I can agree that DK's need a bit of loving.
On the subject of Noxious Breath, would having the ability work as a setup be a possible option to add burst damage to the class without giving DK a high damage spammable?
Have the ability be undodgeable, and amp the next direct damage ability (not light or heavy attack) from the DK by 30%?
It isn't consumed on dots, and combos well with Leap, or with Ransack/Heroic Slash for bringing tougher guys down, asumimg it maintains the major fracture.
Also agree that Snare removal needs to come with immunity, otherwise leaving ground aoes is just a massive pain.
Other than that, I'll point out that DK's still heal a hell of a lot more than Stam Sorc, given that you have passives that actually amp up your heals.
I can agree that DK's need a bit of loving.
On the subject of Noxious Breath, would having the ability work as a setup be a possible option to add burst damage to the class without giving DK a high damage spammable?
Have the ability be undodgeable, and amp the next direct damage ability (not light or heavy attack) from the DK by 30%?
It isn't consumed on dots, and combos well with Leap, or with Ransack/Heroic Slash for bringing tougher guys down, asumimg it maintains the major fracture.
Also agree that Snare removal needs to come with immunity, otherwise leaving ground aoes is just a massive pain.
Other than that, I'll point out that DK's still heal a hell of a lot more than Stam Sorc, given that you have passives that actually amp up your heals.
Where comes this missconsumption that stamsorc is weak? It's just a small bit behind nb and warden as you can run full damage builds with no regen and sustain just fine with DD. Stamdk loses in every meaningful category vs a stamsorc.
Mobility, Damage, sustain, survivability, effective healing, group utility etc.
I can agree that DK's need a bit of loving.
On the subject of Noxious Breath, would having the ability work as a setup be a possible option to add burst damage to the class without giving DK a high damage spammable?
Have the ability be undodgeable, and amp the next direct damage ability (not light or heavy attack) from the DK by 30%?
It isn't consumed on dots, and combos well with Leap, or with Ransack/Heroic Slash for bringing tougher guys down, asumimg it maintains the major fracture.
Also agree that Snare removal needs to come with immunity, otherwise leaving ground aoes is just a massive pain.
Other than that, I'll point out that DK's still heal a hell of a lot more than Stam Sorc, given that you have passives that actually amp up your heals.
Where comes this missconsumption that stamsorc is weak? It's just a small bit behind nb and warden as you can run full damage builds with no regen and sustain just fine with DD. Stamdk loses in every meaningful category vs a stamsorc.
Mobility, Damage, sustain, survivability, effective healing, group utility etc.
Not saying stamsorc is weak, just saying that their Vigor or Rally is weaker than that of a DK because of a lack of healing boosting passives.
Defile is honestly just awful to deal with on Stam classes right now, especially with how dumb befoul is. The star is balanced to counter full on healers, but it is overkill on anyone without a full on heal spec.
You're either talking about Healing Ward (which is available to any class), or Hardened. If you're talking about hardened, you need to include the burst "damage" when it expires.Sorcs With shields sorcs have a set amount of burst "heal" they can utilise whenever they please and in PvP Burst > Dots/Hots.
It negates projectile attacks only, so there's still some ranged that can get through. No projectiles, no mag return > quickly expensive shield.Aswell as the ability to negate all magicka based ranged damage aswell as the ability to create a gap between you and your enemy that he physically can't close which sets their damage to the dots they applied to you before you escaped.
Merlin13KAGL wrote: »You're either talking about Healing Ward (which is available to any class), or Hardened. If you're talking about hardened, you need to include the burst "damage" when it expires.Sorcs With shields sorcs have a set amount of burst "heal" they can utilise whenever they please and in PvP Burst > Dots/Hots.It negates projectile attacks only, so there's still some ranged that can get through. No projectiles, no mag return > quickly expensive shield.Aswell as the ability to negate all magicka based ranged damage aswell as the ability to create a gap between you and your enemy that he physically can't close which sets their damage to the dots they applied to you before you escaped.
The gap, I assume is mines or streak. Streak is < 1/2 the distance of the average gap closer, and also comes with a penalty. Mines have a handful of counters and a small enough radius (for a single mine) that damage can still get through.
In either case, I'm not sure where the 'can't' comes into play?
Regarding Reflective plate, they're changing it to remove snares according to the information passed on so far.
As someone who mains a dragonknight I don't really have any problems. Like you sorta complain about how Dragonknights take the most damage or something like that... BUT I mean they are the best tanks in the game sooooo I'm sure theres other ways you can reduce damage in some way...
But honestly, implementing these changes will just make the class overperform, and most likely will cause it to become too similar to other classes. Personally I don't feel deprived for playing a certain class. I just enjoy it, and find work arounds which often work better.
As someone who mains a dragonknight I don't really have any problems. Like you sorta complain about how Dragonknights take the most damage or something like that... BUT I mean they are the best tanks in the game sooooo I'm sure theres other ways you can reduce damage in some way...
But honestly, implementing these changes will just make the class overperform, and most likely will cause it to become too similar to other classes. Personally I don't feel deprived for playing a certain class. I just enjoy it, and find work arounds which often work better.
I’ve said this before, but I’ll say it again here. While I wouldn’t complain in getting a stam stonefist morph, I feel like most people don’t realize that it would have to cost a ridiculous amount of stamina and would thus be rendered useless as a spammable due to the constant stamina return from Helping Hands. Not to mention the stun would work against petrify’s effectiveness or the stun would be rendered useless because of petrifys stun...either way they would not synergize very well. Honestly changing Molten Whip to a stamina morph would be the best option, since that morph is also rarely used because flame lash is so critical for Magdk damage and sustain.
I’ve said this before, but I’ll say it again here. While I wouldn’t complain in getting a stam stonefist morph, I feel like most people don’t realize that it would have to cost a ridiculous amount of stamina and would thus be rendered useless as a spammable due to the constant stamina return from Helping Hands. Not to mention the stun would work against petrify’s effectiveness or the stun would be rendered useless because of petrifys stun...either way they would not synergize very well. Honestly changing Molten Whip to a stamina morph would be the best option, since that morph is also rarely used because flame lash is so critical for Magdk damage and sustain.
Yeah the stonegiant part was an error as i just copied an old post of mine and hadn't changed that part in this version of the post.
I wouldn't want a stun on Stonegiant as stuns on spammables are a bad idea.
Stamina whip might be the best thing as molten whip is pretty useless right now but i think Wrobel has personal issues with a stam whip idk why
I’ve said this before, but I’ll say it again here. While I wouldn’t complain in getting a stam stonefist morph, I feel like most people don’t realize that it would have to cost a ridiculous amount of stamina and would thus be rendered useless as a spammable due to the constant stamina return from Helping Hands. Not to mention the stun would work against petrify’s effectiveness or the stun would be rendered useless because of petrifys stun...either way they would not synergize very well. Honestly changing Molten Whip to a stamina morph would be the best option, since that morph is also rarely used because flame lash is so critical for Magdk damage and sustain.
Yeah the stonegiant part was an error as i just copied an old post of mine and hadn't changed that part in this version of the post.
I wouldn't want a stun on Stonegiant as stuns on spammables are a bad idea.
Stamina whip might be the best thing as molten whip is pretty useless right now but i think Wrobel has personal issues with a stam whip idk why
Ya I don’t get why he is so against giving us a stam whip...
I’ve said this before, but I’ll say it again here. While I wouldn’t complain in getting a stam stonefist morph, I feel like most people don’t realize that it would have to cost a ridiculous amount of stamina and would thus be rendered useless as a spammable due to the constant stamina return from Helping Hands. Not to mention the stun would work against petrify’s effectiveness or the stun would be rendered useless because of petrifys stun...either way they would not synergize very well. Honestly changing Molten Whip to a stamina morph would be the best option, since that morph is also rarely used because flame lash is so critical for Magdk damage and sustain.
Yeah the stonegiant part was an error as i just copied an old post of mine and hadn't changed that part in this version of the post.
I wouldn't want a stun on Stonegiant as stuns on spammables are a bad idea.
Stamina whip might be the best thing as molten whip is pretty useless right now but i think Wrobel has personal issues with a stam whip idk why
Ya I don’t get why he is so against giving us a stam whip...
Because "DK is the class that tanks his enemy until another player arrives and finishes them off"
Ragnarock41 wrote: »As someone who mains a dragonknight I don't really have any problems. Like you sorta complain about how Dragonknights take the most damage or something like that... BUT I mean they are the best tanks in the game sooooo I'm sure theres other ways you can reduce damage in some way...
But honestly, implementing these changes will just make the class overperform, and most likely will cause it to become too similar to other classes. Personally I don't feel deprived for playing a certain class. I just enjoy it, and find work arounds which often work better.
I kind of have the opposite problem actually. when fighting against competent groups, stamDK is always left for the last because of how low damage output they have. So as a result I learned to build my Dk with ridicilous amounts of damage output.
LeagueTroll wrote: »Stam dk lack dmg, yes, but magdk is like the 2nd best mag pvp class now with zaan cheese. Really nees to not buff the wrong skills.
Tan9oSuccka wrote: »Ragnarock41 wrote: »As someone who mains a dragonknight I don't really have any problems. Like you sorta complain about how Dragonknights take the most damage or something like that... BUT I mean they are the best tanks in the game sooooo I'm sure theres other ways you can reduce damage in some way...
But honestly, implementing these changes will just make the class overperform, and most likely will cause it to become too similar to other classes. Personally I don't feel deprived for playing a certain class. I just enjoy it, and find work arounds which often work better.
I kind of have the opposite problem actually. when fighting against competent groups, stamDK is always left for the last because of how low damage output they have. So as a result I learned to build my Dk with ridicilous amounts of damage output.
That’s pretty much what happens to me in group play.
They wipe my group and then 6 on 1. No burst, slow rolling DOTs that are immediately cleansed. Which you basically use 2H and no class abilities at all.
Stam DK are woefully in need of meaningful changes.
Ragnarock41 wrote: »Tan9oSuccka wrote: »Ragnarock41 wrote: »As someone who mains a dragonknight I don't really have any problems. Like you sorta complain about how Dragonknights take the most damage or something like that... BUT I mean they are the best tanks in the game sooooo I'm sure theres other ways you can reduce damage in some way...
But honestly, implementing these changes will just make the class overperform, and most likely will cause it to become too similar to other classes. Personally I don't feel deprived for playing a certain class. I just enjoy it, and find work arounds which often work better.
I kind of have the opposite problem actually. when fighting against competent groups, stamDK is always left for the last because of how low damage output they have. So as a result I learned to build my Dk with ridicilous amounts of damage output.
That’s pretty much what happens to me in group play.
They wipe my group and then 6 on 1. No burst, slow rolling DOTs that are immediately cleansed. Which you basically use 2H and no class abilities at all.
Stam DK are woefully in need of meaningful changes.
This is mainly why I'm mad at the changes. I never asked for a third sustain passive, at the cost of losing my only damage passive.(not counting minor brutality as its not a Dk specific thing, its a group buff)
I do believe what stamDK needs is better offensive tools, some way to make use of their damage output.
Leap is great but by itself isn't going to justify making a full damage medium armor build.
The class needs something else. Maybe a spammable, or another burst mechanic.
Ragnarock41 wrote: »Tan9oSuccka wrote: »Ragnarock41 wrote: »As someone who mains a dragonknight I don't really have any problems. Like you sorta complain about how Dragonknights take the most damage or something like that... BUT I mean they are the best tanks in the game sooooo I'm sure theres other ways you can reduce damage in some way...
But honestly, implementing these changes will just make the class overperform, and most likely will cause it to become too similar to other classes. Personally I don't feel deprived for playing a certain class. I just enjoy it, and find work arounds which often work better.
I kind of have the opposite problem actually. when fighting against competent groups, stamDK is always left for the last because of how low damage output they have. So as a result I learned to build my Dk with ridicilous amounts of damage output.
That’s pretty much what happens to me in group play.
They wipe my group and then 6 on 1. No burst, slow rolling DOTs that are immediately cleansed. Which you basically use 2H and no class abilities at all.
Stam DK are woefully in need of meaningful changes.
This is mainly why I'm mad at the changes. I never asked for a third sustain passive, at the cost of losing my only damage passive.(not counting minor brutality as its not a Dk specific thing, its a group buff)
I do believe what stamDK needs is better offensive tools, some way to make use of their damage output.
Leap is great but by itself isn't going to justify making a full damage medium armor build.
The class needs something else. Maybe a spammable, or another burst mechanic.
There are certain skills in classes that unnecessarily punish the player for choosing Mag or Stam. Off the top of my head, Sorc, Warden and DK all have this.
For Warden it’s Betty Netch - Blue Betty purges one effect, Bull Netch gives Major Brutality (Major Sorcery inherent to the skill). Punishes you for playing Stam.
For Sorc it’s Surge - Critical Surge gives more healing, Power Surge grants you Major Sorcery (Major Brutality inherent to the skill). Punishes you for playing Mag.
For DK it’s Molten Weapons - Molten Armaments gives you 40% more Heavy Attack Damage, Igneous Weapons grants Major Brutality (Major Sorcery inherent to the skill). Punishes you for playing Stam.
These damage buffs should both be added to the base skill, and an additional morph effect added. This would also help Hybrids for ppl that ant to make them work.
Stam DK would probably benefit from this.