Nope. They should have something against Templars, as well as MagDKs, as they are the most gutted classes since Morrowind came out. They never were able to recovery from sustain nerfs, as they were both relying on a class spammable that it is almost impossible to sustain with the sustains nerf. PvE wise they are dead.
PvP wise, imho at the moment the game is quite well balanced (with MagWardens and StamWardens being the only specs that are slightly overperforming).
PvE wise, there are only Stamina specs and MagSorcs. Any other Mag spec is pretty much dead at the moment.
So absolute nothing done for the mDK yet again.
Are you aware that no one runs a mDK in end game PvE anymore? Mainly because their DPS is "average" but they take up a melee spot, which stamina builds deal 15K+ more single target damage?
I am unsure how the mDK performs in PvP, nor do i care honestly, but i am guessing it is the same nonsense since IC update, mist form, talons, mist form, petrify, mist form whip, use ulti to kill.
So much for high risk high reward playstyle, guess you wanted to kill the mDK in PvE since you do not wish to make that class viable anymore, or you do not know what to do/how to fix it. It looks like you either want people to race change go from mDK to Stamina DK or ditch the class all together.
There is no need for mDKs to slot chains, engulfing flames, deep breath or talons or any magicka based class ability for the group, the tanks do that and you see that as fine and instead change some minor useless things like Cauterize and shifting banner. Passives have been nerfed since IC update, skills have been nerfed (okay, 5% damage buff to whip 2 updated ago, which is nothing compared to 20% and 30% buffs you made to mNBs).
I said it 2 years ago and i will say it again, the mDK needs a proper rework (skills AND passives) to be at least on par with other melee builds, but here we are exactly as we were 2 years ago.
Nope. They should have something against Templars, as well as MagDKs, as they are the most gutted classes since Morrowind came out. They never were able to recovery from sustain nerfs, as they were both relying on a class spammable that it is almost impossible to sustain with the sustains nerf. PvE wise they are dead.
PvP wise, imho at the moment the game is quite well balanced (with MagWardens and StamWardens being the only specs that are slightly overperforming).
PvE wise, there are only Stamina specs and MagSorcs. Any other Mag spec is pretty much dead at the moment.
MagDk isn't good in PVP. Sustain is bad. No mobility. No burst. No execute. And now a distance nerf to Petrify.
There used to be a time when you associated a destro staff with a magDK. Now it's all about sword and shield.
Im at PVP rank 49. When I hit 50 I'm gonna retire my magDK and limit it to VMA because I'm guaranteed a weekly reward, even with a score of 1 point.
Toc de Malsvi wrote: »"Concentrated Force (Asylum Destro Staff): This Item Set’s proc now causes every second Force Shock you cast to always apply the Burning, Concussion, and Chilled status effects. The bonus visual effects on Force Shock will now only display when this proc occurs, instead of on every cast of Force Shock."
Not good enough.
Force Shock is a non-class-restricted spammable. People don't use it every ten seconds; they use it often. Certainly more than once in the time those elemental effects remain active. This change does nothing. It's still incredibly overpowered.
Its not that bad. 2x force pulse on the best one. GL farming that man.
@ZOS_Wrobel
Feeling like fixing all these DK bugs and unnerfing some of the mess with the class?
Leap: Bugs, costs ulti, also got ninja nerfed to stop leap2keep. Never got reverted after the fix.
Wings: Costs much too much, shields that absorb lots of damage and prevent status effects are cheap and spammable, wings takes status effects, only reflects some abilities, super expensive. And 2 limits to duration Woefully underpowered. Make it reflect pulse again. Either infinite time limited projectiles, or infinite projectiles limited time.
Chains: Height issues, projectile has to travel, auto CC immunity, sad. Gapclose is trash, and doesn't belong on DK tbh. Rework to completely different utility
Stonefist: Rework into a pull that stuns and then pulls, but doesn't give cc immunity unless the stun is broken.
Bro, that stone fist idea is ridiculously OP. You can't have a CC that doesn't give immunity. Beyond which that would serve the same purpose as chains.
Turning Stone Fist into another gap closer doesn't really fix anything. Same issues currently with Petrify vs Stone Fist would exist with Chains and any form of Stone Fist gap closer.
We really don't need a gap closer, 2/3 of the stam weapons that want a gap closer have one. The fighters guilds gives a really bad one. Mag DKs already have one in chains, and they really don't need to be able to lock people down further than they already can.
Mag DK only suffers from poor group utility and making Stone Fist a gap closer won't fix that.
Leap does bug out, that I can agree is something that should be fixed.
Nope. They should have something against Templars, as well as MagDKs, as they are the most gutted classes since Morrowind came out. They never were able to recovery from sustain nerfs, as they were both relying on a class spammable that it is almost impossible to sustain with the sustains nerf. PvE wise they are dead.
PvP wise, imho at the moment the game is quite well balanced (with MagWardens and StamWardens being the only specs that are slightly overperforming).
PvE wise, there are only Stamina specs and MagSorcs. Any other Mag spec is pretty much dead at the moment.
MagDk isn't good in PVP. Sustain is bad. No mobility. No burst. No execute. And now a distance nerf to Petrify.
There used to be a time when you associated a destro staff with a magDK. Now it's all about sword and shield.
Im at PVP rank 49. When I hit 50 I'm gonna retire my magDK and limit it to VMA because I'm guaranteed a weekly reward, even with a score of 1 point.
ZOS_GinaBruno wrote: »Armor
- Light Armor
- Annulment: Casting this ability and its morphs now requires that you wear 5 pieces of Light Armor.
- Medium Armor
- Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
- Heavy Armor
Developer Comments:
- Immovable: Casting this ability and its morphs now requires that you wear 5 pieces of Heavy Armor. We also increased the duration of this ability to 20 seconds from 13.5 at Rank IV.
We wanted to make each of the armor types feel more distinct from each other and have you make a more impactful decision when selecting Light, Medium or Heavy. Immovable’s duration was increased duration to help it feel different from the other abilities that provide major Resolve and Ward, and make it worth the button press for tanks who wish to spend Stamina in this way.
Nope. They should have something against Templars, as well as MagDKs, as they are the most gutted classes since Morrowind came out. They never were able to recovery from sustain nerfs, as they were both relying on a class spammable that it is almost impossible to sustain with the sustains nerf. PvE wise they are dead.
PvP wise, imho at the moment the game is quite well balanced (with MagWardens and StamWardens being the only specs that are slightly overperforming).
PvE wise, there are only Stamina specs and MagSorcs. Any other Mag spec is pretty much dead at the moment.
MagDk isn't good in PVP. Sustain is bad. No mobility. No burst. No execute. And now a distance nerf to Petrify.
There used to be a time when you associated a destro staff with a magDK. Now it's all about sword and shield.
Im at PVP rank 49. When I hit 50 I'm gonna retire my magDK and limit it to VMA because I'm guaranteed a weekly reward, even with a score of 1 point.
Magdk is super strong in pvp. Wtf are you doing with yours.
Why are all the mag DKs moaning?
75% of your enemies are vampires in PVP and take 25% extra damage from your attacks.
Your resistance is the highest, you have dragon leap which is cheap, can't dodge it and hits like a truck, oh and it's a gap closer.
You have a good heal and your CCs are the best.
But no, you want a gap closer, execute and mobility too.
Lol what on Earth would be the point in playing ANY other class if we had that?
RandomName123 wrote: »I don't get this logic. You do this:
Petrify: Reduced the range of this ability and its morphs to 8 meters from 15 meters.
Developer Comments:
Spoiler
This change helps further differentiate the Petrify and Stonefist abilities, and makes it more risky for the Dragonknight to apply Petrify’s instant, unavoidable crowd control on an enemy.
But then you add to the earlier PTS (3.2.0) the change below for Sorcs... and keep the 40+ meter range, that this same unavoidable CC will be applied in PvP by Sorcs. Shouldn't this be toned down as well to make the Sorcs come in close to apply?:
from 3.2.0 Rune Prison: This ability and its morphs are no longer 30-second disorients. Instead, they are 2.5-second stuns that cannot be blocked or dodged, and they can be placed on multiple targets.
You mention the range reduction of Petrify as counterplay on ESO live, but then give Sorcs an even better version of it and let them keep 41m range. Petrify and Stonefist are already differentiated in range on live as is. 15m vs 41m (in PvP). Am I missing something?
newtinmpls wrote: »This:
Armor
Light Armor
Annulment: Casting this ability and its morphs now requires that you wear 5 pieces of Light Armor.
Medium Armor
Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.
Heavy Armor
Immovable: Casting this ability and its morphs now requires that you wear 5 pieces of Heavy Armor. We also increased the duration of this ability to 20 seconds from 13.5 at Rank IV.
Developer Comments:
Spoiler
We wanted to make each of the armor types feel more distinct from each other and have you make a more impactful decision when selecting Light, Medium or Heavy. Immovable’s duration was increased duration to help it feel different from the other abilities that provide major Resolve and Ward, and make it worth the button press for tanks who wish to spend Stamina in this way.
This is not the way to do it. The passives already are quite different from each other.
This just is a pain in the parts.
Why are all the mag DKs moaning?
75% of your enemies are vampires in PVP and take 25% extra damage from your attacks.
Your resistance is the highest, you have dragon leap which is cheap, can't dodge it and hits like a truck, oh and it's a gap closer.
You have a good heal and your CCs are the best.
But no, you want a gap closer, execute and mobility too.
Lol what on Earth would be the point in playing ANY other class if we had that?
Those vamps are resisting thanks to elemental defender.
CCs are the best? in melee range maybe, but 90% of players run immovable pots, this is arguable.
Leap is a gap closer? It is an ultimate that can be blocked or dodged intime, compare it to any other cheap ulti or something that costs the same, it is not all that, not to mention the animation bugs you get stuck in half the time.
We do not "want " a gap closer, we mentioned LACKING a gap closer, it should be compensated, just like not having an execute, some compensation is worth considering.
You have very little info in how the mDk was before IC update, after and even today. You are probably being carried or running with a healer in Cyrodiil, or having some stamina guy with you while you CC and leap and he bursts.
ZOS_GinaBruno wrote: »
We've further updated the PTS character template. Now, when you make a new character using a template, you will immediately learn all Crafting Styles currently available in the game. As such, we've removed the Crafter's Limitless Library item from the character template as it is no longer necessary.
ZOS_GinaBruno wrote: »
Combat & Gameplay
Champion System
- The Befoul Champion passive is not currently functioning, but will be fixed in a future PTS patch.
ZOS_GinaBruno wrote: »
Warden, Balance
- Animal Companions
- Feral Guardian: Activating the Guardian’s Wrath or Guardian’s Savagery special ability from this ability and its morphs will now grant your bear snare, immobilization, and crowd control immunity for 8 seconds.
Developer Comments:This change should help the bear deal with CC while still allowing for counter play. We’ll continue to make improvements in future updates.
- Green Balance
- Lotus Flower: This ability and its morphs will now restore health on partially-charged Heavy Attacks, equal to the amount of health restored on Light Attacks.
- Secluded Grove: Reduced the healing over time done by this ability and its morphs by approximately 33%.
Developer Comments:We like that Secluded Grove is a cheap Ultimate that Wardens can use frequently for dangerous moments, but the amount of healing it was doing was too high for that low cost.
Warden, Bug Fixes
- Animal Companions
- Betty Netch: The beam cast by the netch summoned from this ability and its morphs will now be hidden if your character is sneaking or invisible.
ZOS_GinaBruno wrote: »
Shadowy Supplier
- Remains-Silent will no longer silently provide you with only a furnishing when she elects to give you one. You will now receive the furnishing alongside your normal materials for that choice.
montiferus wrote: »I think the changes to the armor skills is good overall. That said the immovable skill is an absolute joke. It is a completely worthless skill even with this current buff. You need to rethink it entirely to make it more attractive.
necronyteub17_ESO wrote: »RandomName123 wrote: »I don't get this logic. You do this:
Petrify: Reduced the range of this ability and its morphs to 8 meters from 15 meters.
Developer Comments:
Spoiler
This change helps further differentiate the Petrify and Stonefist abilities, and makes it more risky for the Dragonknight to apply Petrify’s instant, unavoidable crowd control on an enemy.
But then you add to the earlier PTS (3.2.0) the change below for Sorcs... and keep the 40+ meter range, that this same unavoidable CC will be applied in PvP by Sorcs. Shouldn't this be toned down as well to make the Sorcs come in close to apply?:
from 3.2.0 Rune Prison: This ability and its morphs are no longer 30-second disorients. Instead, they are 2.5-second stuns that cannot be blocked or dodged, and they can be placed on multiple targets.
You mention the range reduction of Petrify as counterplay on ESO live, but then give Sorcs an even better version of it and let them keep 41m range. Petrify and Stonefist are already differentiated in range on live as is. 15m vs 41m (in PvP). Am I missing something?
Thats because sorcs dont often were heavy armor and have many of the other survival skills of a DK. Just walk up closer or use that annoying leap you have and get over it.
Why are all the mag DKs moaning?
75% of your enemies are vampires in PVP and take 25% extra damage from your attacks.
Your resistance is the highest, you have dragon leap which is cheap, can't dodge it and hits like a truck, oh and it's a gap closer.
You have a good heal and your CCs are the best.
But no, you want a gap closer, execute and mobility too.
Lol what on Earth would be the point in playing ANY other class if we had that?
Those vamps are resisting thanks to elemental defender.
CCs are the best? in melee range maybe, but 90% of players run immovable pots, this is arguable.
Leap is a gap closer? It is an ultimate that can be blocked or dodged intime, compare it to any other cheap ulti or something that costs the same, it is not all that, not to mention the animation bugs you get stuck in half the time.
We do not "want " a gap closer, we mentioned LACKING a gap closer, it should be compensated, just like not having an execute, some compensation is worth considering.
You have very little info in how the mDk was before IC update, after and even today. You are probably being carried or running with a healer in Cyrodiil, or having some stamina guy with you while you CC and leap and he bursts.
DK is in a good spot
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.
I play one and see them all the time on console. Especially in battlegrounds, mag DK specifically is very strong in battlegrounds. Not as strong as mag warden for BGs but that is almost entirely because of the healing ult.Why are all the mag DKs moaning?
75% of your enemies are vampires in PVP and take 25% extra damage from your attacks.
Your resistance is the highest, you have dragon leap which is cheap, can't dodge it and hits like a truck, oh and it's a gap closer.
You have a good heal and your CCs are the best.
But no, you want a gap closer, execute and mobility too.
Lol what on Earth would be the point in playing ANY other class if we had that?
Those vamps are resisting thanks to elemental defender.
CCs are the best? in melee range maybe, but 90% of players run immovable pots, this is arguable.
Leap is a gap closer? It is an ultimate that can be blocked or dodged intime, compare it to any other cheap ulti or something that costs the same, it is not all that, not to mention the animation bugs you get stuck in half the time.
We do not "want " a gap closer, we mentioned LACKING a gap closer, it should be compensated, just like not having an execute, some compensation is worth considering.
You have very little info in how the mDk was before IC update, after and even today. You are probably being carried or running with a healer in Cyrodiil, or having some stamina guy with you while you CC and leap and he bursts.
DK is in a good spot
If being non-existent in PvP groups is a "good spot" then yeah I guess we're in a great spot.
You should actually try playing DK before commenting on its viability.
Toc de Malsvi wrote: »I play one and see them all the time on console. Especially in battlegrounds, mag DK specifically is very strong in battlegrounds. Not as strong as mag warden for BGs but that is almost entirely because of the healing ult.Why are all the mag DKs moaning?
75% of your enemies are vampires in PVP and take 25% extra damage from your attacks.
Your resistance is the highest, you have dragon leap which is cheap, can't dodge it and hits like a truck, oh and it's a gap closer.
You have a good heal and your CCs are the best.
But no, you want a gap closer, execute and mobility too.
Lol what on Earth would be the point in playing ANY other class if we had that?
Those vamps are resisting thanks to elemental defender.
CCs are the best? in melee range maybe, but 90% of players run immovable pots, this is arguable.
Leap is a gap closer? It is an ultimate that can be blocked or dodged intime, compare it to any other cheap ulti or something that costs the same, it is not all that, not to mention the animation bugs you get stuck in half the time.
We do not "want " a gap closer, we mentioned LACKING a gap closer, it should be compensated, just like not having an execute, some compensation is worth considering.
You have very little info in how the mDk was before IC update, after and even today. You are probably being carried or running with a healer in Cyrodiil, or having some stamina guy with you while you CC and leap and he bursts.
DK is in a good spot
If being non-existent in PvP groups is a "good spot" then yeah I guess we're in a great spot.
You should actually try playing DK before commenting on its viability.
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.