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DKs need a reform because the game has changed.

ak_pvp
ak_pvp
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Inspired by joys post <3@EveryDKever @ZOS_GinaBruno @ZOS_Wrobel

I know they have a class rep program, and its a bad idea. Not because I think my opinions matter more. But because putting the games balance in the hands of 10 players is silly, take the feedack from the forums as a whole, consider what they want, and then offer changes more frequently in the PTS, as you did with the first coag blood change.

I am not a bug/math wiz, but I have mained MagDK since beta (except when I deleted it and played magplar, and the occasional role swaps) so I know its strengths and weaknesses, all the way from OP launch, to now. NOTE: This is from a MagDK main POV, but will focus on both issues, and the only MAJOR changes I will suggest are total class changes, the rest are the odd few QOL and options for non balance ruining stam morphs. DK was the slow, lockdown, out sustain and burn class. As ZOS put it. The tank class. That is no longer the case.

This isn't a cry for buffs post, because despite not being the best class for my playstyle, they still shine in duels and are passable in a small group. I do not think they should be hypermobile, or as bursty as a stamwarden in heavy. They should be slower, steady and lock you down. Think darth vader in rogue one, reflecting and holding down. Just less OP. They do however have a few problems I will detail down below.

Sustain:


By far the worst problem plaguing the sustain and burn class in both PvP and PvE: DKs as a class have one of the worst Mag sustain. Stamina can very nearly manage because of the way DW heavies are faster, and use of physical weapons in PvP. MagDK less so. The sustain is much more taxing, and for PvP a MagDK will often run s/b, because it is what the class has always been build around. Destro/resto builds exist, but unlike something like a sorc, they are not built around it, nor do they have the benefit of an extra defense outside of wings. [Which I will get to]

As tested prior, and we can see in the latest meta, DK struggles with sustain, outputting low DPS and having a large magicka drain. Gilliam has tested and showcased that the MagDKs passive sustain is far worse than that of other classes. And in PvP many DKs run very heavy into sustain, something that a class such as a stamden or a StamNB doesn't have to do.

A few things that have a large effect:
  • Battle roars numerous changes. It started out pretty good, providing good sustain to the stat that you built in, allowing regen comparable to other classes. However due to permablocking, which is now dealt with. Again, more on that later. It was nerfed repetitively, lowering its effectiveness, and finally making the numbers flat, this lead to a rise of "permablocking" MagDKs, but hurting their mag sustain heavily. The final nail in the coffin was the siphoner and befoul CP tree, that lowers the returns of magic/stam and health respectively. Trying to use this to sustain with a player running a debuff heavy build is painful.
  • Helping hands: This again was something that rewarded you for building into. Stamina players and tanks got good sustain out of this, but alas, due to permablockers using this, it was changed to a flat value, hurting stamDKs and allowing MagDKs to block longer.
  • High cost abilities: Again, this is a more MagDK level issue, since stamina DK generally uses weapon lines. MagDK relies on very high costing abilities, so when the CP changes were introduced they took a heavy hit. The small cost reduces were not really enough to fix the sustain problem.
  • The Morrowind changes: This was the point where DK switched to flamelash/heavy attack builds as meta. Many changes such as the constitution nerf were based around tanks in PvP, but many also came from PvE to make DDing more dynamic, this hit everyone hard, but some classes took it hardest.

The fairest changes should be to revert battle roar, a change that no one wanted and harmed creativity of all the builds. A StamDK is a Stamina DK. A MagDK is a Magicka DK. They should get what they invested into first. They can then fill out the gaps in stamina sustain later.

A similar change in helping hands too, but probably less than before, to stop a too heavy return to blocking.


Defense:


DK was designed as a predominantly tankier class. The passives say it, ZOS claims it. It was built around the old block. You know the one. Where you could block infinitely with just constitution, even before that, where block didn't stop stam regen. Something interesting I found, regarding DK. A response, and clarification to kilandros's comment: https://www.reddit.com/r/elderscrollsonline/comments/6988fw/official_statement_from_zos_dks_are_supposed_to/ Make of it as you wish, but generally, DK is balanced around tanking.

The signature DK defense is a 5% increaed mitigation when blocking (10% of 50% base) and scale armour spell resistance passive. This is not enough to compare to something such as shields, cloak, or even purge. Every class has a better defense, probably even through passives. Lets be honest here, its not compatible with the mobility and burst meta, the need to weave and heavy attack, and its not fun having to rely on something that just makes you a meat shield. DK needs more defenses, and if not, block needs more changes. (DON'T FRET. TL;DR Buff to PvE tanks, buff to outnumbered, nerf to blocktato duel builds) Math and possible changes below.
Let us do some small amount of maths here: The lowest block cost, without AM is around 340. From what I saw of PTS testing. This can tick every 0.25s. So with 4 people on you, or jabs/flurry, you will expend 1360 stamina per second. To permablock, you will need 2.7K equivalent stamregen, discounting base recovery. WITHOUT CC breaks, dodge roll, or stamina abilities. That is with everything into block.

Against one person, not using jabs/flurry, you need around 760. On a normal build, mine for example, with only block cost CP and shield play passive the cost is 470. So 940 equivalent regen is needed to maintain it. Battle roar is about 400. (More if running bloodspawn, ) bloodthorn is 264, constitution is 270 and helping hands is 282. (If using every 7s, i.e. foss, and not sacrificing too much mag.) So in total 1216 equivalent regen, enough to permablock on a normal build. OP? Well, not exactly, things like a shade, jabs, ballista, soul assault, or using rolldodge/break etc will make it much more costly.

At higher levels, even with max cost reduction, it is suicide to sustain. Personally I think it should be about 750 at absolute min, but only charge once per second. (Higher block base) That way even with max sustain and low block cost it can still be outplayed by forcing CC breaks, heals etc, however doesn't become an automatic death against groups, allowing it to be a better scaling defense, and remains easier in PvE for tanks.

Q1)Wouldn't it be a nerf for 1v1 block/DKs? Yes, but that isn't necessarily a bad thing, because a DK in 1v1 has very little weaknesses. Mobility and sustain become trivial, and the healing+damage is high because keeping pressure on a single target is easy. High defense is less necessary since its only one source of damage. It would be a small nerf, but a rebalance overall.
Q2) But wont a higher base mean its harder for people who don't spec into block? Not necessarily, when I shield meteor, even with DW, I often block for a second/two. This would reduce the possible ticks that they would face too.

Now, away from block. I feel like both parts of the [dragon][knight] should be considered.

Wings: The DKs only salvation from block was hit heavily, granted, infinite attacks was OP, it completely shut down ranged. Now against 2 ranged users it drops in 1 second. Weave+attack x2. There is such little use for this since it mightn't even reflect what you want, and is awfully expensive, again, going back to the sustain issue. What it reflects has been dwindling, pulse, birds, shade attacks, ballista, no meteors, valkyn/ult, (Note, valk can be cloaked because of its two part design, it is ST) and other reflected things. Meteor/ballista being an ultimate is bearable, but there is no reason for the others to ignore it. On top of that, status effects like defile often go through, which is awful, for such a limited ability, its actual defence should be strong.

Change: Make the non ultimates listed above reflect/deflectable. Revert to 4s. Lower projectile limit to 3. But make projectile limit per target. That way, it doesn't scale awfully against more targets, and can reflect more. But it is less abusable in duels against classes like a magNB, where everything is reflectable, it can then be broken easier and is less sustainable.

Mobility: DK has the worst, as it generally should. It previously sought comfort in lockdown, being able to fossilize from 15m, and the obnoxiousness of old spammable talons, but in the new meta, fossilize is close range, talons is decent, but highly situational due to the ability to purge, shuffle, or FM out of it. That is fair, I am not saying nerf the counters, because that is the point of it. But the game has evolved. So should DKs. They are one of the most legacy classes in what they are balanced around, and currently, they suffer highly from lack of mobility in this meta, especially against ranged builds.

Simple fix: Wings plate morph 4s snare removal. No 40% speed boosts, nothing OP long, unique class based thematic buff allowing steady movement. The slow, but unstoppable force.

What can these wings changes do? DKs can now run rally for a burst heal, making stamina a lot more reliable. They can now disassociate from mist, allowing better sustain, the ability to drop vamp, and keep offense when moving. They can shift from block, allowing the naturally high damage to shine. It also really helps the theme too.

NOTE: Only suggestion based on my feelings of the class. Possibly unpopular but proposed change: Chains, the gapcloser. It is a bit jarring no? Dragging yourself around with a chain on a target? It has expedition tacked on for no good reason at all, you need it a lot less when you are at the target, and can't really use it to escape. I honestly think a removal of this, or a complete revamp in stamina favor is in order. Possibly even change stonefist to the pull, stoney grasp, or tectonics sounds cool no, it offers a slot for a totally new ability, something where DK is lacking, like stamina/healing.

In my eyes DK shouldn't have a gapcloser. DK should be the gapcloser. The abilities they use should be used to hold them down, or keep them close. Adding some ranged to fossilize for this makes sense. They don't really have much class options for ranged damage, nor should they, but how it is now is a little difficult on the DK side, who can't keep up, attack back, or even reflect much. END NOTE

Offense:

I am kind of tired now, so it will be quick. I like DK offense. It has the right amount of sacrifice that more classes should have. It is naturally high, but if you go tanky, it drops fast. An execute isn't specifically needed, stam has one in 2h, which I doubt stamina as a whole will drop any time soon, especially with asylum. Yeah, undodgable power whip was used as the finisher for a MagDK, but its loss can be dealt with by the recent increase pressure. Lockdown is good, but it alone won't save the DK class, especially when a sorc or NB can do it comparably.

Stam needs more, like the dot morph of talons IMO should be poison. And the base/other be fire. Igneous weapons (useless stam morph) needs a buff, better/more fitting passives for stam, that should be similar to mag.

Embers/claw should be 8m, its janky and clunky.

Summary:
Sustain buffs.
Wings changes, snare removal, and projectile limit changes.
Block changes. Harder 1v1/2, better PvE or outnumbered.
Stam and QoL changes. Range mainly.

Nothing that puts DK above other classes. Nothing that dramatically buffs them for PvE (Sustain changes only, maybe a few passive changes for stam, but nothing major) Everything mentioned has its counters, like wings/block being weaker 1v1, and harder to sustain. QOL is mainly range. Sustain is to a fair level, around that of a templar, and allows for more interesting builds based on your design, but lowers the offstat regen.

Thoughts?
Edited by ak_pvp on March 15, 2018 2:15AM
MagDK main. PC/EU @AK-ESO
Best houseknight EU.
  • zParallaxz
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    I agree with everything except damage, we either need a excute in terms of a skill or passive or give us back undodgeable whip with a 5-10% increase in damage
  • ak_pvp
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    zParallaxz wrote: »
    I agree with everything except damage, we either need a excute in terms of a skill or passive or give us back undodgeable whip with a 5-10% increase in damage

    A fully spec'd damage DK is unbelievably squishy and defenseless, but probably comparable to NB in damage. I don't think it specifically needs much more. The hatewhispers I got for being a "permablocker" in a light/dw build after hitting a 12k leap was glorious.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Savos_Saren
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    I like your ideas. I wish they'd put our major expedition on something other than a gap closer, though. If I gap close to an enemy- I don't need expedition. Usually, you want expedition to catch up to a fight or flee when you're overwhelmed. Currently, we expend our much needed stamina just trying to run up to the fight. Also, why would I gap close to an enemy so I could run away quickly? It just doesn't make sense.

    They should put major expedition on a different ability like Spiked Armor (which most DKs would use).

    As for the execute- they should just put it as a passive. Something along the lines of a Sorc's Implosion. That way all of our DoTs (that are easily purged) would have more impact on enemy players.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • lucky_Sage
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    with me switching to pc for a while I played a magdkbasiccly my whole game played started on ps4 magdk ic launch and I tried a dmg magdk 5/1/1 light destroy resto the dmg was good but the defense was trash I was squishy with only real defense healing ward id get hit 5k to 7k from stamblades and stamdens in non cp and not just there ults. when they deal more dmg better sustain and tankyer. my dmg was really good id get 4k+ crits power lashes and 7.5k leaps but id die so fast because there burst was withen 3 seconds dks takes about 5 to 6 if you get 2 dots a cc and ult off before they kill you with 1 real defense for you to deal that much dmg.

    I'm sorry but making a class around perma blocking is stupid I hate perma blocking which is why ive always played a heavy dw magdk. perma blocking is boring. which is why I tried the destroy/resto build which its really fun but its just to squishy to play



    Edited by lucky_Sage on March 15, 2018 6:16AM
    DC PC NA
    Magdk - main
    Stamcro - alt

    AD PS4 NA -retired (PC runs way better to play on console)
    magdk
    magblade
    stamplar
    magden
    magsorc

  • ak_pvp
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    lucky_Sage wrote: »
    with me switching to pc for a while I played a magdkbasiccly my whole game played started on ps4 magdk ic launch and I tried a dmg magdk 5/1/1 light destroy resto the dmg was good but the defense was trash I was squishy with only real defense healing ward id get hit 5k to 7k from stamblades and stamdens in non cp and not just there ults. when they deal more dmg better sustain and tankyer. my dmg was really good id get 4k+ crits power lashes and 7.5k leaps but id die so fast because there burst was withen 3 seconds dks takes about 5 to 6 if you get 2 dots a cc and ult off before they kill you with 1 real defense for you to deal that much dmg.

    I'm sorry but making a class around perma blocking is stupid I hate perma blocking which is why ive always played a heavy dw magdk. perma blocking is boring. which is why I tried the destroy/resto build which its really fun but its just to squishy to play



    Yeah, all other classes have viable non class defense bar DK. The defensive class? I doubt there will be much changes though, people have gotten used to DK being the bottom of most piles for a while, most moved on, and the popularity of this thread shows. Granted I didn't tag anyone specific, but the other thread blew up past that.
    Edited by ak_pvp on March 15, 2018 8:32PM
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Ragnarock41
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    Overall I like your points.

    Battle roar must be reverted to scale with resources again.(as I have been telling since morrowind, it was just a bad idea to make it completely flat) Or Dks should get a %10-20 stam/mag regen passive , so that we can actually have a way of building for regen.

    As for wings it needs to be cost effective for stamina builds, snare removal would be a good start since it fits the theme,
    ''If I have wings, how am I getting snared?'' is also a question.

    Overall, if battle roar/helping hands changes were reverted, we would see a lot more build variety for both stam and magDKs.

    I really miss using draugr hulk on my stamDK.
    Edited by Ragnarock41 on March 15, 2018 9:25PM
  • zParallaxz
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    Overall I like your points.

    Battle roar must be reverted to scale with resources again.(as I have been telling since morrowind, it was just a bad idea to make it completely flat) Or Dks should get a %10-20 stam/mag regen passive , so that we can actually have a way of building for regen.

    As for wings it needs to be cost effective for stamina builds, snare removal would be a good start since it fits the theme,
    ''If I have wings, how am I getting snared?'' is also a question.

    Overall, if battle roar/helping hands changes were reverted, we would see a lot more build variety for both stam and magDKs.

    I really miss using draugr hulk on my stamDK.

    The good ol days, I think I remember farming that set first when one dire frost keep became vet and when regard was still bis.
  • DemonDruaga
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    I love my chains, they work finally, the expedition buff is nice since i can keep on my target if it is CC immune, and the dmg buff is actualy juicy for combos. One doesn't even need snare removal, since I'm constantly at my oponents face.
    If i don't want an ability to change, it is my chains :)
    Ofc it is an agressive playstyle, it is win or loose with no chance to escape. But when i want to escape i can always play a nightblade right.
    I think dk needs a gapcloser more then most classes, since locking down (espacially on cp) just don't work any more.
    With imunities left and right it becomes a chore to lock down somebody that knows what he is doing and has decent stam management.
    I don't care if there is a poison morph of talons, as long as magicka keeps his fire, it is quite essential.


    Light armor non vamp ftw :)
    Ardor // Dunkelsicht // Pakt
  • GeorgeBlack
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    Not gonna happen
  • Ragnarock41
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    Not gonna happen

    can happen, should happen.
  • GeorgeBlack
    GeorgeBlack
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    Not gonna happen

    can happen, should happen.

    Should
    Wont
  • GeorgeBlack
    GeorgeBlack
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    Not gonna happen

    can happen, should happen.

    Must
    Wont

  • Quantum_V
    Quantum_V
    Class Representative
    Thank you for your post, @ak_pvp. I def agree with most points in there.
    Quantum - Magicka DK

    Youtube Channel

  • FloppyTouch
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    I farm with my mdk now and it's not even that good at that.

    I have main a mdk since beta too and seen the blanket and class nerfs destroy dk.

    I think battle roar needs a revert that's a duh I want my max resources back not the other one.


    Inb4 salty NB say class is super OP look at these 2 videos of them killing bad players
    Edited by FloppyTouch on March 16, 2018 2:42AM
  • SkyIsTheLimit1206
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    Buff MagDK, but not StamDK. StamDK currently has one of the easiest PvE rotations yet put out 1st or 2nd most damage (based on player skill) than any other class.
    With strength and intelligence comes hard work.

    Which is why not a lot of people are strong nor intelligent.
  • GeorgeBlack
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    Buff MagDK, but not StamDK. StamDK currently has one of the easiest PvE rotations yet put out 1st or 2nd most damage (based on player skill) than any other class.

    Ah ye...
    I guess the game doesnt have pvp.
    And i guess heavy atk rotations are SUPER FUN
    Edited by GeorgeBlack on March 16, 2018 3:09AM
  • Amdar_Godkiller
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    Buff MagDK, but not StamDK. StamDK currently has one of the easiest PvE rotations yet put out 1st or 2nd most damage (based on player skill) than any other class.

    Stam rotations are all basically the same now with the exception of stamden now that relentless focus has become more forgiving. Stamplar and Stamsorc are definitely easier. Stamblade is equally easy. Stamden is the hardest, but also is better at healing and almost as good at tanking, so...


    Besides this is about PVP, where Stam DK is undisputed worst class by a mile and then some and it's because of a lack of useful and affordable defensive mechanisms: nothing that would increase PVE DPS, even though stamDK is only 2nd or 3rd currently even at that.

    You should be ashamed of yourself for asking for a Stam DK nerf, guy.


    I curse your favorite class with the catastrophe of nerfs we've gotten in the past two years! In the name of the Nine, the Tribunal, and the all the Daedric Princes as well, I curse you!
  • IZZEFlameLash
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    I feel like I agree with most but not on powerlash and pressure part. Powerlash used to finish the fight after having expended so much magicka to pile up the damage enought but now, almost everyone dodgerolls the powerlash and then proceed to outheal any sorts of pressure a mDK can put on.

    MDK dots are heavily mitigated unlike bleeds which I would say a real pressure because it ignores resistances. And cloak can suppress all the dots while other classes can purge, outheal and shield. And I feel that pressure is not as significant as it used to be because power lash is dodgeable. It used to be of a concern for dodge orinted squishy builds. One more thing they had to consider. But they don't have to do that much anymore.

    MDK do not really have any other skills in the toolkit to effectively pressure other classes out of resources because it is their defensive skills vs. our expensive skills that can pressure them. More often than not, our skills are just too expensive to sustain the pressure. I find mag sorcs, mNBs and even mTemplars to be better at pressuring because they can actually sustain their offensives pretty well if needed be and make opponents be concerned about upcoming burst while fending off the continuous pressure.

    Only time I find opponents really pressed by mDK offensives would be when mDK wears Skoria or new DLC proc sets. Even when I do fight a mDK as some other class, when I know the build I play, mDK comes across as the least of concerns for me because their pressures are not significant compared to what other classes can pack. But this is all my personal experience facing against mDK as other classes and playing as mDK.

    I agree 100% on staff dks. They are fun. I tried them even before this became a forefront of "lol mDK is OP". It is fun for sure but defense lacks too severely to effectively run the setup unlike other classes. I always resort back to s/b because it feels the most synergized way of defense. With staves and 2h, you cannot dodgeroll too much or rely on mist form or healing ward that is going to be taken off so quickly or go to some stealthed low health NB for some reason. Damage is there. But in process made much sacrifice in defense.
    Imperials, the one and true masters of all mortal races of Tamriel
  • lucky_Sage
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    zParallaxz wrote: »
    I agree with everything except damage, we either need a excute in terms of a skill or passive or give us back undodgeable whip with a 5-10% increase in damage
    ak_pvp wrote: »
    lucky_Sage wrote: »
    with me switching to pc for a while I played a magdkbasiccly my whole game played started on ps4 magdk ic launch and I tried a dmg magdk 5/1/1 light destroy resto the dmg was good but the defense was trash I was squishy with only real defense healing ward id get hit 5k to 7k from stamblades and stamdens in non cp and not just there ults. when they deal more dmg better sustain and tankyer. my dmg was really good id get 4k+ crits power lashes and 7.5k leaps but id die so fast because there burst was withen 3 seconds dks takes about 5 to 6 if you get 2 dots a cc and ult off before they kill you with 1 real defense for you to deal that much dmg.

    I'm sorry but making a class around perma blocking is stupid I hate perma blocking which is why ive always played a heavy dw magdk. perma blocking is boring. which is why I tried the destroy/resto build which its really fun but its just to squishy to play



    Yeah, all other classes have viable non class defense bar DK. The defensive class? I doubt there will be much changes though, people have gotten used to DK being the bottom of most piles for a while, most moved on, and the popularity of this thread shows. Granted I didn't tag anyone specific, but the other thread blew up past that.

    @ak_pvp yeah I know we've tried to put ideas on forums that like 30 pages of ideas and discussions and the only thing we got out was db of spelldmg and fire leap. I don't think they will ever get in a good spot out side of dueling which really shouldn't matter dueling in this game is dumb when everyone changes cp and poisons to what there fighting. there ok in small group but a sup-tank sorc or a warden tank would bring more use to a group since they both have roots and have more group utilities

    idc about having burst or mobility on my magdk I just wants my dots to have more of a impact and to outlast my opponent without being forced to permablock
    Edited by lucky_Sage on March 16, 2018 4:38AM
    DC PC NA
    Magdk - main
    Stamcro - alt

    AD PS4 NA -retired (PC runs way better to play on console)
    magdk
    magblade
    stamplar
    magden
    magsorc

  • BohnT
    BohnT
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    lucky_Sage wrote: »
    zParallaxz wrote: »
    I agree with everything except damage, we either need a excute in terms of a skill or passive or give us back undodgeable whip with a 5-10% increase in damage
    ak_pvp wrote: »
    lucky_Sage wrote: »
    with me switching to pc for a while I played a magdkbasiccly my whole game played started on ps4 magdk ic launch and I tried a dmg magdk 5/1/1 light destroy resto the dmg was good but the defense was trash I was squishy with only real defense healing ward id get hit 5k to 7k from stamblades and stamdens in non cp and not just there ults. when they deal more dmg better sustain and tankyer. my dmg was really good id get 4k+ crits power lashes and 7.5k leaps but id die so fast because there burst was withen 3 seconds dks takes about 5 to 6 if you get 2 dots a cc and ult off before they kill you with 1 real defense for you to deal that much dmg.

    I'm sorry but making a class around perma blocking is stupid I hate perma blocking which is why ive always played a heavy dw magdk. perma blocking is boring. which is why I tried the destroy/resto build which its really fun but its just to squishy to play



    Yeah, all other classes have viable non class defense bar DK. The defensive class? I doubt there will be much changes though, people have gotten used to DK being the bottom of most piles for a while, most moved on, and the popularity of this thread shows. Granted I didn't tag anyone specific, but the other thread blew up past that.

    @ak_pvp yeah I know we've tried to put ideas on forums that like 30 pages of ideas and discussions and the only thing we got out was db of spelldmg and fire leap. I don't think they will ever get in a good spot out side of dueling which really shouldn't matter dueling in this game is dumb when everyone changes cp and poisons to what there fighting. there ok in small group but a sup-tank sorc or a warden tank would bring more use to a group since they both have roots and have more group utilities

    idc about having burst or mobility on my magdk I just wants my dots to have more of a impact and to outlast my opponent without being forced to permablock

    If you look for a time when you can play magdk in every part of pvp. You are just at the right time.
    Magdk depending on dots is not how magdk should be played outside of duels, you use dots to complement the burst you have which is decent enough but harder to time than other classes.
  • Nidro
    Nidro
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    dks are fine
    - Champion Rank 1080 -

    Argonian Warden Tank - Never-Fights-Alone
    Highelf Sorcereress - Magicka DD - Dro m'Athra Destroyer
    Highelf Templar - Magicka DD - Dro m'Athra Destroyer
    Imperial Dragonknight - Tank - Dro m'Athra Destroyer
    Khajiit Nightblade - Stamina DD - Dro m'Athra Destroyer
    Redguard Templar - Stamina DD - Dro m'Athra Destroyer
    Darkelf Nightblade - Magicka DD - Voice of Reason
    Imperial Sorcerer - Stamina DD - The Flawless Conquerer
    Redguard Dragonknight - Stamina DD
    Argonian Templar - Healer - Heals-all-Allies -
  • dodgehopper_ESO
    dodgehopper_ESO
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    I disagree with your suggestion on reflective scales. I love this skill but I've always felt it shouldn't be a 100% reflect. Reflect is like dodge only better: It sends the enemies weapons back in their face. It is for this reason I've always felt that it should be more of a defense mechanic that has a 25% chance or something along those lines, but lasts more in line with a skill line blur so 33 seconds-ish. It'd be fire and forget and a very powerful defensive tool as well as offense and the savings in magicka would be huge for DK's.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Ragnarock41
    Ragnarock41
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    I disagree with your suggestion on reflective scales. I love this skill but I've always felt it shouldn't be a 100% reflect. Reflect is like dodge only better: It sends the enemies weapons back in their face. It is for this reason I've always felt that it should be more of a defense mechanic that has a 25% chance or something along those lines, but lasts more in line with a skill line blur so 33 seconds-ish. It'd be fire and forget and a very powerful defensive tool as well as offense and the savings in magicka would be huge for DK's.

    we don't need more RNG crap in this game. in its current state wings are meh, but if it was a buff that had %25 change people would riot for DK nerfs. As of right now there is clear counterplay against wings, you see the effect, you know reflect is on, you know its limited to 4, you know it lasts 6 seconds, counterplay is here. If It was a shuffle like buff, it would be so cancer.
    Edited by Ragnarock41 on March 16, 2018 7:36AM
  • dodgehopper_ESO
    dodgehopper_ESO
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    I disagree with your suggestion on reflective scales. I love this skill but I've always felt it shouldn't be a 100% reflect. Reflect is like dodge only better: It sends the enemies weapons back in their face. It is for this reason I've always felt that it should be more of a defense mechanic that has a 25% chance or something along those lines, but lasts more in line with a skill line blur so 33 seconds-ish. It'd be fire and forget and a very powerful defensive tool as well as offense and the savings in magicka would be huge for DK's.

    we don't need more RNG crap in this game. in its current state wings are meh, but if it was a buff that had %25 change people would riot for DK nerfs. As of right now there is clear counterplay against wings, you see the effect, you know reflect is on, you know its limited to 4, you know it lasts 6 seconds, counterplay is here. If It was a shuffle like buff, it would be so cancer.

    My suggestion just makes it possible for ranged attackers to burst you, at a price. I don't take away without giving back though. I admit its a nerf and a buff at the same time. It would still only deal with ranged attacks so its not exactly a shuffle-like buff. My suggestion would make it fall in line more with the tanky style of a DK and keeping up long term pressure on opponents.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • BohnT
    BohnT
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    I disagree with your suggestion on reflective scales. I love this skill but I've always felt it shouldn't be a 100% reflect. Reflect is like dodge only better: It sends the enemies weapons back in their face. It is for this reason I've always felt that it should be more of a defense mechanic that has a 25% chance or something along those lines, but lasts more in line with a skill line blur so 33 seconds-ish. It'd be fire and forget and a very powerful defensive tool as well as offense and the savings in magicka would be huge for DK's.

    we don't need more RNG crap in this game. in its current state wings are meh, but if it was a buff that had %25 change people would riot for DK nerfs. As of right now there is clear counterplay against wings, you see the effect, you know reflect is on, you know its limited to 4, you know it lasts 6 seconds, counterplay is here. If It was a shuffle like buff, it would be so cancer.

    That works against stamdks, magdks can keep up wings as long as they want, there's really not much counterplay. I'm for a change: the reflect works for
    2 seconds, then you have a 1 sec downtime and then it pulses again for 2 seconds, another 1 sec downtime and then another 2 seconds of reflect. The maximum amount of reflects is nerfed to 3 projectiles but it refreshes after during the cd. This removea the 100% shutdown but increases the total number of reflects. So we don't have a " you can't touch me button" but a " if you can time your things right you can still hit me"

    Ofc you can spam the ability to get a 100% reflect uptime but that is tied with high cost.
    Edited by BohnT on March 16, 2018 8:53AM
  • IZZEFlameLash
    IZZEFlameLash
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    No, mDKs cannot put up wings infinitely. They just cannot sustain it for long. Even with desert rose and regen stuffs, you just cannot with it gone every 4 projectiles from anyone. Tried using it in 1vX situation but now that miats is gone, there are more snipes than ever and it does not simply last long as many are already using projectiles. Try put your wings up all the time, and those chasing you will be glad that you are wasting your magicka. Wings as is... it is just a magicka dump for little gain. Even in xvx situations, the moment you get focused down, wing is gone in a blink of an eye. Very 'useful'. Wardens, NBs have ways to get around. Sorcs can wait. Wings is really only semi-useful against magicka builds and potatoes that kills themselves with reflects.
    Imperials, the one and true masters of all mortal races of Tamriel
  • ak_pvp
    ak_pvp
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    BohnT wrote: »
    I disagree with your suggestion on reflective scales. I love this skill but I've always felt it shouldn't be a 100% reflect. Reflect is like dodge only better: It sends the enemies weapons back in their face. It is for this reason I've always felt that it should be more of a defense mechanic that has a 25% chance or something along those lines, but lasts more in line with a skill line blur so 33 seconds-ish. It'd be fire and forget and a very powerful defensive tool as well as offense and the savings in magicka would be huge for DK's.

    we don't need more RNG crap in this game. in its current state wings are meh, but if it was a buff that had %25 change people would riot for DK nerfs. As of right now there is clear counterplay against wings, you see the effect, you know reflect is on, you know its limited to 4, you know it lasts 6 seconds, counterplay is here. If It was a shuffle like buff, it would be so cancer.

    That works against stamdks, magdks can keep up wings as long as they want, there's really not much counterplay. I'm for a change: the reflect works for
    2 seconds, then you have a 1 sec downtime and then it pulses again for 2 seconds, another 1 sec downtime and then another 2 seconds of reflect. The maximum amount of reflects is nerfed to 3 projectiles but it refreshes after during the cd. This removea the 100% shutdown but increases the total number of reflects. So we don't have a " you can't touch me button" but a " if you can time your things right you can still hit me"

    Ofc you can spam the ability to get a 100% reflect uptime but that is tied with high cost.
    Still way too weak for openworld.

    Currently it goes down in 1s against two ranged casters. Attack+weave 4k every second... No MagDk can sustain that.

    In a 1v1 it can still be brute forced in 2s, but its just economically not viable since it takes more resources to cast then eat your own and heal, or use resources to dodge. And waiting it out is too long.

    The suggested changes will make it less strong 1v1, since its less sustainable as it drops faster, meaning less projectiles reflected to eat and shorter duration to wait. But better outnumbered, where it doesn't drop instantly and actually relieves some pressure.

    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Ragnarock41
    Ragnarock41
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    I disagree with your suggestion on reflective scales. I love this skill but I've always felt it shouldn't be a 100% reflect. Reflect is like dodge only better: It sends the enemies weapons back in their face. It is for this reason I've always felt that it should be more of a defense mechanic that has a 25% chance or something along those lines, but lasts more in line with a skill line blur so 33 seconds-ish. It'd be fire and forget and a very powerful defensive tool as well as offense and the savings in magicka would be huge for DK's.

    we don't need more RNG crap in this game. in its current state wings are meh, but if it was a buff that had %25 change people would riot for DK nerfs. As of right now there is clear counterplay against wings, you see the effect, you know reflect is on, you know its limited to 4, you know it lasts 6 seconds, counterplay is here. If It was a shuffle like buff, it would be so cancer.

    My suggestion just makes it possible for ranged attackers to burst you, at a price. I don't take away without giving back though. I admit its a nerf and a buff at the same time. It would still only deal with ranged attacks so its not exactly a shuffle-like buff. My suggestion would make it fall in line more with the tanky style of a DK and keeping up long term pressure on opponents.

    duude, to be honest, I would never ever drop wings if it was a %25 chance reflect buff for like 20 seconds.
    Would be amazing on my stam or magDk.
    But that could be ridicilously broken and worse; RNG based, you see my point right?

    extremely hard to kill DK that also randomly reflects every 1 projectile out of 4... I don't even need to test it like, I can just think of it existing and I can already see the nerf DK threads popping from now ^^

    Making wings a long time buff like shuffle is a very good idea to make the ability good, but a very bad idea to make the ability balanced.


    BohnT wrote: »
    I disagree with your suggestion on reflective scales. I love this skill but I've always felt it shouldn't be a 100% reflect. Reflect is like dodge only better: It sends the enemies weapons back in their face. It is for this reason I've always felt that it should be more of a defense mechanic that has a 25% chance or something along those lines, but lasts more in line with a skill line blur so 33 seconds-ish. It'd be fire and forget and a very powerful defensive tool as well as offense and the savings in magicka would be huge for DK's.

    we don't need more RNG crap in this game. in its current state wings are meh, but if it was a buff that had %25 change people would riot for DK nerfs. As of right now there is clear counterplay against wings, you see the effect, you know reflect is on, you know its limited to 4, you know it lasts 6 seconds, counterplay is here. If It was a shuffle like buff, it would be so cancer.

    That works against stamdks, magdks can keep up wings as long as they want, there's really not much counterplay. I'm for a change: the reflect works for
    2 seconds, then you have a 1 sec downtime and then it pulses again for 2 seconds, another 1 sec downtime and then another 2 seconds of reflect. The maximum amount of reflects is nerfed to 3 projectiles but it refreshes after during the cd. This removea the 100% shutdown but increases the total number of reflects. So we don't have a " you can't touch me button" but a " if you can time your things right you can still hit me"

    Ofc you can spam the ability to get a 100% reflect uptime but that is tied with high cost.

    actually make you need around 1100-1200 magicka regen to just be able to have an uptime on wings. even for magDks it has some cost.
    Surely they can spam it in 1v1s A LOT, but in open world things change drastically, think of it like sorc shields, effective in 1v1s, but loses its strength very fast against multiple attackers.
    Edited by Ragnarock41 on March 17, 2018 4:20PM
  • SkyIsTheLimit1206
    SkyIsTheLimit1206
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    Buff MagDK, but not StamDK. StamDK currently has one of the easiest PvE rotations yet put out 1st or 2nd most damage (based on player skill) than any other class.

    You should be ashamed of yourself for asking for a Stam DK nerf, guy.

    I never said I wanted to nerf StamDK, just not to buff it...
    With strength and intelligence comes hard work.

    Which is why not a lot of people are strong nor intelligent.
  • Dottzgaming
    Dottzgaming
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    Agree with alot of the points that the OP brought up, and much of this is stuff i have discussed with friends before.

    Wings being looked at is a huge priority, as i think it can really help open up our open world PvP viability. Sustain wise, seeing some lowered cost values on some skills and some minor changes to battle roar would be a huge QoL fix.

    In terms of offense, i would really like to see some sort of passive that buffs our DoT dmg while the enemy is below a certain health percentage. DK bars are generally pretty cramped, so allowing us to passively deal more dmg while the target is below a certain thresh-hold, and play directly into the theme of the class, would make an awesome addition in both PvP and PvE combat. Specifically a PvE change, i would love to see Eruption be looked at. That skill desperately needs some love and would really help MagDK's pve viability if buffed correctly.
    Edited by Dottzgaming on March 19, 2018 7:19PM
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