPITS FIRE COMMON GUYS ! :D
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • RoamingRiverElk
    RoamingRiverElk
    ✭✭✭✭✭
    Reflective Scale: Increase reflected projectiles to 6. Increase time to 6 seconds. Give Major Expedition for 4 seconds.
    Reflective Scale has been nerfed a ton over time, it still costs a lot to use and now it won't even reflect crushing shock.

    Empowering Chains: Remove the Empower. Make it work like Shield Charge, including using the same code for the gap closer (just have it cost magicka). The gap closing code is broken for chains - it fails to take you to the target too many times - even on flat ground because target is "too low" or "too high". Magicka DKs have problems with space on their bars because their damage skills are divided over several skills (Engulfing Flames should not be required to be slotted for proper damage) and they must slot Efficient Purge for purging negative effects such as healing debuffs that are so common these days. And it's not unusual at all having to purge multiple times to actually get rid of the debuff one really wants to get rid of. We need a gap closer + CC against non-blocking targets in the same skill.
    Edited by RoamingRiverElk on January 16, 2017 4:18PM
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • MaxwellC
    MaxwellC
    ✭✭✭✭✭
    ✭✭
    @OrphanHelgen
    You couldn't have said it better, the misconception people have usually stems from the dueling crowd that still has their heads wrapped around post thieve guild changes instead of the present. It would be nice to actually provide something to the team and AoE wise I really want flames of oblivion back to it's original form (without it's negative effects). Someone suggested increased DoT damage when being hit by it and I feel that would be the best alongside providing it's original flame damage a second.
    I just need @Wrobel to really understand that this is our skill and we need it to come back.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    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 Maxwel
    l
  • ZoM_Head
    ZoM_Head
    ✭✭✭✭
    ZoM_Head wrote: »
    @ZOS_RichLambert, @ZOS_JessicaFolsom

    I do understand the PvE general nerf to DPS, that is fine, but the things you need to understand Zenimax is that the mDK is the only magicka class (by default) that is melee or close range for effective damage with no true range class skills for damage.

    Firey Grip: Return this please to its original state, its a must have in PvE for tanks and some DDs in certain dungeons and trails to chain in pesky archers and mages. But realistically in Cyrodiil its a 50-50 chance it will just bug out. I tested this extensively the other day, all i got was "Target is too high, target is too low", on a nearly flat surface. This is the biggest issue with ability since ESO Beta days, the skill just bugs out, and a full heavy attack or heavy weave usually fixes this. All other classes have a skill that brings them TO a target while knocking them down, stunning them or dealing damage. This skill will just not work, since if a target is pulled the are automatically CC immune. This is not a DK gap closer, i think it is fine the way it is and will stay a PvE focused skill (sure some will use it in Cyrodiil for laughs but not competitively).

    Inferno: You really should retweak this ability, not for damage, but for what potential this has. Meaning, this ability is super important in PvE and i am finding it super effective in PvP as well. Since we are lowering the DPS ceiling for this update, you can leave this ability's damage as it is, but what would be great is turning it into the old Inferno skill. Which was similar to Boundless or Hurricane, a small AOE (does not have to be a big growing one like Hurricane) could be a 8m AOE that deals overall the same dmg as the current Flames of Oblivion morph. Instead of a ball of fire that we have zero control over and hits any target it chooses, turn it into an AOE, however when activated gain major expedition for 10 seconds (or whatever) the equivalent of Boundless. The number of times i had to sprint in Cyrodiil after a player that way fleeing, where that player was either a stam build dodging and spinting like he/she is on skooma and never reaching him/her, or other magicka classes that can streak, purge or go hidden and leave you in the dust. I believe this skill can be a game changer for mDKs in PvP without buffing the damage in PvE.

    Warmth Passive: This is where i think we really need a buff, why? everything from ALL other classes that hit you from melee range in Cyrodiil snares the absolute heck out of a mDK. Trying to reapply burning embers or engulfing flames on a player that is snared 30% or the 4 second duration is gone is such hard work, since they are moving about constantly. Remember, templars drop cleans on the ground, that is one massive aoe that snares, damages, purges and heals them overtime. Would be nice to see a 50% snare for 8-10 seconds, give us some mobility control over the enemy, after all they can do it to us. Breaking CC from fear, or ambush/lotus fan, puncture sweeps etc all snare pretty hard in melee, we need an equaliser.

    Dragon Blood: This skill really can be very very simple. The base skill can heal X amount of health and that is it, the lower your health the more you heal. No need for percentages here, just heal X amount of health instantly and the heal is increased the lower the health the player has. The morphs, now Coagulated Blood can be reworked and renamed, to be an instant heal and increasing depending on your health, as well as an AOE Heal over time, similar to Vigor. Reason behind it is that stamina DKs are always effective in dungeon, trails due to vigor, that aoe heal is such good group support, it does not have to be anything crazy, but just effective enough. The number of times i "off healed" group members in Cyrodiil with vigor was just insanely supportive. Why can't the mDk have something similar? the number of times i wanted to off heal someone, even if it is just enough not to let them die, on my mDk was countless. As a Tank class, THE tanking class of ESO, it would be much appreciated if a similar heal + aoe heal over time can be achieved here. The same can go for Green Dragon Blood, instant heal + increase the healing depending on the health + stamina regen. I can still find uses of the stam regen for some builds in PvE and PvP.

    Reflective Scales: This should be returned to reflecting ALL projectiles for 4 seconds. There are so little things that can be reflected today, it makes no sense to nerf this, it is expensive enough as it is, and with the lag, animation cancelling and whatnot going on in Cyrodiil, we have no idea what was reflected or if we reached our limit of projectiles or if someone ani cancelled 2 focus aims and seeing just 1 projectile hitting you instead of multiple ones.

    Elder Dragon:This passive is really useless, no one in PvE runs any kind of health regen build competitively. PvP is the same, with a few builds here or there BUT they are stamina based and very racial specific. It would be nice to gain the minors for spell and physical resistance, minor resolve and minor ward numbers by level II with a draconic power ability activated. As Tanks, we have major from Spiked armour, it would be nice to gain minors as well, especially for Light Armoured mDks like myself. We are playing a melee class after all, and if memory serves sorcers (both magicka and stamina) gain this by having bound aegis/armaments slotted and activated. As Tanks and close range class i believe this would really help out for some more survivability.

    Stone Fist: This ability is really just for laughs in PvP. It is never used in PvE, even solo content. Maybe this can be the mDks gap closer (maybe). Charge to a target with a stone fist, where 1 morph will knock them down but deal less damage, the other morph will deal more damage but not knock them down? Earthen heart abilities are super expensive, i dount someone will spam such an ability. This is just an idea to make this skill more used in PvP and maybe some PvE content.

    Molten Weapons: This is one of my personal favorite skills, the major sorcery buff is very nice, but with the changes this skill has gone through, it could be tweaked a bit. I understand how you wish to lower the damage ceiling this update, but maybe in the future this can be applied.Molten Armaments can give major sorcery AND increase the damage of all Damage Over Time effects by 15-20% to low health targets, can trigger like sorcers at 20%. Personally i do not support a mDk having a direct execute, BUT when all classes will start executing in PvE and increasing their damage while the mDK is still delaing constant damage and being shadowed by them. Also this is a huge changer for a mDK in Cyrodiil, the number of times low health enemies manages to "flee" with dots still ticking on them and they heal through it or get out of range to avoid DOTs being refreshed happens too often. Other classes in Cyrodiil just execute you at low health (or at full health like some Templars do), it would at least level the field for the mDK to have their DOTs increase in damage to low health targets, to add pressure to them. It can be limited to class DOT abilities only to keep the DPS in check in terms of this update's direction with regards to lowering damage.

    Petrify While this skill is fine as it is, the morph effects could be changed for PvP. Other classes can apply several debuffs (majors and minors specifically), while mDks can use engulfing flames to increase flame damage to target(s) by 10%. One of the morphs of Petrify can be changed to apply minor defile (less healing received) or go back to the old days of reducing all attributes regeneration. I understand that this may sound a bit extreme, but with the current state of what all other classes can do, mDks need an actual major/minor debuff. The standard still costs 250 ulti and players can just walk out with ease, where NBs can apply a stun, debuff and a self buff from a 50 ulti cost or shades. Templars can debuff from range with dark flare. This can be looked into regarding a similar debuff.

    I know this is a big list, but as you can see, with the exceptions to Molten Weapons and Inferno, the other abilities i mentioned merely tweaks the mDk’s abilities to be on a somewhat levelled or more levelled playing field as other classes in Cyrodiil and PvE.

    I am also sure that some of you may not agree with everything or some things i mentioned, but if you just look at what other classes are capable of achieving in PvE and PvP, you could not disagree that the mDK does indeed need some of these tweaks/adjustments in those environments.

    Thank you for taking the time to reading this! Hope it makes some sense and it somewhat acceptable.

    Looking at the skills, I see you are making this post more towards pvp. As a pve'er, I agree with flames of oblivion being AOE instead. Also, to make all DOT's and execute as a pure DK passive, would help stam DK's as well. Not saying stam DK's cant currently pull dps, but they dont offer any group support, AOE dmg or range possibility. Maybe the noxious breath would have a debuf like the morag tong 5 piece or something.

    A stam NB, give 3% crit to team and can support with veil of blades.
    A stam templar can support with power of the light and nova.
    A stam sorc scales best with alkosh, since they already using rapid strike as a spamable and get additional 5% physical dmg, also counts on alkosh proc. They also can support with negate in some special situations.

    Stam DK have only major sorcery and brutality to offer as group support, which the tank can give, allthough its only useful for cheap players in 4 man dungeons. Then they can chain or root once or twice, due to high magicka cost. They could somehow support with the shield from magma armor shell or what that ulti name was, but then again, barrier would be a better choice.

    My stam DK are only wanted in raids because I can pull high single target dps, which btw I have seen range do same single target as me. Rearming trap and the bonus dmg from standard of might, are one of the reason I could reach high single target dps. If we dont get a buff in pve, I will be lowest dps next patch, both single and AOE (depends if the player have mastered their class or not), and I will have no group support to give, not even night mother gaze since its a magicka meta. The reason stam DK are considered strong ATM, is because the meta are hard to change mentally for some players. Before this magicka meta and one year ago when maelstrom daggers gave 3k wpn dmg on your DOT's, stam DK was flavor of the month. It is not anymore. I do have to add, I like that every mag class coming back to the game, dont get me wrong there :) Happy to see my mag DK friends having fun with grotdarr and some theorycrafting ahead of them. But I feel stam DK gets pushed away each patch, because rumors say they are one of the strongest.

    This is actually for both PvE and PvP while trying NOT to scale the damage back up since Zenimax is reducing overall PvE damage this update. But yes, PvP is a bit more focused here when compared to other classes/the state of PvP. As you can see from my sig, i do end game PvE, so i keep that in mind (balancing PvE and PvP).

    Remember with FOO one can not decide what it hits, it can hit anything boss or adds, or whichever player it chooses. An AOE is...well an AOE. The damage could be slightly reduced IF Zenimax decides to go this route since AOE's will hit more targets, but that will be "fine tuning" a skill, while the idea now is to change it to an inferno/boundless skill (similar to old inferno).
    Edited by ZoM_Head on January 16, 2017 4:55PM
    mDKs still need a lot of love!
  • Stamden
    Stamden
    ✭✭✭✭✭
    pieratsos wrote: »
    Neighbor wrote: »
    CaliMade wrote: »
    MaxwellC wrote: »
    @CaliMade
    You're not grasping my statement at all so I'll reiterate it for you.
    You will always get ganked no matter what setup you wear and that's an obvious thing unless you're sitting at 50k+ health then you most likely get avoided.
    Surviving in 5 light vs 5 heavy is extremely different and when you get 'ganked' the way it's used on ESO is someone attacking you without your ability to react; with the rate your resistance are in light (unbuffed since you're being ganked lol) vs that of heavy well you'd have a higher chance of getting smacked in light vs heavy and that's an indisputable fact.

    You cannot block a 'gank' as a ganked is counted as an attack from stealth and it's stops being a 'gank' when the enemy player allows you to retaliate. When you're being ganked you're un-able to retaliate due to a CC,stun, immobilizing ability,etc.


    i keep my volatile armor up 100% of the time...only time its ever down is when im on my mount.

    No DK buff will solve this issue


    Well I can point out one buff that would completely solve this issue. Make volatile armor a toggle.

    If that happens then LA would actually work.
    Is this a troll?
    Thats not a buff. Thats a nerf, and a big one. If u need to have it on both bars like bound armor its going to be the biggest nerf mDK got in a while. Lol. If u dont have to put it on both bars its still going to be a nerf cause they will remove its secondary effects.

    Obviously, the skill would have to be changed and have effects added to counter-act this. It really is the only way to make LA DKs viable in open world PvP though. We do not get the shields, mobility, or invisibility of other classes that can use LA.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • Sharee
    Sharee
    ✭✭✭✭✭
    ✭✭✭✭✭
    MaxwellC wrote: »
    @Sharee
    It isn't hard to see that theirs a trap on the ground I mean come on mate seriously that's your reasoning?

    The trap is completely invisible to enemies.
    MaxwellC wrote: »
    Every Stam DK I've faced who don't rock tremorscale are stuck using heavy attacks with dizzing swing trying to CC me while I fossilize them/talon them while applying my warmth passive on to them which as you know slows them and since they're slowed all I need to do is walk to the side in order to break the dizzing swing or just block it.

    No offense mate, but if every stam DK you've faced never used trap to keep you permanently rooted, your experience of fighting a stamina build isn't complete.
    Edited by Sharee on January 16, 2017 6:32PM
  • dmar613
    dmar613
    ✭✭✭
    Leap undodgeable? hell, you guys might want to revert that back after I'm done with it i thought you dont want one shot mechanics jk. On the real though make flames of oblivion aoe again.
    4th Grand Overlord For DC Xbox One. 123,486 pvp kills Crip from the Sexy Time Slayers aka Leaps of Dreamz
  • Joshua_McCoy
    Joshua_McCoy
    Soul Shriven
    In my opinion Flames of Oblivion should stay a direct damage ability over being a DOT, considering DKs already lack burst damage. My FOO tooltips for over 8k, and works very well when it procs with Valkyn Skoria at the same time I drop a Shooting Star.

    Also, I think the Spiked Armor and its morphs should cause major breach and major fracture since we do not have any abilities that cause major breach.
  • pieratsos
    pieratsos
    ✭✭✭✭✭
    ✭✭
    Neighbor wrote: »
    pieratsos wrote: »
    Neighbor wrote: »
    CaliMade wrote: »
    MaxwellC wrote: »
    @CaliMade
    You're not grasping my statement at all so I'll reiterate it for you.
    You will always get ganked no matter what setup you wear and that's an obvious thing unless you're sitting at 50k+ health then you most likely get avoided.
    Surviving in 5 light vs 5 heavy is extremely different and when you get 'ganked' the way it's used on ESO is someone attacking you without your ability to react; with the rate your resistance are in light (unbuffed since you're being ganked lol) vs that of heavy well you'd have a higher chance of getting smacked in light vs heavy and that's an indisputable fact.

    You cannot block a 'gank' as a ganked is counted as an attack from stealth and it's stops being a 'gank' when the enemy player allows you to retaliate. When you're being ganked you're un-able to retaliate due to a CC,stun, immobilizing ability,etc.


    i keep my volatile armor up 100% of the time...only time its ever down is when im on my mount.

    No DK buff will solve this issue


    Well I can point out one buff that would completely solve this issue. Make volatile armor a toggle.

    If that happens then LA would actually work.
    Is this a troll?
    Thats not a buff. Thats a nerf, and a big one. If u need to have it on both bars like bound armor its going to be the biggest nerf mDK got in a while. Lol. If u dont have to put it on both bars its still going to be a nerf cause they will remove its secondary effects.

    Obviously, the skill would have to be changed and have effects added to counter-act this. It really is the only way to make LA DKs viable in open world PvP though. We do not get the shields, mobility, or invisibility of other classes that can use LA.

    Volatile has absolutely nothing to do with light armor. Heavy armor is not tanky because of the extra resistances. You are getting extra hp, more healing and stamina for blocking. All 3 of them are vital for DK survivability and thats what makes heavy armor basically a must for mDK. If you want to make mDK light armor viable then u have to give survivability in the class. Doesnt need to be something extreme but the fact that u cant even get a reliable heal from the class its ridiculous.
  • Blackfyre20
    Blackfyre20
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    My FOO tooltips for over 8k, and works very well when it procs with Valkyn Skoria at the same time I drop a Shooting Star.

    With some lucky RNG and only 200 ultimate you almost got 3/4 of the burst that a mag sorc gets with 3 skills.
    Buff Soft Caps
  • Ghost-Shot
    Ghost-Shot
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    Guys, its almost patch notes time, I'm scared...
  • Airyus
    Airyus
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    Armitas wrote: »
    Berenhir wrote: »
    Wings still reflect frags, flares and completely shut down whole classes, e.g. ranged magblades - no strife no scourge no impale.
    I don't understand the pathetic whining, especially with all the buffs mDKs got this patch.

    When will you be satisfied? mDKs have monstrous utility in melee range and happily reflect block or shield everything outside talon range. You got froststaff tanking, heavily increased damage, max magicka on black rose, huge leap damage increase and might possibly get another burst heal with reredesigned dragon blood some time soon while damage spikes from proccing opponents have been nerfed significantly.

    If chains now turnout to work properly, good mDKs will be completely overpowered in PvP.



    This is the DK section for a reason, it's there so that the people who actually play the class can comment on it, not so other classes can come troll it with baseless speculation.

    That last sentence was spot on.
  • Psilent
    Psilent
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    Ghost-Shot wrote: »
    Guys, its almost patch notes time, I'm scared...

    Do you think there will be more in the notes than what they previewed on Friday?
  • CyrusArya
    CyrusArya
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    Armitas wrote: »

    This is the DK section for a reason, it's there so that the people who actually play the class can comment on it, not so other classes can come troll it with baseless speculation.

    The thing is, I do play the class and I think that:

    1.) its already in a good spot and very powerful and doesn't need massive buffs.
    2.) the incoming changes are really good
    3.) the Magicka DK crowd cries way too much and most of em just need to get good.

    But I'm fairly certain that I can't vocalize that w/o getting a ton of backlash and spite. Cus I think the 'usual suspects' of vocal magicka dk complainers don't actually want balance or to be on par, they just look at the class through nostalgia glasses and wont be satisfied until the class is back to the god mode status they once were. Anything short of that will leave em unsatisfied and still crying.

    A R Y A
    -Atmosphere
    -Ary'a
    Czarya
    The K-Hole ~ Phałanx
    My PvP Videos
  • Cyrediath
    Cyrediath
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    I see 2 possible things. People have no idea what they are talking about or they are playing dk and they want it to be op.

    To all people saying dks have no healing, i just say really? Did you ever duel against heavy dk with rally+vigor up and also using coag. Blood and embers spam. And stun you with fosil. At the same time. While nb has only vigor+rally which is not class skill. That claw animation skill (it was burning embers i guess magicka morph pr is it another skill? Anyways) healing of that dkill is way too overpowered
  • Stamden
    Stamden
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    CyrusArya wrote: »
    Armitas wrote: »

    This is the DK section for a reason, it's there so that the people who actually play the class can comment on it, not so other classes can come troll it with baseless speculation.

    The thing is, I do play the class and I think that:

    1.) its already in a good spot and very powerful and doesn't need massive buffs.
    2.) the incoming changes are really good
    3.) the Magicka DK crowd cries way too much and most of em just need to get good.

    But I'm fairly certain that I can't vocalize that w/o getting a ton of backlash and spite. Cus I think the 'usual suspects' of vocal magicka dk complainers don't actually want balance or to be on par, they just look at the class through nostalgia glasses and wont be satisfied until the class is back to the god mode status they once were. Anything short of that will leave em unsatisfied and still crying.

    For me it's more about fixing broken skills and morphs. So many skills have been gutted in the past and forgotten about. One by one, they have gotten dropped. After this patch, wings will join them. Into the depths of forgotten DK skills they go.

    This lack of viable skills makes the class extremely stale. The reason mDK gets complained about so much more than other classes is because every build get's pigeon-holed into used this same setup. Other classes have a few of options to mess around with.

    There is only one semi-viable mDK build currently in PvP, and it isn't particularly pleasant to play either. It's usually a combination of RNG mechanics (like Skoria, random crits, etc) that we have to rely on to get killed. Even then, it's only the bad players that will get killed by it.

    It's just that it is so much more work to do well in PvP with mDK little pay off. DKs have been the least common class on the top 100 PvP leaderboards for years now. It's time something changes.
    PC NA

    ~Currently taking a break from the game until my DK can become something more than just a crafter~
  • leepalmer95
    leepalmer95
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    My FOO tooltips for over 8k, and works very well when it procs with Valkyn Skoria at the same time I drop a Shooting Star.

    With some lucky RNG and only 200 ultimate you almost got 3/4 of the burst that a mag sorc gets with 3 skills.

    I like my flames of oblivion in duels.
    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...
  • Blackfyre20
    Blackfyre20
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    Cyrediath wrote: »
    I see 2 possible things. People have no idea what they are talking about or they are playing dk and they want it to be op.

    To all people saying dks have no healing, i just say really? Did you ever duel against heavy dk with rally+vigor up and also using coag. Blood and embers spam. And stun you with fosil. At the same time. While nb has only vigor+rally which is not class skill. That claw animation skill (it was burning embers i guess magicka morph pr is it another skill? Anyways) healing of that dkill is way too overpowered

    First, nobody complains about stam DKs' lack of healing. Second, mag DKs are very strong in duels and burning embers is a great heal in duels, nobody will argue that. Burning embers is not a reliable heal in open world PVP where mag DKs struggle compared to other classes.
    Buff Soft Caps
  • Stalwart385
    Stalwart385
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    Cyrediath wrote: »
    I see 2 possible things. People have no idea what they are talking about or they are playing dk and they want it to be op.

    To all people saying dks have no healing, i just say really? Did you ever duel against heavy dk with rally+vigor up and also using coag. Blood and embers spam. And stun you with fosil. At the same time. While nb has only vigor+rally which is not class skill. That claw animation skill (it was burning embers i guess magicka morph pr is it another skill? Anyways) healing of that dkill is way too overpowered

    No you just misunderstand the issue. DK's have huge heals now with BE and cDB. The problem is how you have to use those heals. In duels you can easily put yourself in the correct situations (melee ranged with timing and monitoring mana levels). In the open world though those heals can easily become useless. If you're in trouble you have to enter melee range of a group or worse quickly drop your mana to survive. The heals are poorly designed and DKs want a decent DEPENDABLE heal, not an over powered one. Take away the BE heal I don't want it, just make DB dependable and powerful enough to be slotted.
    Edited by Stalwart385 on January 16, 2017 6:58PM
  • pieratsos
    pieratsos
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    Cyrediath wrote: »
    I see 2 possible things. People have no idea what they are talking about or they are playing dk and they want it to be op.

    To all people saying dks have no healing, i just say really? Did you ever duel against heavy dk with rally+vigor up and also using coag. Blood and embers spam. And stun you with fosil. At the same time. While nb has only vigor+rally which is not class skill. That claw animation skill (it was burning embers i guess magicka morph pr is it another skill? Anyways) healing of that dkill is way too overpowered

    You are absolutely right. There are some people who have no idea about what they are talking about. You are one of them.
    Edited by pieratsos on January 16, 2017 7:04PM
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