Mostly agree, with overall changes during last updates and morrowind changes mDK looses just too much, here's my priority list of thing which it'd like to see implemented:Princess_Asgari wrote: »Hello everyone,
I am not going to talk about the changes to DK in this update, what I am going to bring up which concerns me the most is the lack of necessity for a DK in a group now, small or large. Regardless of the nerfs DKs are taking that gut what makes a DK unique, the class only now brings one thing to a group that no one else does. Minor brutality.
Is wasting a slot in a pvp group for such a minor buff really needed?
Sorcs now root 100x better than DKs can with their aoe root and streak combination. Also the change to dodge roll talons is even less effective seeing as you cant just keep someone locked down along with how costly DK skills are.
Standard was very useful for the Major Defile - 250 ult cost; But now Warden has a aoe Major Defile through the use of a skill.
Zenimax you have now just under a month before Morrowind is released to us all. PLEASE take into consideration things like this with how the patches are going forward. Each class should bring something unique to a group, but with these changes you are making, DK just has no real place in pvp anymore.
They've done that for greater goodMastermind decision from ZOS sadly.
Check which class has the highest population. Nerf it to the ground. Force highest population to buy new expansion for a new class with similar tank gameplay (replace fire theme with ice theme).
Thats how evil masterminds work sadly.
https://www.youtube.com/watch?v=yUpbOliTHJY Mastermind decision from ZOS sadly.
Check which class has the highest population. Nerf it to the ground. Force highest population to buy new expansion for a new class with similar tank gameplay (replace fire theme with ice theme).
Thats how evil masterminds work sadly.
too bad warden also does no dmg with its 1 ice ability. would have been cool as an ice mage
@VegWe've been reduced to this as our only viable playstyle in morrowindhttps://youtu.be/lzFBiKD_Wv4?t=3m37s
If we have enough damage then we dont have enough sustain or mitigation to kill anything.
If we have enough sustain and mitigation then we dont have enough damage to kill anything.
So now were back to useless tanking that accomplishes nothing and gets EVERYONE angry at our class. They also left igneous shield completely bugged for the lulz.
At least templars (closest things to mDK's in pvp) can still have enough damage to kill things without being a glass canon that just dies right away.
Gear/setup?? Looks interesting
Some people watching this will probably feel dk´s need nerf because "infinite sustain" myth.....
But did anyone die?
I'll get some kills on glass canon pugs that forget to heal but i only have 33k magic and 2k spell damage in that build.
Here:https://www.youtube.com/watch?v=LMMcOuD_H2A&t=72s
some nb and people killed themselves on me
I'll post the build if i cant make a proper fighting build by morrowind. Wouldnt want to infect pvp with even more cancer.
I really dont enjoy tanking like that all the time. I want to fight other players but this is just the only thing mDK's can do now
In those case he's scales went down right before destro touch@VegWe've been reduced to this as our only viable playstyle in morrowindhttps://youtu.be/lzFBiKD_Wv4?t=3m37s
If we have enough damage then we dont have enough sustain or mitigation to kill anything.
If we have enough sustain and mitigation then we dont have enough damage to kill anything.
So now were back to useless tanking that accomplishes nothing and gets EVERYONE angry at our class. They also left igneous shield completely bugged for the lulz.
At least templars (closest things to mDK's in pvp) can still have enough damage to kill things without being a glass canon that just dies right away.
Gear/setup?? Looks interesting
Some people watching this will probably feel dk´s need nerf because "infinite sustain" myth.....
But did anyone die?
I'll get some kills on glass canon pugs that forget to heal but i only have 33k magic and 2k spell damage in that build.
Here:https://www.youtube.com/watch?v=LMMcOuD_H2A&t=72s
some nb and people killed themselves on me
I'll post the build if i cant make a proper fighting build by morrowind. Wouldnt want to infect pvp with even more cancer.
I really dont enjoy tanking like that all the time. I want to fight other players but this is just the only thing mDK's can do now
That DK casted Reflective Fire Scales and still got knocked back, typical problem for the DK where as the skill does not always work.
Sugaroverdose wrote: »They've done that for greater goodMastermind decision from ZOS sadly.
Check which class has the highest population. Nerf it to the ground. Force highest population to buy new expansion for a new class with similar tank gameplay (replace fire theme with ice theme).
Thats how evil masterminds work sadly.https://www.youtube.com/watch?v=yUpbOliTHJY
Yeah, they'll still be viable, but what about justifiable to use in a PvP setting? Because when one class has absolutely nothing that makes it stand out from the others, then it's seldom-to-never going to be seen in any serious play, regardless of how viable it is.Is this just speculation based on what you read, or actively playing PTS/BG's/Cyro? DK's will still be viable in my opinion. I mean, what happened when nightblades got the crap end of the stick (nerf)? We kept playing.
EldritchPenguin wrote: »Yeah, they'll still be viable, but what about justifiable to use in a PvP setting? Because when one class has absolutely nothing that makes it stand out from the others, then it's seldom-to-never going to be seen in any serious play, regardless of how viable it is.Is this just speculation based on what you read, or actively playing PTS/BG's/Cyro? DK's will still be viable in my opinion. I mean, what happened when nightblades got the crap end of the stick (nerf)? We kept playing.
The real kicker, in my opinion, was when I saw Major Heroism given to the Warden.
That passive on a DK would solve the sustain issues.
When the heavy attack meta for the tourists takes full swing, I'll still expect to see some mDKs, viably with a stave back in hand.
But any seasoned mDK, your most challenging time to stay dedicated to a poisoned class, approaches.
Princess_Asgari wrote: »When the heavy attack meta for the tourists takes full swing, I'll still expect to see some mDKs, viably with a stave back in hand.
But any seasoned mDK, your most challenging time to stay dedicated to a poisoned class, approaches.
I will still be on my mDK, but there are a handful of issues that need to be fixed before 22nd or i dont see how pvp will survive.
Princess_Asgari wrote: »When the heavy attack meta for the tourists takes full swing, I'll still expect to see some mDKs, viably with a stave back in hand.
But any seasoned mDK, your most challenging time to stay dedicated to a poisoned class, approaches.
I will still be on my mDK, but there are a handful of issues that need to be fixed before 22nd or i dont see how pvp will survive.
Was trying light armor and no igneous shield last night. Can't say it went well.
Princess_Asgari wrote: »
Princess_Asgari wrote: »
Moglijuana wrote: »Princess_Asgari wrote: »
I play without major mending all the time lol. My workarounds:
-Heavy Resto (This is "meh" as its takes time to get off)
-Shield stack (Harness into a Healing Ward with a dodge roll will get you a heal)
-Shield stack + Mist (same as above but as soon as you hit healing ward go into mist and LOS. As mist finishes healing ward pops)
-8% increased healing poisions (idk what they're called but they work, paired with 8% increased healing from volatile it's pretty nice)
-CRIT (crit is often overlooked on DK's but you can get some sweeeet Burning Embers/Healing Ward heals)
-Burning Embers e.v.e.r.y.t.h.i.n.g. (seriously, just do it)
-Malubeth (if you want to be like that)
-Resto Ulti + Bloodspawn (In a fight I can get resto ulti back a BUNCH of times and it increases your damage too!)
Pots (there a ton that give health back, just make sure to use a dodge roll + a shield to get the most out of it)
Uh, might have missed some, but yea it's not bad honestly. I've been playing without major mending for quite some time now.
Princess_Asgari wrote: »Moglijuana wrote: »Princess_Asgari wrote: »
I play without major mending all the time lol. My workarounds:
-Heavy Resto (This is "meh" as its takes time to get off)
-Shield stack (Harness into a Healing Ward with a dodge roll will get you a heal)
-Shield stack + Mist (same as above but as soon as you hit healing ward go into mist and LOS. As mist finishes healing ward pops)
-8% increased healing poisions (idk what they're called but they work, paired with 8% increased healing from volatile it's pretty nice)
-CRIT (crit is often overlooked on DK's but you can get some sweeeet Burning Embers/Healing Ward heals)
-Burning Embers e.v.e.r.y.t.h.i.n.g. (seriously, just do it)
-Malubeth (if you want to be like that)
-Resto Ulti + Bloodspawn (In a fight I can get resto ulti back a BUNCH of times and it increases your damage too!)
Pots (there a ton that give health back, just make sure to use a dodge roll + a shield to get the most out of it)
Uh, might have missed some, but yea it's not bad honestly. I've been playing without major mending for quite some time now.
I think the idea here is not being forced into resto staff again
Moglijuana wrote: »Princess_Asgari wrote: »Moglijuana wrote: »Princess_Asgari wrote: »
I play without major mending all the time lol. My workarounds:
-Heavy Resto (This is "meh" as its takes time to get off)
-Shield stack (Harness into a Healing Ward with a dodge roll will get you a heal)
-Shield stack + Mist (same as above but as soon as you hit healing ward go into mist and LOS. As mist finishes healing ward pops)
-8% increased healing poisions (idk what they're called but they work, paired with 8% increased healing from volatile it's pretty nice)
-CRIT (crit is often overlooked on DK's but you can get some sweeeet Burning Embers/Healing Ward heals)
-Burning Embers e.v.e.r.y.t.h.i.n.g. (seriously, just do it)
-Malubeth (if you want to be like that)
-Resto Ulti + Bloodspawn (In a fight I can get resto ulti back a BUNCH of times and it increases your damage too!)
Pots (there a ton that give health back, just make sure to use a dodge roll + a shield to get the most out of it)
Uh, might have missed some, but yea it's not bad honestly. I've been playing without major mending for quite some time now.
I think the idea here is not being forced into resto staff again
Ah...well, in light armor resto is kind of needed unfortunately especially after that igneous nerf =/.
Princess_Asgari wrote: »Moglijuana wrote: »Princess_Asgari wrote: »Moglijuana wrote: »Princess_Asgari wrote: »
I play without major mending all the time lol. My workarounds:
-Heavy Resto (This is "meh" as its takes time to get off)
-Shield stack (Harness into a Healing Ward with a dodge roll will get you a heal)
-Shield stack + Mist (same as above but as soon as you hit healing ward go into mist and LOS. As mist finishes healing ward pops)
-8% increased healing poisions (idk what they're called but they work, paired with 8% increased healing from volatile it's pretty nice)
-CRIT (crit is often overlooked on DK's but you can get some sweeeet Burning Embers/Healing Ward heals)
-Burning Embers e.v.e.r.y.t.h.i.n.g. (seriously, just do it)
-Malubeth (if you want to be like that)
-Resto Ulti + Bloodspawn (In a fight I can get resto ulti back a BUNCH of times and it increases your damage too!)
Pots (there a ton that give health back, just make sure to use a dodge roll + a shield to get the most out of it)
Uh, might have missed some, but yea it's not bad honestly. I've been playing without major mending for quite some time now.
I think the idea here is not being forced into resto staff again
Ah...well, in light armor resto is kind of needed unfortunately especially after that igneous nerf =/.
I think the point again is to make it so DK isnt forced into a resto staff. If igneous is fixed where we keep major mending when another igneous around us is cast we will be ok.
but right now if another DK uses igneous we lose major mending which makes no sense.
Moglijuana wrote: »Princess_Asgari wrote: »Moglijuana wrote: »Princess_Asgari wrote: »Moglijuana wrote: »Princess_Asgari wrote: »
I play without major mending all the time lol. My workarounds:
-Heavy Resto (This is "meh" as its takes time to get off)
-Shield stack (Harness into a Healing Ward with a dodge roll will get you a heal)
-Shield stack + Mist (same as above but as soon as you hit healing ward go into mist and LOS. As mist finishes healing ward pops)
-8% increased healing poisions (idk what they're called but they work, paired with 8% increased healing from volatile it's pretty nice)
-CRIT (crit is often overlooked on DK's but you can get some sweeeet Burning Embers/Healing Ward heals)
-Burning Embers e.v.e.r.y.t.h.i.n.g. (seriously, just do it)
-Malubeth (if you want to be like that)
-Resto Ulti + Bloodspawn (In a fight I can get resto ulti back a BUNCH of times and it increases your damage too!)
Pots (there a ton that give health back, just make sure to use a dodge roll + a shield to get the most out of it)
Uh, might have missed some, but yea it's not bad honestly. I've been playing without major mending for quite some time now.
I think the idea here is not being forced into resto staff again
Ah...well, in light armor resto is kind of needed unfortunately especially after that igneous nerf =/.
I think the point again is to make it so DK isnt forced into a resto staff. If igneous is fixed where we keep major mending when another igneous around us is cast we will be ok.
but right now if another DK uses igneous we lose major mending which makes no sense.
Wait, seriously? That's s**t...>=/