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PTS Feedback Thread for Dragonknight Balance Improvements

  • Cinbri
    Cinbri
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    Xvorg wrote: »
    Armitas wrote: »
    Read my discord this morning and it looks like chains still has the z axis problem. Wow so dragon leap still won't fire while rooted? With all the nerfs I really don't feel like we moved much this update, we moved up a bit for sure but it really doesn't feel like much given the things we moved back on.

    I counted the classes of the top 30 on the leaderboards for each faction last campaign for TF.
    11DKs
    18 Sorcs
    19 NBs
    42 Templars.

    I don't see that changing at all. How many popular streamers are PvPing primarily on mDK?

    Templar Scrolls Online
    Balanced Edition

    Seriously, Wroebel should get rid of DKs and NBs... and we should get rid of this game.
    Because 40 of those templars are zerging healbots that can't do a thing in 1v1 but only stack with 30+ people?
    Templars always were on top of leaderboard because healing zerg grant as many AP as VD bomblading.
    Edited by Cinbri on January 19, 2017 10:32AM
  • Sugaroverdose
    Sugaroverdose
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    Something tells me, that it doesn't mater what we're saying here...
    jv1BPYI.jpg
    This post was pretty accurate, instead of buff mDK got nerf and at least one ability just made from "not recommended" to trash state, gj Sheowrobel, magister of insanity.
    Cinbri wrote: »
    Xvorg wrote: »
    Armitas wrote: »
    Read my discord this morning and it looks like chains still has the z axis problem. Wow so dragon leap still won't fire while rooted? With all the nerfs I really don't feel like we moved much this update, we moved up a bit for sure but it really doesn't feel like much given the things we moved back on.

    I counted the classes of the top 30 on the leaderboards for each faction last campaign for TF.
    11DKs
    18 Sorcs
    19 NBs
    42 Templars.

    I don't see that changing at all. How many popular streamers are PvPing primarily on mDK?

    Templar Scrolls Online
    Balanced Edition

    Seriously, Wroebel should get rid of DKs and NBs... and we should get rid of this game.
    Because 40 of those templars are zerging healbots that can't do a thing in 1v1 but only stack with 30+ people?
    Templars always were on top of leaderboard because healing zerg grant as many AP as VD bomblading.
    Wrong, they have AP cause of RD spam from behind of zerg, but ZoS once more didn't make what people asked.
  • MaxwellC
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    Yeah I loved this class due to Flames of Oblivion (AoE) but now that it's gone my love slowly fades as every other class has cool abilities for their magicka/stamina version while my mag version has a hard time firing off his class abilities due to cost and my stam version has no use but for two skills in PvP which both I would trade for something else.

    Give me back my flames of oblivion AoE.
    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
  • miahus
    miahus
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    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?
  • Riggsy
    Riggsy
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    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Wrobel said DKs werent meant to have an execute. The play style was supposed to be prolonged battle-bruiser (in PVP) but sadly other classes can hang just as well and do more damage.
    Edited by Riggsy on January 19, 2017 4:08PM
    MMAGA - We Made Medium Armor Great Again
    Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.

    Woe Biden - Mule
    Donald Thump - Mule
    M'aiq Pence - Mule
  • Xvorg
    Xvorg
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    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    As a NB, I can tell you that NBs executes are borderline useless. Sorcs have a decent passive with range execute and Jesus BEEEEEEEEEEEEEEAM is the best execute in this game (28 mts away).

    Though, I think DKs don't and should't need an execute. DKs need better DoTs and skills that help them to use those dots (Major defile).

    Because being a (m)DK is all about sustain. Doing dmg with a skill that is expensive but ticks during 6 secs or moar. Saddly, DKs DoTs are purged/outhealed
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Veg
    Veg
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    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Like others said, we don't need one. All we need is a little burst damage. Which is why i keep trying to explain to the devs that dragon leap (F-leap) needs a small offensive buff.

    If we had that we could manage our stats to get a kill mechanic even though we would still rely on just 1 ability when kill mechanics normally rely on 2-5 burst damage abilities.
    ᕙ༼ຈل͜ຈ༽ᕗ
  • KramUzibra
    KramUzibra
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    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Dots,
  • miahus
    miahus
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    Riggsy wrote: »
    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Wrobel said DKs werent meant to have an execute. The play style was supposed to be prolonged battle-bruiser (in PVP) but sadly other classes can hang just as well and do more damage.

    Thanks for the explanation. Stamina dragonknight can use weapon ability executes, how does that fit in that logic? Maybe DKs werent meant to have an execute early in the game, but 2017 ESO is a different game than 2014 ESO. Not giving dks a class execute just puts mag dks in the bad place they are in, along with the lack of a proper reliable heal. Compare mag dk to stam dk, one gets executes and very reliable heals out of class, while mag dk is still stuck in its outdated intended role. I am strictly speaking from pvp perspective. I am fairly new, so I could be wrong about somethings, feel free to correct plz.
  • Xvorg
    Xvorg
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    miahus wrote: »
    Riggsy wrote: »
    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Wrobel said DKs werent meant to have an execute. The play style was supposed to be prolonged battle-bruiser (in PVP) but sadly other classes can hang just as well and do more damage.

    Thanks for the explanation. Stamina dragonknight can use weapon ability executes, how does that fit in that logic? Maybe DKs werent meant to have an execute early in the game, but 2017 ESO is a different game than 2014 ESO. Not giving dks a class execute just puts mag dks in the bad place they are in, along with the lack of a proper reliable heal. Compare mag dk to stam dk, one gets executes and very reliable heals out of class, while mag dk is still stuck in its outdated intended role. I am strictly speaking from pvp perspective. I am fairly new, so I could be wrong about somethings, feel free to correct plz.

    There's ony one weapon execute and is not gud. Most stamDKs I know almost never use it

    The combo crit charge -> petrify-> WB/Dizz Swing -> DBoS/Take Flight is still too good to ignore it in PvP
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Veg
    Veg
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    miahus wrote: »
    Riggsy wrote: »
    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Wrobel said DKs werent meant to have an execute. The play style was supposed to be prolonged battle-bruiser (in PVP) but sadly other classes can hang just as well and do more damage.

    Thanks for the explanation. Stamina dragonknight can use weapon ability executes, how does that fit in that logic? Maybe DKs werent meant to have an execute early in the game, but 2017 ESO is a different game than 2014 ESO. Not giving dks a class execute just puts mag dks in the bad place they are in, along with the lack of a proper reliable heal. Compare mag dk to stam dk, one gets executes and very reliable heals out of class, while mag dk is still stuck in its outdated intended role. I am strictly speaking from pvp perspective. I am fairly new, so I could be wrong about somethings, feel free to correct plz.

    You're right actually. PvP has changed too much. mDK needs burst damage like other classes. I don't care if its an execute or just a good burst damage ability.

    I see Ferocious leap as an easy way to get burst damage and something reasonable enough for the devs to actually change. I am well aware they NEVER make these changes and are very set on keeping each class in their own roles. They don't want mDK's to have burst damage because they weren't designed to 2.5 years ago.

    It's gotten to the point where we either get burst damage so we can play the class or just don't play the class. There is no other solution. Buffing our dots or getting a 5% increase to whip doesn't change anything.

    We needs kill mechanics and that means we need burst damage.
    ᕙ༼ຈل͜ຈ༽ᕗ
  • Xvorg
    Xvorg
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    Veg wrote: »
    miahus wrote: »
    Riggsy wrote: »
    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Wrobel said DKs werent meant to have an execute. The play style was supposed to be prolonged battle-bruiser (in PVP) but sadly other classes can hang just as well and do more damage.

    Thanks for the explanation. Stamina dragonknight can use weapon ability executes, how does that fit in that logic? Maybe DKs werent meant to have an execute early in the game, but 2017 ESO is a different game than 2014 ESO. Not giving dks a class execute just puts mag dks in the bad place they are in, along with the lack of a proper reliable heal. Compare mag dk to stam dk, one gets executes and very reliable heals out of class, while mag dk is still stuck in its outdated intended role. I am strictly speaking from pvp perspective. I am fairly new, so I could be wrong about somethings, feel free to correct plz.

    You're right actually. PvP has changed too much. mDK needs burst damage like other classes. I don't care if its an execute or just a good burst damage ability.

    I see Ferocious leap as an easy way to get burst damage and something reasonable enough for the devs to actually change. I am well aware they NEVER make these changes and are very set on keeping each class in their own roles. They don't want mDK's to have burst damage because they weren't designed to 2.5 years ago.

    It's gotten to the point where we either get burst damage so we can play the class or just don't play the class. There is no other solution. Buffing our dots or getting a 5% increase to whip doesn't change anything.

    We needs kill mechanics and that means we need burst damage.

    Sorry, no.

    It is true that the game has changed, but you now why it has changed? Because of the same DK killing potential. If developers give back the killing potential to DKs, the "nerf DK" posts will come back again, and we will be again in this endless discussion.

    DKs need, more than any other class, their tools for killing to be effective, and that means DoTs and sutain should be key. Currently DoTs are bad, and sustain (without dynamic ulti gen) is crap and healing is crappier. Once that's solved, DKs will be the killing machines they were once upon a time, without being OP.
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Veg
    Veg
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    Xvorg wrote: »
    Veg wrote: »
    miahus wrote: »
    Riggsy wrote: »
    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Wrobel said DKs werent meant to have an execute. The play style was supposed to be prolonged battle-bruiser (in PVP) but sadly other classes can hang just as well and do more damage.

    Thanks for the explanation. Stamina dragonknight can use weapon ability executes, how does that fit in that logic? Maybe DKs werent meant to have an execute early in the game, but 2017 ESO is a different game than 2014 ESO. Not giving dks a class execute just puts mag dks in the bad place they are in, along with the lack of a proper reliable heal. Compare mag dk to stam dk, one gets executes and very reliable heals out of class, while mag dk is still stuck in its outdated intended role. I am strictly speaking from pvp perspective. I am fairly new, so I could be wrong about somethings, feel free to correct plz.

    You're right actually. PvP has changed too much. mDK needs burst damage like other classes. I don't care if its an execute or just a good burst damage ability.

    I see Ferocious leap as an easy way to get burst damage and something reasonable enough for the devs to actually change. I am well aware they NEVER make these changes and are very set on keeping each class in their own roles. They don't want mDK's to have burst damage because they weren't designed to 2.5 years ago.

    It's gotten to the point where we either get burst damage so we can play the class or just don't play the class. There is no other solution. Buffing our dots or getting a 5% increase to whip doesn't change anything.

    We needs kill mechanics and that means we need burst damage.

    Sorry, no.

    It is true that the game has changed, but you now why it has changed? Because of the same DK killing potential. If developers give back the killing potential to DKs, the "nerf DK" posts will come back again, and we will be again in this endless discussion.

    DKs need, more than any other class, their tools for killing to be effective, and that means DoTs and sutain should be key. Currently DoTs are bad, and sustain (without dynamic ulti gen) is crap and healing is crappier. Once that's solved, DKs will be the killing machines they were once upon a time, without being OP.

    All im asking for is kill mechanics like DoS > Reverse slice. Is that kill mechanic op? If it is then every single stam build is op.

    mDK's would not be over powered if we F-leap was on par with DoS. Then we would have half of what stam builds have.

    Also our sustain before cp system with dynamic ult will never come back. Thats a hopeless case. They wont make our dots unpurgable either that would be silly so those will never be effective.
    Edited by Veg on January 19, 2017 5:26PM
    ᕙ༼ຈل͜ຈ༽ᕗ
  • Xvorg
    Xvorg
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    Veg wrote: »
    Xvorg wrote: »
    Veg wrote: »
    miahus wrote: »
    Riggsy wrote: »
    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Wrobel said DKs werent meant to have an execute. The play style was supposed to be prolonged battle-bruiser (in PVP) but sadly other classes can hang just as well and do more damage.

    Thanks for the explanation. Stamina dragonknight can use weapon ability executes, how does that fit in that logic? Maybe DKs werent meant to have an execute early in the game, but 2017 ESO is a different game than 2014 ESO. Not giving dks a class execute just puts mag dks in the bad place they are in, along with the lack of a proper reliable heal. Compare mag dk to stam dk, one gets executes and very reliable heals out of class, while mag dk is still stuck in its outdated intended role. I am strictly speaking from pvp perspective. I am fairly new, so I could be wrong about somethings, feel free to correct plz.

    You're right actually. PvP has changed too much. mDK needs burst damage like other classes. I don't care if its an execute or just a good burst damage ability.

    I see Ferocious leap as an easy way to get burst damage and something reasonable enough for the devs to actually change. I am well aware they NEVER make these changes and are very set on keeping each class in their own roles. They don't want mDK's to have burst damage because they weren't designed to 2.5 years ago.

    It's gotten to the point where we either get burst damage so we can play the class or just don't play the class. There is no other solution. Buffing our dots or getting a 5% increase to whip doesn't change anything.

    We needs kill mechanics and that means we need burst damage.

    Sorry, no.

    It is true that the game has changed, but you now why it has changed? Because of the same DK killing potential. If developers give back the killing potential to DKs, the "nerf DK" posts will come back again, and we will be again in this endless discussion.

    DKs need, more than any other class, their tools for killing to be effective, and that means DoTs and sutain should be key. Currently DoTs are bad, and sustain (without dynamic ulti gen) is crap and healing is crappier. Once that's solved, DKs will be the killing machines they were once upon a time, without being OP.

    All im asking for is kill mechanics like DoS > Reverse slice. Is that kill mechanic op? If it is then every single stam build is op.

    mDK's would not be over powered if we F-leap was on par with DoS. Then we would have half of what stam builds have.

    Also our sustain before cp system with dynamic ult will never come back. Thats a hopeless case. They wont make our dots unpurgable either that would be silly so those will never be effective.

    Major defile, that's all I want on mDKs dots.

    Maybe change the combustion passive into giving major defle for 3/6 secs in all the dots skills in ardent flame
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Armitas
    Armitas
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    Xvorg wrote: »
    Veg wrote: »
    Xvorg wrote: »
    Veg wrote: »
    miahus wrote: »
    Riggsy wrote: »
    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Wrobel said DKs werent meant to have an execute. The play style was supposed to be prolonged battle-bruiser (in PVP) but sadly other classes can hang just as well and do more damage.

    Thanks for the explanation. Stamina dragonknight can use weapon ability executes, how does that fit in that logic? Maybe DKs werent meant to have an execute early in the game, but 2017 ESO is a different game than 2014 ESO. Not giving dks a class execute just puts mag dks in the bad place they are in, along with the lack of a proper reliable heal. Compare mag dk to stam dk, one gets executes and very reliable heals out of class, while mag dk is still stuck in its outdated intended role. I am strictly speaking from pvp perspective. I am fairly new, so I could be wrong about somethings, feel free to correct plz.

    You're right actually. PvP has changed too much. mDK needs burst damage like other classes. I don't care if its an execute or just a good burst damage ability.

    I see Ferocious leap as an easy way to get burst damage and something reasonable enough for the devs to actually change. I am well aware they NEVER make these changes and are very set on keeping each class in their own roles. They don't want mDK's to have burst damage because they weren't designed to 2.5 years ago.

    It's gotten to the point where we either get burst damage so we can play the class or just don't play the class. There is no other solution. Buffing our dots or getting a 5% increase to whip doesn't change anything.

    We needs kill mechanics and that means we need burst damage.

    Sorry, no.

    It is true that the game has changed, but you now why it has changed? Because of the same DK killing potential. If developers give back the killing potential to DKs, the "nerf DK" posts will come back again, and we will be again in this endless discussion.

    DKs need, more than any other class, their tools for killing to be effective, and that means DoTs and sutain should be key. Currently DoTs are bad, and sustain (without dynamic ulti gen) is crap and healing is crappier. Once that's solved, DKs will be the killing machines they were once upon a time, without being OP.

    All im asking for is kill mechanics like DoS > Reverse slice. Is that kill mechanic op? If it is then every single stam build is op.

    mDK's would not be over powered if we F-leap was on par with DoS. Then we would have half of what stam builds have.

    Also our sustain before cp system with dynamic ult will never come back. Thats a hopeless case. They wont make our dots unpurgable either that would be silly so those will never be effective.

    Major defile, that's all I want on mDKs dots.

    Maybe change the combustion passive into giving major defle for 3/6 secs in all the dots skills in ardent flame

    Yeah I can't conceive of a working class that is intended to be a bruiser, with no execute, no basic burst, no consistent damage in excess of common healing, and less sustain than the opponents we are meant to outlast without having some capacity to cause the damage we do to have some sort of lasting affect like a defile.
    Edited by Armitas on January 19, 2017 5:39PM
    Retired.
    Nord mDK
  • MaxwellC
    MaxwellC
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    @Xvorg
    Xvorg wrote: »
    The combo crit charge -> petrify-> WB/Dizz Swing -> DBoS/Take Flight is still too good to ignore it in PvP
    That combo in its self is out dated. Stam DKs who try to do that on me always end up dying first and fore most if you crit charge me then petrify I can break free/dodge the root doesn't keep me in place long enough for you to dizzing swing me into your ultimate.
    DBoS is a good ultimate but if you igneous shield/vigor it, it'll mitigate the damage while take flight all around sucks. Onslaught is the best ultimate for a stam DK or any stam class IMO as it goes through armor entirely. A combo shouldn't warrant a classes execute being removed or replaced with something different.

    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
  • Kilandros
    Kilandros
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    Veg wrote: »
    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Like others said, we don't need one. All we need is a little burst damage. Which is why i keep trying to explain to the devs that dragon leap (F-leap) needs a small offensive buff.

    If we had that we could manage our stats to get a kill mechanic even though we would still rely on just 1 ability when kill mechanics normally rely on 2-5 burst damage abilities.

    We have burst, the problem is we have no built in defense and sustain so we're forced into tanky/resourceful builds. A full glass canon DK flame lash hits hard AF but he'll have no reliable healing, no mobility outside of mist, and no ability to out sustain the other classes.

    The fact is that DK damage is fine if not great. Sure, DoTs could use a little love so that they aren't purged with impunity (e.g., a passive that deals 25-50% of the total DoT damage instantly if the DoT is purged would go a long way), and we could use another reliable, easy to apply DoT (Hint: Flames of Oblivion needs to become an AoE). But the main problem is that the Developers want the class to outlast people--but they haven't given it the ability to do so. It has the worst sustain of the classes. Its heal is at best situational and at worst utter crap.

    The biggest irony is that when Wrobel described DK as being a class that he wanted to pressure enemy health bars with DoTs he was effectively describing Templar. Vampire's Bane, Puncturing Sweep, Ritual of Retribution, Burning Light - those are DoTs that are easy to apply and keep active and they hurt.

    At the end of the day, DK needs an overhaul if it's going to be the DoT/Attrition class. Foolishly I believed we would get that overhaul--as promised by Wrobel months ago--for Update 13. I cannot understand how or why they did not make our DoT gameplay more interesting this patch.

    It is what it is. I've gone back to my Magplar which received significant buffs in update 13. Perhaps Coag will get another buff but I predict mDK will remain pretty much where it is: good in small groups in tight spaces; outperformed in larger groups by Sorcs/NBs as far as DPS; and outperformed by every other class in open world.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Veg
    Veg
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    Xvorg wrote: »
    Veg wrote: »
    Xvorg wrote: »
    Veg wrote: »
    miahus wrote: »
    Riggsy wrote: »
    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Wrobel said DKs werent meant to have an execute. The play style was supposed to be prolonged battle-bruiser (in PVP) but sadly other classes can hang just as well and do more damage.

    Thanks for the explanation. Stamina dragonknight can use weapon ability executes, how does that fit in that logic? Maybe DKs werent meant to have an execute early in the game, but 2017 ESO is a different game than 2014 ESO. Not giving dks a class execute just puts mag dks in the bad place they are in, along with the lack of a proper reliable heal. Compare mag dk to stam dk, one gets executes and very reliable heals out of class, while mag dk is still stuck in its outdated intended role. I am strictly speaking from pvp perspective. I am fairly new, so I could be wrong about somethings, feel free to correct plz.

    You're right actually. PvP has changed too much. mDK needs burst damage like other classes. I don't care if its an execute or just a good burst damage ability.

    I see Ferocious leap as an easy way to get burst damage and something reasonable enough for the devs to actually change. I am well aware they NEVER make these changes and are very set on keeping each class in their own roles. They don't want mDK's to have burst damage because they weren't designed to 2.5 years ago.

    It's gotten to the point where we either get burst damage so we can play the class or just don't play the class. There is no other solution. Buffing our dots or getting a 5% increase to whip doesn't change anything.

    We needs kill mechanics and that means we need burst damage.

    Sorry, no.

    It is true that the game has changed, but you now why it has changed? Because of the same DK killing potential. If developers give back the killing potential to DKs, the "nerf DK" posts will come back again, and we will be again in this endless discussion.

    DKs need, more than any other class, their tools for killing to be effective, and that means DoTs and sutain should be key. Currently DoTs are bad, and sustain (without dynamic ulti gen) is crap and healing is crappier. Once that's solved, DKs will be the killing machines they were once upon a time, without being OP.

    All im asking for is kill mechanics like DoS > Reverse slice. Is that kill mechanic op? If it is then every single stam build is op.

    mDK's would not be over powered if we F-leap was on par with DoS. Then we would have half of what stam builds have.

    Also our sustain before cp system with dynamic ult will never come back. Thats a hopeless case. They wont make our dots unpurgable either that would be silly so those will never be effective.

    Major defile, that's all I want on mDKs dots.

    Maybe change the combustion passive into giving major defle for 3/6 secs in all the dots skills in ardent flame

    that would be a nice change. I'm pushing for something bigger. Something that can change our play-style from perma blocking to light armor burst damage.

    I see Dragon leap as the solution. As it is we cannot bring down a targets health from 30k to 0 in under 5 seconds. Other classes can do this in 500-1000ms. I know this because i can do that on my stamblade and stam dk. its not easy but it is possible. This is not ganking its just acting on opportunities when your target is off guard and can take a while to pull off.

    I want to be able to put on 5 burning spell weave and 5 sun and not be completely useless. I get that we still don't have any movement mechanics but we can use damage as a way to keep people from attacking us too much. At least we could if we did any damage.

    Having perma blocking as the only viable play-style limits us tremendously. This is why no one plays a mDK in pvp. A magic templar can tank better than us and can still do burst damage if they want to. They really have no drawback other than no movement like us. Thats why everyone just plays templars.

    ᕙ༼ຈل͜ຈ༽ᕗ
  • miahus
    miahus
    ✭✭
    Xvorg wrote: »
    There's ony one weapon execute and is not gud. Most stamDKs I know almost never use it

    The combo crit charge -> petrify-> WB/Dizz Swing -> DBoS/Take Flight is still too good to ignore it in PvP

    I think there is more than just one weapon execute. There is the 2h execute, dw have slaughter passive, and bow have poison injection. A DK dot that works similar to poison injection's dot wouldn't be a bad idea don't you think?
  • Kilandros
    Kilandros
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    ✭✭✭
    Tagging @ZOS_RichLambert and @ZOS_GinaBruno as you guys have been the most responsive. Here are five suggestions--with explanations of my reasonings--I believe would make mDK competitive with the other classes while fulfilling its intended role of being a DoT-heavy class without an execute.

    1: Coagulating Blood: Revert to healing for 33% of missing health, but now ignores battle spirit.

    Reasoning: Dragon's Blood makes the most sense as an emergency heal that becomes more potent the closer to death the caster is. It also fulfills the role of being a sort of anti-execute for the one class which lacks an execute. If high-health builds are a concern, consider adding a flat cap to this ability so it cannot heal for more than 15k health.

    2: Burning Embers: Convert the healing effect to a Heal over Time that ticks with each damage tick.

    Reasoning: If Coag is made to be our burst heal, then we don't really need the burst heals from Embers. Rather, we need smaller heals to keep us topped off as Coag will be inefficient when closer to full health.

    3: Flames of Oblivion: Convert this to a 15-second PBAoE that ramps up in damage every few seconds.

    Reasoning: The issue with DoTs in PvP is that they are easily purged. That being said, I do NOT believe unpurgeable DoTs is the answer. Rather, PBAoE DoTs are the way to go because they can be avoided by movement, but cannot be purged. This gives mDK a method of keeping pressure on enemies while staying close to them.

    4: Magma Shell: Increased duration to 15 seconds. Remove shielding effect. New effect: While active, your damage over time effects do an additional 33% damage.

    Reasoning: An offensive buff to Magma Shell would simply be a terrific change for mDK. Since the Ultimate innately buffs your defense, a buff to offense means you could use it more strategically depending on the situation. Making the Ultimate increase your DoT damage would create interesting offensive potential for mDKs who maybe want to run squishier builds: Pop the ult, cast new PBAoE Flames of Oblivion, cast Burning Talons. That would hurt. But it would hurt without being stupid OP burst. And that's precisely the type of synergy mDK needs.

    5: Ultimate Generating Passive: One of the consistent comments left in DK feedback is that the class lacks sustain. I am all for Battle Roar being our primary method of sustain. That being said, I do NOT want the class to go back to Banners every 10 seconds for infinite sustain. Rather, I would like to see one of our passives be updated to grant Minor Heroism while we have a DoT on an enemy. Simple and straightforward, but I think it would go a long way.



    Edited by Kilandros on January 19, 2017 6:19PM
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Ghost-Shot
    Ghost-Shot
    ✭✭✭✭✭
    ✭✭
    Kilandros wrote: »
    Veg wrote: »
    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Like others said, we don't need one. All we need is a little burst damage. Which is why i keep trying to explain to the devs that dragon leap (F-leap) needs a small offensive buff.

    If we had that we could manage our stats to get a kill mechanic even though we would still rely on just 1 ability when kill mechanics normally rely on 2-5 burst damage abilities.

    We have burst, the problem is we have no built in defense and sustain so we're forced into tanky/resourceful builds. A full glass canon DK flame lash hits hard AF but he'll have no reliable healing, no mobility outside of mist, and no ability to out sustain the other classes.

    The fact is that DK damage is fine if not great. Sure, DoTs could use a little love so that they aren't purged with impunity (e.g., a passive that deals 25-50% of the total DoT damage instantly if the DoT is purged would go a long way), and we could use another reliable, easy to apply DoT (Hint: Flames of Oblivion needs to become an AoE). But the main problem is that the Developers want the class to outlast people--but they haven't given it the ability to do so. It has the worst sustain of the classes. Its heal is at best situational and at worst utter crap.

    The biggest irony is that when Wrobel described DK as being a class that he wanted to pressure enemy health bars with DoTs he was effectively describing Templar. Vampire's Bane, Puncturing Sweep, Ritual of Retribution, Burning Light - those are DoTs that are easy to apply and keep active and they hurt.

    At the end of the day, DK needs an overhaul if it's going to be the DoT/Attrition class. Foolishly I believed we would get that overhaul--as promised by Wrobel months ago--for Update 13. I cannot understand how or why they did not make our DoT gameplay more interesting this patch.

    It is what it is. I've gone back to my Magplar which received significant buffs in update 13. Perhaps Coag will get another buff but I predict mDK will remain pretty much where it is: good in small groups in tight spaces; outperformed in larger groups by Sorcs/NBs as far as DPS; and outperformed by every other class in open world.

    Exactly, the class needs EITHER mobility in the form a reliable escape or survivability. We can't be expected to play like a templar without the ability to survive like a templar or play like a sorc/night blade without the ability to gtfo when it gets crazy.
    Edited by Ghost-Shot on January 19, 2017 6:29PM
  • Xvorg
    Xvorg
    ✭✭✭✭✭
    ✭✭
    miahus wrote: »
    Xvorg wrote: »
    There's ony one weapon execute and is not gud. Most stamDKs I know almost never use it

    The combo crit charge -> petrify-> WB/Dizz Swing -> DBoS/Take Flight is still too good to ignore it in PvP

    I think there is more than just one weapon execute. There is the 2h execute, dw have slaughter passive, and bow have poison injection. A DK dot that works similar to poison injection's dot wouldn't be a bad idea don't you think?

    I don't consider the DW passive as an execute (though steelnado is closer to it), while a dot that executes needs some help from another skill.

    edit. Nevertheless, there should be a way to combine poison inject and venomous claw. That combo would be Ozom
    Edited by Xvorg on January 19, 2017 6:54PM
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • MaxwellC
    MaxwellC
    ✭✭✭✭✭
    ✭✭
    @Kilandros
    I agree with everything aside from two points
    Flames of Oblivion: I feel this ability needs to increase DoT damage when the enemy(ies) come in contact with the ability by 20% and pretty much be what it was in the past minus the negative effects i.e. magic drained a second. Also maybe increase it's range (constant) a bit but it shouldn't be like hurricane because we're original.

    Magma shell: There are a ton of tanks who use magma shell for their own mitigation but to also provide shield for enemies so instead why not make it so corrosive armor scales off of max resource but also increases DK class specific DoTs while keeping the going through armor aspect.
    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
  • Ishammael
    Ishammael
    ✭✭✭✭✭
    ✭✭
    Kilandros wrote: »
    Tagging @ZOS_RichLambert and @ZOS_GinaBruno as you guys have been the most responsive. Here are five suggestions--with explanations of my reasonings--I believe would make mDK competitive with the other classes while fulfilling its intended role of being a DoT-heavy class without an execute.

    1: Coagulating Blood: Revert to healing for 33% of missing health, but now ignores battle spirit.

    Reasoning: Dragon's Blood makes the most sense as an emergency heal that becomes more potent the closer to death the caster is. It also fulfills the role of being a sort of anti-execute for the one class which lacks an execute. If high-health builds are a concern, consider adding a flat cap to this ability so it cannot heal for more than 15k health.

    2: Burning Embers: Convert the healing effect to a Heal over Time that ticks with each damage tick.

    Reasoning: If Coag is made to be our burst heal, then we don't really need the burst heals from Embers. Rather, we need smaller heals to keep us topped off as Coag will be inefficient when closer to full health.

    3: Flames of Oblivion: Convert this to a 15-second PBAoE that ramps up in damage every few seconds.

    Reasoning: The issue with DoTs in PvP is that they are easily purged. That being said, I do NOT believe unpurgeable DoTs is the answer. Rather, PBAoE DoTs are the way to go because they can be avoided by movement, but cannot be purged. This gives mDK a method of keeping pressure on enemies while staying close to them.

    4: Magma Shell: Increased duration to 15 seconds. Remove shielding effect. New effect: While active, your damage over time effects do an additional 33% damage.

    Reasoning: An offensive buff to Magma Shell would simply be a terrific change for mDK. Since the Ultimate innately buffs your defense, a buff to offense means you could use it more strategically depending on the situation. Making the Ultimate increase your DoT damage would create interesting offensive potential for mDKs who maybe want to run squishier builds: Pop the ult, cast new PBAoE Flames of Oblivion, cast Burning Talons. That would hurt. But it would hurt without being stupid OP burst. And that's precisely the type of synergy mDK needs.

    5: Ultimate Generating Passive: One of the consistent comments left in DK feedback is that the class lacks sustain. I am all for Battle Roar being our primary method of sustain. That being said, I do NOT want the class to go back to Banners every 10 seconds for infinite sustain. Rather, I would like to see one of our passives be updated to grant Minor Heroism while we have a DoT on an enemy. Simple and straightforward, but I think it would go a long way.



    Love all of these suggeations, especially the minor heroism one. Additionally, I always thought that the "last stand" passive in the CP tree should have been a DK passive.

    Re: magma shell. An alternative buff to this skill would be to simply reduce the ultimate cost to 150 or so.

    Re: burning embers. If they revert dragon Blood to a 33% missing health heal exempted from battle spirit I think the heal portion of this skill can be simply removed. Replace it with a minor debuff like defile, fracture, or some such.

    Ash cloud: make this skill useful again outside of PvE DPS rotations by adding major evasion while standing in cinder storm. Keep eruption as is.

    Wings need to be fixed. Too many problems to even list.
  • KramUzibra
    KramUzibra
    ✭✭✭✭
    Xvorg wrote: »
    Veg wrote: »
    Xvorg wrote: »
    Veg wrote: »
    miahus wrote: »
    Riggsy wrote: »
    miahus wrote: »
    Can someone explain to me what's ZOS' reasoning for not giving dragonknight a class execute? There must be an explanation. Nightblade have an execute with a stam and mag morphs, sorcerer have curse, templar have radiant, so why dragonknights have non ?

    Wrobel said DKs werent meant to have an execute. The play style was supposed to be prolonged battle-bruiser (in PVP) but sadly other classes can hang just as well and do more damage.

    Thanks for the explanation. Stamina dragonknight can use weapon ability executes, how does that fit in that logic? Maybe DKs werent meant to have an execute early in the game, but 2017 ESO is a different game than 2014 ESO. Not giving dks a class execute just puts mag dks in the bad place they are in, along with the lack of a proper reliable heal. Compare mag dk to stam dk, one gets executes and very reliable heals out of class, while mag dk is still stuck in its outdated intended role. I am strictly speaking from pvp perspective. I am fairly new, so I could be wrong about somethings, feel free to correct plz.

    You're right actually. PvP has changed too much. mDK needs burst damage like other classes. I don't care if its an execute or just a good burst damage ability.

    I see Ferocious leap as an easy way to get burst damage and something reasonable enough for the devs to actually change. I am well aware they NEVER make these changes and are very set on keeping each class in their own roles. They don't want mDK's to have burst damage because they weren't designed to 2.5 years ago.

    It's gotten to the point where we either get burst damage so we can play the class or just don't play the class. There is no other solution. Buffing our dots or getting a 5% increase to whip doesn't change anything.

    We needs kill mechanics and that means we need burst damage.

    Sorry, no.

    It is true that the game has changed, but you now why it has changed? Because of the same DK killing potential. If developers give back the killing potential to DKs, the "nerf DK" posts will come back again, and we will be again in this endless discussion.

    DKs need, more than any other class, their tools for killing to be effective, and that means DoTs and sutain should be key. Currently DoTs are bad, and sustain (without dynamic ulti gen) is crap and healing is crappier. Once that's solved, DKs will be the killing machines they were once upon a time, without being OP.

    All im asking for is kill mechanics like DoS > Reverse slice. Is that kill mechanic op? If it is then every single stam build is op.

    mDK's would not be over powered if we F-leap was on par with DoS. Then we would have half of what stam builds have.

    Also our sustain before cp system with dynamic ult will never come back. Thats a hopeless case. They wont make our dots unpurgable either that would be silly so those will never be effective.

    Major defile, that's all I want on mDKs dots.

    Maybe change the combustion passive into giving major defle for 3/6 secs in all the dots skills in ardent flame

    The dots definitely need something else cuz with no execute and abilities like purge just negate the efficiency of dots in pvp. Let alone Templars dropping purify left and right and the whole team cleansing my dots.
  • Sigtric
    Sigtric
    ✭✭✭✭✭
    ✭✭✭✭✭
    Kilandros wrote: »
    Tagging @ZOS_RichLambert and @ZOS_GinaBruno as you guys have been the most responsive. Here are five suggestions--with explanations of my reasonings--I believe would make mDK competitive with the other classes while fulfilling its intended role of being a DoT-heavy class without an execute.

    1: Coagulating Blood: Revert to healing for 33% of missing health, but now ignores battle spirit.

    Reasoning: Dragon's Blood makes the most sense as an emergency heal that becomes more potent the closer to death the caster is. It also fulfills the role of being a sort of anti-execute for the one class which lacks an execute. If high-health builds are a concern, consider adding a flat cap to this ability so it cannot heal for more than 15k health.

    2: Burning Embers: Convert the healing effect to a Heal over Time that ticks with each damage tick.

    Reasoning: If Coag is made to be our burst heal, then we don't really need the burst heals from Embers. Rather, we need smaller heals to keep us topped off as Coag will be inefficient when closer to full health.

    3: Flames of Oblivion: Convert this to a 15-second PBAoE that ramps up in damage every few seconds.

    Reasoning: The issue with DoTs in PvP is that they are easily purged. That being said, I do NOT believe unpurgeable DoTs is the answer. Rather, PBAoE DoTs are the way to go because they can be avoided by movement, but cannot be purged. This gives mDK a method of keeping pressure on enemies while staying close to them.

    4: Magma Shell: Increased duration to 15 seconds. Remove shielding effect. New effect: While active, your damage over time effects do an additional 33% damage.

    Reasoning: An offensive buff to Magma Shell would simply be a terrific change for mDK. Since the Ultimate innately buffs your defense, a buff to offense means you could use it more strategically depending on the situation. Making the Ultimate increase your DoT damage would create interesting offensive potential for mDKs who maybe want to run squishier builds: Pop the ult, cast new PBAoE Flames of Oblivion, cast Burning Talons. That would hurt. But it would hurt without being stupid OP burst. And that's precisely the type of synergy mDK needs.

    5: Ultimate Generating Passive: One of the consistent comments left in DK feedback is that the class lacks sustain. I am all for Battle Roar being our primary method of sustain. That being said, I do NOT want the class to go back to Banners every 10 seconds for infinite sustain. Rather, I would like to see one of our passives be updated to grant Minor Heroism while we have a DoT on an enemy. Simple and straightforward, but I think it would go a long way.



    Yes
    yes
    yes
    yes
    yes


    please

    Stormproof: Vibeke - 50 EP mDragonknight | Savi Dreloth - 50 EP Magsorc | Sadi Dreloth - 50 EP Magblade | Sigtric Stormaxe - 50 EP Stamsorc | Valora Dreloth - 50 EP Magplar | Sigtric the Unbearable 50 EP Stam Warden
    Scrub: Chews-on-Beavers - 50 EP DK Tank | Vera the Wild - 50 EP magicka Warden | Sigtric the Axe - 50 EP Dragonknight Crafter | Sigtric the Blade - 50 EP Lost Nightblade | Sigtric the Savage - 50 EP magicka Templar | Vibeka Shadowblade - 50 Ep Stealthy Ganky Nightblade |

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  • Trayyacakes
    Trayyacakes
    ✭✭✭✭
    How to fix Dragon's Blood.
    It should function like a reverse execute.
    Base morph should read something like this "Draw on your draconic blood to heal for X(X is a set number determined by your max health ex. if I have 20k health base its base can be 4k or whatever.) plus up to 300% more when below 50% health and grants minor vitality.

    In this case we drop Major Fortitude because it is worthless and we can get it from a potion we also have a heal that works opposite from an execute and scales off of health.

    Coagulating Blood could now reads like this
    Draw on your draconic blood to heal for Y plus up to 300% more when below 50% health also grants minor vitality and minor intellect.
    Base heal now Scales off of max magicka rather than health.

    Green Dragon's Blood
    Draw on your draconic blood to heal for X plus up to 300% more when below 50% health also grants minor vitality and restores Z Stamina every second for T seconds.

    This gives both morphs the vitality leaving high health/tank builds with an option that scales off of health and grants minor vitality, as well as some stamina sustain. The stamina granted from GDB should be a very small set amount so as not to be OP.
    The CDB morph now gives MDK a heal that scales off of their main resource and gets better the lower their health is like it should be.
    GDB will still be wrecked by Battle Spirit if you don't run a high health thus MDKs will be forced to choose a heal that actually works when they need it or a way to get a little bit of extra stam while they mist so they can hold block more and use another heal.
    This way you do not have to exempt anything from battle spirit and the heal still basically functions the same, with the exception of MDKs being able to actually use one morph for a heal in PVP, and a morph that has been useless since 1.6 becomes viable again.

    Also Make Inferno an PBAOE DOT again, and just take reflect out of the game and give us something else its worthless now.
    Thank you.
    Edited by Trayyacakes on January 20, 2017 4:09AM
    Bjorn Uldnost
  • MaxwellC
    MaxwellC
    ✭✭✭✭✭
    ✭✭
    @Trayyacakes
    Nope to both of them (dragon's blood changes) that is way too OP.
    All it needs to do for both versions of dragon's blood is heal based off of Max health,Max Magicka, or Max stamina (taking into to count max health/mag for coag and max health/max stam for green dragons). It will utilize one of those resources not both and be able to heal starting at 35-40% + allow it to crit. This in it's self will give it a base heal that you know what it will be (unmodified by buffs/CP that is) and you will have the potential to get more depending on your crit or location i.e. being near a keep (PvP passive increases healing while near a keep).

    Inferno aka Flames of Oblivion needs to go back to an AoE but apply 20% more DoT damage you deal but only what your DK abilities do as having everything give 20% more damage would be OP. If possible it would be nice to have minor intellect while having it slotted alongside the crit we receive or we could even get minor magicka steal instead when the target is damaged by it.
    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
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    dk%20no%20kills2_zpsucppalbf.jpg

    I got a new computer in June, so this data is from the last 6 months. One of these classes is not like the others. Stam DKs are good and yet DKs are accounting for only 10% of the players who get a KB on me.

    So as long as the game maintains the current system implemented in 1.6 in which burst is the only way to kill decent players and we have these CPs and easy to mix-and-match armor sets, a mDK is going to struggle to get kills. It is extremely hard to outlast and defeat players through attrition the way DKs excelled at pre 1.6 because self-sustain is much easier now. What's a mDK supposed to do against Dark Deal? This is something a 5% increase to whip damage will not solve.

    I know a popular suggestion is to somehow make their DoTs unpurgable, but I don't see this as effective or desirable. For one, it continues the dubious trend of dumbing down the combat in this game by making things uncounterable. Secondly, DK DoTs are sticking to at least 6 of the 8 specs out there, and I bet stamplars don't have the magicka pool to cleanse them consistently. Even as a magicka templar, I do not cleanse spam against a DK; it's expensive, it surrenders the initiative to the DK, sweeps can heal me through DoTs. Rally+Vigor and shield stack are so strong your DoTs don't stand much of a chance. We have so many ways to self sustain now, the Purge skill is almost obsolete: it's not nearly as prevalent or needed now as it once was.

    If mDKs struggle to get kills, then they better be exceptional at something else. They aren't. They are forced to try and outlast opponents and there isn't anything about the class that makes it better or stronger or more dangerous the longer a fight goes on.

    And yet, next update ZoS will find another reason to nerf your Standard...
    Edited by Joy_Division on January 20, 2017 7:39AM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • KaiDynasty
    KaiDynasty
    ✭✭✭
    As someone say, a dk execute is useless, and a real DK don't want it, same devs.
    What a magicka DK must have to be on pair to otehr classes is:
    1- *DoTs that apply MAJOR DEFILE, they want magicka DK rely on DoTs to pressure an enemy, but in the current state of the game, they are useless. They get cleanse, they get OUTHEALED, this is not possible! If I put 3 dots on an enemy (and I am using 3 skill slots just to pressure 1 enemy), they must do something, but right now, they get outhealed by everything. Major Defile is what Magicka dk need, PVP will be influenced, PVE won't be touched because major defile is useless on mobs!
    2- COAGULATING BLOOD still need to be reviewed, I don't know with what, but since DK already have a BAD healing, i don't get why make it worse, we already spend a lot of magicka to use basic skills, and ok a DK with bad regeneration will get a good heal, but, after i heal my self, where is my magicka? I won't be able to heal again my self for a while (YEAH I HAVE ULT AND POTS EVERY 45 SEC), so for 45 secs I won't be able to do damage and heal, i just can hope to hold block for 45 seconds.. guys and ZOS, this is how it will be the things.. You really want to force a class to run out of resources to get a heal and then don't be able to get back resources to continue the fight?This is jjust a mechanic that is good to think about it, but in practice isn't possible.
    Rework coagulating dragonblood for something else (I won't ask 0 cost on a heal, because is insane and it means endless heals when on low magicka, there are many options, HoT, heal that scale on max pool (magicka or health), heal that have a basic value + a % value based on missing magicka or health, heal that cleans and ignore cyrodiil debuff. choose or make a new one but that is decent, not a troll, I DON'T WANT A COPY OF BoL).
    @Woeler @ZOS_GinaBruno @ZOS_RichLambert
    I doubt you will make changes in time.. but keep these advices, because is what a mDK lack.
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