Mag dk is fine. Really,solo/group he's quite nice,and he doesn't need more damage etc,maybe more utility for group play.
Meanwhile stamina dk completely sucks,no way of helping your small scaling ,no utility at all.
Some changes I would find nice:
Shifting standards: on every cast people are feared for 1,5 sec,minor vulnerability
Inferno: poison damage
World in ruins : aoe poison DMG is beyond pathetic,make it physical
Green dragon blood: scaling with stamina/cost stamina
Battle roar: scales of max stat,being better then now at 35k max resource
Stonefist : one of the morph scaling with stam,gives minor heroism,tooltip is surprise attack
And maybe Stam dk will be on par with other classes
The fear idea wouldn't work unfortunately as it would push people from the standard. A burst and maybe a root would be nice.
World in ruin is literally useless on stam unless running some niche sets. (I have also heard that it only works for DK abilities.) an AoE poison inferno would help with that.
I was thinking that base and GDB should just scale of total stats so tanks, mag and stam and hybrid builds get a benefit. (ZOS wants one morph viable for health tanks.) And the other can be for mag only as an oshit heal. StamDK would get some nice benefits from a burst heal because igneous now only does 2 ticks of vigor.
Stonefist as a stam spammable would also be quite nice, I was thinking of it as the pull because of the guards, where their stonefist stuns you, and if they pull you straight after it almost looks like the ground itself is pulling.
Master_Kas wrote: »IxskullzxI wrote: »Master_Kas wrote: »IxskullzxI wrote: »Master_Kas wrote: »Imo the lack of a proper gapcloser and some kind of execute is what I feel DK is lacking.
Some passive like impolsion, or making dots do more damage to people on low health.
Chains is buggy, works fine sometimes and sometimes not (the one that pulls you to the target).
Some more experienced DK's prob know better what the class needs but thats what I've noticed lately. Miss the times where you actually could use invasion as a gapcloser :<
I can deal without a gapcloser and execute. Imo what feels lacking is the lack of built in defense. Dk has no mobility/ways to reset a fight (other than mist) and no way to defend, other than block. (Both of which stop your regen) what I'd like to see is instant cast at your feet ash cloud morph that grants evasion while inside, and wings projectile limit increased to something like 6 or 7. Also, if the projectile has a debuff or dot attached to it, it shouldn't apply if reflected.
Edit: I'd also like to see an igneous morph be an actual useful shield. One That scales off max magicka.
Yes one can manage. Having a blast on dk atm, stopped playing my magblade even. And nice suggestions.
ZOS plx
Don't get me wrong, a proper gap closer and execute would be amazing to have. I just know zos has said before they don't want to give dk an execute. As for chains, I think they would have to add a stun to the morph that pulls you to the target to make it really worthwhile. I can't see having room to slot chains and a hard cc. My bar is crowded as isI want to point out, too, that I don't think the mDK is in a bad place at all (cant speak for stam, I don't play it) I just don't think a class being "fine" is an excuse to have skills that are broken or flat out useless. Especially for how long some of these skills have had problems.
Wasn't thinking of a execute skill really. But I recall ZOS saying they want dk to do more pressure with dots. Which is why I thought dots doing a bit more damage on low HP
Mag dk is fine. Really,solo/group he's quite nice,and he doesn't need more damage etc,maybe more utility for group play.
Meanwhile stamina dk completely sucks,no way of helping your small scaling ,no utility at all.
Some changes I would find nice:
Shifting standards: on every cast people are feared for 1,5 sec,minor vulnerability
Inferno: poison damage
World in ruins : aoe poison DMG is beyond pathetic,make it physical
Green dragon blood: scaling with stamina/cost stamina
Battle roar: scales of max stat,being better then now at 35k max resource
Stonefist : one of the morph scaling with stam,gives minor heroism,tooltip is surprise attack
And maybe Stam dk will be on par with other classes
The fear idea wouldn't work unfortunately as it would push people from the standard. A burst and maybe a root would be nice.
World in ruin is literally useless on stam unless running some niche sets. (I have also heard that it only works for DK abilities.) an AoE poison inferno would help with that.
I was thinking that base and GDB should just scale of total stats so tanks, mag and stam and hybrid builds get a benefit. (ZOS wants one morph viable for health tanks.) And the other can be for mag only as an oshit heal. StamDK would get some nice benefits from a burst heal because igneous now only does 2 ticks of vigor.
Stonefist as a stam spammable would also be quite nice, I was thinking of it as the pull because of the guards, where their stonefist stuns you, and if they pull you straight after it almost looks like the ground itself is pulling.
Since a lot of people are (and they may be right) having doubts about my idea of fear I'll explain my point:
Why fear? Sorc already have a silence aoe,and to maintain the idea behind shifting standard we will need something less strong (imagine 15+15 sec of silence lol). So a fear aoe would be an option, but still weak alone (and no,2 sec fear won't drive enemies too far,especially when they break free after 1 sec).
So,on top of the 2x2 sec fear and aoe defile,It would be nice and balanced to have a minor protection on ur allies and a minor vulnerability on your enemies,nothing OP but I like the idea of dropping a standard terrorizing enemies while providing buffs and debuffs that can turn the tide of a figh
paulsimonps wrote: »Chains needs to be fixed not changed/removed, don't you dare touch it. But I have noticed that it is working far better this update, I have not had to use the heavy attack or potion trick for a long time now, I can't even remember last time I have had to use it. However the way they are restricting our height thing needs to be centered around keeps, not all area of combat, a hill should not make it harder to use.
IxskullzxI wrote: »paulsimonps wrote: »Chains needs to be fixed not changed/removed, don't you dare touch it. But I have noticed that it is working far better this update, I have not had to use the heavy attack or potion trick for a long time now, I can't even remember last time I have had to use it. However the way they are restricting our height thing needs to be centered around keeps, not all area of combat, a hill should not make it harder to use.
Same with leap. I hate when it bugs out when a guy is on a hill 2 feet above me.
AverageJo3Gam3r wrote: »MDKs are in a great place right now. Stam DK issues are more related to medium armor being in a bad spot and resource nerfs making sustaining in heavy armor very difficult.
scipionumatia wrote: »@ak_pvp we will continue to play stam DK, when DK finally gets the buffs it deserves and its the FOTM the real DK players will remember
Kinda like being a Detroit fan around 2010 lol
There's just no reason to play a Stam DK in PvP when Stam warden exists. Stam warden has better healing and better burst. They also have better sustain and more group utility.
I think the fix to stam DK is to just reroll a Stam warden...
Integral1900 wrote: »No idea about pvp but if you want to watch a magic dk put its big boots on just hop over to pve and let us introduce you to an absolute beast! It ain't fast, and yes it does rely on heavy attacks, but so what, stuff DIES
Hello all, I am here to talk about an issue very close to my heart. The lack of creativity or utility of skills on a DK. I'd like to say I am well experienced on DKs having mained one since beta. (Except one time I deleted it.) NONE OF THESE CHANGES LISTED WILL CHANGE DK FOR PVE.
DK used to be a really fun class, it had utility and strength. Then they nerfed everything to the point of killing many skills, and making the class near useless in group PvP, since every other class can do its job better. I will go though a list of changes to skills that will better help DKs become useful. My view on this game, everything deserves a counter. DKs should be slow, and not very burst, but instead good at locking down enemies and reflecting projectiles. Think of darth vader in rogue one. (Just less OP)
- Chains: Ladies ands gentlemen one of the worst designed skills in the game: Height issues, auto CC immunity, generally useless outside of a few PvE circumstances. Why the hell should people be able to spam skills from a place a DK can't reach and get away with it, and the automatic CC immunity is pathetic, it just screws over the skill. The shoved in unworking gapcloser morph is a testament to the fact that the slowness of a DK doesn't work, so ZOS bandaided it and claimed to help. FIX: Remove it and replace with something else,
- Leap: In the same vein, fix height issues and not works on leap
- Stone giant: Rename this skill tectonics. Stuns for 1.5 sec, and then pulls. If it is broken, then it gives CC immunity and doesn't pull. This way it won't affect PvE, and allow DKs to have some utility in stopping height abusers. (People going up rocks with streak/horse and ganking people from safety.) However can be broken out of so it isn't OP.
- Fossilize: I understand some people like this skill, but personally, I hate it. It has 2 uses, pausing someones damage combo, and meteor. Otherwise it is a glorified 1man root, it breaks too easily and something like fear *** all over it. (Don't nerf fear btw) If it is to be comparable to fear, since it is only a st CC; make the stun not break from damage, the stunned player should do it themselves. As a trade off, it could have a shorter duration.
- Scales: WHYYYYYYY. 4K mag for projectiles. (Terms and conditions apply) And has 2 ways of falling off, either time or projectile limit. FIX: Make it all projectiles bar meteor. Make it have infinite duration. This way, it doesn't need spamming and is actually worth using, but you can still break it by rushing it with projectiles.
- Standard: Give it a stun+burst on its initial impact, adjust dot so damage isn't changed, Its awful in PvP, Destro ult pisses all over it.
- Make dragon blood scale of max stats, i.e. sp/wp and health/mag/stam all affect its heal, so 10k stam+health and 40k mag would affect it the same way as 20k of each stat, that way tanks, stam and mag DKs can use it as a worth while heal, and it'd be quite unique.
Things I wish would happen which would match DKs against other classes for damage, since DK damage is still rather low and requires a lot of wearing down, even at lower health due to having no execute and purgable dots. However these may affect PvE, but wont make DK OP still.
- Inferno: WILD CARD: Just make it AoE pls, the mag morph can be consuming inferno with magsteal, the other poison miasma with defile or something. Shouldn't affect DPS much.
- Execute: WILD CARD. Its the only type of ability that can't be gained at all for mag, i.e. spammable though destro. Give DKs the implosion passive, Rename to toxify/cremate and fire/poison damage. This way it would make stacking fire/poison dots allow DKs to execute, since they don't have super high burst. (Though damage would be toned down as to not be OP.) OR make DK dots deal more damage at low health. But that would be too close to poison injection.
Give flame whip a Stam morph. Problem solved.
now that dawnbreaker is fixed there's nothing I can do on my DK that I couldn't be doing better on a warden
Edit: in PvP that is.
Hello all, I am here to talk about an issue very close to my heart. The lack of creativity or utility of skills on a DK. I'd like to say I am well experienced on DKs having mained one since beta. (Except one time I deleted it.) NONE OF THESE CHANGES LISTED WILL CHANGE DK FOR PVE.
DK used to be a really fun class, it had utility and strength. Then they nerfed everything to the point of killing many skills, and making the class near useless in group PvP, since every other class can do its job better. I will go though a list of changes to skills that will better help DKs become useful. My view on this game, everything deserves a counter. DKs should be slow, and not very burst, but instead good at locking down enemies and reflecting projectiles. Think of darth vader in rogue one. (Just less OP)
- Chains: Ladies ands gentlemen one of the worst designed skills in the game: Height issues, auto CC immunity, generally useless outside of a few PvE circumstances. Why the hell should people be able to spam skills from a place a DK can't reach and get away with it, and the automatic CC immunity is pathetic, it just screws over the skill. The shoved in unworking gapcloser morph is a testament to the fact that the slowness of a DK doesn't work, so ZOS bandaided it and claimed to help. FIX: Remove it and replace with something else,
- Leap: In the same vein, fix height issues and not works on leap
- Stone giant: Rename this skill tectonics. Stuns for 1.5 sec, and then pulls. If it is broken, then it gives CC immunity and doesn't pull. This way it won't affect PvE, and allow DKs to have some utility in stopping height abusers. (People going up rocks with streak/horse and ganking people from safety.) However can be broken out of so it isn't OP.
- Fossilize: I understand some people like this skill, but personally, I hate it. It has 2 uses, pausing someones damage combo, and meteor. Otherwise it is a glorified 1man root, it breaks too easily and something like fear *** all over it. (Don't nerf fear btw) If it is to be comparable to fear, since it is only a st CC; make the stun not break from damage, the stunned player should do it themselves. As a trade off, it could have a shorter duration.
- Scales: WHYYYYYYY. 4K mag for projectiles. (Terms and conditions apply) And has 2 ways of falling off, either time or projectile limit. FIX: Make it all projectiles bar meteor. Make it have infinite duration. This way, it doesn't need spamming and is actually worth using, but you can still break it by rushing it with projectiles.
- Standard: Give it a stun+burst on its initial impact, adjust dot so damage isn't changed, Its awful in PvP, Destro ult pisses all over it.
- Make dragon blood scale of max stats, i.e. sp/wp and health/mag/stam all affect its heal, so 10k stam+health and 40k mag would affect it the same way as 20k of each stat, that way tanks, stam and mag DKs can use it as a worth while heal, and it'd be quite unique.
Things I wish would happen which would match DKs against other classes for damage, since DK damage is still rather low and requires a lot of wearing down, even at lower health due to having no execute and purgable dots. However these may affect PvE, but wont make DK OP still.
- Inferno: WILD CARD: Just make it AoE pls, the mag morph can be consuming inferno with magsteal, the other poison miasma with defile or something. Shouldn't affect DPS much.
- Execute: WILD CARD. Its the only type of ability that can't be gained at all for mag, i.e. spammable though destro. Give DKs the implosion passive, Rename to toxify/cremate and fire/poison damage. This way it would make stacking fire/poison dots allow DKs to execute, since they don't have super high burst. (Though damage would be toned down as to not be OP.) OR make DK dots deal more damage at low health. But that would be too close to poison injection.
All i see here are buffs related to mag dks, WHICH IS WAY FAR FROM BEING USELESS IN GROUP PLAY.
Try stam dk at its current state, and post again.
scipionumatia wrote: »best thing about being at the bottom is you can only go up
besides I do pretty well in PVP as a stam dk, been my PVP main for quite a while now. I do see that other classes have a lot better options for class skills and yes as a DK I'm mostly relying on weapon/guild skills. but when the class finally gets some love ill still be here.
Wishlist
-physical/poison lash that grants minor heroism
-green dragons blood that works off max stam
-revert battle roar to what it was pre morrowind, that hurt too much guys
-take away shifting standard and give us a poison morph
-Mag gap closer, take away empowering chains and give us something where we turn into flame, gap close and gain empower on next hit. (I know the other morph is critical for PVE players and while id like a class stam gap closer I know I cant have everything. plus how cool would it be to transform into a fire dragon and launch at your enemy?)
-stam stone giant.
-petrify stam morph, also have it do some damage instead of just waste resources if target is CC immune
-please give tallons physical damage again
-make scales reflect Templar javelin, warden pidgeons, and crushing shock.
pls buff DK
EDIT- oh also pls make FoO better, right now you can use evil/camo hunter and get the same bonus and gain increased damage for having fighters guild ability slotted. would be better if the fireball shot off more quickly or you had 3 fire balls that bursted at the same time.