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PTS Update 18 - Feedback Thread for Dragonknight Balance

  • MyKillv2.0
    MyKillv2.0
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    DK Skill Changes Thoughts... (just my thoughts, whatever)

    Cauterize (Inferno morph): Nice for the increased range but the heal is still rather weak. I would much rather have the massive burst heal be from this skill or the heal be reduced to every three seconds. Either or I think would do the trick. However in it's current state the heal it too little and too long of wait.
    Combustion: Nice addition, even though I chuckled at the fact that you gave one of the best sustain classes in the game even more sustain. No complaints for the extra sugar...
    Empowering Chains: Since it is a skill I rarely ever use, I really honesty don't know about this. I will have to try it out in PvP, the gap closer plus whip/la spam will help I would imagine. Could be useful, I just do not know how much since it is not my playground.
    Shifting Standard: The decrease is ok but I think it should have been reverted back to its original cost of 200. Maybe even 175. At 225 cost, I believe that the cost is still too close to destro/standard ulti, which are just better. I am not saying that you even need to buff the damage but I do think it you want it to be a valid second option, it needs more uptime for magDPS. 225 is still too much. I would go for 175 myself.
    Reflective Plate (Reflective Scale morph): Similar to shifting standard, I agree with the idea of the change but I believe the dev team just simply stopped too short to make the change effective. I like the removal of snares but I think they should also add a 4/6sec speed boost/snare immune. In its current form, I do not believe it is strong enough to move a lot of people over to this morph.
    Cinder Storm (Ash Cloud morph): I would like to see the amount this heals for but if the amount is close to grand healing, the move is awesome! It will not be BiS for all cases but in instances where the boss is in one spot... this long term heal is nice in combination with healing springs.
    Obsidian Shard (Stonefist morph): This is where they put the burst DK heal, which I don't mind. In solo play, this is quite nice. No complaints.
    Obsidian Shield: This is the best example of how a skill should work. Once is clearly a pvp morph, the other a healer morph. Great move all around.
    Shattering Rocks (Petrify morph): Another solid choice. I could defiantly see pvp dks torn between these two morphs. Awesome job, I cannot wait to try out this morph.

    Overall some great changes for mDKs and even better, no nerfs for either tank and stam/mDKs! I feel they stopped too short on the Shifting Standard & Reflective Plate changes but the Earthen Heart changes are top notch. Cinder Storm could put DK healers as respectable off healer roles in craglorn trials and any dungeon that is not moble in nature (so like most all non DLC stuff). I hope over the next few weeks, they look at Standard and Reflective and add a little more to these skills. I made my suggestions but the team may have their own ideas in mind that could make these two skills more appealing.
  • ak_pvp
    ak_pvp
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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.

    Its good for MDKs. But its also a bit poor in general.

    An RNG passive that is useless against and shields and other dunmer. Great... And if an NB is in cloak, you won't be damaging them, so won't be proccing burning. It was a PvE change, with their full rotations and non resistant enemies, with PvP only picking up the scraps.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • GeorgeBlack
    GeorgeBlack
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    Stop making long threads saying same old same old. Open new topics all the time.
  • Tasear
    Tasear
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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.

    What did you think of other changes to do healing support?
  • BohnT
    BohnT
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    @ZOS_Wrobel is there anything planned to make stamdk a viable pvp spec again?
    During the last pts you asked us to say what stamdk needs to be viable and we made lots of proposals, ideas for changes and balance discussions and for all of them it mostly comes down to these points:

    - a strong instant stamina class spammable
    - atleast 2 seconds snare immunity along with the snare removal on reflective plate
    - more stamina class skills
    - reworking the useless passives: elder Dragon, world in ruins
    - worst ulti regen of all classes although DK sustain is build around using ultimates.

    Please come to this post and tell us if you plan to change anything about stamdk or if we can simply spare our breath because it doesn't help anyway
  • Tasear
    Tasear
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    BohnT wrote: »
    @ZOS_Wrobel is there anything planned to make stamdk a viable pvp spec again?
    During the last pts you asked us to say what stamdk needs to be viable and we made lots of proposals, ideas for changes and balance discussions and for all of them it mostly comes down to these points:

    - a strong instant stamina class spammable
    - atleast 2 seconds snare immunity along with the snare removal on reflective plate
    - more stamina class skills
    - reworking the useless passives: elder Dragon, world in ruins
    - worst ulti regen of all classes although DK sustain is build around using ultimates.

    Please come to this post and tell us if you plan to change anything about stamdk or if we can simply spare our breath because it doesn't help anyway

    Don't stamdk pull some of the highest numbers?
  • lucky_Sage
    lucky_Sage
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    Anti_Virus wrote: »
    @Kronuxx

    Save your time dude. I don't think Mr. Wrobel is concerned with the Stam Dk whether he believes its fine, or he doesn't care I hope it isn't the latter.

    I just wish he or atleast someone in the combat dev team enter one of these Stam DK threads and explain why they will or will not make changes to the class and in general a statement on the stamina DK.

    I am fully aware that stam DK is excellent in PVE dps parses but they are really lacking in the PVP department some parity between pve and pvp stam dk would be nice but it might be to diffcult to do(I don't know how it would) or they are content like how 2h is bad in pve but decent in pvp.

    I won't demand changes but at this point it feels like we are being ignored I usually like some transparency with the dev teams

    dots need to become more viable in pvp I think that would help a lot. and searing strikes need s slight range buffs it is really clunky trying to hit fast moving targets its hard to even root people these days to help.
    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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    Tasear wrote: »
    BohnT wrote: »
    @ZOS_Wrobel is there anything planned to make stamdk a viable pvp spec again?
    During the last pts you asked us to say what stamdk needs to be viable and we made lots of proposals, ideas for changes and balance discussions and for all of them it mostly comes down to these points:

    - a strong instant stamina class spammable
    - atleast 2 seconds snare immunity along with the snare removal on reflective plate
    - more stamina class skills
    - reworking the useless passives: elder Dragon, world in ruins
    - worst ulti regen of all classes although DK sustain is build around using ultimates.

    Please come to this post and tell us if you plan to change anything about stamdk or if we can simply spare our breath because it doesn't help anyway

    Don't stamdk pull some of the highest numbers?

    Not anymore stamnb pulls more, with the off balance changes stamdk took a hit in PvE, it's not even that good anymore as stamsorc pulls almost as much ST but has much better AoE damage on top , also this was more PvP focused.
  • lucky_Sage
    lucky_Sage
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    MyKillv2.0 wrote: »
    DK Skill Changes Thoughts... (just my thoughts, whatever)

    Cauterize (Inferno morph): Nice for the increased range but the heal is still rather weak. I would much rather have the massive burst heal be from this skill or the heal be reduced to every three seconds. Either or I think would do the trick. However in it's current state the heal it too little and too long of wait.
    Combustion: Nice addition, even though I chuckled at the fact that you gave one of the best sustain classes in the game even more sustain. No complaints for the extra sugar...
    Empowering Chains: Since it is a skill I rarely ever use, I really honesty don't know about this. I will have to try it out in PvP, the gap closer plus whip/la spam will help I would imagine. Could be useful, I just do not know how much since it is not my playground.
    Shifting Standard: The decrease is ok but I think it should have been reverted back to its original cost of 200. Maybe even 175. At 225 cost, I believe that the cost is still too close to destro/standard ulti, which are just better. I am not saying that you even need to buff the damage but I do think it you want it to be a valid second option, it needs more uptime for magDPS. 225 is still too much. I would go for 175 myself.
    Reflective Plate (Reflective Scale morph): Similar to shifting standard, I agree with the idea of the change but I believe the dev team just simply stopped too short to make the change effective. I like the removal of snares but I think they should also add a 4/6sec speed boost/snare immune. In its current form, I do not believe it is strong enough to move a lot of people over to this morph.
    Cinder Storm (Ash Cloud morph): I would like to see the amount this heals for but if the amount is close to grand healing, the move is awesome! It will not be BiS for all cases but in instances where the boss is in one spot... this long term heal is nice in combination with healing springs.
    Obsidian Shard (Stonefist morph): This is where they put the burst DK heal, which I don't mind. In solo play, this is quite nice. No complaints.
    Obsidian Shield: This is the best example of how a skill should work. Once is clearly a pvp morph, the other a healer morph. Great move all around.
    Shattering Rocks (Petrify morph): Another solid choice. I could defiantly see pvp dks torn between these two morphs. Awesome job, I cannot wait to try out this morph.

    Overall some great changes for mDKs and even better, no nerfs for either tank and stam/mDKs! I feel they stopped too short on the Shifting Standard & Reflective Plate changes but the Earthen Heart changes are top notch. Cinder Storm could put DK healers as respectable off healer roles in craglorn trials and any dungeon that is not moble in nature (so like most all non DLC stuff). I hope over the next few weeks, they look at Standard and Reflective and add a little more to these skills. I made my suggestions but the team may have their own ideas in mind that could make these two skills more appealing.

    ive actually been using empowering chains lately to increase my burst but it will be unslotted now because why would a need light attack weaves when I'm using dw
    DC PC NA
    Magdk - main
    Stamcro - alt

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

  • AddictionX
    AddictionX
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    BohnT wrote: »
    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.

    Well if I suggest anything to do more damage it'll make pve stamina DK over preform. Unless we reduce the duration of the dots but have it do the same damage.

    With wings...I know I was there ... one of the reasons I quit so early on was because I realized the game needed time to adjust. It was really boring early on came back a year later quit again. Came back for due to heavy armor viablity.

    So with the unlimited reflects it was a different patch where even meteors could be reflected a few times like ping pong....and unlimited amount of times. There were not as many go through block/dodge counters that are in play today. The sword and board ultimate which I can have a sort of high uptime has unlimited reflects for about double the duration and i would not say its overperforming. Cause alot of things go through reflect like secondary effects. If you are so concerned about it .....would "de-flect" be better but an unlimited ammount of times and stamina based.

    Doesnt have to be Volitle armor... magDK is still strong just not in an open field were they have to be mobile. Honestly, I'd rather have a morph that doesn't apply those resistances and does something else like reflect more damage back and scales off stamina. Since people use this resistance buff as "all-mighty" and as a way to somehow justify itself. Its very easy to gain those resistances if you really needed them as it wont really make or break anyone. With new and newer sets the buff becomes less and less valuable. This skill i can see it having better usage on some one in light armor perhaps. But stamina Dks are either using medium armor/heavy armor. Given how squishy medium armor is with the weak offensive power it offers really only amplifies good class passives of say a stamina nightblade.

    Unfortunately, snare immunity kinda needs to be around that long to be viable if it's less it is not justifiable by its cost. Foward momentum cost about half and gives 8 seconds of snare immunity on top of a heal over time. That response just feels cherry picked.

    For a stamina DK in pvp the offensive power doesnt come in the form of class skills... So im not sure what changes you could possibly advocate for that would probably make pve stamina DK overperform. If you want offensive power you know "tanks" can probably get similar numbers to the "non-tank".

    So to answer your first line, thats kinda what the Devs want for the class but not in the fashion or light you paint it in. We are supposed to outsustain/outlive our opponents.

    A "stamina whip" wont fix much of anything as there are other weapon skills that might do similar damage(if it were ever implemented) but do "more".



    A stamina DK needs the following.

    Snare removal with snare immunity.

    Reliable Burst heal. Possibly a HoT.

    An Execute. To compete with weapon execute, specifically citing: reverse slice and its morphs.

    A better way to sustain. Or more ways to generate ultimate.

    A way to generate damage based on damage taken. We can't run, we can't hide, we have to stand the ground and fight. That's pretty much the narrative the devs give us patch after patch. If we do damage so will the so called "un-killable tanks".
    Edited by AddictionX on April 17, 2018 3:00PM
  • BohnT
    BohnT
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    AddictionX wrote: »
    BohnT wrote: »
    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.

    Well if I suggest anything to do more damage it'll make pve stamina DK over preform. Unless we reduce the duration of the dots but have it do the same damage.

    With wings...I know I was there ... one of the reasons I quit so early on was because I realized the game needed time to adjust. With the unlimited reflects but it was a different patch where even meteors could be reflected a few times like ping pong....and unlimited amount of times. There were not as many go through block/dodge counters that are in play today. The sword and board ultimate which I can have a sort of high uptime has unlimited reflects for about double the duration and i would not say its overperforming.

    Doesnt have to be Volitle armor... magDK is still strong just not in an open field were they have to be mobile.

    Unfortunately, snare immunity kinda needs to be around that long to be viable if its less it is not justifiable by its cost. Foward momentum cost about half and gives 8 seconds of snare immunity on top of a heal over time.

    For a stamina DK in pvp the offensive power doesnt come in the form of class skills... So im not sure what changes you could possibly advocate for that would make pve stamina DK overperform.

    Stamdk isn't top dps anymore it changed with Dragon Bones due to off balance changes.

    When shield ulti was at 100 ult it was absolutely op. Unlimited reflects means DKs can't die to ranged builds anymore and that will be absolutely overperfoming.

    The reason FM has that 8 seconds snare immunity is only fair because you sacrifice the only burst heal most stamclasses have. Wings however would only cost you some damage.

    I put my ideas in the first few posts of this thread.
  • Kilandros
    Kilandros
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    PATCH 4.0 CHANGES

    Combustion Passive - Overall I'm happy to see DK receive a buff in the sustain department--it's long overdue. I don't quite agree with the sustain being tied to procing status effects though. I understand that you want to give the ability a unique flavor, but it's a bit clunky. I would recommend having the resource return simply proc upon doing damage with an Ardent Flame ability with a 5-second cooldown.

    Shifting Standard - Good change. Cost should never have been increased from 200 to 250. A decrease to 225 was a nice surprise but honestly it should go back to 200 (Same with Standard of Might, this Ultimate just isn't what it used to be, sadly).

    Flames of Oblivion - Still a clunky, often useless, hybrid between a burst heal and a HoT. The issue with this ability has never been the range, the issue is the heal frequently procs when it isn't needed or is on cooldown when it is. The ability needs to become a HoT. End of story. I can suggest two ways to make it function: (1) a DK specific Rapid Regeneration that when cast applies a HoT to an ally for 10-15 seconds, or (2) a small PBAoE HoT centered around the DK that heals the DK and allies within the radius.

    Reflective Plate - Needs to include 3-4 seconds of snare immunity. Cleansing snares is by itself useless in Cyrodiil when the snare will simply reapply immediately.

    Cinder Storm - Nice change, I like it. Radius could be a bit bigger though.

    Obsidian Shard - lol, you keep buffing this heal but the issue isn't the healing amount it's the design of the ability. The CC is useless in PvE and being forced to hit a monster to heal an ally is clunky. I won't use it in PvP because the CC can be dodged and if it is dodged the heal doesn't fire. I've played around with this ability a lot and a Magicka DK just can't sustain firing off Obsidian Shard 2-3 times when he needs that CC. IF YOU WANT TO GIVE DK A GROUP-ORIENTED BURST HEAL, ADD IT TO IGNEOUS/FRAGMENTED SHIELD. THAT IS THE PERFECT ABILITY FOR A HEAL. DK does NOT NEED two single-target CCs. I recommend a complete and total redesign of this ability and its morphs. Perhaps something for StamDK?

    Shattering Rocks - NOW THIS MAKES SENSE. I love the heal on this. I am definitely excited to play around with this morph. Why does this work where Obsidian Shard fails? Because it's a CC first and foremost.

    Igneous/Fragmented Shield - Sigh. I mean really, this was about as lazy a redesign as is possible. Why not just make Fragmented Shield an interesting DPS ability like it used to be? Reshuffling existing qualities within morphs (i.e., Crystal Frag/Blast treatment) is pretty lame to be honest. So here's my issue: You want DK to have a burst group heal why not put it on Igneous Shield? That makes so much sense it hurts. A burst heal with a small shield would actually make DK healers an interested choice in PvE.

    CHANGES THAT SHOULD HAPPEN

    Magma Shell - This morph is in desperate need of a rework. I don't even care what happens to it, but it's garbage in it's current form.

    Elder Dragon - lol. Anything else. Please.

    Searing Heat - These bonuses should be built into the 3 Ardent Flame abilities it buffs. Change to: Ardent Flame abilities deal 5% more damage to targets under 25% health.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Dottzgaming
    Dottzgaming
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    NyassaV wrote: »
    mDK is going to be just a tad OP with these changes which is why I am puzzled why other classes are receiving sustain and damage nerfs while mDK is snare removal and sustain buffs

    Stam DK is very lackluster but preforms extremely well in niche situations. I'd like to see it have more viability is more situations

    Speaking for mDK - not true. We needed sustain buffs badly and this buff is very welcomed. It isn't over the top but for sure is needed. Our sustain was complete garbage compared to other classes and this helps bring us in line.

    In terms of the snares removal, it's just that - removal. With how easy it is to reapply snares, it'll just be applied again instantly especially if you're within an AoE snare ability. It is going to need some sort of immunity to make the ability's cost worthwhile. I don't want anything crazy because that'll make it OP for sure, but a second or 2 to prevent instant re application would help.

    In terms of other things for mDK:
    - Igneous/Frag Shield: as others have touched on, this skill could use slightly more tuning. Major mending base could be longer and base shield could be a bit larger, only to be further amplified by morphs. Im not talking much of a difference from what has been done already, but a small increase of another .5-.6 seconds and a slightly larger shield would be nice
    - eruption: definitely needs some love. The skill as a monsterous cost compared to the dmg it does. DoT dmg should be increased a little bit or cost should be reduced. Will help alot in pve.
    - empowering chains: definitely needs a change with the new empower. This is mainly utilized in PvP by melee wielding builds (SnB or DW) and buffing 2 of those light attacks by 40% is super lackluster. Maybe attach a minor buff like minor vulnerability for a very brief time.

    Just some immediate things that came to my mind
    Edited by Dottzgaming on April 27, 2018 2:59PM
  • AddictionX
    AddictionX
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    BohnT wrote: »
    AddictionX wrote: »
    BohnT wrote: »
    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.

    Well if I suggest anything to do more damage it'll make pve stamina DK over preform. Unless we reduce the duration of the dots but have it do the same damage.

    With wings...I know I was there ... one of the reasons I quit so early on was because I realized the game needed time to adjust. With the unlimited reflects but it was a different patch where even meteors could be reflected a few times like ping pong....and unlimited amount of times. There were not as many go through block/dodge counters that are in play today. The sword and board ultimate which I can have a sort of high uptime has unlimited reflects for about double the duration and i would not say its overperforming.

    Doesnt have to be Volitle armor... magDK is still strong just not in an open field were they have to be mobile.

    Unfortunately, snare immunity kinda needs to be around that long to be viable if its less it is not justifiable by its cost. Foward momentum cost about half and gives 8 seconds of snare immunity on top of a heal over time.

    For a stamina DK in pvp the offensive power doesnt come in the form of class skills... So im not sure what changes you could possibly advocate for that would make pve stamina DK overperform.

    Stamdk isn't top dps anymore it changed with Dragon Bones due to off balance changes.

    When shield ulti was at 100 ult it was absolutely op. Unlimited reflects means DKs can't die to ranged builds anymore and that will be absolutely overperfoming.

    The reason FM has that 8 seconds snare immunity is only fair because you sacrifice the only burst heal most stamclasses have. Wings however would only cost you some damage.

    I put my ideas in the first few posts of this thread.

    https://www.youtube.com/watch?v=e31OSVZF77w

    I dont think trying to achieve the perfect balance is right for a DK. Not that that's what your suggesting but as a base for why im talking about the changes in the way im talking about.

    None of the things I said will go through altogether... but if one of those things go through it will help DK survive better which is what it needs in medium armor since your typically 1 or 2 stuns away from death.

    I really don't believe the class skills will make the DK unkillable... thats the sets they are allowed to use and every class has access to them. Also we can't really escape, or streak away... nor does that really fit the class in the way we seen it go patch after patch. I also believe its important to increase the DK survivability but not the damage as that would give those very tanks another tool to use.

    I found that on a stam DK all i needed was around 1.3ish magicka regen to be able to have 100 percent uptime on wings.

    Having to slot flames of oblivion x2 to get the buff. Is another complaint i have.
    Edited by AddictionX on April 17, 2018 3:34PM
  • Rungar
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    t tried out the dk changes and i think there pretty good overall.

    if there was one thing would it be possible to change the fragmented shield to a shield with a 500 point heal.

    Its not so much for the heal but rather that it will stack properly with dk tanks shields.
  • MaxwellC
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    Copy and paste from my thread after playing around in the PTS with my DK.

    Tl;DR Verdict: Stamina Dragon Knight PvE is virtually unchanged but PvP still dismal.
    Magicka DK PvE is somewhat better but due to lack of sets available for testing, it would be difficult to determine how much better and as such current changes in fact all except combustion has done nothing to make it better but Magicka DK PvP is already performing exceptionally well on live in-comparison to a Stamina DK and with the changes to some skills... it may put it over the top.

    Now the in-depth part:
    9a1c38d3c666dfde4572d8e04fcd6e.png
    Combustion is a welcomed change, I know my first post on the General Discussion (later moved to PvP to limit traction) I immediately had bad views on this since sources implied that the current combustion would be removed and switched and as a Stamina DK main, every little damage counts in regards to my PvP experience. That may sound like hyperbole but it's just the thing since we gain majority of our damage from the weapon skill lines.

    Fragmented shield is still a useless/lazy change as I originally stated. I made a request to make it where you would soak up damage from all sources and expel that damage (like a proxy det) but set targets off balanced in that proximity. The ability would be reduced in Magicka cost by 400-500 but scale off of Max Stamina and do physical damage. This idea was to finally give Stamina DKs a form of burst damage that matches to the 'Stand your ground' aspect of the class (no matter how nerfed we currently are).

    Cauterize is still not the right buff needed for this ability, many players who want to be DK healers have stressed that annoyance of being un-able to target allies so you could heal them rather than John Doe out in the corner but that remains unchanged. I will say I didn't even bother testing this skill because there wasn't anything changed in regards to targeting so it would just be the same but with increased range.

    Empowering Chains seems promising but I hadn't tested this out I do feel it has potential since you could chain together empowering into ultimate/fossilize ,etc.

    Shifting Standard has a nice change but again I feel this should be dropped to 150 or 175 while standard of might should be 200.

    Reflective Plate is something I do not plan to use unless given an immunity to snares, as having a snare re-applied to me immediately after using it showed how terrible it is especially when it costs over 3k magicka. The only thing is giving immunity would be a massive buff to the already strong Magicka DK (PvP perspective not PvE calm down). Maybe changing this ability to Stamina and have it cost 2500-3k stamina but that is just my suggestion.

    Cinder Storm I tried for a bit and feel with the proper setup, negating damage while block casting with CCs will just put Mag DK over the top. Most Mag DKs rely on dragons' blood in PvP and as we all know it does boost healing received via passive; Couple that in with burning embers still being an instant heal... yeah we may have a huge problem.

    Stonefist/Obsidian Shard didn't even bother trying it as it was just a minor buff by giving it a minor ward buff. This will not and I REPEAT will not make this ability more useful or even worth using especially it's stupid morph. I really want this entire skill scrapped and hopefully something more meaningful to both aspects of the class i.e Stamina and Magicka (yeah there are some Stamina DKs out there and not only Magicka so please make something Stamina related too).

    Petrify was pretty terrible in-comparison to fossilize. The heal you receive is dismal and in PvP that heal is reduced even further on top of that the health conversion based on the damage taken was a bit weird but maybe I just didn't see it correctly. I definitely won't bother switching my morph and I recommended no one else bother doing so either.



    What I feel this class needs:

    Flames of Oblivion: I've always stressed this and will continue to do so. The original Flames of Oblivion Played based AoE was the better of the current one. It would do the same damage as the current one but to all surrounding targets + it had a DoT as well. You could (as I stated in previous threads dating back to 2017/16) introduce a new unique debuff that increases DoT damage taken when afflicted by the ability to the DK class because you want that unique class feel. Even without that change it would make it way better than the current iteration i.e the infamous mage light re-skin.

    Fragmented shield as I stated above 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.

    Elder Dragon I still believe this passive needs a rework as health recovery IMO is pretty lackluster and not needed for any content and would only be 'useful' if you were to build strictly into it sacrificing everything in return. The passive could change where the more Dragonic abilities you have on your bar the less costly your Dragon Knight abilities will be. This idea comes from taking the word "Elder Dragon" literally as they're deemed to be more knowledge-able and stronger so playing off of the knowledge part I thought of that idea. You could also make it where Dragon Knight abilities deal even more damage based on the amount of abilities present on the bar (yes it would affect ultimates which is the main point).

    Hardened armor This ability is still extremely lackluster in-comparison to its counterpart and my other change I proposed received an unfavorable response with plenty of those supporting it as well. With that said my new proposal is to simply apply minor protection to it since it'll fit the name i.e emphasis on "Hardened". You could also make it give you back 200 Stam/Magicka every 10 seconds when receiving damage but that's just me throwing ideas at a wall.

    Corrosive armor/Magma shell I believe the duration for both of these abilities should increase maybe 5 seconds for a grand total (with passives max) at 21 seconds. Magma shell should apply the shield but also either minor/major protection + minor ward/resolve. The addition of those minor ward/resolve buffs alongside having protection could be OP but that is just my suggestion as it is pretty lackluster especially in comparison to that of barrier. You could even make it so that when using it instead of giving all of those buffs you could give all allies major heroism + minor protection. That would be something interesting for raids.

    Igneous weapons I still feel it should do something better as it doesn't really serve a purpose in any content in all seriousness. In PvP you have your weapon skills for your buffs and a Mag DK would utilize armaments for their buff anyway. In PvE people already utilize their potions and some still use weapon skills for access to major brutality/sorcery. I'm not really sure what change to make with this other than changing so it grants something like minor berserk for x seconds while making enemies take additional damage when hit with a light/heavy attack (like an oblivion damage of some sort).

    Helping HandsI find it funny that I'm now even asking for this but I really want the 5% instead of the 990 flat stamina. I remember arguing how the 5% wasn't enough but in return it got nerfed :trollface: Now here I am asking for it back but that's solely because of combustion as I feel it'll play nice with it.

    Igneous shield Just bring back the original duration to major mending, I still wouldn't use it now as I've learned to live without it but my Mag DK healer would appreciate it. The current ability is lackluster due to the removal of its 5/6s duration but the route we're going i.e making DKs an off-branded templar healer just shows how much of a mistake the nerf to it was in the first place.

    Shifting/Standard of Might The ultmiate costs listed above is what I still would want but I also want these abilities to regain their unique defile debuff. It'll make shifting standards used more widely due to Healrodill being populated with Healbots mindlessly running around spamming heals so earthgore can proc or 1 tapping someone back from the grave to full.

    Noxious Breath I just want this ability's debuff to be increased by 5 seconds and the DoT too.
    @ZOS_GinaBruno
    Edited by MaxwellC on April 17, 2018 4:20PM
    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
  • Kronuxx
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    Kilandros wrote: »
    PATCH 4.0 CHANGES

    Combustion Passive - Overall I'm happy to see DK receive a buff in the sustain department--it's long overdue. I don't quite agree with the sustain being tied to procing status effects though. I understand that you want to give the ability a unique flavor, but it's a bit clunky. I would recommend having the resource return simply proc upon doing damage with an Ardent Flame ability with a 5-second cooldown.

    Shifting Standard - Good change. Cost should never have been increased from 200 to 250. A decrease to 225 was a nice surprise but honestly it should go back to 200 (Same with Standard of Might, this Ultimate just isn't what it used to be, sadly).

    Flames of Oblivion - Still a clunky, often useless, hybrid between a burst heal and a HoT. The issue with this ability has never been the range, the issue is the heal frequently procs when it isn't needed or is on cooldown when it is. The ability needs to become a HoT. End of story. I can suggest two ways to make it function: (1) a DK specific Rapid Regeneration that when cast applies a HoT to an ally for 10-15 seconds, or (2) a small PBAoE HoT centered around the DK that heals the DK and allies within the radius.

    Reflective Plate - Needs to include 3-4 seconds of snare immunity. Cleansing snares is by itself useless in Cyrodiil when the snare will simply reapply immediately.

    Cinder Storm - Nice change, I like it. Radius could be a bit bigger though.

    Obsidian Shard - lol, you keep buffing this heal but the issue isn't the healing amount it's the design of the ability. The CC is useless in PvE and being forced to hit a monster to heal an ally is clunky. I won't use it in PvP because the CC can be dodged and if it is dodged the heal doesn't fire. I've played around with this ability a lot and a Magicka DK just can't sustain firing off Obsidian Shard 2-3 times when he needs that CC. IF YOU WANT TO GIVE DK A GROUP-ORIENTED BURST HEAL, ADD IT TO IGNEOUS/FRAGMENTED SHIELD. THAT IS THE PERFECT ABILITY FOR A HEAL. DK does NOT NEED two single-target CCs. I recommend a complete and total redesign of this ability and its morphs. Perhaps something for StamDK?

    Shattering Rocks - NOW THIS MAKES SENSE. I love the heal on this. I am definitely excited to play around with this morph. Why does this work where Obsidian Shard fails? Because it's a CC first and foremost.

    Igneous/Fragmented Shield - Sigh. I mean really, this was about as lazy a redesign as is possible. Why not just make Fragmented Shield an interesting DPS ability like it used to be? Reshuffling existing qualities within morphs (i.e., Crystal Frag/Blast treatment) is pretty lame to be honest. So here's my issue: You want DK to have a burst group heal why not put it on Igneous Shield? That makes so much sense it hurts. A burst heal with a small shield would actually make DK healers an interested choice in PvE.

    CHANGES THAT SHOULD HAPPEN

    Magma Shell - This morph is in desperate need of a rework. I don't even care what happens to it, but it's garbage in it's current form.

    Elder Dragon - lol. Anything else. Please.

    Searing Heat - These bonuses should be built into the 3 Ardent Flame abilities it buffs. Change to: Ardent Flame abilities deal 5% more damage to targets under 25% health.

    Good suggestions @Kilandros . I had similar findings as I'll mention below.

    Hi ZOS, ( @ZOS_Wrobel @ZOS_GinaBruno )

    After doing some significant testing for the past day on mobs/test dummy/and dueling there are a couple things that should be changed.

    A) Combustion passive: The magicka/stamina resource return of 500 every 5 secs based on the appropriate status effect is still not enough. 1) It was too minimal of a return, that didn't always reliably return (due to proc chance of status effects). In addition, the passive made no difference when tested against bosmer/argonian/dunmer. Please change this so that it procs off of applying poison/fire damage period and not dependant on status effect. On combat log, the status effect consumed such a small portion of the uptime on both test dummies and in duels (closest thing I can do to relate to pvp).

    B ) Fragmented Shield: Now for this morph, I am speaking from the terms of a Stamina DK, as I believe most Stamina DK's will take this ability. Currently it's at 4 secs, and goes up to 5.4 secs of major mending with the help of Earthen Heart passives. It's still not enough to make a difference (although better but still not enough), especially for Stamina DK's who lack other options for reliable heals, especially if in heavy. I will say, that if it is bumped to a total of 7 secs, I do think it will be a reliable skill to complement Stamina DK's in their healing. Another 1.6 secs won't be too over powering but will be just enough to truly help with Stamina DK's survivability. You have to understand that this skill costs essentially 4000 magicka. It's too much to not provide at least a total of 7 secs of major mending, especially as a Stamina DK.

    C ) Shifting Stanadard: Pretty simple. 225 is still too much. Bring it down to 200 ultimate and I can definitely see myself and others using this ultimate finally for once. As many others have suggested, 225 is still too high. Especially as a Dragonknight, the issue is that the high cost of the ultimate makes this unique skill very difficult to implement to help with damage and survivability. In fact, many times the ultimate is not ready even once your in the "danger zone" at about 20-25% health. Mind you, this was even with bloodspawn + heroic slash, or even blood spawn + werewolf hide.

    D ) Noxious breath: Better now that it's undodgeable but still useless. Making it undodgeable still doesn't help the fact that the wonky cone hitbox (or whatever shape it is) can make it hard to land. Not likely to use this skill over others. Don't get me wrong, making noxious breath undodgeable was a great change in the right direction, but the hit box mechanics still make it cumbersome to land. I think this skill could be golden if you guys increase it's degree range on the cone. So let's say it's 70 degrees now? Perhaps make it 90-120 degrees.

    E) Reflective Plate: Uhhh...needs snare immunity. 3 seconds perhaps? Testing in duels, just shows that it didn't matter if I applied it. I would just get snared again.

    Edited by Kronuxx on April 18, 2018 11:26PM
  • exeeter702
    exeeter702
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    AddictionX wrote: »
    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.

    Its not supposed to. Also you are looking at the buff through the lense of a dk not built around healing. Timing major mending around firing off an on demand cauterize fireball or obsidian shard (both of which heal for BOL amounts) is very potent. Yes it offers less yeild for stam dks relying on vigor ticks and whatnot.
  • exeeter702
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    MyKillv2.0 wrote: »
    DK Skill Changes Thoughts... (just my thoughts, whatever)

    Cauterize (Inferno morph): Nice for the increased range but the heal is still rather weak. I would much rather have the massive burst heal be from this skill or the heal be reduced to every three seconds. Either or I think would do the trick. However in it's current state the heal it too little and too long a wait.

    Idk about you but a heal that easilu crits for 7k in pvp and 16k in pve in trials, for under 2k magicka is not weak and that isnt even considering how easy it is for dks to augment on demand heals with major mending. The wait factor is also entirely redundant since you hit the ability at any point and it will immediately fire the heal. Remaining passively active to spot heal while you are doing other actions is the additional perk. Just for comparison....

    O4RL5qF.png
    YgOb2mk.png

    Again there are way too many people putting this under the lense of how it effects certain dk specs that these skills arent even designed for. Cauterize is very good and the 28 meter buff along with the significant projectile speed buff it recently received will make this a very formidable healing ability.
    Edited by exeeter702 on April 17, 2018 7:55PM
  • AddictionX
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    @exeeter702 i see your point but wouldn't the same be said with some of the very niche passives we have? point being anyone can build for one specific thing that isn't what is being talked about here. If i wanted to build specifically to get those numbers you sacrifice a lot. Similar to a high hp/high hp regen tank. Or a permablock tank.

    I think for stamina classes we are looking at the wrong place... if we have weapon skill lines to rely on then thats another thing that really needs to be looked at.

    Our entire class is based on weapon skill lines. But there is no thread for WEAPON SKILL LINES!? Or armor skill lines for that matter!?

    I must've missed it.
    Edited by AddictionX on April 17, 2018 8:12PM
  • NyassaV
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    Tasear wrote: »
    BohnT wrote: »
    @ZOS_Wrobel is there anything planned to make stamdk a viable pvp spec again?
    During the last pts you asked us to say what stamdk needs to be viable and we made lots of proposals, ideas for changes and balance discussions and for all of them it mostly comes down to these points:

    - a strong instant stamina class spammable
    - atleast 2 seconds snare immunity along with the snare removal on reflective plate
    - more stamina class skills
    - reworking the useless passives: elder Dragon, world in ruins
    - worst ulti regen of all classes although DK sustain is build around using ultimates.

    Please come to this post and tell us if you plan to change anything about stamdk or if we can simply spare our breath because it doesn't help anyway

    Don't stamdk pull some of the highest numbers?

    Good dueling and PvE DPS but in most forms of PvP they aren't very good
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • Ragnarock41
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    So Mr @ZOS_Wrobel , the way I see it, you have some options to make things better, that is if you actually wish for it ofcourse..

    So there are three options I can offer you to consider:

    1. Give us old battle roar. We have 2 sustain passives already. We don't need a third, clunky passive that will not even proc on like %70 of PvP targets. Yes this is probably the 200th time you hear this, because battle roar is just bad at the moment.

    Battle Roar used to be an amazing passive that leaded to all kinds of fun builds via ult regen. unlike combustion its actually a fun mechanic. Make it scale with stamina/magicka again, or just buff the base numbers for it.

    2. If thats too much work, then make this new combustion proc on flame/poison damage, instead of status effects. Unless you do this, your new combustion will stay as a meme in PvP.

    Lets take a look at things that will prevent poisoned/burning from proccing:
    argonian/bosmer/dunmer
    any kind of shield/ward
    cloak


    These three things are so common in PvP that I just doubt I will even have any value out of this passive.

    3. elder dragon passive is absolutely useless compared to what other classes have. Change this to flat %10 or even %20 stamina/magicka regen, when you have a dragonic power ability slotted. There, Dk sustain fixed, without any permablock issues.


    In the end of the day, I honestly believe you can try harder. You had an entire year to think about this and I refuse to believe that this is what you came up with to make us buy summerset. I am soo disappointed about the patch notes that I just refuse to pay for summerset.
    Edited by Ragnarock41 on April 17, 2018 8:53PM
  • BohnT
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    NyassaV wrote: »
    Tasear wrote: »
    BohnT wrote: »
    @ZOS_Wrobel is there anything planned to make stamdk a viable pvp spec again?
    During the last pts you asked us to say what stamdk needs to be viable and we made lots of proposals, ideas for changes and balance discussions and for all of them it mostly comes down to these points:

    - a strong instant stamina class spammable
    - atleast 2 seconds snare immunity along with the snare removal on reflective plate
    - more stamina class skills
    - reworking the useless passives: elder Dragon, world in ruins
    - worst ulti regen of all classes although DK sustain is build around using ultimates.

    Please come to this post and tell us if you plan to change anything about stamdk or if we can simply spare our breath because it doesn't help anyway

    Don't stamdk pull some of the highest numbers?

    Good dueling and PvE DPS but in most forms of PvP they aren't very good

    They lose to any stamnb bleed, stamsorc bleed or stamplar bleed build or any defile focused build for that matter.
    They aren't really good in PvE anymore aswell. Stamsorcs and nbs pull equal or more ST while having either more cleave or bring better utility to the group.
  • exeeter702
    exeeter702
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    AddictionX wrote: »
    @exeeter702 i see your point but wouldn't the same be said with some of the very niche passives we have? point being anyone can build for one specific thing that isn't what is being talked about here. If i wanted to build specifically to get those numbers you sacrifice a lot. Similar to a high hp/high hp regen tank. Or a permablock tank.

    I think for stamina classes we are looking at the wrong place... if we have weapon skill lines to rely on then thats another thing that really needs to be looked at.

    Our entire class is based on weapon skill lines. But there is no thread for WEAPON SKILL LINES!? Or armor skill lines for that matter!?

    I must've missed it.

    Im just stressing certain tools found in class skill lines are not always immediately applicable to all builds of said class.
  • Toc de Malsvi
    Toc de Malsvi
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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.

    I don't think this would be a good change for balance. It might be nice to have, but I think it would be hard to balance and wind up being considered OP or worthless. I believe someone has already stated this though.

    I would rather they drastically reduce the cost on the skills in the whole EH tree. I don't know a good solution for the shields. However only being able to cast it twice before being OOM or so low that you cannot cast anything else, is not a good place for that skill much less the passives from that line.

    Players complain about DK's getting ult gain from using EH skills, I find though that I'm only procc'ing that passive once or twice every 30 seconds at most. For a passive with a 6 second CD that means I'm seeing practical use at roughly 20-40% of the passives potency.
    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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    Tasear wrote: »
    I tried out Frag Shield and I felt it was utterly disappointing. I hardly noticed the Major mending without a burst heal.

    What did you think of other changes to do healing support?

    I sorry but I haven't really tried them out, was mainly looking at effects for my stam DK. I don't have the time I used to have to be able to test everything. So I have devoted my time on the PTS to testing stuff for my primary character my stam DK. I could see how the extra time on Major Mending would allow for a little more room to get a Rally off or potion use. However I didn't notice much of a difference in the few duals I did, I don't use rally though and I often was worked into situations where I really needed a potion now instead of waiting and pre-buffing with Major Mending.

    All of the other healing changes were scaled rather poorly for a stamina setup.
    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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    ZOS want's DK's to be DoT based and ZOS wants more balance so I say: MOAR DOTS!!!

    Change Stone Fist to a ranged single target dot. Make Obsidian Shard something to do with LAVA and fire damage with some sort of healing return, and make Stone Giant a bleed effect.

    It's ranged which improves DK range and options during trials when you cannot stand on target. It is additional DoTs, and the bleed effect serves stam DK well for PVP, while the ranged Dot/Hot serves low mobility mag DK's well.
    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..
  • Ragnarock41
    Ragnarock41
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    ZOS want's DK's to be DoT based and ZOS wants more balance so I say: MOAR DOTS!!!

    Change Stone Fist to a ranged single target dot. Make Obsidian Shard something to do with LAVA and fire damage with some sort of healing return, and make Stone Giant a bleed effect.

    It's ranged which improves DK range and options during trials when you cannot stand on target. It is additional DoTs, and the bleed effect serves stam DK well for PVP, while the ranged Dot/Hot serves low mobility mag DK's well.

    I don't know how many times I have to explain over and over again why earthen hearth tree can not have a stamina spammable or dot or similar, because of the passives..

    A stamina ability that returns 990 stamina and minor brutality on casting. not a bright idea.
    Edited by Ragnarock41 on April 17, 2018 9:14PM
  • BohnT
    BohnT
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    ZOS want's DK's to be DoT based and ZOS wants more balance so I say: MOAR DOTS!!!

    Change Stone Fist to a ranged single target dot. Make Obsidian Shard something to do with LAVA and fire damage with some sort of healing return, and make Stone Giant a bleed effect.

    It's ranged which improves DK range and options during trials when you cannot stand on target. It is additional DoTs, and the bleed effect serves stam DK well for PVP, while the ranged Dot/Hot serves low mobility mag DK's well.

    I don't know how many times I have to explain over and over again why earthen hearth tree can not have a stamina spammable or dot or similar, because of the passives..

    A stamina ability that returns 990 stamina and minor brutality on casting. not a bright idea.

    Don't forget the ultimate, DKs are not allowed to gain ultimate on spammables.
  • MaxwellC
    MaxwellC
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    I really hope when they choose or if they have already chosen someone to represent the DK class.. .Please please be someone who plays Stamina DK because these changes really are 90% geared towards Magicka DK.
    As I said before Magicka DK is weak in PvE that stems from a lot of issues e.g cost of skills but in PvP they're strong. Stamina DK in PvE is strong but Stamina DK in PvE is weak.
    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
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