@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Wrobel @ZOS_EricWrobel
The most important things that we really need to see before the patch goes live:
Inferno AoE again - This helps out with both the mDK PvE DPS problem (refer to this post) and solves the PvP issue. In PvP it will allow for DKs to apply pressure to enemies but in a way that cannot be so easily countered (like Purge will all of our DoTs). You can just use the old animation for the skill so development should not be too much of a challenge here.
Revert the reflect nerf or give a reason to use Reflective Scales - There is simply no reason to put this skill on your bar anymore. It is too expensive for what it does, and it is super situational now that even force pulse cannot be reflected. Way too many ranged abilities in the game simply bypass this skill. Another idea is to add another effect onto this skill while keeping the mediocre reflecting capabilities. Y'all can get creative here, literally anything is better than it's current form (Major expedition, resource management, etc).
Lower magika cost on skills - this is the biggest hindrance to mDKs in PvE and PvP right now. mDKs have the worse resource management, and the fact that they cannot sustain their rotation during boss fights makes them extremely undesirable to have in group. In PvP, we are limited to heavy sets for open world PvP and this does not bode well with DK's extremely high ability costs.
Reduce Standard of Might ultimate cost - the effect is getting nerfed this patch, so the cost should go down too. Lower ult cost will help with the resource management problem because of Battle Roar. It will also help with the DPS problem, so it just makes a lot of sense to lower the cost of this ultimate.
These solutions will kill several birds with one stone. I am taking in mind the limited about of time that you guys have to work with and these should be quick enough to implement into the game. This is the least amount of work required to fix the issues DKs face, yet yield the best result. I guarantee that if these changes are made, DK's will be happy again.
Dragonblood was overbuffed in my opinion.
DKs will be even harder to defeat than templars with this outer space buff. Remember, that the 33% health addition is still missing at rank IV. I think it's ridiculous, I never understood all the trouble with dragonblood.
We'll see how it goes. But I think, DKs could be completely unkillable now. Imagine if force shock was still reflectable.... how would you ever hope to stand a chance.
Sorcerer never deserved a burst heal (Twilight Matriarch) Sorcerer was tanky enough with conjured hard, being unable to restore health fast was their weak spot. Neither does DK deserve or even need a burst heal, that's completely unbalanced.
Waiting for Nightblade burst heal.....
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Dragonblood was overbuffed in my opinion.
DKs will be even harder to defeat than templars with this outer space buff. Remember, that the 33% health addition is still missing at rank IV. I think it's ridiculous, I never understood all the trouble with dragonblood.
We'll see how it goes. But I think, DKs could be completely unkillable now. Imagine if force shock was still reflectable.... how would you ever hope to stand a chance.
Sorcerer never deserved a burst heal (Twilight Matriarch) Sorcerer was tanky enough with conjured hard, being unable to restore health fast was their weak spot. Neither does DK deserve or even need a burst heal, that's completely unbalanced.
Waiting for Nightblade burst heal.....
Dragonblood was overbuffed in my opinion.
DKs will be even harder to defeat than templars with this outer space buff. Remember, that the 33% health addition is still missing at rank IV. I think it's ridiculous, I never understood all the trouble with dragonblood.
We'll see how it goes. But I think, DKs could be completely unkillable now. Imagine if force shock was still reflectable.... how would you ever hope to stand a chance.
Sorcerer never deserved a burst heal (Twilight Matriarch) Sorcerer was tanky enough with conjured hard, being unable to restore health fast was their weak spot. Neither does DK deserve or even need a burst heal, that's completely unbalanced.
Waiting for Nightblade burst heal.....
I don't understand why you post in feedback threads for classes you don't play.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
@Dracane
After checking your videos on your YT I don't see a Mag DK but to a better discussion. People obviously will lash out at you for making a completely broken statement; Dragon's blood has never been good post 1.6.5 patch so for you to say that the current improvement is OP just seems very well to put it 'nicely' misinformed.
Do know that dueling does not provide accurate feedback nor should that be your basis for balance claims. It would be like me saying well "on my Stam DK mag sorcs just keep spamming shields well I think that after using one shield if you spam it within 3 seconds it should cost double magicka". That wouldn't be smart would it?
Mag DK doesn't survive open world unless dragged along with a good group, and Stam DK survives open world but lacks skills to do significant damage which resorts in heavy attack animation cancelling for kills. Mag DK lacks mobility while the DK class as a whole lacks sustain more so magicka variant but stamina is hurting too.
@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Wrobel @ZOS_EricWrobel
The most important things that we really need to see before the patch goes live:
Inferno AoE again - This helps out with both the mDK PvE DPS problem (refer to this post) and solves the PvP issue. In PvP it will allow for DKs to apply pressure to enemies but in a way that cannot be so easily countered (like Purge will all of our DoTs). You can just use the old animation for the skill so development should not be too much of a challenge here.
Revert the reflect nerf or give a reason to use Reflective Scales - There is simply no reason to put this skill on your bar anymore. It is too expensive for what it does, and it is super situational now that even force pulse cannot be reflected. Way too many ranged abilities in the game simply bypass this skill. Another idea is to add another effect onto this skill while keeping the mediocre reflecting capabilities. Y'all can get creative here, literally anything is better than it's current form (Major expedition, resource management, etc).
Lower magika cost on skills - this is the biggest hindrance to mDKs in PvE and PvP right now. mDKs have the worse resource management, and the fact that they cannot sustain their rotation during boss fights makes them extremely undesirable to have in group. In PvP, we are limited to heavy sets for open world PvP and this does not bode well with DK's extremely high ability costs.
Reduce Standard of Might ultimate cost - the effect is getting nerfed this patch, so the cost should go down too. Lower ult cost will help with the resource management problem because of Battle Roar. It will also help with the DPS problem, so it just makes a lot of sense to lower the cost of this ultimate.
These solutions will kill several birds with one stone. I am taking in mind the limited about of time that you guys have to work with and these should be quick enough to implement into the game. This is the least amount of work required to fix the issues DKs face, yet yield the best result. I guarantee that if these changes are made, DK's will be happy again.
i agree mith most of what you said as they are the same ideas i have as well. the one thing i dont agree with is the dps. i think mdk dps is fine especially when it comes to trials they pull some of the top numbers. The problem is they have such a hard and demanding rotation to acheive this.......stacking DoT upon DoT upon DoT while trying to keep your main DPS spammable whips going, so there a lot of people that cant maintain this and thus lose big DPS.
Sustain is just non existent making ele drain a must have, id like to see the cost lowered across the board by a little bit and it would be nice to have a good magicka steal or something to at least help us make it to our ulti regen.
Dragonblood was overbuffed in my opinion.
DKs will be even harder to defeat than templars with this outer space buff. Remember, that the 33% health addition is still missing at rank IV. I think it's ridiculous, I never understood all the trouble with dragonblood.
We'll see how it goes. But I think, DKs could be completely unkillable now. Imagine if force shock was still reflectable.... how would you ever hope to stand a chance.
Sorcerer never deserved a burst heal (Twilight Matriarch) Sorcerer was tanky enough with conjured hard, being unable to restore health fast was their weak spot. Neither does DK deserve or even need a burst heal, that's completely unbalanced.
Waiting for Nightblade burst heal.....
I don't understand why you post in feedback threads for classes you don't play.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Dragonblood was overbuffed in my opinion.
DKs will be even harder to defeat than templars with this outer space buff. Remember, that the 33% health addition is still missing at rank IV. I think it's ridiculous, I never understood all the trouble with dragonblood.
We'll see how it goes. But I think, DKs could be completely unkillable now. Imagine if force shock was still reflectable.... how would you ever hope to stand a chance.
Sorcerer never deserved a burst heal (Twilight Matriarch) Sorcerer was tanky enough with conjured hard, being unable to restore health fast was their weak spot. Neither does DK deserve or even need a burst heal, that's completely unbalanced.
Waiting for Nightblade burst heal.....
@ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Wrobel @ZOS_EricWrobel
The most important things that we really need to see before the patch goes live:
Inferno AoE again - This helps out with both the mDK PvE DPS problem (refer to this post) and solves the PvP issue. In PvP it will allow for DKs to apply pressure to enemies but in a way that cannot be so easily countered (like Purge will all of our DoTs). You can just use the old animation for the skill so development should not be too much of a challenge here.
Revert the reflect nerf or give a reason to use Reflective Scales - There is simply no reason to put this skill on your bar anymore. It is too expensive for what it does, and it is super situational now that even force pulse cannot be reflected. Way too many ranged abilities in the game simply bypass this skill. Another idea is to add another effect onto this skill while keeping the mediocre reflecting capabilities. Y'all can get creative here, literally anything is better than it's current form (Major expedition, resource management, etc).
Lower magika cost on skills - this is the biggest hindrance to mDKs in PvE and PvP right now. mDKs have the worse resource management, and the fact that they cannot sustain their rotation during boss fights makes them extremely undesirable to have in group. In PvP, we are limited to heavy sets for open world PvP and this does not bode well with DK's extremely high ability costs.
Reduce Standard of Might ultimate cost - the effect is getting nerfed this patch, so the cost should go down too. Lower ult cost will help with the resource management problem because of Battle Roar. It will also help with the DPS problem, so it just makes a lot of sense to lower the cost of this ultimate.
These solutions will kill several birds with one stone. I am taking in mind the limited about of time that you guys have to work with and these should be quick enough to implement into the game. This is the least amount of work required to fix the issues DKs face, yet yield the best result. I guarantee that if these changes are made, DK's will be happy again.
i agree mith most of what you said as they are the same ideas i have as well. the one thing i dont agree with is the dps. i think mdk dps is fine especially when it comes to trials they pull some of the top numbers. The problem is they have such a hard and demanding rotation to acheive this.......stacking DoT upon DoT upon DoT while trying to keep your main DPS spammable whips going, so there a lot of people that cant maintain this and thus lose big DPS.
Sustain is just non existent making ele drain a must have, id like to see the cost lowered across the board by a little bit and it would be nice to have a good magicka steal or something to at least help us make it to our ulti regen.
Yea, we could use a consolidation of our DOT and buff timers. Make shorter dots last 10s (embers, engulfing) and the longer dots last 20 seconds (FoO, Eruption). Would make our rotation much easier.
@Dracane
After checking your videos on your YT I don't see a Mag DK but to a better discussion. People obviously will lash out at you for making a completely broken statement; Dragon's blood has never been good post 1.6.5 patch so for you to say that the current improvement is OP just seems very well to put it 'nicely' misinformed.
Do know that dueling does not provide accurate feedback nor should that be your basis for balance claims. It would be like me saying well "on my Stam DK mag sorcs just keep spamming shields well I think that after using one shield if you spam it within 3 seconds it should cost double magicka". That wouldn't be smart would it?
Mag DK doesn't survive open world unless dragged along with a good group, and Stam DK survives open world but lacks skills to do significant damage which resorts in heavy attack animation cancelling for kills. Mag DK lacks mobility while the DK class as a whole lacks sustain more so magicka variant but stamina is hurting too.
Dragonblood was alright for its intended purpose, for health tanks. Which DK is pretty much about. (old original concept, but it's still there)
These changes were supposed to make it more appealing for low health DKs who build around magicka. However, magicka DKs have access to burning embers and healing ward and that's already more than enough. Honestly, I prefer dragonblood spam over healing ward spam. But I think it could be a bit too good, combines with DK tankiness. We'll see
So the class that was designed to hold its ground shouldnt have a reliable self heal unless they are playing extreme 40k+ hp useless tank builds. And in any other build they should have no mobility no dmg meh sustain and their only source of healing should be either a broken unreliable heal that even DKs dont want (burning embers) or even worse they should go outside of their class to get a heal even tho their class was designed to hold its ground.
Thats like saying sorcs and NB go outside of their class to get burst/mobility or templars go outside of their class to get healing and purge. But they dont.
Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
@Dracane
After checking your videos on your YT I don't see a Mag DK but to a better discussion. People obviously will lash out at you for making a completely broken statement; Dragon's blood has never been good post 1.6.5 patch so for you to say that the current improvement is OP just seems very well to put it 'nicely' misinformed.
Do know that dueling does not provide accurate feedback nor should that be your basis for balance claims. It would be like me saying well "on my Stam DK mag sorcs just keep spamming shields well I think that after using one shield if you spam it within 3 seconds it should cost double magicka". That wouldn't be smart would it?
Mag DK doesn't survive open world unless dragged along with a good group, and Stam DK survives open world but lacks skills to do significant damage which resorts in heavy attack animation cancelling for kills. Mag DK lacks mobility while the DK class as a whole lacks sustain more so magicka variant but stamina is hurting too.
Dragonblood was alright for its intended purpose, for health tanks. Which DK is pretty much about. (old original concept, but it's still there)
These changes were supposed to make it more appealing for low health DKs who build around magicka. However, magicka DKs have access to burning embers and healing ward and that's already more than enough. Honestly, I prefer dragonblood spam over healing ward spam. But I think it could be a bit too good, combines with DK tankiness. We'll see
Dragonblood was overbuffed in my opinion.
DKs will be even harder to defeat than templars with this outer space buff. Remember, that the 33% health addition is still missing at rank IV. I think it's ridiculous, I never understood all the trouble with dragonblood.
We'll see how it goes. But I think, DKs could be completely unkillable now. Imagine if force shock was still reflectable.... how would you ever hope to stand a chance.
Sorcerer never deserved a burst heal (Twilight Matriarch) Sorcerer was tanky enough with conjured hard, being unable to restore health fast was their weak spot. Neither does DK deserve or even need a burst heal, that's completely unbalanced.
Waiting for Nightblade burst heal.....
Have you even looked at any of the numbers? Coag is like a 3.5k-4k heal in Cyro for builds that are optimized for it. It is slightly better than the one on live. Jeeze people are overexaggerating the hell out of this buff.
So the class that was designed to hold its ground shouldnt have a reliable self heal unless they are playing extreme 40k+ hp useless tank builds. And in any other build they should have no mobility no dmg meh sustain and their only source of healing should be either a broken unreliable heal that even DKs dont want (burning embers) or even worse they should go outside of their class to get a heal even tho their class was designed to hold its ground.
Thats like saying sorcs and NB go outside of their class to get burst/mobility or templars go outside of their class to get healing and purge. But they dont.
Thats the problem, DKs no longer have a class identity (in PvP). The whole "stand your ground" uniqueness has been gutted many times over and now if you want to experience that play style WITH sustain/damage you'd be better off as a Temp or Sorc wearing heavy armor. I remember when wings was worth a slot, now its garbage. I've written before, as a pvp stam DK, I only slot like 25% of my bars with class abilities (usually 3 out of 12 total slots) because so many of the skills are sub-par or costly.
Dragonblood was overbuffed in my opinion.
DKs will be even harder to defeat than templars with this outer space buff. Remember, that the 33% health addition is still missing at rank IV. I think it's ridiculous, I never understood all the trouble with dragonblood.
We'll see how it goes. But I think, DKs could be completely unkillable now. Imagine if force shock was still reflectable.... how would you ever hope to stand a chance.
Sorcerer never deserved a burst heal (Twilight Matriarch) Sorcerer was tanky enough with conjured hard, being unable to restore health fast was their weak spot. Neither does DK deserve or even need a burst heal, that's completely unbalanced.
Waiting for Nightblade burst heal.....
Have you even looked at any of the numbers? Coag is like a 3.5k-4k heal in Cyro for builds that are optimized for it. It is slightly better than the one on live. Jeeze people are overexaggerating the hell out of this buff.
I can critheal for 10 to 11k on my DK with rank1 coagulated blood on low health - in cyrodiil obviously.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
RinaldoGandolphi wrote: »I think Dragonblood will be fine.
As for being harder to kill then a Templar? Nah
DK don't have the resource sustain and Purging Abilities Templars have...Channel Focus + Minor Magicka Steaal +Constitution = endless magicka pretty much.
DK will be slightly better damage dealers though thanks to the Whip Buff and the Change to Ferious Leap it will be easier for DK to kill people.
As a Templar/Sorc(I have a DK for PVE) making Force Shock unreflectable was dumb. A Sorc fighting a DK now its his fight to lose not the DK fight to win. All the Sorc has to do is keep Harness up and wait for an opportunity to slip Frags in between Wings now that Curse can't be blocked. Folks that have trouble open world as a Sorc againt Magic DK really need to learn how to play
Look at this fight right herehttps://www.youtube.com/watch?v=Pts-Rd29Rbw
Its the same now....a Sorc vs DKits the Sorcs fight to lose not the DK fight to win....at equal skill a Mag Sorc will kill aMag DK 9 out of 10 times....those saying otherwise just don't know how to Sorc...Mines is so OP against a DK who all their damage is melee, combined with a huge shield stack and DK only having DOTS a Sorc can't simply face tank with impunity until his opportunity opens up to Curse +Frag + Fury you between wings while you try adn wade though his Mines.
Force Shock should not be unreflectable, and Dragon Knight Wings needs fixed. DK deserve a decent chance to beat an equally skil mag sorc in a fight....
In that video even an Emp who is a pretty good player simply couldn't win....
RinaldoGandolphi wrote: »I think Dragonblood will be fine.
As for being harder to kill then a Templar? Nah
DK don't have the resource sustain and Purging Abilities Templars have...Channel Focus + Minor Magicka Steaal +Constitution = endless magicka pretty much.
DK will be slightly better damage dealers though thanks to the Whip Buff and the Change to Ferious Leap it will be easier for DK to kill people.
As a Templar/Sorc(I have a DK for PVE) making Force Shock unreflectable was dumb. A Sorc fighting a DK now its his fight to lose not the DK fight to win. All the Sorc has to do is keep Harness up and wait for an opportunity to slip Frags in between Wings now that Curse can't be blocked. Folks that have trouble open world as a Sorc againt Magic DK really need to learn how to play
Look at this fight right herehttps://www.youtube.com/watch?v=Pts-Rd29Rbw
Its the same now....a Sorc vs DKits the Sorcs fight to lose not the DK fight to win....at equal skill a Mag Sorc will kill aMag DK 9 out of 10 times....those saying otherwise just don't know how to Sorc...Mines is so OP against a DK who all their damage is melee, combined with a huge shield stack and DK only having DOTS a Sorc can't simply face tank with impunity until his opportunity opens up to Curse +Frag + Fury you between wings while you try adn wade though his Mines.
Force Shock should not be unreflectable, and Dragon Knight Wings needs fixed. DK deserve a decent chance to beat an equally skil mag sorc in a fight....
In that video even an Emp who is a pretty good player simply couldn't win....
@RinaldoGandolphi
Then you haven't met DKs who don't play annoying turtle tanks, but DKs who play actual damage builds, probably even in light armor and who know how to burst (which they can) and then happy B day if you happen to be Vampire.
DKs have the upper hand, because they can pressure so much, that the Sorc is forced to go full defense. A DK can only loose when THEY do a mistake. Mines are completely overrated, also because melee attacks have an 8 meters range.
Now with the force shock change, this might change and make it more even between the 2, because Sorc had 0 offense against wings DKs.
Shieldstacking is broken, but DKs can stack just the same if they wish. Everyone can, but nobody relies on it like Sorcs do.
However, I think shieldstacking must go.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
RinaldoGandolphi wrote: »I think Dragonblood will be fine.
As for being harder to kill then a Templar? Nah
DK don't have the resource sustain and Purging Abilities Templars have...Channel Focus + Minor Magicka Steaal +Constitution = endless magicka pretty much.
DK will be slightly better damage dealers though thanks to the Whip Buff and the Change to Ferious Leap it will be easier for DK to kill people.
As a Templar/Sorc(I have a DK for PVE) making Force Shock unreflectable was dumb. A Sorc fighting a DK now its his fight to lose not the DK fight to win. All the Sorc has to do is keep Harness up and wait for an opportunity to slip Frags in between Wings now that Curse can't be blocked. Folks that have trouble open world as a Sorc againt Magic DK really need to learn how to play
Look at this fight right herehttps://www.youtube.com/watch?v=Pts-Rd29Rbw
Its the same now....a Sorc vs DKits the Sorcs fight to lose not the DK fight to win....at equal skill a Mag Sorc will kill aMag DK 9 out of 10 times....those saying otherwise just don't know how to Sorc...Mines is so OP against a DK who all their damage is melee, combined with a huge shield stack and DK only having DOTS a Sorc can't simply face tank with impunity until his opportunity opens up to Curse +Frag + Fury you between wings while you try adn wade though his Mines.
Force Shock should not be unreflectable, and Dragon Knight Wings needs fixed. DK deserve a decent chance to beat an equally skil mag sorc in a fight....
In that video even an Emp who is a pretty good player simply couldn't win....
@RinaldoGandolphi
Then you haven't met DKs who don't play annoying turtle tanks, but DKs who play actual damage builds, probably even in light armor and who know how to burst (which they can) and then happy B day if you happen to be Vampire.
DKs have the upper hand, because they can pressure so much, that the Sorc is forced to go full defense. A DK can only loose when THEY do a mistake. Mines are completely overrated, also because melee attacks have an 8 meters range.
Now with the force shock change, this might change and make it more even between the 2, because Sorc had 0 offense against wings DKs.
Shieldstacking is broken, but DKs can stack just the same if they wish. Everyone can, but nobody relies on it like Sorcs do.
However, I think shieldstacking must go.
All I want is a skill price reduction and I will give it another chance.
@Dracane
You do realize that video shows a regular sorc vs a DK emp right? I mean that was painful and this was back when emp wasn't nerf'd lol. The Mag emp seemed to have ran out of resources but even still mag sorc just shield stacked all through-out it while hiding behind mines (Which is the meta today). Every sorc I've faced hides behind mines and shield stacks and since I'm a DK well stam I've got nothing but heavy attacks with animation cancels while my mag has DoTs that.... well do nothing lol.
The only 'burst' as you've stated Mag Dks have is in regards to using an ultimate like meteor while they fossilize you into a whip. If an ultimate is suppose to be your only burst then it's a sad day for you, I suggest you play a Mag DK open world and tell me how fast you re-log to your sorc. I've now even do not believe you own a Mag DK with these responses, I suggest you play the class whether Mag or Stam (don't rely on proc sets/heavy armor for stam).
Carbonised wrote: »All I want is a skill price reduction and I will give it another chance.
I don't want a skill cost decrease, I want Battle Roar to be buffed, Battle Roar to not be afected by Battle Spirit, and Banner lowered to 200 ult instead of 250. Now that they nerfed Banner, the cost should be decreased.
That alone would make my mDK sustain better, and also rely on our class feature of regaining ressouces from Battle Roar.
Oh, and I also want the shield from Ferocious Leap removed, and replaced with a flame DoT on affected targets. Would make slotting Ferocious Leap worth it, which it isn't now. It's just a poor man's meteor, really.