Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Outside of scaling Green Dragons Blood with stamina which possibly could everything else on your list is in no way balanced and most of the blatantly over powered.
I don't agree with most of the ideas on OP.
But those wouldn't make sDk op, as much stronger tools already exist in stamden's arsenal. they do have an aoe frost ult with major protection, a reflect that costs nothing and gives major heroism, bird of prey that gives them major expedition, major endurance, minor berserk..
I can go on and list 10000 reasons why stamdens are ridicilous but lets get back on what we were about.
stamina GDB and a stamina whip would be more than enough for sDk to get back on his feet.
or zos could simply revert the igneous shield nerf so that its worth using again.
SnB sDK builds would not benefit from stamina whip, but they would use better healing for sure.
As for why stamina whip is important, Its because dizzy swing and flurry sucks, and both work better on a stamsorc.
Which forces Dk to SnB. Stamina whip could change that.
And the empowering chains needs to be reworked in a way to work similar to warden's bird of prey. (less of the generic gapcloser+damage and more of buffing the caster)
Its just an odd skill that doesnt really work.
And as a last suggestion,
Stamina wings, absorb instead of reflect, with minor heroism, BUT no snare removal.(That way Dk builds without SnB will still have minor heroism, Im trying to break the chains of SnB from sDk here.)
giving snare removal to wings would make heavy armor Dk mobility without sacrificing anything for it.
What I was trying to suggest was giving the stam dk a reason to be played smallscaling.
Only a stamina whip and a burst heal won't change nothing in group play. What SDK really lacks is some sort of group utility,I'm tired of people in my group asking me to log my stamden or stamsorc.
so, you want me to explain, right.
first of all, 5 second delayed burst on noxious breath sucks. It will make it a *** version of sub assault, with shittier hitbox and more delay.
And your suggestions to passive spells will make mDk even more ridicilous than it already is.
Draw essence is another hold block & burst spell that is popular for mDks. Its a unique, fun ability BUT, it doesnt do anything special. Its yet another spell that shines on turtle DKs.
So sorry, your ideas wont make sDK a group hero. It will make the turtle turn into a hedgehog.
On group play I do wear medium on my sDk. and tank Dk is already in a fine spot so I make my suggestions taking medium armor DKs into consideration.
I don't want sDk to turn back into the meta ''go to'' class for everybody. I want this class to sit in a playable spot, as a DPS toon. If I had a poison variant of molten whip morph, that would open up soooo many possibilities, like dual wield armor of the truth, combined with tactician/exploiter passives, would make into a very fine stamDk DD build.
meanwhile I do agree with a stamina wings morph.
BUT, giving it both minor heroism and snare removal is too much.
That way there would be no reason for DKs to decide between medium 2h/heavy SnB playstyles, everybody would go heavy armor if wings had snare removal+minor heroism. It should be only minor heroism, for the sake of diversity and balance.
Another third effect might be added to compensate if it ends up too weak. but not snare removal, I originally suggested this exact same thing before, but then I realized how mobility makes medium unique ,and such a change would kill diversity for my own toon, I regretted even suggesting it after that.
Like I said,I don't see how a a stamina whip will help the group. I too play a medium build (and it's unique) and it's very effective damage and healing wise,but I don't know how a stamina whip will improve that. Other classes have spammables but they are useful because they sinergies well with other skills. A stamina whip will just makes SDK thhe low qi brother of mag dk. And no,deep breath is not just a turtling skill but a way of delaying your burst,something crucial in the current meta.
Stam whip means dual wield possibility.
That means a lot. MDk are popular because fire lash is the best spammable in the entire game.
Having strong damage is very valueable to a stam toon that can also hold his ground.
If I can melt things reliably, I will be valueable in small scale. You dont have to be the one supporting your team. You can be the berserker and let your group support you as you murder people.
With a poison whip amping my poison damage I would wear morag tong or alchemist to deal astronomical high hits on people. Dual wield is veeery strong if you have skills neccessary to make it work.
All sDk needs atm for that berserker DW theme is empowering chains rework and poison whip.
Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Outside of scaling Green Dragons Blood with stamina which possibly could everything else on your list is in no way balanced and most of the blatantly over powered.
I don't agree with most of the ideas on OP.
But those wouldn't make sDk op, as much stronger tools already exist in stamden's arsenal. they do have an aoe frost ult with major protection, a reflect that costs nothing and gives major heroism, bird of prey that gives them major expedition, major endurance, minor berserk..
I can go on and list 10000 reasons why stamdens are ridicilous but lets get back on what we were about.
stamina GDB and a stamina whip would be more than enough for sDk to get back on his feet.
or zos could simply revert the igneous shield nerf so that its worth using again.
SnB sDK builds would not benefit from stamina whip, but they would use better healing for sure.
As for why stamina whip is important, Its because dizzy swing and flurry sucks, and both work better on a stamsorc.
Which forces Dk to SnB. Stamina whip could change that.
And the empowering chains needs to be reworked in a way to work similar to warden's bird of prey. (less of the generic gapcloser+damage and more of buffing the caster)
Its just an odd skill that doesnt really work.
And as a last suggestion,
Stamina wings, absorb instead of reflect, with minor heroism, BUT no snare removal.(That way Dk builds without SnB will still have minor heroism, Im trying to break the chains of SnB from sDk here.)
giving snare removal to wings would make heavy armor Dk mobility without sacrificing anything for it.
What I was trying to suggest was giving the stam dk a reason to be played smallscaling.
Only a stamina whip and a burst heal won't change nothing in group play. What SDK really lacks is some sort of group utility,I'm tired of people in my group asking me to log my stamden or stamsorc.
so, you want me to explain, right.
first of all, 5 second delayed burst on noxious breath sucks. It will make it a *** version of sub assault, with shittier hitbox and more delay.
And your suggestions to passive spells will make mDk even more ridicilous than it already is.
Draw essence is another hold block & burst spell that is popular for mDks. Its a unique, fun ability BUT, it doesnt do anything special. Its yet another spell that shines on turtle DKs.
So sorry, your ideas wont make sDK a group hero. It will make the turtle turn into a hedgehog.
On group play I do wear medium on my sDk. and tank Dk is already in a fine spot so I make my suggestions taking medium armor DKs into consideration.
I don't want sDk to turn back into the meta ''go to'' class for everybody. I want this class to sit in a playable spot, as a DPS toon. If I had a poison variant of molten whip morph, that would open up soooo many possibilities, like dual wield armor of the truth, combined with tactician/exploiter passives, would make into a very fine stamDk DD build.
meanwhile I do agree with a stamina wings morph.
BUT, giving it both minor heroism and snare removal is too much.
That way there would be no reason for DKs to decide between medium 2h/heavy SnB playstyles, everybody would go heavy armor if wings had snare removal+minor heroism. It should be only minor heroism, for the sake of diversity and balance.
Another third effect might be added to compensate if it ends up too weak. but not snare removal, I originally suggested this exact same thing before, but then I realized how mobility makes medium unique ,and such a change would kill diversity for my own toon, I regretted even suggesting it after that.
Like I said,I don't see how a a stamina whip will help the group. I too play a medium build (and it's unique) and it's very effective damage and healing wise,but I don't know how a stamina whip will improve that. Other classes have spammables but they are useful because they sinergies well with other skills. A stamina whip will just makes SDK thhe low qi brother of mag dk. And no,deep breath is not just a turtling skill but a way of delaying your burst,something crucial in the current meta.
Stam whip means dual wield possibility.
That means a lot. MDk are popular because fire lash is the best spammable in the entire game.
Having strong damage is very valueable to a stam toon that can also hold his ground.
If I can melt things reliably, I will be valueable in small scale. You dont have to be the one supporting your team. You can be the berserker and let your group support you as you murder people.
With a poison whip amping my poison damage I would wear morag tong or alchemist to deal astronomical high hits on people. Dual wield is veeery strong if you have skills neccessary to make it work.
All sDk needs atm for that berserker DW theme is empowering chains rework and poison whip.
Well man seems that you just want to play a SDK with a dual wield and lacking experience.
When small scaling it's all about damage+utility.
Having damage is the easiest part but the difference between a pug and a good player is that he can have some use WHILE doing lot of damage.
My leap hits for 10-16k aoe but still the character is useless in most of the situation , especially when facing an enemy group who know what he's doing (but SDK is incredibly good at wiping pugs tho)
Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Outside of scaling Green Dragons Blood with stamina which possibly could everything else on your list is in no way balanced and most of the blatantly over powered.
I don't agree with most of the ideas on OP.
But those wouldn't make sDk op, as much stronger tools already exist in stamden's arsenal. they do have an aoe frost ult with major protection, a reflect that costs nothing and gives major heroism, bird of prey that gives them major expedition, major endurance, minor berserk..
I can go on and list 10000 reasons why stamdens are ridicilous but lets get back on what we were about.
stamina GDB and a stamina whip would be more than enough for sDk to get back on his feet.
or zos could simply revert the igneous shield nerf so that its worth using again.
SnB sDK builds would not benefit from stamina whip, but they would use better healing for sure.
As for why stamina whip is important, Its because dizzy swing and flurry sucks, and both work better on a stamsorc.
Which forces Dk to SnB. Stamina whip could change that.
And the empowering chains needs to be reworked in a way to work similar to warden's bird of prey. (less of the generic gapcloser+damage and more of buffing the caster)
Its just an odd skill that doesnt really work.
And as a last suggestion,
Stamina wings, absorb instead of reflect, with minor heroism, BUT no snare removal.(That way Dk builds without SnB will still have minor heroism, Im trying to break the chains of SnB from sDk here.)
giving snare removal to wings would make heavy armor Dk mobility without sacrificing anything for it.
What I was trying to suggest was giving the stam dk a reason to be played smallscaling.
Only a stamina whip and a burst heal won't change nothing in group play. What SDK really lacks is some sort of group utility,I'm tired of people in my group asking me to log my stamden or stamsorc.
so, you want me to explain, right.
first of all, 5 second delayed burst on noxious breath sucks. It will make it a *** version of sub assault, with shittier hitbox and more delay.
And your suggestions to passive spells will make mDk even more ridicilous than it already is.
Draw essence is another hold block & burst spell that is popular for mDks. Its a unique, fun ability BUT, it doesnt do anything special. Its yet another spell that shines on turtle DKs.
So sorry, your ideas wont make sDK a group hero. It will make the turtle turn into a hedgehog.
On group play I do wear medium on my sDk. and tank Dk is already in a fine spot so I make my suggestions taking medium armor DKs into consideration.
I don't want sDk to turn back into the meta ''go to'' class for everybody. I want this class to sit in a playable spot, as a DPS toon. If I had a poison variant of molten whip morph, that would open up soooo many possibilities, like dual wield armor of the truth, combined with tactician/exploiter passives, would make into a very fine stamDk DD build.
meanwhile I do agree with a stamina wings morph.
BUT, giving it both minor heroism and snare removal is too much.
That way there would be no reason for DKs to decide between medium 2h/heavy SnB playstyles, everybody would go heavy armor if wings had snare removal+minor heroism. It should be only minor heroism, for the sake of diversity and balance.
Another third effect might be added to compensate if it ends up too weak. but not snare removal, I originally suggested this exact same thing before, but then I realized how mobility makes medium unique ,and such a change would kill diversity for my own toon, I regretted even suggesting it after that.
Like I said,I don't see how a a stamina whip will help the group. I too play a medium build (and it's unique) and it's very effective damage and healing wise,but I don't know how a stamina whip will improve that. Other classes have spammables but they are useful because they sinergies well with other skills. A stamina whip will just makes SDK thhe low qi brother of mag dk. And no,deep breath is not just a turtling skill but a way of delaying your burst,something crucial in the current meta.
Stam whip means dual wield possibility.
That means a lot. MDk are popular because fire lash is the best spammable in the entire game.
Having strong damage is very valueable to a stam toon that can also hold his ground.
If I can melt things reliably, I will be valueable in small scale. You dont have to be the one supporting your team. You can be the berserker and let your group support you as you murder people.
With a poison whip amping my poison damage I would wear morag tong or alchemist to deal astronomical high hits on people. Dual wield is veeery strong if you have skills neccessary to make it work.
All sDk needs atm for that berserker DW theme is empowering chains rework and poison whip.
Well man seems that you just want to play a SDK with a dual wield and lacking experience.
When small scaling it's all about damage+utility.
Having damage is the easiest part but the difference between a pug and a good player is that he can have some use WHILE doing lot of damage.
My leap hits for 10-16k aoe but still the character is useless in most of the situation , especially when facing an enemy group who know what he's doing (but SDK is incredibly good at wiping pugs tho)
I'm pretty sure Im not lacking experience. Can't tell the same for you sadly.
Your ideas won't make anyone pick sDk over stamden. You don't know what makes a toon good in a group.
You don't even know what makes sDK bad.
More dot damage? poison standart? Who will value the stupid standart and dots, while a stamden can wipe a group in half a second?
a coordinated group will NEVER go for high TTK playstyle. Never. Its all about going in, finishing people and going out.
%4 more damage, %4 cost reduction, oh boy this will surely solve all my problems!
Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Outside of scaling Green Dragons Blood with stamina which possibly could everything else on your list is in no way balanced and most of the blatantly over powered.
I don't agree with most of the ideas on OP.
But those wouldn't make sDk op, as much stronger tools already exist in stamden's arsenal. they do have an aoe frost ult with major protection, a reflect that costs nothing and gives major heroism, bird of prey that gives them major expedition, major endurance, minor berserk..
I can go on and list 10000 reasons why stamdens are ridicilous but lets get back on what we were about.
stamina GDB and a stamina whip would be more than enough for sDk to get back on his feet.
or zos could simply revert the igneous shield nerf so that its worth using again.
SnB sDK builds would not benefit from stamina whip, but they would use better healing for sure.
As for why stamina whip is important, Its because dizzy swing and flurry sucks, and both work better on a stamsorc.
Which forces Dk to SnB. Stamina whip could change that.
And the empowering chains needs to be reworked in a way to work similar to warden's bird of prey. (less of the generic gapcloser+damage and more of buffing the caster)
Its just an odd skill that doesnt really work.
And as a last suggestion,
Stamina wings, absorb instead of reflect, with minor heroism, BUT no snare removal.(That way Dk builds without SnB will still have minor heroism, Im trying to break the chains of SnB from sDk here.)
giving snare removal to wings would make heavy armor Dk mobility without sacrificing anything for it.
What I was trying to suggest was giving the stam dk a reason to be played smallscaling.
Only a stamina whip and a burst heal won't change nothing in group play. What SDK really lacks is some sort of group utility,I'm tired of people in my group asking me to log my stamden or stamsorc.
so, you want me to explain, right.
first of all, 5 second delayed burst on noxious breath sucks. It will make it a *** version of sub assault, with shittier hitbox and more delay.
And your suggestions to passive spells will make mDk even more ridicilous than it already is.
Draw essence is another hold block & burst spell that is popular for mDks. Its a unique, fun ability BUT, it doesnt do anything special. Its yet another spell that shines on turtle DKs.
So sorry, your ideas wont make sDK a group hero. It will make the turtle turn into a hedgehog.
On group play I do wear medium on my sDk. and tank Dk is already in a fine spot so I make my suggestions taking medium armor DKs into consideration.
I don't want sDk to turn back into the meta ''go to'' class for everybody. I want this class to sit in a playable spot, as a DPS toon. If I had a poison variant of molten whip morph, that would open up soooo many possibilities, like dual wield armor of the truth, combined with tactician/exploiter passives, would make into a very fine stamDk DD build.
meanwhile I do agree with a stamina wings morph.
BUT, giving it both minor heroism and snare removal is too much.
That way there would be no reason for DKs to decide between medium 2h/heavy SnB playstyles, everybody would go heavy armor if wings had snare removal+minor heroism. It should be only minor heroism, for the sake of diversity and balance.
Another third effect might be added to compensate if it ends up too weak. but not snare removal, I originally suggested this exact same thing before, but then I realized how mobility makes medium unique ,and such a change would kill diversity for my own toon, I regretted even suggesting it after that.
Like I said,I don't see how a a stamina whip will help the group. I too play a medium build (and it's unique) and it's very effective damage and healing wise,but I don't know how a stamina whip will improve that. Other classes have spammables but they are useful because they sinergies well with other skills. A stamina whip will just makes SDK thhe low qi brother of mag dk. And no,deep breath is not just a turtling skill but a way of delaying your burst,something crucial in the current meta.
Stam whip means dual wield possibility.
That means a lot. MDk are popular because fire lash is the best spammable in the entire game.
Having strong damage is very valueable to a stam toon that can also hold his ground.
If I can melt things reliably, I will be valueable in small scale. You dont have to be the one supporting your team. You can be the berserker and let your group support you as you murder people.
With a poison whip amping my poison damage I would wear morag tong or alchemist to deal astronomical high hits on people. Dual wield is veeery strong if you have skills neccessary to make it work.
All sDk needs atm for that berserker DW theme is empowering chains rework and poison whip.
Well man seems that you just want to play a SDK with a dual wield and lacking experience.
When small scaling it's all about damage+utility.
Having damage is the easiest part but the difference between a pug and a good player is that he can have some use WHILE doing lot of damage.
My leap hits for 10-16k aoe but still the character is useless in most of the situation , especially when facing an enemy group who know what he's doing (but SDK is incredibly good at wiping pugs tho)
I'm pretty sure Im not lacking experience. Can't tell the same for you sadly.
Your ideas won't make anyone pick sDk over stamden. You don't know what makes a toon good in a group.
You don't even know what makes sDK bad.
More dot damage? poison standart? Who will value the stupid standart and dots, while a stamden can wipe a group in half a second?
a coordinated group will NEVER go for high TTK playstyle. Never. Its all about going in, finishing people and going out.
%4 more damage, %4 cost reduction, oh boy this will surely solve all my problems!
Please,link a screenshot of the time played on your dk,then we can talk about experience.
Good dks don't need a class spammable,especially with the lack of weapon slots. You know,using a avg 5k DMG skill won't take you anywhere. Even now you can heavy attack+crit rush if you really need a reliable spammable but you probably don't even know how to animation cancel so maybe that's why you need a poison lash.
PvP is all about delayed damage but you keep saying a low DMG spammable with no bonus effect (like SA fracture, Jabs being undodgeable+savagery,or birds being undodgeable+delayed+small healing) will change the stamina dk. That's what I consider lack of experience.
Dk needs useful passives and more stamina skills to give him an identity,not a patethic green whip so you can run an unsuccessful build (using 120 points on the atronach for tactitian will make you lose the best cp passive for a dk,Last stand,just an example of how you need more experience before theory craft).
Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Outside of scaling Green Dragons Blood with stamina which possibly could everything else on your list is in no way balanced and most of the blatantly over powered.
I don't agree with most of the ideas on OP.
But those wouldn't make sDk op, as much stronger tools already exist in stamden's arsenal. they do have an aoe frost ult with major protection, a reflect that costs nothing and gives major heroism, bird of prey that gives them major expedition, major endurance, minor berserk..
I can go on and list 10000 reasons why stamdens are ridicilous but lets get back on what we were about.
stamina GDB and a stamina whip would be more than enough for sDk to get back on his feet.
or zos could simply revert the igneous shield nerf so that its worth using again.
SnB sDK builds would not benefit from stamina whip, but they would use better healing for sure.
As for why stamina whip is important, Its because dizzy swing and flurry sucks, and both work better on a stamsorc.
Which forces Dk to SnB. Stamina whip could change that.
And the empowering chains needs to be reworked in a way to work similar to warden's bird of prey. (less of the generic gapcloser+damage and more of buffing the caster)
Its just an odd skill that doesnt really work.
And as a last suggestion,
Stamina wings, absorb instead of reflect, with minor heroism, BUT no snare removal.(That way Dk builds without SnB will still have minor heroism, Im trying to break the chains of SnB from sDk here.)
giving snare removal to wings would make heavy armor Dk mobility without sacrificing anything for it.
What I was trying to suggest was giving the stam dk a reason to be played smallscaling.
Only a stamina whip and a burst heal won't change nothing in group play. What SDK really lacks is some sort of group utility,I'm tired of people in my group asking me to log my stamden or stamsorc.
so, you want me to explain, right.
first of all, 5 second delayed burst on noxious breath sucks. It will make it a *** version of sub assault, with shittier hitbox and more delay.
And your suggestions to passive spells will make mDk even more ridicilous than it already is.
Draw essence is another hold block & burst spell that is popular for mDks. Its a unique, fun ability BUT, it doesnt do anything special. Its yet another spell that shines on turtle DKs.
So sorry, your ideas wont make sDK a group hero. It will make the turtle turn into a hedgehog.
On group play I do wear medium on my sDk. and tank Dk is already in a fine spot so I make my suggestions taking medium armor DKs into consideration.
I don't want sDk to turn back into the meta ''go to'' class for everybody. I want this class to sit in a playable spot, as a DPS toon. If I had a poison variant of molten whip morph, that would open up soooo many possibilities, like dual wield armor of the truth, combined with tactician/exploiter passives, would make into a very fine stamDk DD build.
meanwhile I do agree with a stamina wings morph.
BUT, giving it both minor heroism and snare removal is too much.
That way there would be no reason for DKs to decide between medium 2h/heavy SnB playstyles, everybody would go heavy armor if wings had snare removal+minor heroism. It should be only minor heroism, for the sake of diversity and balance.
Another third effect might be added to compensate if it ends up too weak. but not snare removal, I originally suggested this exact same thing before, but then I realized how mobility makes medium unique ,and such a change would kill diversity for my own toon, I regretted even suggesting it after that.
Like I said,I don't see how a a stamina whip will help the group. I too play a medium build (and it's unique) and it's very effective damage and healing wise,but I don't know how a stamina whip will improve that. Other classes have spammables but they are useful because they sinergies well with other skills. A stamina whip will just makes SDK thhe low qi brother of mag dk. And no,deep breath is not just a turtling skill but a way of delaying your burst,something crucial in the current meta.
Stam whip means dual wield possibility.
That means a lot. MDk are popular because fire lash is the best spammable in the entire game.
Having strong damage is very valueable to a stam toon that can also hold his ground.
If I can melt things reliably, I will be valueable in small scale. You dont have to be the one supporting your team. You can be the berserker and let your group support you as you murder people.
With a poison whip amping my poison damage I would wear morag tong or alchemist to deal astronomical high hits on people. Dual wield is veeery strong if you have skills neccessary to make it work.
All sDk needs atm for that berserker DW theme is empowering chains rework and poison whip.
Well man seems that you just want to play a SDK with a dual wield and lacking experience.
When small scaling it's all about damage+utility.
Having damage is the easiest part but the difference between a pug and a good player is that he can have some use WHILE doing lot of damage.
My leap hits for 10-16k aoe but still the character is useless in most of the situation , especially when facing an enemy group who know what he's doing (but SDK is incredibly good at wiping pugs tho)
I'm pretty sure Im not lacking experience. Can't tell the same for you sadly.
Your ideas won't make anyone pick sDk over stamden. You don't know what makes a toon good in a group.
You don't even know what makes sDK bad.
More dot damage? poison standart? Who will value the stupid standart and dots, while a stamden can wipe a group in half a second?
a coordinated group will NEVER go for high TTK playstyle. Never. Its all about going in, finishing people and going out.
%4 more damage, %4 cost reduction, oh boy this will surely solve all my problems!
Please,link a screenshot of the time played on your dk,then we can talk about experience.
Good dks don't need a class spammable,especially with the lack of weapon slots. You know,using a avg 5k DMG skill won't take you anywhere. Even now you can heavy attack+crit rush if you really need a reliable spammable but you probably don't even know how to animation cancel so maybe that's why you need a poison lash.
PvP is all about delayed damage but you keep saying a low DMG spammable with no bonus effect (like SA fracture, Jabs being undodgeable+savagery,or birds being undodgeable+delayed+small healing) will change the stamina dk. That's what I consider lack of experience.
Dk needs useful passives and more stamina skills to give him an identity,not a patethic green whip so you can run an unsuccessful build (using 120 points on the atronach for tactitian will make you lose the best cp passive for a dk,Last stand,just an example of how you need more experience before theory craft).
and now you're talking total nonsense,and also assuming I dont know how to animation cancel. Can you get even more salty?
If your end game plan is going down to %20 hp so you can proc last stand.. Sure buddy, good luck surviving magsorcs.
Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Outside of scaling Green Dragons Blood with stamina which possibly could everything else on your list is in no way balanced and most of the blatantly over powered.
I don't agree with most of the ideas on OP.
But those wouldn't make sDk op, as much stronger tools already exist in stamden's arsenal. they do have an aoe frost ult with major protection, a reflect that costs nothing and gives major heroism, bird of prey that gives them major expedition, major endurance, minor berserk..
I can go on and list 10000 reasons why stamdens are ridicilous but lets get back on what we were about.
stamina GDB and a stamina whip would be more than enough for sDk to get back on his feet.
or zos could simply revert the igneous shield nerf so that its worth using again.
SnB sDK builds would not benefit from stamina whip, but they would use better healing for sure.
As for why stamina whip is important, Its because dizzy swing and flurry sucks, and both work better on a stamsorc.
Which forces Dk to SnB. Stamina whip could change that.
And the empowering chains needs to be reworked in a way to work similar to warden's bird of prey. (less of the generic gapcloser+damage and more of buffing the caster)
Its just an odd skill that doesnt really work.
And as a last suggestion,
Stamina wings, absorb instead of reflect, with minor heroism, BUT no snare removal.(That way Dk builds without SnB will still have minor heroism, Im trying to break the chains of SnB from sDk here.)
giving snare removal to wings would make heavy armor Dk mobility without sacrificing anything for it.
What I was trying to suggest was giving the stam dk a reason to be played smallscaling.
Only a stamina whip and a burst heal won't change nothing in group play. What SDK really lacks is some sort of group utility,I'm tired of people in my group asking me to log my stamden or stamsorc.
so, you want me to explain, right.
first of all, 5 second delayed burst on noxious breath sucks. It will make it a *** version of sub assault, with shittier hitbox and more delay.
And your suggestions to passive spells will make mDk even more ridicilous than it already is.
Draw essence is another hold block & burst spell that is popular for mDks. Its a unique, fun ability BUT, it doesnt do anything special. Its yet another spell that shines on turtle DKs.
So sorry, your ideas wont make sDK a group hero. It will make the turtle turn into a hedgehog.
On group play I do wear medium on my sDk. and tank Dk is already in a fine spot so I make my suggestions taking medium armor DKs into consideration.
I don't want sDk to turn back into the meta ''go to'' class for everybody. I want this class to sit in a playable spot, as a DPS toon. If I had a poison variant of molten whip morph, that would open up soooo many possibilities, like dual wield armor of the truth, combined with tactician/exploiter passives, would make into a very fine stamDk DD build.
meanwhile I do agree with a stamina wings morph.
BUT, giving it both minor heroism and snare removal is too much.
That way there would be no reason for DKs to decide between medium 2h/heavy SnB playstyles, everybody would go heavy armor if wings had snare removal+minor heroism. It should be only minor heroism, for the sake of diversity and balance.
Another third effect might be added to compensate if it ends up too weak. but not snare removal, I originally suggested this exact same thing before, but then I realized how mobility makes medium unique ,and such a change would kill diversity for my own toon, I regretted even suggesting it after that.
Like I said,I don't see how a a stamina whip will help the group. I too play a medium build (and it's unique) and it's very effective damage and healing wise,but I don't know how a stamina whip will improve that. Other classes have spammables but they are useful because they sinergies well with other skills. A stamina whip will just makes SDK thhe low qi brother of mag dk. And no,deep breath is not just a turtling skill but a way of delaying your burst,something crucial in the current meta.
Stam whip means dual wield possibility.
That means a lot. MDk are popular because fire lash is the best spammable in the entire game.
Having strong damage is very valueable to a stam toon that can also hold his ground.
If I can melt things reliably, I will be valueable in small scale. You dont have to be the one supporting your team. You can be the berserker and let your group support you as you murder people.
With a poison whip amping my poison damage I would wear morag tong or alchemist to deal astronomical high hits on people. Dual wield is veeery strong if you have skills neccessary to make it work.
All sDk needs atm for that berserker DW theme is empowering chains rework and poison whip.
Well man seems that you just want to play a SDK with a dual wield and lacking experience.
When small scaling it's all about damage+utility.
Having damage is the easiest part but the difference between a pug and a good player is that he can have some use WHILE doing lot of damage.
My leap hits for 10-16k aoe but still the character is useless in most of the situation , especially when facing an enemy group who know what he's doing (but SDK is incredibly good at wiping pugs tho)
I'm pretty sure Im not lacking experience. Can't tell the same for you sadly.
Your ideas won't make anyone pick sDk over stamden. You don't know what makes a toon good in a group.
You don't even know what makes sDK bad.
More dot damage? poison standart? Who will value the stupid standart and dots, while a stamden can wipe a group in half a second?
a coordinated group will NEVER go for high TTK playstyle. Never. Its all about going in, finishing people and going out.
%4 more damage, %4 cost reduction, oh boy this will surely solve all my problems!
Please,link a screenshot of the time played on your dk,then we can talk about experience.
Good dks don't need a class spammable,especially with the lack of weapon slots. You know,using a avg 5k DMG skill won't take you anywhere. Even now you can heavy attack+crit rush if you really need a reliable spammable but you probably don't even know how to animation cancel so maybe that's why you need a poison lash.
PvP is all about delayed damage but you keep saying a low DMG spammable with no bonus effect (like SA fracture, Jabs being undodgeable+savagery,or birds being undodgeable+delayed+small healing) will change the stamina dk. That's what I consider lack of experience.
Dk needs useful passives and more stamina skills to give him an identity,not a patethic green whip so you can run an unsuccessful build (using 120 points on the atronach for tactitian will make you lose the best cp passive for a dk,Last stand,just an example of how you need more experience before theory craft).
and now you're talking total nonsense,and also assuming I dont know how to animation cancel. Can you get even more salty?
If your end game plan is going down to %20 hp so you can proc last stand.. Sure buddy, good luck surviving magsorcs.
It's not my end game,I do that since two years ^^
Last stand can turn a fight,especially when outnumbered,but pugs generally dies when at <20% so maybe that's why you can't see how to use it.
Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Ragnarock41 wrote: »Outside of scaling Green Dragons Blood with stamina which possibly could everything else on your list is in no way balanced and most of the blatantly over powered.
I don't agree with most of the ideas on OP.
But those wouldn't make sDk op, as much stronger tools already exist in stamden's arsenal. they do have an aoe frost ult with major protection, a reflect that costs nothing and gives major heroism, bird of prey that gives them major expedition, major endurance, minor berserk..
I can go on and list 10000 reasons why stamdens are ridicilous but lets get back on what we were about.
stamina GDB and a stamina whip would be more than enough for sDk to get back on his feet.
or zos could simply revert the igneous shield nerf so that its worth using again.
SnB sDK builds would not benefit from stamina whip, but they would use better healing for sure.
As for why stamina whip is important, Its because dizzy swing and flurry sucks, and both work better on a stamsorc.
Which forces Dk to SnB. Stamina whip could change that.
And the empowering chains needs to be reworked in a way to work similar to warden's bird of prey. (less of the generic gapcloser+damage and more of buffing the caster)
Its just an odd skill that doesnt really work.
And as a last suggestion,
Stamina wings, absorb instead of reflect, with minor heroism, BUT no snare removal.(That way Dk builds without SnB will still have minor heroism, Im trying to break the chains of SnB from sDk here.)
giving snare removal to wings would make heavy armor Dk mobility without sacrificing anything for it.
What I was trying to suggest was giving the stam dk a reason to be played smallscaling.
Only a stamina whip and a burst heal won't change nothing in group play. What SDK really lacks is some sort of group utility,I'm tired of people in my group asking me to log my stamden or stamsorc.
so, you want me to explain, right.
first of all, 5 second delayed burst on noxious breath sucks. It will make it a *** version of sub assault, with shittier hitbox and more delay.
And your suggestions to passive spells will make mDk even more ridicilous than it already is.
Draw essence is another hold block & burst spell that is popular for mDks. Its a unique, fun ability BUT, it doesnt do anything special. Its yet another spell that shines on turtle DKs.
So sorry, your ideas wont make sDK a group hero. It will make the turtle turn into a hedgehog.
On group play I do wear medium on my sDk. and tank Dk is already in a fine spot so I make my suggestions taking medium armor DKs into consideration.
I don't want sDk to turn back into the meta ''go to'' class for everybody. I want this class to sit in a playable spot, as a DPS toon. If I had a poison variant of molten whip morph, that would open up soooo many possibilities, like dual wield armor of the truth, combined with tactician/exploiter passives, would make into a very fine stamDk DD build.
meanwhile I do agree with a stamina wings morph.
BUT, giving it both minor heroism and snare removal is too much.
That way there would be no reason for DKs to decide between medium 2h/heavy SnB playstyles, everybody would go heavy armor if wings had snare removal+minor heroism. It should be only minor heroism, for the sake of diversity and balance.
Another third effect might be added to compensate if it ends up too weak. but not snare removal, I originally suggested this exact same thing before, but then I realized how mobility makes medium unique ,and such a change would kill diversity for my own toon, I regretted even suggesting it after that.
Like I said,I don't see how a a stamina whip will help the group. I too play a medium build (and it's unique) and it's very effective damage and healing wise,but I don't know how a stamina whip will improve that. Other classes have spammables but they are useful because they sinergies well with other skills. A stamina whip will just makes SDK thhe low qi brother of mag dk. And no,deep breath is not just a turtling skill but a way of delaying your burst,something crucial in the current meta.
Stam whip means dual wield possibility.
That means a lot. MDk are popular because fire lash is the best spammable in the entire game.
Having strong damage is very valueable to a stam toon that can also hold his ground.
If I can melt things reliably, I will be valueable in small scale. You dont have to be the one supporting your team. You can be the berserker and let your group support you as you murder people.
With a poison whip amping my poison damage I would wear morag tong or alchemist to deal astronomical high hits on people. Dual wield is veeery strong if you have skills neccessary to make it work.
All sDk needs atm for that berserker DW theme is empowering chains rework and poison whip.
Well man seems that you just want to play a SDK with a dual wield and lacking experience.
When small scaling it's all about damage+utility.
Having damage is the easiest part but the difference between a pug and a good player is that he can have some use WHILE doing lot of damage.
My leap hits for 10-16k aoe but still the character is useless in most of the situation , especially when facing an enemy group who know what he's doing (but SDK is incredibly good at wiping pugs tho)
I'm pretty sure Im not lacking experience. Can't tell the same for you sadly.
Your ideas won't make anyone pick sDk over stamden. You don't know what makes a toon good in a group.
You don't even know what makes sDK bad.
More dot damage? poison standart? Who will value the stupid standart and dots, while a stamden can wipe a group in half a second?
a coordinated group will NEVER go for high TTK playstyle. Never. Its all about going in, finishing people and going out.
%4 more damage, %4 cost reduction, oh boy this will surely solve all my problems!
Please,link a screenshot of the time played on your dk,then we can talk about experience.
Good dks don't need a class spammable,especially with the lack of weapon slots. You know,using a avg 5k DMG skill won't take you anywhere. Even now you can heavy attack+crit rush if you really need a reliable spammable but you probably don't even know how to animation cancel so maybe that's why you need a poison lash.
PvP is all about delayed damage but you keep saying a low DMG spammable with no bonus effect (like SA fracture, Jabs being undodgeable+savagery,or birds being undodgeable+delayed+small healing) will change the stamina dk. That's what I consider lack of experience.
Dk needs useful passives and more stamina skills to give him an identity,not a patethic green whip so you can run an unsuccessful build (using 120 points on the atronach for tactitian will make you lose the best cp passive for a dk,Last stand,just an example of how you need more experience before theory craft).
and now you're talking total nonsense,and also assuming I dont know how to animation cancel. Can you get even more salty?
If your end game plan is going down to %20 hp so you can proc last stand.. Sure buddy, good luck surviving magsorcs.
It's not my end game,I do that since two years ^^
Last stand can turn a fight,especially when outnumbered,but pugs generally dies when at <20% so maybe that's why you can't see how to use it.
''If you die when you're at execute range, you're a pug''
Okay then. I guess literally everyone is a pug now.