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PTS Update 18 - Feedback Thread for Dragonknight Balance

  • Toc de Malsvi
    Toc de Malsvi
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    Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?

    So, your regen moves from 1700 to 1800?

    That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?

    From the patch notes:

    Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.

    Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.

    Recovery only ticks every other second. So this is really closer to 200 recovery, but that presumes maximum uptime. Its okay, not huge but a buff to sustain. It appeared to proc reliably for me.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Toc de Malsvi
    Toc de Malsvi
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    I'm glad noxious is not dodgeable. However its still a very weak dot and I found I didn't notice the benefits of the debuff all that much.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Toc de Malsvi
    Toc de Malsvi
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    Its also still hard to hit anyone with because of the cone effect.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Toc de Malsvi
    Toc de Malsvi
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    I tried out Frag Shield and I felt it was utterly disappointing. I hardly noticed the Major mending without a burst heal.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • Savos_Saren
    Savos_Saren
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    Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?

    So, your regen moves from 1700 to 1800?

    That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?

    From the patch notes:

    Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.

    Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.

    Recovery only ticks every other second. So this is really closer to 200 recovery, but that presumes maximum uptime. Its okay, not huge but a buff to sustain. It appeared to proc reliably for me.

    @Toc de Malsvi

    Thanks bud. Yeah, I've been surviving off about 1550 regen... so 1750 is still nice as well.

    Kudos, ZOS.
    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
  • Conduit0
    Conduit0
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    Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?

    So, your regen moves from 1700 to 1800?

    That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?

    From the patch notes:

    Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.

    Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.

    Recovery only ticks every other second. So this is really closer to 200 recovery, but that presumes maximum uptime. Its okay, not huge but a buff to sustain. It appeared to proc reliably for me.

    Its honestly incredibly lack luster, since the recovery only triggers when you apply the burning/poison status effect. You are pretty much never going to proc a status effect right on the 5 second mark. I haven't had a chance to test it yet, but I'll hazard a guess that you will see around 60 to 70% uptime. So thats an extra 120 to 140 regen, its better than nothing, but I doubt it will be enough to make a meaningful difference for MagDK's in PVE and it will be significantly less in PVP due to shields and racial immunities.
  • Hamburglarjones
    Hamburglarjones
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    Conduit0 wrote: »
    Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?

    So, your regen moves from 1700 to 1800?

    That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?

    From the patch notes:

    Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.

    Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.

    Recovery only ticks every other second. So this is really closer to 200 recovery, but that presumes maximum uptime. Its okay, not huge but a buff to sustain. It appeared to proc reliably for me.

    Its honestly incredibly lack luster, since the recovery only triggers when you apply the burning/poison status effect. You are pretty much never going to proc a status effect right on the 5 second mark. I haven't had a chance to test it yet, but I'll hazard a guess that you will see around 60 to 70% uptime. So thats an extra 120 to 140 regen, its better than nothing, but I doubt it will be enough to make a meaningful difference for MagDK's in PVE and it will be significantly less in PVP due to shields and racial immunities.

    I have been testing magDK pve quite a lot it's around 70-75 mag/s on a dummy. In a raid for example this should go up though with adds etc
    Boone
    Dunmer Magicka DragonKnight
    MagDK raid build guide
    Guild: Dragon's Crest - retired
    World's 3rd vHoF clear & 3rd vHoF HM clear
  • techprince
    techprince
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    Guys, is Shattering Rocks skill still applying offbalance?
  • sneakymitchell
    sneakymitchell
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    Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?

    So, your regen moves from 1700 to 1800?

    That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?

    From the patch notes:

    Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.

    Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.

    If the damage is still there with the regen then I say “AAAAA! A buff!” If not “AAAAAA. It’s a nerf kind of!”
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • Toc de Malsvi
    Toc de Malsvi
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    Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?

    So, your regen moves from 1700 to 1800?

    That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?

    From the patch notes:

    Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.

    Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.

    If the damage is still there with the regen then I say “AAAAA! A buff!” If not “AAAAAA. It’s a nerf kind of!”

    This is the feedback thread. Please save posts for feedback not speculation. The damage remains, this is still a buff.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • AddictionX
    AddictionX
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    I wonder if there was a way skills can cost both stamina and magicka. Well probably too much work but in general i feel as the DK skills cost too much for what they do.

    The shield provided by Igneous is too small of a shield for a 3-second buff to a healing buff. If it's going to be that small and short in duration the (major mending buff) ....in pvp then the buff shouldn't be restricted to while the shield is up only. the point being its too short in duration. It is also very expensive for what it does. Perhaps also giving it the minor heroism would help it out and justify its cost.

    What about a decrease in its cost? 4050 for a 3-second heal buff and a 6-second small shield really doesn't justify this cost.

    Green Dragons blood is way too expensive at a cost around 4320. While its met to get someone out of executing range I think making this stamina based and a heal over time with a burst heal based on health healed/or keep it same with health missing would help. Really shouldn't be affected by battle spirit. Please keep the major endurance tho as that is really helpful to a resource-starved class.

    Corrosive Armor is a unique ultimate, however, I think at 200 it's too expensive for its duration. Perhaps bring its cost to 150 and increase the duration closer to 15 seconds. I mean it can stay at 200 but the duration needs to be closer to 20ish seconds.

    Shifting Standard
    for having such a high ultimate cost at 250 it doesn't do as much as it should. The cost should be reduced to 200. Having to stand where you need it to go also kinda ruins it as your just having to catch up all the time. Instead, I would much rather place it where I want in a range of perhaps 20ish meters. Remove the synergy requirement that just encourages people to stack into a ball. Instead have it silence enemies. That would be great against ball groups. The answer to ball groups isnt always high burst damaging AoE attacks GIVE US A SILENCING SKILL!

    Noxious breath damage is very low and the debuff hardly noticeable. It also overrides the tanks pve major fracture which is more potent than this. The debuff could go away and instead grant major(minor) defile to the for those who stand in it also Instead of a conal attack make it an AoE that follows the caster. Probably also reduce its radius to about 8m. I would be happy if it was an AoE that follows the caster it misses even if its just a little incline when fighting. I'd say giving this skill major defile would be more balance than giving it minor. Could also have it apply minor maim as well.

    Reflective plate Happy we finally get access to snare removal but perhaps making this a stamina ability and reducing its cost a little. If it's going to reflect then have it give additional snare immunity for each projectile reflected. Some of the magDK of this thread have already stated they would rather use mist form so give it to US STAM DK's make it a stamina ability!!! These wings really shouldn't be kept to a limit of 4 projectiles. Needs to be able to reflect much more than this. Light attacking expensive wings shouldn't be the counter to wings, it is wings that should counter PROJECTILES! It really it should reflect an unlimited amount for 4 seconds because who is really going to attack someone with those things up in the first place in that short duration. It also needs snare immunity for about 4 seconds. There are already a great many things that go through block and dodge! We still even get the secondary effect applied on us even AFTER the attack was reflected based on the rare occasion its used REACTIVELY!!!

    Volitle armor Should reflect back a percentage of the damage taken and be done back in oblivion damage. I imagine the harder you run into a cactus the more it should hurt. Perhaps also heal you the damage reflected back on criticals done to you.

    Molten Armaments give it back its major brutality buff! Or leave it as is. Have the heavy attack bonus only while in combat.




    Edited by AddictionX on April 17, 2018 7:52AM
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    AddictionX wrote: »
    The shield provided by Igneous is too small of a shield for a 3-second buff to a healing buff. If it's going to be that small and short in duration the (major mending buff) ....in pvp then the buff shouldn't be restricted to while the shield is up only.

    It isn't.
  • commdt
    commdt
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    This is the official feedback thread for the Dragonknight combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
    Heavy attacks are dead now, and stam sorc skill Bound Armaments is changed accordingly, but DK skill Molten armaments is not changed still buffing heavy attacks. Does it mean that DK is now dead as damage dealer and abandoned for good?
    Rawr
  • IZZEFlameLash
    IZZEFlameLash
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    commdt wrote: »
    This is the official feedback thread for the Dragonknight combat balance and ability changes. After you have a chance to try out different combat scenarios, let us know what you think of the current balance.
    Heavy attacks are dead now, and stam sorc skill Bound Armaments is changed accordingly, but DK skill Molten armaments is not changed still buffing heavy attacks. Does it mean that DK is now dead as damage dealer and abandoned for good?

    This does not make sense at all. Heavy attacks are still going to be a thing because sustain issues. Stam sorcs will lose 11% boost to heavy attacks which sucks but hardly a game changer as non-stamsorcs were the top DPS even without 11% boost to heavy attack. And molten armament is sorta very expensive for a stam heavy attack build to use. So.. only extensive use will be by mDKs. But HA is nowhere near being dead.
    Imperials, the one and true masters of all mortal races of Tamriel
  • AddictionX
    AddictionX
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    AddictionX wrote: »
    The shield provided by Igneous is too small of a shield for a 3-second buff to a healing buff. If it's going to be that small and short in duration the (major mending buff) ....in pvp then the buff shouldn't be restricted to while the shield is up only.

    It isn't.

    Oh... well then... it certainly feels that way. Basically.... it needs a buff in pvp. Perhaps to 5 seconds. Defile is just running rampant. 30 percent heal debuff vs a 25 percent heal buff doesn't really cancel each other out.
    Edited by AddictionX on April 17, 2018 7:35AM
  • SaintSubwayy
    SaintSubwayy
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    Also, am I missing something? With both points into Combustion- you get 500 magicka/stamina once ever 5 seconds (if you get the burning/poisoned proc)... is that really significant? Doesn't that add up to 100 extra magicka/stamina a second?

    So, your regen moves from 1700 to 1800?

    That doesn't seem like a lot. Is there some sort of modifiers involved that makes this skyrocket higher?

    From the patch notes:

    Combustion: This passive ability now also restores 250/500 Magicka or Stamina to you when you apply the Burning or Poisoned status effects to an enemy. These effects can occur once every 5 seconds.

    Is that supposed to be 500 Magicka/Stamina per second? I don't understand the hype.

    Regeneration is not based on x ammount per second, it is based on x ammount every 2 seconds.
    So you go up from 1700 to 1900 magickareg /2s
    Since its not regereation its not effected by % amps which boost reg.

    Its just a flat 100 magicka / s.
    IF you want to translate it into regen then its 200 regen ( not effected by % amps)
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • BohnT
    BohnT
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    AddictionX wrote: »
    I wonder if there was a way skills can cost both stamina and magicka. Well probably too much work but in general i feel as the DK skills cost too much for what they do.

    The shield provided by Igneous is too small of a shield for a 3-second buff to a healing buff. If it's going to be that small and short in duration the (major mending buff) ....in pvp then the buff shouldn't be restricted to while the shield is up only. the point being its too short in duration. It is also very expensive for what it does. Perhaps also giving it the minor heroism would help it out and justify its cost.

    What about a decrease in its cost? 4050 for a 3-second heal buff and a 6-second small shield really doesn't justify this cost.

    Green Dragons blood is way too expensive at a cost around 4320. While its met to get someone out of executing range I think making this stamina based and a heal over time with a burst heal based on health healed/or keep it same with health missing would help. Really shouldn't be affected by battle spirit. Please keep the major endurance tho as that is really helpful to a resource-starved class.

    Corrosive Armor is a unique ultimate, however, I think at 200 it's too expensive for its duration. Perhaps bring its cost to 150 and increase the duration closer to 15 seconds. I mean it can stay at 200 but the duration needs to be closer to 20ish seconds.

    Shifting Standard
    for having such a high ultimate cost at 250 it doesn't do as much as it should. The cost should be reduced to 200. Having to stand where you need it to go also kinda ruins it as your just having to catch up all the time. Instead, I would much rather place it where I want in a range of perhaps 20ish meters. Remove the synergy requirement that just encourages people to stack into a ball. Instead have it silence enemies. That would be great against ball groups. The answer to ball groups isnt always high burst damaging AoE attacks GIVE US A SILENCING SKILL!

    Noxious breath damage is very low and the debuff hardly noticeable. It also overrides the tanks pve major fracture which is more potent than this. The debuff could go away and instead grant major(minor) defile to the for those who stand in it also Instead of a conal attack make it an AoE that follows the caster. Probably also reduce its radius to about 8m. I would be happy if it was an AoE that follows the caster it misses even if its just a little incline when fighting. I'd say giving this skill major defile would be more balance than giving it minor. Could also have it apply minor maim as well.

    Reflective plate Happy we finally get access to snare removal but perhaps making this a stamina ability and reducing its cost a little. If it's going to reflect then have it give additional snare immunity for each projectile reflected. Some of the magDK of this thread have already stated they would rather use mist form so give it to US STAM DK's make it a stamina ability!!! These wings really shouldn't be kept to a limit of 4 projectiles. Needs to be able to reflect much more than this. Light attacking expensive wings shouldn't be the counter to wings, it is wings that should counter PROJECTILES! It really it should reflect an unlimited amount for 4 seconds because who is really going to attack someone with those things up in the first place in that short duration. It also needs snare immunity for about 4 seconds. There are already a great many things that go through block and dodge! We still even get the secondary effect applied on us even AFTER the attack was reflected based on the rare occasion its used REACTIVELY!!!

    Volitle armor Should reflect back a percentage of the damage taken and be done back in oblivion damage. I imagine the harder you run into a cactus the more it should hurt. Perhaps also heal you the damage reflected back on criticals done to you.

    Molten Armaments give it back its major brutality buff! Or leave it as is. Have the heavy attack bonus only while in combat.



    Do you want DK to be unkillable with still 0 offensive power because those changes give you an unkillable DK that can't kill anyone
    Those Corrosive Armor changes would be way too strong either you reduce both cost and duration or don't change it at all.
    Same with wings. We had unlimited reflects once and it was absolutely overperfoming and should never come back also 4 seconds of snare immunity is too long when you compare it to what shuffle can do with 7 pieces medium equipped.
    And about voltile armor: no we really don't need more oblivion damage in the game also th ability is fine as it is. It gives you resistances, applies a dot, Deals good damage on magdk + activates passives.
  • Carbonised
    Carbonised
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    For more than 18 months now, you have been tinkering with the same few DK skills over and over again; cauterize, stone fist and obsidian shield. Add ash storm into the mix now as well..

    First off, this harmonization of classes is unasked for. If you are going to get rid of signature class skills, or simply give them out to all classes, why bother with classes in the first place. Either you have distinct classes, or you don't. This middle ground is quite unsatisfying for both camps.

    Wings snare removal was needed, for a class that's sharing the first/last place in terms of mobility with the Templar. Whereas the templar has his house to seek refuge in and stand their ground, DKs have nothing. They're just sitting ducks. And in the current snare and CC meta, the DK just can't keep up, and gains no advantages of their melee range.
    Snare removal is going to cost you added damage from reflecting, and without snare immunity, I doubt this morph will be any more popular than it was already. Snares are so abundant that removing without immunity is pretty much useless.

    Expedition and empower on chains is useless. Expedition on a gap closer is unnecessary, you've already closed the gap. If you want to give us a few seconds of expedition, which I would very much appreciate, put it on one of the morphs of the wings, or the base skill. Even if it's only 3-4 seconds. On a gap closer, it's wasted. Same with empower, with the empower change, empowering 2 light attacks is next to useless, especially in pvp if you go with another weapon than a staff, which many mDKs do.

    I don't get why you keep trying to force DK healing on us, when all we asked for was a decent DPS spec.
    Flames of Oblivion is a terrible skill. It's a morph you choose that grants you fire damage balls, yet it grants you increased weapon crit as well. If you insist on making this skill function as it does now, then at least have the FoO morph grant you something else than Major Savagery. You get literally nothing out of morphing it from Inferno to FoO.
    The Cauterize morph is also terrible. No healer wants to have a burst heal hit a random target at an interval they can't control, that's not what healing is about. You want healing over time, or burst heals you can aim and control and fire at critical times.
    Why can't you simply change this skill back to a player based AoE with various damage and debuff/buff effects, like so many DK players wanted. You could still have a Cauterize morph with a player based AOE healing, and leave the other morph for DPS. Not only is inferno and its morphs a terrible skill, it also feels terrible to use, from the visuals to the feel of using the skill. It's basically somwething you just back bar and press-and-forget for some extra DPS in your rotation. Compare the lackluster feel of Inferno to something that looks and feels great such as Inhale and its morphs, and you'll know what I'm talking about.

    Ash cloud ... Sigh ... Alright, you chose a morph that no one used and made it even more useless, so nothing lost I guess, other than the chance at making this skill actually better. Eruption has already been shown to be too little and too slow DPS compared to the costs. It's just something you fire-and-forget in your PvE rotation. You could have made the Eruption initial damage and DoT damage higher, while having the other morph be much less damage, but grant you evasion and some defensive buffs while you stand in it. The heal over time is not only completely out of character, who actually gets healed from standing in a volcano, it's also unwanted. You can get heals from a billion other places, and the evasion would have reinforced the stand your ground aspect of the class, instead of making them into a bad copy of the Templar.

    The added regen from Combustion change is nice, but hardly anything game breaking. The amount of magicka return, with the cooldown and the proc on burning, makes this a "nice little thing" rather than completely making up for the expensive skills of the mDKs.

    Don't get me wrong, I think this is a good update for the DK and especially the mDK, but that's more because of the change to 2-handed staves as well as nerfs to other classes. The specific DK changes bring a tiny little more regen to the table, while still trying to make unpopular morphs more popular, and failing so.
    Instead of just keeping boosting and boosting the numbers of these morphs, and change DoTs into HoTs that no one asked for, how about actually listening to the playerbase that plays the class and change the skills into what we have asked for in 2 years now:

    - Inferno as a playerbased AoE with various damage or debuffs
    - Ash Cloud as AoE with evasion and/or various debuffs
    - Some few seconds of snare immunity and/or expedition to the base skill of Wings or one of the morphs

    Edited by Carbonised on April 17, 2018 9:57AM
  • Bodycounter
    Bodycounter
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    I think Zenimax is going in the right direction with these changes and some are very appreciated. There are still some problems with the class in general:
    1. Some passives are near useless in their current state (World in Ruin, Elder Dragon) --> Health Recovery is a joke
    2. Why nerf sustain via Battle Roar change, but now adjust with wonky Combustion? --> Revert Battle Roar
    3. Reflective Plate should give 2/3 seconds of Immunity, because of obvious reasons
    4. Give sDK one new stamina morph --> some form of defense, crowd control or spammable is needed
    5. Change to the "off balance"-status and interaction with Flame Lash --> make Power Lash undodgeable or remove/reduce internal cooldown

    That's pretty much all where I see a need of change. I am strongly against a stamina morph for Lava Whip, but the Earthen Heart skill line is made for a stamina morph. I have seen a good post where Stonefist should morph into a ground slam ability, that has some form of CC (likely a stun) and erupts the ground after a short delay doing poison damage in the area.

    The mentioned buff to Reflective Plate would open up Rally for sDK to increase his survivability. He should already be fine then together with a new stamina morph.

    On top of that "Obsidian Shard" and its morphs are bad designed in my opinion and i would like to see them overhauled completely. Not sure what the rest of the playerbase thinks about this ability.
    Edited by Bodycounter on April 17, 2018 12:46PM
  • BohnT
    BohnT
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    Stamdk needs a good viable spammable @ZOS_Wrobel
    You are forced into either running S&B to have an instant damage spammable with heroic slash/ ransack but this comes at the cost that S&B in general deals less damage than 2H or DW.
    If you want a spammable with 2h you are stuck with dizzying Swing which is extremely unreliable, easy to counter and has a 1 second cast time that makes the skill really bad while it doesn't has a lot more damage than suprise attack or jabs without the cp bug.

    Also stamdk doesn't have any access to a good delayed damage ability like PotL, shalks.

    The strongest burst rota stamdk currently has is:
    Heavy attack, Dizzying swing, LA weave + bash + leap + FoO hit + last tick of venemous claw.

    This is 3 Gcd and the total damage will be somewhere between 13-20k damage depending on crits.

    But this involves:
    Perfect weaving, no counterplay from the enemy, luck on crits, luck that leap doesn't bug out, waiting 12 seconds for the last tick and time the FoO proc perfectly with everything else.

    This is extremely rare to happen and it won't kill most players which leaves you with a dizzying Swing that gives the enemy 1 second to heal up again.

    This just isn't acceptable and shows how much DK is left behind offensive wise while they aren't as good as other classes defensive wise.
  • Zakor
    Zakor
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    Just some thoughts of a DH-Heal:
    1. IIRC it's the third time you buffed obsidian shards heal. It's still useless. Don't get me wrong, the heal is strong, but not only an enemy must be close to your target but also the stun is pretty useless (since this is mostly usefull as a tank-heal -> bosses won't get stunned) and the costs are far too high (compare: on my pts-build obsi shard 4050m for 8016 heal vs battle prayer 3780m for 4789 heal on up to SIX targets (so up to ~28k heal) plus three minor buffs... see my point?)
    2. I love the change on Cauterize. The skill could be better but this is a giant improvement.
    3. Ash cloud and Cinderstorm...this is actually a hard one. While I like the idea of having more healing tools I can't see a point where it's worth of slotting. The cost/healing seems ok and the long duration hot is also interesting, but it provides no real benefit to use it over something else. It's to weak to get rid of healing springs or rapid regen, provides no actual buff, no unique mechanic, is static, etc...
    4. The sustain is still a problem on a DK-Heal. Healers tend to keep their ult till they need them, in raids you have to wait till it's your turn for warhorn or whatever. This goes COMPLETLY against the DK-Sustain of throwing ults left and right. The change to combustion doesn't help either since healers mostly don't proc those and even if, the effect would be VERY small if noticeable at all.

    Suggestions:
    1. Obsidian Shard needs a little rework. I got two ideas for that
      • Remove the damage and stun, make the ability a targetable heal like wardens nature's grasp, reduce costs by ~20% and add a little buff. Stam regen, dmg resist or something similiar would be nice (remember, tank heal, so tanks should get something usefull)
      • Scrap the obsidian shard and recreate it as a stone totem. Move cauterize to this totem (shoot healing fireballs). Give cauterize the hot of cinderstorm but let it move with you like eye of the storm. Then make cinderstorm to an alternative to healing springs with a minor evasion buff.
    2. Fine now, see 1 for ideas
    3. This really should be an alternative to healing springs. Make it a bit weaker than springs, longer, but add a dodge buff. If no dodge buff, think about a "Ash cloak"-Synergy which gives a unique buff. This skill needs some identity. Something that makes it usefull and fun to use as a healer. Something that let DK-Heals stand out of temps, wardens and whatnot.
    4. Actually I don't have any nice idea for this problem. Only suggestion would be to change some of the older and now useless passives this class has. Maybe add bonus regen over the duration of the fight? Somethink like after around 2 minutes of combat the Dragon is at the peak of his power and has high boosts to mag and stam regen. This could improve more and more, starting at maybe 1% when combat starts and ending at around 20%? Disclaimer: Numbers are arbitrary and surely would have to be changed.

    Anyway, good job! A step in the right direction after all this time and all these nerfs. Waiting for the other pts-cycles

    EDIT:
    As I play the new Psijic-Skillline I see that Obsidian Shard would also have to be at least as good as the new healing ability. Hard to beat in my opinion, which makes obsidian shard fall even more behind. Scrap it, seriously, bring us something new and exiting.
    Edited by Zakor on April 17, 2018 1:39PM
  • Riggsy
    Riggsy
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    Another patch with no serious fixes to StamDK (pvp) and another PTS "feedback" thread that the devs will ignore, same-old same-old.
    MMAGA - We Made Medium Armor Great Again
    Evasion: Casting this ability and its morphs now requires that you wear 5 pieces of Medium Armor.

    Woe Biden - Mule
    Donald Thump - Mule
    M'aiq Pence - Mule
  • MaxwellC
    MaxwellC
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    @Toc de Malsvi
    Would you like this change I suggested for Fragmented shield (I also want igneous shield to regain its original major mending buff).
    Fragmented shield I would love for this ability to absorb the damage taken from all sources and then expel that damage (30-50% of the taken damage) out in an AoE that would set enemies off balance. This would be a good change and a much needed change for Stamina DKs as the ability would scale off of Max Stamina/Weapon Damage + deal physical damage.

    I feel that kind of change to fragmented shield would allow Stam DKs to have a burst outside of weapon skills that utilize animation cancelling.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • BohnT
    BohnT
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    MaxwellC wrote: »
    @Toc de Malsvi
    Would you like this change I suggested for Fragmented shield (I also want igneous shield to regain its original major mending buff).
    Fragmented shield I would love for this ability to absorb the damage taken from all sources and then expel that damage (30-50% of the taken damage) out in an AoE that would set enemies off balance. This would be a good change and a much needed change for Stamina DKs as the ability would scale off of Max Stamina/Weapon Damage + deal physical damage.

    I feel that kind of change to fragmented shield would allow Stam DKs to have a burst outside of weapon skills that utilize animation cancelling.

    That won't be able to be done. We had stamina shields for one pts cycle and it was absolutely op.
    For fragmented shield to do good damage you would need a huge shield as the damage is reduced by 75% (50% smaller shield and 50% less damage taken by players)
    Just look at Sun shield it's a dead ability that does what you propose.
    Either it will be completely overperfoming or absolutely useless.
    Igneous still has it's major mending.
    Fragmented shield gives you 5.1 seconds of major mending with passives so it's really good.
  • coplannb16_ESO
    coplannb16_ESO
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    Molten Whip / Power Lash still need adjustments. Power Lashs proc should not be evadable OR the cooldown needs to be removed. I didnt manage to get it off once in PvP yet and removed it from my bar in both PvE and PvP. what a shame...

    I dont want or need more healing-morphs

    give me major evasion on Cinderstorm back (you now put this even on a gear-set involving dismounting wtf...)!

    Shifting Standard needs to be carried by the player (e.g. move with the player similar to Eye of Storm).

    Combustion passive timer should be on a per enemy base, e.g. it can proc once every 5 seconds on a single target, but if we manage to get burning/poison on multiple enemies it should work once every 5 sec per mob.

    Burning Embers should get 28m range or inherit the range of the weapon used. mDKs do not only get no competetive raid spot because of inferior DPS, but also because we compete with melee-spots due to the low range of our magicka skills.
    ...
    max level: mDK, stamBlade, stamSorc, magPlar, mDen, stamDen, magBlade, stamCro
    ESO+
    # of mules: 4 (FULL)
    maxed bank: FULL -_-
    Stop the grind! Get rid of stupid events and daily-quest gallore. Get rid of "have a chance of 1 in a million to get a piece of 1 in 30 to get a stupid motif or pet... wtf..."
    And at this point just remove all classes and have everyone choose their set of skills. then balance accordingly to skills always used vs. skills never used.
  • MaxwellC
    MaxwellC
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    @BohnT
    It wouldn't be a shield but more so an affect that keeps note of all damage taken then expels up to 50% of the damage taken out in an AoE setting everyone off balanced.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • BohnT
    BohnT
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    ✭✭
    MaxwellC wrote: »
    @BohnT
    It wouldn't be a shield but more so an affect that keeps note of all damage taken then expels up to 50% of the damage taken out in an AoE setting everyone off balanced.

    I guess templars would rage just as DKs did when the old FoO were moved to sorcs.
    This version is like a good Sun shiedi just don't see this happen
  • MaxwellC
    MaxwellC
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    @BohnT
    Yeah I honestly don't think anything suggested would be changed unless it is tweaking some damage because this is the PTS where things are coming to be tested so it can be pushed out before early launch i.e next month for PC.
    不動の Steadfast - Unwavering
    XBL Gamer Tag - Maxwell
    XB1 Maxwell Crystal - NA DC CP 800+ Redguard Stamina DK
    XB1 Max Crystal - NA DC CP 800+ Brenton Magicka DK
    PC Maxwell-Crystal - NA DC - CP 200+ Brenton Magicka DK 「Retired」
    Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
    Coined by Maxwel
    l
  • Dedricus
    Dedricus
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    I had made this post a while back.

    https://forums.elderscrollsonline.com/en/discussion/389568/stam-dk-pvp-issues#latest

    Advocating for stam DK pvp change is getting really tiring. It's gearing up for us to be, by far, the worst class in pvp for 3 patches now. Hopefully the devs can do something.
  • Ragnarock41
    Ragnarock41
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    I stopped playing stamDk in PvP , as it is now utter garbage and completely outclassed even by stamsorcs at his own job(being a bruiser).

    I don't want to turn this into a QQ thread, (because I know you don't care about stamDKs) So lets focus on magDk instead,

    Try fixing how wings and volatile armor interacts with the templar bubble. Re-reflecting damage shouldn't be a thing, you made this rule ZOS, not us. Some consistency would be nice.

    And other than that, wings should have at least a short immunity to snares.

    As for the new combustion, from a PvP perspective its going to be good for mDK, meh or downright useless for stamDk. Because mDk deals almost purely flame damage. for stamDks we do not even slot noxious breath nowadays, sDks mostly prefer flames of oblivion+venomous claws for their class abilities, as noxious does very poor damage. So we have only one poison ability, and not to mention there are so many argonians and bosmers who will be immune to poisoned status.

    In the end, combustion is a joke tier passive, and this new sustain mechanic is also a joke compared to what battle roar used to be.
    I am disappointed , to the point I left my main.
    Edited by Ragnarock41 on April 17, 2018 1:14PM
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