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.
When you deal Flame/Poison damage, you have a [x]% chance to instantly incinerate/putrefy enemies under [y]% health, dealing [z] Flame/Poison damage
Minus an execute I disagree that mDK struggles in open world.
DRXHarbinger wrote: »Magdk is awesome in pvp. L2DK seriously. What ultimate are you referring to as the highest cost? Flame leap is cheap and actually powerful and 99% of mag players use destro ult anyway. Magdk 1v1 is very very hard to kill. I'd rather fight a good sorc any day over a dk.
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.
Magicka DK struggles in its current form relative to other classes because it lacks burst, mobility, and defensive utility beyond blocking. Many of us are frustrated with the mDK permablock builds that ZOS is (rightfully) trying to kill off. But those builds are part of a larger problem--mDK defensive utility has been significantly nerfed over the last several years. This has pigeonholed mDKs into permablock builds which are neither fun to play nor to fight. Obviously reliance on blocking is only further compounded when you factor in that DKs have an average at best escape mechanic in Mist Form, and that DKs rely heavily on defense as the attrition class--that is, wearing opponents down via DoTs.
The suggestions that follow are aimed at making Magicka DK less reliant on block. Full stop. With more build-in defensive mechanics, Magicka DK can begin to really explore build options outside of S/B.
Stone Giant - Stone Fist morph
Range reduced from 28m to 5m;
If enemy is stunned, continues to deal 100% more damage and sets enemy off balance;
Damage type changed to Fire.
Reasoning
The range on Stone Giant is completely unnecessary and makes it more of a "troll" ability than a useful combat ability. Furthermore, DKs already have a superb single-target ranged CC in Fossilize--we don't need another one with slightly more range and more damage. Adding the "Off-Balance" effect will allow for an immediate Power Lash follow-up attack instead of the more drawn out Stone Fist -> Flame Lash to Off-Balance -> Power Lash follow-up. Allowing a direct and immediate Power Lash follow up will create that one-two burst combo punch that DKs desperately need. Removing the ranged component is, I think, a good compromise for the buff off adding the Off-Balance effect, and would make this ability feel like a unique melee ability that can deal good damage, stun, and prep a target for Power Lash.
Cinder Storm - Ash Storm morph
In addition to current damage and snares, while standing in your Cinder Storm negative effects have their duration on you reduced by 50% and enemies damaged by your Cinder Storm have a 50% chance to be set Off-Balance. Ability is now cast at your feet.
Reasoning
Cinder Storm used to be one of our best defensive abilities but both morphs were converted into placeable DPS abilities when Miss Chance was removed from the game. This was a big mistake by ZOS as removing defensive abilities from a stand-your-ground class just makes that class more reliant on whatever defense is left (in this case, block). Reducing the duration of negative effects on you while standing inside your Cinder Storm would go a loooong way toward allowing DKs to stand their ground without just trying to block everything. The reduction duration is the same as Efficient Purge, so I don't think it's too much. The addition of Off-Balance I think also helps a lot as it allows the DK to proc Power Lash more often. Making Off-Balance more available to DK helps both their sustain (because Power Lash is free to cast) and their defense (because Power Lash procs a short HoT).
Magma Shell - Magma Armor morph
Duration increased by 30%;
Damage increased by 150%.
Reasoning
A duration increase is warranted because this ability costs 200 ultimate and is, frankly, less effective a defensive ult than Spell Wall which costs only 100 ultimate. Increasing the duration to about 14 seconds makes it double the duration (and double the cost) of Spell Wall. The damage increase would make the DoT tick for around ~2,500 damage in PvE, so about ~1,250 damage per tick in PvP. The damage is currently laughable, and since its outclassed by Spell Wall the ultimate really doesn't make sense to use in any scenario. Compare it to Corrosive Armor which is very useful because it adds a significant damage buff in addition to making you very tanky. Buffing the damage of Magma Shell by about 150% would make this ultimate do decent damage and you would start seeing mDKs pop this to jump into the fray and go ham for ~14-15 seconds. Again, opening up build options for DKs to soak up and dish out damage without standing there holding block.
Volatile Armor - Spiked Armor morph
Continues to grant Major Ward and Major Resolve for 20 seconds;
No longer provides a 10-second DoT activation;
Damage return on melee hit changed to deal Flame damage, melee attack return damage increased by 100%.
Reasoning
Let's make this a true Thorns type ability that really punishes people for spamming melee attacks on mDK. A weak reactive DoT paired with a weak active DoT is still weak. A ~100% damage buff to the damage return would put the tooltip around 2k, or 1k damage return in PvP. This helps mDK defensively because people will be punished for just spamming melee attacks on you. Removing the DoT on activation balances the ability around these buffs and keeps it mechanically distinct from, say, Hurricane or Boundless Storm.
Flames and Oblivion and Cauterize - Inferno Morphs
Both abilities changed to 9m AoE
Reasoning
This one is pretty obvious. Inferno used to be an AoE and was a super cool skill. Now it's just some weird magelight. The biggest problem with Flames of Oblivion is that you can't control who it hits and it only hits once every 5 seconds. As a mDK I need to keep up constant DoT pressure and I need to be able to control who those DoTs hit. Changing this ability to an AoE solves that problem. Another benefit of making this an AoE is that it gives DK access to a DoT they can keep on enemy players that that player cannot purge. I am not a fan of unpurgeable DoTs, but DK needs more AoE DoTs that can't be purged off.
Hope you guys consider some if not all of these changes. I think they're pretty balanced for the most part. I also think they would go a loooong way toward breaking mDK's reliance on 1h/S.
@ZOS_GinaBruno @ZOS_BrianWheeler @Wrobel
Mangeli200194 wrote: »Magicka DK struggles in its current form relative to other classes because it lacks burst, mobility, and defensive utility beyond blocking. Many of us are frustrated with the mDK permablock builds that ZOS is (rightfully) trying to kill off. But those builds are part of a larger problem--mDK defensive utility has been significantly nerfed over the last several years. This has pigeonholed mDKs into permablock builds which are neither fun to play nor to fight. Obviously reliance on blocking is only further compounded when you factor in that DKs have an average at best escape mechanic in Mist Form, and that DKs rely heavily on defense as the attrition class--that is, wearing opponents down via DoTs.
The suggestions that follow are aimed at making Magicka DK less reliant on block. Full stop. With more build-in defensive mechanics, Magicka DK can begin to really explore build options outside of S/B.
Stone Giant - Stone Fist morph
Range reduced from 28m to 5m;
If enemy is stunned, continues to deal 100% more damage and sets enemy off balance;
Damage type changed to Fire.
Reasoning
The range on Stone Giant is completely unnecessary and makes it more of a "troll" ability than a useful combat ability. Furthermore, DKs already have a superb single-target ranged CC in Fossilize--we don't need another one with slightly more range and more damage. Adding the "Off-Balance" effect will allow for an immediate Power Lash follow-up attack instead of the more drawn out Stone Fist -> Flame Lash to Off-Balance -> Power Lash follow-up. Allowing a direct and immediate Power Lash follow up will create that one-two burst combo punch that DKs desperately need. Removing the ranged component is, I think, a good compromise for the buff off adding the Off-Balance effect, and would make this ability feel like a unique melee ability that can deal good damage, stun, and prep a target for Power Lash.
Cinder Storm - Ash Storm morph
In addition to current damage and snares, while standing in your Cinder Storm negative effects have their duration on you reduced by 50% and enemies damaged by your Cinder Storm have a 50% chance to be set Off-Balance. Ability is now cast at your feet.
Reasoning
Cinder Storm used to be one of our best defensive abilities but both morphs were converted into placeable DPS abilities when Miss Chance was removed from the game. This was a big mistake by ZOS as removing defensive abilities from a stand-your-ground class just makes that class more reliant on whatever defense is left (in this case, block). Reducing the duration of negative effects on you while standing inside your Cinder Storm would go a loooong way toward allowing DKs to stand their ground without just trying to block everything. The reduction duration is the same as Efficient Purge, so I don't think it's too much. The addition of Off-Balance I think also helps a lot as it allows the DK to proc Power Lash more often. Making Off-Balance more available to DK helps both their sustain (because Power Lash is free to cast) and their defense (because Power Lash procs a short HoT).
Magma Shell - Magma Armor morph
Duration increased by 30%;
Damage increased by 150%.
Reasoning
A duration increase is warranted because this ability costs 200 ultimate and is, frankly, less effective a defensive ult than Spell Wall which costs only 100 ultimate. Increasing the duration to about 14 seconds makes it double the duration (and double the cost) of Spell Wall. The damage increase would make the DoT tick for around ~2,500 damage in PvE, so about ~1,250 damage per tick in PvP. The damage is currently laughable, and since its outclassed by Spell Wall the ultimate really doesn't make sense to use in any scenario. Compare it to Corrosive Armor which is very useful because it adds a significant damage buff in addition to making you very tanky. Buffing the damage of Magma Shell by about 150% would make this ultimate do decent damage and you would start seeing mDKs pop this to jump into the fray and go ham for ~14-15 seconds. Again, opening up build options for DKs to soak up and dish out damage without standing there holding block.
Volatile Armor - Spiked Armor morph
Continues to grant Major Ward and Major Resolve for 20 seconds;
No longer provides a 10-second DoT activation;
Damage return on melee hit changed to deal Flame damage, melee attack return damage increased by 100%.
Reasoning
Let's make this a true Thorns type ability that really punishes people for spamming melee attacks on mDK. A weak reactive DoT paired with a weak active DoT is still weak. A ~100% damage buff to the damage return would put the tooltip around 2k, or 1k damage return in PvP. This helps mDK defensively because people will be punished for just spamming melee attacks on you. Removing the DoT on activation balances the ability around these buffs and keeps it mechanically distinct from, say, Hurricane or Boundless Storm.
Flames and Oblivion and Cauterize - Inferno Morphs
Both abilities changed to 9m AoE
Reasoning
This one is pretty obvious. Inferno used to be an AoE and was a super cool skill. Now it's just some weird magelight. The biggest problem with Flames of Oblivion is that you can't control who it hits and it only hits once every 5 seconds. As a mDK I need to keep up constant DoT pressure and I need to be able to control who those DoTs hit. Changing this ability to an AoE solves that problem. Another benefit of making this an AoE is that it gives DK access to a DoT they can keep on enemy players that that player cannot purge. I am not a fan of unpurgeable DoTs, but DK needs more AoE DoTs that can't be purged off.
Hope you guys consider some if not all of these changes. I think they're pretty balanced for the most part. I also think they would go a loooong way toward breaking mDK's reliance on 1h/S.
@ZOS_GinaBruno @ZOS_BrianWheeler @Wrobel
Seriously??? get some advice how to effectivly play a mag dk. unlike previous patch when "hundreds" were in pvp, it isnt easy mode anymore, you need to master the mag dk. Once mastered it is a very nasty opponent, otherwise its easy to kill.
Just as it should be in my opinion.
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.
PainfulFAFA wrote: »Minus an execute I disagree that mDK struggles in open world.
lol nice one
They are the least mobile with the highest ability/ultimate costs than any class/playstyle in the game. They are designed to "stand their ground" but they forgot to mention "for only 10 seconds then die" lul. mDKs were amazing back then when we could generate ultimate fast enough to cast and was truly a "stand your ground" design but now (and since 1.6) its the least used play-style in pvp because you can truly stand your ground with all the poisons, procs, block nerfs, and ability cost nerfs that they added over the years.
imo, DKs need faster ultimate regen along with all, if not some, of the changes the OP is presenting
Stone Giant - Stone Fist morph
Range reduced from 28m to 5m;
If enemy is stunned, continues to deal 100% more damage and sets enemy off balance;
Damage type changed to Fire.
Reasoning
The range on Stone Giant is completely unnecessary and makes it more of a "troll" ability than a useful combat ability.
Avran_Sylt wrote: »
Stone Giant - Stone Fist morph
Range reduced from 28m to 5m;
If enemy is stunned, continues to deal 100% more damage and sets enemy off balance;
Damage type changed to Fire.
Reasoning
The range on Stone Giant is completely unnecessary and makes it more of a "troll" ability than a useful combat ability.
You haven't see a mDK "one-shot" people with heavy attack+stone giant -> dragon leap, i take it. I strongly disagree with your reasoning there. It's my main attack combo in PvP, and the burst is deadly.
I don't hate any of your suggestions and I think you have some valid concerns... but if mDk were to receive further buffs, I really hope ZOS would be delicate about it and aim to not buff sDk at all, nor buff mDk in 1v1 scenarios as they are already very very strong 1v1.
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.
Avran_Sylt wrote: »
We had a defile when we were dropping banners every 20 seconds with the dynamic ulti regen.
PainfulFAFA wrote: »Stone Giant - Stone Fist morph
Range reduced from 28m to 5m;
If enemy is stunned, continues to deal 100% more damage and sets enemy off balance;
Damage type changed to Fire.
Reasoning
The range on Stone Giant is completely unnecessary and makes it more of a "troll" ability than a useful combat ability.
You haven't see a mDK "one-shot" people with heavy attack+stone giant -> dragon leap, i take it. I strongly disagree with your reasoning there. It's my main attack combo in PvP, and the burst is deadly.
Heavy att mDKs builds hit the hardest of any class sure, but they are absolutely squishy/unsustainable and cant last outside of a zerg tbh