beetleklee wrote: »I would like Eruption's cost reduced and a damage buff. Eruption takes over 10% of my magicka each rotation.
IZZESparkling wrote: »Especially passives need rework. So we can be like other classes where we can actually fill all the roles well.
joaaocaampos wrote: »beetleklee wrote: »I would like Eruption's cost reduced and a damage buff. Eruption takes over 10% of my magicka each rotation.
Eruption is an AoE. It costs a lot. If you use in a single mob (like a boss), I'm sorry, I completely support the high cost.
joaaocaampos wrote: »Do you want all classes to look like each other? So it's best to end classes.
These are excellent ideas.
An alternative to major expedition on wings, having some stamina or magicka returned from each reflected hit would also balance it with Shimmering Shield.
Was it really necessary to create thread number... 11? 12?
Why not post in the existing ones rather than flooding the forum with these mDK threads?
joaaocaampos wrote: »beetleklee wrote: »I would like Eruption's cost reduced and a damage buff. Eruption takes over 10% of my magicka each rotation.
Eruption is an AoE. It costs a lot. If you use in a single mob (like a boss), I'm sorry, I completely support the high cost.IZZESparkling wrote: »Especially passives need rework. So we can be like other classes where we can actually fill all the roles well.
Do you want all classes to look like each other? So it's best to end classes.
FlamingBeard wrote: »Was it really necessary to create thread number... 11? 12?
Why not post in the existing ones rather than flooding the forum with these mDK threads?
Weren’t you the one complaining that the devs wouldn’t pay attention to the previous threads because they were whiney?
End of that subject now, please.
Post constructive feedback to the orginal post.
KaiserKnight wrote: »It is clear the combat devs want more skills to be dodgeable and blockable. With the recent changes to both of these skills, magicka dragonknights will have a much tougher time landing these skills against other players. A significant drop in sustain/healing will be very noticable against dodgeroll centric builds, passive dodge (shuffle/evasion),
KaiserKnight wrote: »and stamina players with trollking who can now dodge damage they could previously heal through.
KaiserKnight wrote: »I have listed a few suggestions that could significantly improve a few dragonknight skills while keeping them balanced and stay within the combat devs vision for dodging.
Powerlash And Searing Strike
Powerlash:
Give Flamelash a 50% chance to proc Powerlash by itself, and keep its ability to proc from the offbalance provided from talons and petrify.
(Reason: A lot of Magicka Dragonknight players have said that talons easily telegraphs your powerlash and is a huge drain on your magicka pool. This change would still keep flamelash at a 3 second cooldown but would not force players to waste magicka on talons and would allow them to perform a combo that is not easily telegraphed by "talons" while still keeping the skill balanced and dodgeable)
KaiserKnight wrote: »Searing Strike:
Give all morphs of this ability a 8 m range so that it is in line with melee ranged abilities such as flame lash and petrify.
(Reason: 5 m is shorter than most melee ranged attacks and now that it is dodgeable it will be very difficult to land)
KaiserKnight wrote: »Other Skills:
Reflective Scale (Wings)
Give all morphs of reflective scales major expedition for 10 seconds
(Reason: It is a very high cost ability compared to shimmering shield that also returns magicka and ulti. Dragonknights need more mobility plain and simple and with a near 4000 magicka cost ability, I think adding major expedition justified)
FlamingBeard wrote: »Was it really necessary to create thread number... 11? 12?
Why not post in the existing ones rather than flooding the forum with these mDK threads?
Weren’t you the one complaining that the devs wouldn’t pay attention to the previous threads because they were whiney?
End of that subject now, please.
Post constructive feedback to the orginal post.
Ok.KaiserKnight wrote: »It is clear the combat devs want more skills to be dodgeable and blockable. With the recent changes to both of these skills, magicka dragonknights will have a much tougher time landing these skills against other players. A significant drop in sustain/healing will be very noticable against dodgeroll centric builds, passive dodge (shuffle/evasion),
Obligatory fact check: False. There will be no negative change in sustain, in fact the opposite is true as you'll be able to use the free cost Power Lash twice as often (every 3s, rather than every 5-7s).
Whether you actually deal damage with it or not has no bearing on sustain, only how much magicka/second you spend does (which will be less, if every 3s you use a free ability).
Also, on PTS you still get the heal portion even if you miss with the Power Lash (tested). Not sure if this is intended.
Also the heal duration is 4s rather than 2s (again, not sure if intended).
Which means healing is better after these changes.
There is no significant drop in sustain/healing, there is a significant increase.KaiserKnight wrote: »and stamina players with trollking who can now dodge damage they could previously heal through.
Obligatory fact check: Half True. No medium armor build can heal through the damage done by high dmg mDK.
Many have tried, all have failed. Damage from S&B tank DKs, different story.KaiserKnight wrote: »I have listed a few suggestions that could significantly improve a few dragonknight skills while keeping them balanced and stay within the combat devs vision for dodging.
Powerlash And Searing Strike
Powerlash:
Give Flamelash a 50% chance to proc Powerlash by itself, and keep its ability to proc from the offbalance provided from talons and petrify.
(Reason: A lot of Magicka Dragonknight players have said that talons easily telegraphs your powerlash and is a huge drain on your magicka pool. This change would still keep flamelash at a 3 second cooldown but would not force players to waste magicka on talons and would allow them to perform a combo that is not easily telegraphed by "talons" while still keeping the skill balanced and dodgeable)
Right. Except Power Lash isn't "telegraphed", it's an instant cast ability. What you probably mean is that an opponent anticipates it, which means you're playing predictably.
Instead of Talons->Flame Lash->Power Lash, try Talons->Flame Lash->Leap(catch them mid-dodge roll)->Power Lash, or use some time to refresh DoTs/buffs before using the Power Lash.
There is absolutely no need to buff the ability further, 3s cooldown is already basically nothing (you can cast one or two skills in-between or dodge roll once before next proc is up). What it sounds like is that you want to spam Power Lash, which is exactly what the cooldown was made to prevent.KaiserKnight wrote: »Searing Strike:
Give all morphs of this ability a 8 m range so that it is in line with melee ranged abilities such as flame lash and petrify.
(Reason: 5 m is shorter than most melee ranged attacks and now that it is dodgeable it will be very difficult to land)
I can get behind that.KaiserKnight wrote: »Other Skills:
Reflective Scale (Wings)
Give all morphs of reflective scales major expedition for 10 seconds
(Reason: It is a very high cost ability compared to shimmering shield that also returns magicka and ulti. Dragonknights need more mobility plain and simple and with a near 4000 magicka cost ability, I think adding major expedition justified)
I doubt Major Expedition would accomplish much. If it were that simple to "fix DK mobility", people would just run speed potions instead and have a free permanent uptime on it.
This morph does need buffing though, as it's extremely weak compared to the other one. Perhaps it could reflect snares back at the people who cast them?
I doubt Major Expedition would accomplish much. If it were that simple to "fix DK mobility", people would just run speed potions instead and have a free permanent uptime on it.
This morph does need buffing though, as it's extremely weak compared to the other one. Perhaps it could reflect snares back at the people who cast them?
FlamingBeard wrote: »FlamingBeard wrote: »Was it really necessary to create thread number... 11? 12?
Why not post in the existing ones rather than flooding the forum with these mDK threads?
Weren’t you the one complaining that the devs wouldn’t pay attention to the previous threads because they were whiney?
End of that subject now, please.
Post constructive feedback to the orginal post.
Ok.KaiserKnight wrote: »It is clear the combat devs want more skills to be dodgeable and blockable. With the recent changes to both of these skills, magicka dragonknights will have a much tougher time landing these skills against other players. A significant drop in sustain/healing will be very noticable against dodgeroll centric builds, passive dodge (shuffle/evasion),
Obligatory fact check: False. There will be no negative change in sustain, in fact the opposite is true as you'll be able to use the free cost Power Lash twice as often (every 3s, rather than every 5-7s).
Whether you actually deal damage with it or not has no bearing on sustain, only how much magicka/second you spend does (which will be less, if every 3s you use a free ability).
Also, on PTS you still get the heal portion even if you miss with the Power Lash (tested). Not sure if this is intended.
Also the heal duration is 4s rather than 2s (again, not sure if intended).
Which means healing is better after these changes.
There is no significant drop in sustain/healing, there is a significant increase.KaiserKnight wrote: »and stamina players with trollking who can now dodge damage they could previously heal through.
Obligatory fact check: Half True. No medium armor build can heal through the damage done by high dmg mDK.
Many have tried, all have failed. Damage from S&B tank DKs, different story.KaiserKnight wrote: »I have listed a few suggestions that could significantly improve a few dragonknight skills while keeping them balanced and stay within the combat devs vision for dodging.
Powerlash And Searing Strike
Powerlash:
Give Flamelash a 50% chance to proc Powerlash by itself, and keep its ability to proc from the offbalance provided from talons and petrify.
(Reason: A lot of Magicka Dragonknight players have said that talons easily telegraphs your powerlash and is a huge drain on your magicka pool. This change would still keep flamelash at a 3 second cooldown but would not force players to waste magicka on talons and would allow them to perform a combo that is not easily telegraphed by "talons" while still keeping the skill balanced and dodgeable)
Right. Except Power Lash isn't "telegraphed", it's an instant cast ability. What you probably mean is that an opponent anticipates it, which means you're playing predictably.
Instead of Talons->Flame Lash->Power Lash, try Talons->Flame Lash->Leap(catch them mid-dodge roll)->Power Lash, or use some time to refresh DoTs/buffs before using the Power Lash.
There is absolutely no need to buff the ability further, 3s cooldown is already basically nothing (you can cast one or two skills in-between or dodge roll once before next proc is up). What it sounds like is that you want to spam Power Lash, which is exactly what the cooldown was made to prevent.KaiserKnight wrote: »Searing Strike:
Give all morphs of this ability a 8 m range so that it is in line with melee ranged abilities such as flame lash and petrify.
(Reason: 5 m is shorter than most melee ranged attacks and now that it is dodgeable it will be very difficult to land)
I can get behind that.KaiserKnight wrote: »Other Skills:
Reflective Scale (Wings)
Give all morphs of reflective scales major expedition for 10 seconds
(Reason: It is a very high cost ability compared to shimmering shield that also returns magicka and ulti. Dragonknights need more mobility plain and simple and with a near 4000 magicka cost ability, I think adding major expedition justified)
I doubt Major Expedition would accomplish much. If it were that simple to "fix DK mobility", people would just run speed potions instead and have a free permanent uptime on it.
This morph does need buffing though, as it's extremely weak compared to the other one. Perhaps it could reflect snares back at the people who cast them?
Explain to me how else you’re suppose to get Power Lashes except the extremely telegraphy way of rooting or CCing someone as you Flame Lash them?
FlamingBeard wrote: »KaiserKnight suggested that Power Lash be able to proc outside of off-balance, keeping the 3 second cooldown still.
Guaranteed Power Lash with off-balance, only a chance to Power Lash without off-balance. If Power Lash occurs under either of these conditions, a shared 3 second cooldown activates. Understand?
It would help sustain because you wouldn’t be forced to use Talons (extremely costly to use often) every other instant to get burst damage on a target.
He never said that he wants to spam Power Lash... like at all in the original post, it’s not even implied.
Savos_Saren wrote: »joaaocaampos wrote: »beetleklee wrote: »I would like Eruption's cost reduced and a damage buff. Eruption takes over 10% of my magicka each rotation.
Eruption is an AoE. It costs a lot. If you use in a single mob (like a boss), I'm sorry, I completely support the high cost.
@joaaocaampos
Lightning Splash (AOE): 3405
Spear Shard (AOE): 3240
Path of Darkness (AOE): 3510
Scorch (AOE): 3240
Ash Cloud (AOE): 4590
I support balance.
Obligatory fact check: False. There will be no negative change in sustain, in fact the opposite is true as you'll be able to use the free cost Power Lash twice as often (every 3s, rather than every 5-7s).
Obligatory fact check: False. There will be no negative change in sustain, in fact the opposite is true as you'll be able to use the free cost Power Lash twice as often (every 3s, rather than every 5-7s).
Whether you actually deal damage with it or not has no bearing on sustain, only how much magicka/second you spend does (which will be less, if every 3s you use a free ability).
Also, on PTS you still get the heal portion even if you miss with the Power Lash (tested). Not sure if this is intended.
Also the heal duration is 4s rather than 2s (again, not sure if intended).
...
usmcjdking wrote: »I think it's an interesting idea.
Not particularly balanced - but a good idea. I'd probably slap a cost onto power lash if we're going to increase the methods of proccing it.