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PTS Update 18 - Feedback Thread for Dragonknight Balance

  • AddictionX
    AddictionX
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    ALL of these JUICY IDEAS keep them coming.

    This thread SHALL BE SPAMMED with CONSTRUCTIVE irresistible Feedback that CANT BE UNSEEN!

    Especially liked that Claw one where reapplying or purging it causes the DOT to hit at once with the remainder or the damage done.
    Edited by AddictionX on April 22, 2018 4:07AM
  • Aquanova
    Aquanova
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    Anti_Virus wrote: »
    Krotha wrote: »
    I've only played a Orc Stam DK for 4 years. I love it.

    Here are some changes I'd like to see to Stam DK to open up more build varieties:

    - Stamina Cost CC <--- biggest thing to rebuild DKs imo
    - One Stamina Cost Draconic Power Ability (specifically talons)
    - Noxious breath increases poison dmg similar to engulfing flames.
    - Reapplying venomous claw on a target provides a burst damage equivalent to the dmg done on that target (think like how
    Rally applies a burst heal, this could be the solution that every stam DK wants for a class execute.
    - OR venomous claw heals based on dmg done to target just like burning embers
    - OR venomous claw becomes unpurgeable so that the entire damage duration buff increase actually applies to a target
    before being purged.
    - Corrosive Armor and Standard need their ultimate cost reduced. Corrosive 175. Standard back to 200.
    - Fix Take Flight. Fix Take Flight. Fix Take Flight.
    - And for the love of all that is holy reduce the magicka cost of earthern heart abilities.

    Stamina DK will be fine next patch. Expect to see many more SB/2H builds. I will keep the DW/2H playstyle alive.

    Choking talons(Dark Talons Morph) change to deal poison damge or physical damage and cost stamina.

    Deep breath(Inhale Morph) converts to stamina and deals poison damage.

    Hardend Armor(Spiked Armor morph) now deals physical/poison damge on damge returns.

    Igneous Weapons(Molten Armaments Morph)
    Gains major brutality instead of major sorcery increases Light attack damage by 10%

    Elder Dragon( Dragonic Power Passive)
    Grants 5% Health Magicka and Stamina recovery per ability slotted.

    I'd have some issues with the chocking talons and deep breath suggestions. on my tank i like that chocking inflicts minor maim and costs magicka so its not a strain on my stamina.

    The deep breath idea id rather have done on the draw essence morph for the same reason as chocking talons (my tank uses it) and simply because i think the magicka return for each target hit is really lack luster. Ive tried it on my MDK and its wasn't enough to give up the interrupt.

    I 100% agree with the Igneous Weapons idea since the added major brutality is useless for DD's. DW and 2H have far better skills for getting major brutality (Rally/forward momentum, Flying Blade/Shrouded Daggers). This would make this skill actually appealing again and combining it with Imbue would add some offensive capabilities to the Stamdk kit without the need for ZOS to convert other skills to stamina versions.
    NA/PC
  • AddictionX
    AddictionX
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    Aquanova wrote: »
    Anti_Virus wrote: »
    Krotha wrote: »
    I've only played a Orc Stam DK for 4 years. I love it.

    Here are some changes I'd like to see to Stam DK to open up more build varieties:

    - Stamina Cost CC <--- biggest thing to rebuild DKs imo
    - One Stamina Cost Draconic Power Ability (specifically talons)
    - Noxious breath increases poison dmg similar to engulfing flames.
    - Reapplying venomous claw on a target provides a burst damage equivalent to the dmg done on that target (think like how
    Rally applies a burst heal, this could be the solution that every stam DK wants for a class execute.
    - OR venomous claw heals based on dmg done to target just like burning embers
    - OR venomous claw becomes unpurgeable so that the entire damage duration buff increase actually applies to a target
    before being purged.
    - Corrosive Armor and Standard need their ultimate cost reduced. Corrosive 175. Standard back to 200.
    - Fix Take Flight. Fix Take Flight. Fix Take Flight.
    - And for the love of all that is holy reduce the magicka cost of earthern heart abilities.

    Stamina DK will be fine next patch. Expect to see many more SB/2H builds. I will keep the DW/2H playstyle alive.

    Choking talons(Dark Talons Morph) change to deal poison damge or physical damage and cost stamina.

    Deep breath(Inhale Morph) converts to stamina and deals poison damage.

    Hardend Armor(Spiked Armor morph) now deals physical/poison damge on damge returns.

    Igneous Weapons(Molten Armaments Morph)
    Gains major brutality instead of major sorcery increases Light attack damage by 10%

    Elder Dragon( Dragonic Power Passive)
    Grants 5% Health Magicka and Stamina recovery per ability slotted.

    I'd have some issues with the chocking talons and deep breath suggestions. on my tank i like that chocking inflicts minor maim and costs magicka so its not a strain on my stamina.

    The deep breath idea id rather have done on the draw essence morph for the same reason as chocking talons (my tank uses it) and simply because i think the magicka return for each target hit is really lack luster. Ive tried it on my MDK and its wasn't enough to give up the interrupt.

    I 100% agree with the Igneous Weapons idea since the added major brutality is useless for DD's. DW and 2H have far better skills for getting major brutality (Rally/forward momentum, Flying Blade/Shrouded Daggers). This would make this skill actually appealing again and combining it with Imbue would add some offensive capabilities to the Stamdk kit without the need for ZOS to convert other skills to stamina versions.

    Wizard's riposte requires nothing done by the user to grant the 15% maim.
  • Toc de Malsvi
    Toc de Malsvi
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    AddictionX wrote: »
    Aquanova wrote: »
    Anti_Virus wrote: »
    Krotha wrote: »
    I've only played a Orc Stam DK for 4 years. I love it.

    Here are some changes I'd like to see to Stam DK to open up more build varieties:

    - Stamina Cost CC <--- biggest thing to rebuild DKs imo
    - One Stamina Cost Draconic Power Ability (specifically talons)
    - Noxious breath increases poison dmg similar to engulfing flames.
    - Reapplying venomous claw on a target provides a burst damage equivalent to the dmg done on that target (think like how
    Rally applies a burst heal, this could be the solution that every stam DK wants for a class execute.
    - OR venomous claw heals based on dmg done to target just like burning embers
    - OR venomous claw becomes unpurgeable so that the entire damage duration buff increase actually applies to a target
    before being purged.
    - Corrosive Armor and Standard need their ultimate cost reduced. Corrosive 175. Standard back to 200.
    - Fix Take Flight. Fix Take Flight. Fix Take Flight.
    - And for the love of all that is holy reduce the magicka cost of earthern heart abilities.

    Stamina DK will be fine next patch. Expect to see many more SB/2H builds. I will keep the DW/2H playstyle alive.

    Choking talons(Dark Talons Morph) change to deal poison damge or physical damage and cost stamina.

    Deep breath(Inhale Morph) converts to stamina and deals poison damage.

    Hardend Armor(Spiked Armor morph) now deals physical/poison damge on damge returns.

    Igneous Weapons(Molten Armaments Morph)
    Gains major brutality instead of major sorcery increases Light attack damage by 10%

    Elder Dragon( Dragonic Power Passive)
    Grants 5% Health Magicka and Stamina recovery per ability slotted.

    I'd have some issues with the chocking talons and deep breath suggestions. on my tank i like that chocking inflicts minor maim and costs magicka so its not a strain on my stamina.

    The deep breath idea id rather have done on the draw essence morph for the same reason as chocking talons (my tank uses it) and simply because i think the magicka return for each target hit is really lack luster. Ive tried it on my MDK and its wasn't enough to give up the interrupt.

    I 100% agree with the Igneous Weapons idea since the added major brutality is useless for DD's. DW and 2H have far better skills for getting major brutality (Rally/forward momentum, Flying Blade/Shrouded Daggers). This would make this skill actually appealing again and combining it with Imbue would add some offensive capabilities to the Stamdk kit without the need for ZOS to convert other skills to stamina versions.

    Wizard's riposte requires nothing done by the user to grant the 15% maim.

    I believe Riposte works on crits and I believe NPCs cannot crit. Which is why I believe they want it to remain magicka based.


    Personally I would love a stamina talons or stamina breath. Anything I can add to my kit that isn't another projectile.

    I would like Igneous to keep Brutality as I use it. However I'm certainly for some sort of damage benefit, especially if they want to leave it at 4k+ magicka cost.
    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..
  • Anti_Virus
    Anti_Virus
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    @NBrookus @Aquanova

    -I see your concers with Choking talons maybe move minor main to burning talons and replace it with sonething else? I would really love this skill to be used by stam Dks.

    -Deep breath is a fair concern aswell I just assumed that the mag return morph was more popular I would still prefer this morph I suggest they up the mag return on draw essence.

    - Igneous Weapons needs some change I guess my suggestion was a bit weird but right now this morph is crap it just slaps on major brutality I would like this morph to be used by stam Dks and the other used by mag DKs if you have better ideas for this I would love to read em.

    Also here are some more suggestions tell me what you think:

    Molten whip(Lava whip Morph) *probably the least favorable suggestion but I gotta say it*
    Converts to stam and deals poison damage give spell damage buff to flame lash and keeps the Weapon damage buff.

    Shifting Standard(DragonKnight Standard Morph) cost goes back up to 250 ult but standard now follows with you. *PBAoE standard on your back.*

    Scaled Armor(Dragonic Power Passive) Increase Physical resistance by 3300 in addition to spell resistance.


    Stone Fist(Skill & Morph redesign) deals less damage and heals you or ally near target impact.

    Obsidian Shard(Stone Fist Morph) *skill rework* now heals both caster and ally and heal is increased.

    Stone Giant(Stone Fist Morph) *Skill rework* deals less damage and heals caster or Ally near impact damage and grants ally minor protection .



    Obsidian shield(Skill & Morph redesign) both base skill and morphs will now grant major mending for 3 secs.

    Igneous Shield(Obsidian shield morph)
    Major Mending increased to 6secs and gain minor heroism when expired for 8 secs *minor herosim might be too much.*
    Edit: Shield scales off of max Magicka^


    Fragmented Shield(Obsidian shield morph)
    Increased shield strength and deals more damage when expires/destroyed by an enemy.
    Edited by Anti_Virus on April 22, 2018 1:51PM
    Power Wealth And Influence.
  • Abysswarrior45
    Abysswarrior45
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    Anti_Virus wrote: »
    @NBrookus @Aquanova

    -I see your concers with Choking talons maybe move minor main to burning talons and replace it with sonething else? I would really love this skill to be used by stam Dks.

    -Deep breath is a fair concern aswell I just assumed that the mag return morph was more popular I would still prefer this morph I suggest they up the mag return on draw essence.

    - Igneous Weapons needs some change I guess my suggestion was a bit weird but right now this morph is crap it just slaps on major brutality I would like this morph to be used by stam Dks and the other used by mag DKs if you have better ideas for this I would love to read em.

    Also here are some more suggestions tell me what you think:

    Molten whip(Lava whip Morph) *probably the least favorable suggestion but I gotta say it*
    Converts to stam and deals poison damage give spell damage buff to flame lash and keeps the Weapon damage buff.

    Shifting Standard(DragonKnight Standard Morph) cost goes back up to 250 ult but now standard now follows with you. *PBAoE standard is on your back.*

    Scaled Armor(Dragonic Power Passive) Increase Physical resistance by 3300 in addition to spell resistance.


    Stone Fist(Skill & Morph redesign) deals less damage and heals you or ally near target impact.

    Obsidian Shard(Stone Fist Morph) *skill rework* now heals both caster and ally and heal is increased.

    Stone Giant(Stone Fist Morph) *Skill rework* deals less damage and heals caster or Ally near impact damage and grants ally minor protection .



    Obsidian shield(Skill & Morph redesign) both base skill and morphs will now grant major mending for 3 secs.

    Igneous Shield(Obsidian shield morph)
    Major Mending increased to 6secs and gain minor heroism when expired for 8 secs *minor herosim might be too much.*

    Fragmented Shield(Obsidian shield morph)
    Increased shield strength and deals more damage when expires/destroyed by an enemy.

    I like the stam whip idea. Not too sure about the rest except standard one would be cool but pretty overpowered considering every dk is built to heal debuff the enemy now. AOE major defile and nasty dot.
  • BohnT
    BohnT
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    For everyone saying DK needs unpurgeable dots.
    Nope that's bad game design.
    1. there is one class that has access to a viable purge. The alliance war purge isn't viable it costs 5.4k mag with the cheap morph if you are running cost poisons they are looking at costs of ~7k and then they only remove 2 effects. That's not much and it is much better for the DK than for the guy trying to purge everything. With magdk and stamdk you have so many debuffs on your enemy that someone spamming efficent purge will waste all his magicka before he has removed all the dots. You can simply reapply them while also doing damage, someone spamming purge is draining his resources and he isn't gonna actively healing (only HoTs) so this is the time you want to use your burst which Magdk has lots of if you know how to play the class. Stamdk not so much but we talked about that #stamspammableforDK

    There is one mirror match up for DK and that is mag templar.
    This match up is decided by player skill and using mistakes of your enemy to win the fight.
    If one player doesn't really want to lose he won't but he can't force to win the fight on the other hand as well.
    If you bring a templar to spam purge that is a good thing, he drains his resources and you can easily apply your dots again afterwards, he's just buying time and we can use that time to pressure them more by trying to burst them as the magplar currently focuses on purging.

    Unpurgeable Dots or Dots which inflict the whole damage when they get purged are a bad idea as they punish counterplay or completely remove also they open up new issues where you can force templars to never use their class defining ability.
  • BohnT
    BohnT
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    ✭✭
    Aquanova wrote: »
    Anti_Virus wrote: »
    Krotha wrote: »
    I've only played a Orc Stam DK for 4 years. I love it.

    Here are some changes I'd like to see to Stam DK to open up more build varieties:

    - Stamina Cost CC <--- biggest thing to rebuild DKs imo
    - One Stamina Cost Draconic Power Ability (specifically talons)
    - Noxious breath increases poison dmg similar to engulfing flames.
    - Reapplying venomous claw on a target provides a burst damage equivalent to the dmg done on that target (think like how
    Rally applies a burst heal, this could be the solution that every stam DK wants for a class execute.
    - OR venomous claw heals based on dmg done to target just like burning embers
    - OR venomous claw becomes unpurgeable so that the entire damage duration buff increase actually applies to a target
    before being purged.
    - Corrosive Armor and Standard need their ultimate cost reduced. Corrosive 175. Standard back to 200.
    - Fix Take Flight. Fix Take Flight. Fix Take Flight.
    - And for the love of all that is holy reduce the magicka cost of earthern heart abilities.

    Stamina DK will be fine next patch. Expect to see many more SB/2H builds. I will keep the DW/2H playstyle alive.

    Choking talons(Dark Talons Morph) change to deal poison damge or physical damage and cost stamina.

    Deep breath(Inhale Morph) converts to stamina and deals poison damage.

    Hardend Armor(Spiked Armor morph) now deals physical/poison damge on damge returns.

    Igneous Weapons(Molten Armaments Morph)
    Gains major brutality instead of major sorcery increases Light attack damage by 10%

    Elder Dragon( Dragonic Power Passive)
    Grants 5% Health Magicka and Stamina recovery per ability slotted.

    I'd have some issues with the chocking talons and deep breath suggestions. on my tank i like that chocking inflicts minor maim and costs magicka so its not a strain on my stamina.

    The deep breath idea id rather have done on the draw essence morph for the same reason as chocking talons (my tank uses it) and simply because i think the magicka return for each target hit is really lack luster. Ive tried it on my MDK and its wasn't enough to give up the interrupt.

    I 100% agree with the Igneous Weapons idea since the added major brutality is useless for DD's. DW and 2H have far better skills for getting major brutality (Rally/forward momentum, Flying Blade/Shrouded Daggers). This would make this skill actually appealing again and combining it with Imbue would add some offensive capabilities to the Stamdk kit without the need for ZOS to convert other skills to stamina versions.

    I have to disagree with the draw essence vs deep breath. In PvP DeepB is useless due to the new interrupt changes and in PvE the interrupt only comes in handy in a few occasions where the interrupt can also easily be done by the other players around.
    DrawE however is a great skill to provide the brawler image of DKs that Zos loves to promote all the time. It gives you good cost reduction and gets better the more enemies you fight. The interrupt is so useless most of the time as a normal bash often does the job just as good while the other morph always gives you something when fighting.
  • boaz733
    boaz733
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    in my opinion the 2 major issues with the stam DK , is the lack of sustain and the lack of mobility.
    every other class has access to recovery passives and speed buffs , expect for the DK.
    that is why its so rare to see a DK running med build in PVP.

    i got on my dk 1.6k stam recovery (with 14% additional stam recovery in the CP Tree) using 5 med armor pieces.
    the same setup on my NB reach 2.1K stam recovery.
  • AddictionX
    AddictionX
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    Green Dragons Blood: Heal for 33 percent of missing health!

    Draw on your draconic blood to heal for 33% of your missing Health.

    You also gain Major Fortitude, increasing Health Recovery by 20% for 20 seconds.

    You also gain Major Endurance and Minor Vitality.

    COST: 4320 MAGICKA! TO GET THE BUFF Healing only on MISSING health! So 12% from passive plus 8% for minor vitality.

    Fragmented Shield
    COST: 4050! Magicka for 3 seconds major mending buff.

    The only way for DK to reliably get to get major vitality is through potions or 2 piece set.

    VS

    Nightblade

    [*]Dark Cloak (Shadow Cloak morph): This morph no longer grants invisibility; instead it heals you for 32% of your Max Health over 3 seconds and grants Minor Protection for the duration.

    WTF!

    With 56 cp into quick recovery + 56 cp into blessed = 43% of max health NOT MISSING HEALTH full benefit off the bat! A magicka vigor that doesn't require you to be Stamina or Magicka spec. Add even major mending(25% healing done) = 51%!

    http://elderscrollsonline.wiki.fextralife.com/Soul+Siphon
    Cast Time Instant (3.5s)
    Range 15m radius
    Cost 150 Ultimate

    Sanctify your soul and the souls of nearby allies with a night rune, healing for 1193 Health and an additional 3232 Health over 4 seconds.
    You and your allies will also receive Major Vitality, increasing your healing received by 30% for 4 seconds.
    An ally can target a nearby enemy and activate the Soul Leech synergy dealing 1104 Magic Damage to them and healing for damaged caused. Heals you and nearby allies but deals no damage and no longer stuns.

    Major vitality +30% or
    Scorge harvester Which is more reliable doesn't cost an ultimate.
    http://elderscrollsonline.wiki.fextralife.com/Scourge+Harvester+Set
    (2 items) When you take damage, you have a 6% chance to create a beam that steals 5805 Health over 4 seconds from the attacker. The beam breaks from enemy moves further than 8 meters away. While the beam holds gain 30% increased healing received. This effect can occur once every 6 seconds.


    http://elderscrollsonline.wiki.fextralife.com/Essence+Drain
    Passive
    Rank II: You gain Major Mending for 3 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 25%

    You also heal yourself or a nearby ally to the target for 30% of the damage inflicted by the final hit of a fully-charged Heavy Attack.


    http://elderscrollsonline.wiki.fextralife.com/Swallow+Soul
    Cast Time Instant (10s)
    Range 28m range
    Cost 2700 Magicka

    Steal an enemy’s life force, dealing 742 Magic Damage and healing you for 25% of the damage inflicted every 2 seconds for 10 seconds.

    While slotted, you gain Minor Vitality, increasing your healing received by 8%.

    While slotted you gain Minor Vitality, increasing your healing received. cost for minor vitality buff = 0!

    http://elderscrollsonline.wiki.fextralife.com/Healthy+Offering
    Cast Time Instant (30s)
    Range 28m range
    (Cone)
    Cost 459 Health
    Sacrifice your essence, healing an ally in front of you for 1233 Health but draining 567 of your own Health over 8 seconds.

    While your Health is being drained you gain Minor Mending, increasing your healing done by 8%

    Increasing your healing done for the duration.

    And here we are trying to ASK FOR SCRAPS OFF THE FLOOR!
    Edited by AddictionX on April 22, 2018 2:17PM
  • ak_pvp
    ak_pvp
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    ecru wrote: »
    ak_pvp wrote: »
    ecru wrote: »
    Anti_Virus wrote: »
    ecru wrote: »
    i like how we can't have any discussion about stamdk in pve because everything is drowned out by pvp discussion

    oh well

    For the most part sDK is fine in PVE, the new bloodthirsty trait for jewelry might bring them down on the dps totem though.

    It will for sure bring them down to the bottom of the dps pool, only above Warden. Aside from Warden, it will be all stam/mag dps > StamDK. Frankly, this sucks. I main a StamDK, which I've put a lot of effort into, and I don't want to feel like I'm dead weight once a trial boss hits 25%, but that seems to be where Summerset is taking us.

    I don't know if it's "fine", certainly viable, but not something people will be jumping at the chance to play. I have pvp'd a small amount on my StamDK, and while it's not enough to offer as much input as a lot here, I felt like it suffered from identity issues just as it does in pve. I see SDK as a pressure-based dps class, with pressure in the form of dots (claw, breath), but at the same time (correct me if I'm wrong) claw can just be purged off and breath is unreliable/can also be purged off.

    StamDK could use a bit more in the pressure department while adding more class identity (more dot pressure, poison?) to flesh out the class a bit. I don't really have a great idea as to how this would be implemented though. For PVP, if I'm correct about claw/breath being purgeable, why not start with just making the dots unable to be removed?

    I doubt it'd be that bad. IIRC StamDK was parsing 70k on that test they did. (Where MDK was top with 73k) but they might not be top dog anymore, since you can't get super-optimized groups with NMG/Sunder/Morag. Stamplar and warden will still parse less. On the upside, StamDK has a really easy rotation, which will be better for certain mechanic heavy fights.

    I'll believe 70k stamdk when I see it. StamDK is also not the best dps currently, so I'm having a hard time understanding how it could be 3k under the "best".

    edit: just to put things into perspective due to how strong bloodthirsty is right now, stamdk would have to be well above other dps with executes before the sub 25 execute phase to be that high. I've never seen a 50m dummy melt sub 25% as fast as I did the other night when my guild did a group parse.

    edit again: The only way I could see this being possible is with some kind of atypical gear combination I'm unaware of that's specific to Summerset/jewelry crafting.

    The 70k was on the dev test, with 100% uptime on all the buffs. Both will be hitting less, but its not like stamDK will be useless
    AddictionX wrote: »
    Green Dragons Blood: Heal for 33 percent of missing health.

    Nightblade

    [*]Dark Cloak (Shadow Cloak morph): This morph no longer grants invisibility; instead it heals you for 32% of your Max Health over 3 seconds and grants Minor Protection for the duration.

    WTF!

    Instant vs not instant. GDB is better for tanks, who might be in a tight spot. You cast dark cloak, and keep getting bombarded at low health, then their might be issues.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Cravalllo
    Cravalllo
    ✭✭✭
    I mainly talk about the PvE issues for DKs.

    First of all, let´s start with MagDK. Many people complain that DKs got sustain buffs and all the other classes received nerfs. If you ever bothered with PvE you would know MagDK couldn´t sustain *** all since the Morrowind changes were made. And yes the combustion passive helps out a little bit with that, but sustain will still be an issue. While both stamina and magicka NBs can easily sustain a 6Million dummy without doing heavy attacks, MagDKs already struggle on 3mil. I´m not saying all the other classes are fine, I´m simply comparing DKs to NBs, because what we see in endgame PvE atm is a raid full of Nightblades.

    Now there are a few possibilities to fix things for DKs and make it easier, by not changing things dramatically. Change Battle Roar back to what it was, it was fantastic, it felt good and it was both, useful for tanks and DDs. It helped sustain a lot and by just nerfing this passive and not providing an alternative combined with the CP changes in Morrowind, MagDK was just in a horrible spot until now. I mentioned combustion, well it isn´t fantastic but a step in the right direction, if you change it around a little bit, so the proc comes with fire/poison dmg instead of the status effect, this would actually pretty decent, not OP, but not too weak either. Together with Battle Roar as it used to be, it would definitely help DKs a lot.

    There is also some abilities like Eruption, it is super expensive and deals very little damage. If you compare this skill with Twisting Path, for example, you can do nothing else but laugh. I mean a snare is not a great bonus effect in PvE anyway and PvPers won't use this skill, because people will simply run out of it very quickly as the radius isn´t huge. But things like this could be addressed later, first of all, make MagDK sustain better and give them back their spot in trials, so we don´t just see full NB raids.

    This wouldn't require any changes to class abilities nor would it affect other classes. It would simply benefit DKs and make them a viable choice in PvE. I also don't think this would be overperforming in PvP, yes MagDKs are strong, but a little bit more sustain would not break the class.

    Now StamDK: With the changes to off-balance made in Dragon Bones DLC, StamDK got hit quite hard in PvE. Well, it won´t be much better next patch with further nerfs affecting all Stamina Classes; while DKs still had a good spot being a debuff *** in Trials, due to the fact that they do a lot of heavy attacks, which made it easy to keep up Sunderflame for example, we will probably not see many DKs next patch, with the alterings made to Sunder and NMG. Now I don´t want them to just leave Sunderflame and NMG as it is, I just want to mention that again, sustain buffs would also help out StamDKs. With the ability to sustain a light attack rotation they might be viable and not just left behind. This brings me back to what I mentioned for MagDK.

    However, I have no idea how to make StamDK better in PvP, but I reckon a lot of people here already suggested many good ideas. I wish these forums weren´t just there to keep us occupied, but to actually listen to us and try to fix things together with the community. I mean perfect balance won't be achievable anyway, there will always be a "meta" but trying to bring things in line, or at least making them playable would be awesome.

    Cheers :)
  • AddictionX
    AddictionX
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    ak_pvp wrote: »
    ecru wrote: »
    ak_pvp wrote: »
    ecru wrote: »
    Anti_Virus wrote: »
    ecru wrote: »
    i like how we can't have any discussion about stamdk in pve because everything is drowned out by pvp discussion

    oh well

    For the most part sDK is fine in PVE, the new bloodthirsty trait for jewelry might bring them down on the dps totem though.

    It will for sure bring them down to the bottom of the dps pool, only above Warden. Aside from Warden, it will be all stam/mag dps > StamDK. Frankly, this sucks. I main a StamDK, which I've put a lot of effort into, and I don't want to feel like I'm dead weight once a trial boss hits 25%, but that seems to be where Summerset is taking us.

    I don't know if it's "fine", certainly viable, but not something people will be jumping at the chance to play. I have pvp'd a small amount on my StamDK, and while it's not enough to offer as much input as a lot here, I felt like it suffered from identity issues just as it does in pve. I see SDK as a pressure-based dps class, with pressure in the form of dots (claw, breath), but at the same time (correct me if I'm wrong) claw can just be purged off and breath is unreliable/can also be purged off.

    StamDK could use a bit more in the pressure department while adding more class identity (more dot pressure, poison?) to flesh out the class a bit. I don't really have a great idea as to how this would be implemented though. For PVP, if I'm correct about claw/breath being purgeable, why not start with just making the dots unable to be removed?

    I doubt it'd be that bad. IIRC StamDK was parsing 70k on that test they did. (Where MDK was top with 73k) but they might not be top dog anymore, since you can't get super-optimized groups with NMG/Sunder/Morag. Stamplar and warden will still parse less. On the upside, StamDK has a really easy rotation, which will be better for certain mechanic heavy fights.

    I'll believe 70k stamdk when I see it. StamDK is also not the best dps currently, so I'm having a hard time understanding how it could be 3k under the "best".

    edit: just to put things into perspective due to how strong bloodthirsty is right now, stamdk would have to be well above other dps with executes before the sub 25 execute phase to be that high. I've never seen a 50m dummy melt sub 25% as fast as I did the other night when my guild did a group parse.

    edit again: The only way I could see this being possible is with some kind of atypical gear combination I'm unaware of that's specific to Summerset/jewelry crafting.

    The 70k was on the dev test, with 100% uptime on all the buffs. Both will be hitting less, but its not like stamDK will be useless
    AddictionX wrote: »
    Green Dragons Blood: Heal for 33 percent of missing health.

    Nightblade

    [*]Dark Cloak (Shadow Cloak morph): This morph no longer grants invisibility; instead it heals you for 32% of your Max Health over 3 seconds and grants Minor Protection for the duration.

    WTF!

    Instant vs not instant. GDB is better for tanks, who might be in a tight spot. You cast dark cloak, and keep getting bombarded at low health, then their might be issues.

    Did you just ignore everything I wrote?!

    Heals on Missing Health vs Healing on MAX HEALTH off the bat. See this on a health stacked tank? Or a MAGICKA nightblade Tank that has access to damage BURST in their SKILL TREES that other tanks dont have? Besides the fact that this is completely broken on a tank.

    Let me explain it Healing with dragons blood is instant based on MISSING HEALTH! So for it to act as a burst heal you need to be dying and generally, if someone is dying you is because you're out of resources in the first place!

    The issue is don't need to be at low health to make use of this you can cast it and get a vigor like heal. Low health? Just shield stack and use this and your up to full. Block and wait till you're healed up. Dodge till you're hp is topped off.

    Are you saying this is NOT a magicka version of VIGOR?

    very large difference between Healing on Missing health vs Healing on Max health.
    Edited by AddictionX on April 22, 2018 2:38PM
  • VaxtinTheWolf
    VaxtinTheWolf
    ✭✭✭✭✭
    AddictionX wrote: »
    MISSING HEALTH vs Healing on MAX HEALTH off the bat. Are you serious? That you can't see this on a health stacked tank? Or a MAGICKA nightblade Tank that has access to damage BURST in their SKILL TREES that other tanks dont have? Besides the fact that this is completely broken on a tank.

    Let me explain it Healing with dragons blood is INSTANT based on MISSING HEALTH!

    Are you saying this is NOT a magicka version of VIGOR?

    I feel like this complaint belongs more in the Nightblade section, or maybe it's own thread to be swallowed up by the many other singular issues. So here my unwarranted opinion about this.
    You need to stack health for this to be effective. If you do that, you are losing out on other resources. You also give up invisibility(outside of a potion effect) to benefit from this. So that's a lot more potential incoming damage to deal with. You sure dug for all the possible outgoing/incoming healing benefits in your post but there are also lingering vitality pots which are probably much more simple to use and allow you different Monster set or ultimate.

    If you want to compare it to a DK that's making the most out of this skill, do the same with a Nightblade tank. They are often just variations of block builds with high incoming heal bonuses and in addition to the buffs you listed, there is also being an Argonian for defensive passives and Structured Entropy for another 8% health. Stacking health means less resources in other areas, less damage and less output from any other heals you may have going as you are putting much more reliance on that one ability. Small heals could add up but just to a lesser extent. The skill is also a HoT(4 ticks of Healing along with Minor Protection over 3 seconds). It can be strong but if there is enough incoming burst damage you might die before receiving it's full healing effects. The best use I could see is using terrain and the Shadow Image skill to reposition and then use Dark Cloak to regain some Health.

    On the other end, you are stacking magicka and spell power for damage and healing, you might get up to around 25k health while still being considered a damage spec in PvP right? And after cutting the healing in half because of battle spirit it's really not that much. If you are using Heavy Resto attack, you aren't being offensive, but then I'd think you'd also be using the other morph(Shadowy Disguise) for it's invisibility benefits in that situation anyway.

    Even comparing them, there is still the Defile debuff running rampant in that environment so that makes it less of an issue I would think.
    || AD - Rah'Jiin Lv50 Khajiit Nightblade (Damage) || EP - Generic Argonian Lv50 Argonian Nightblade (Tank) || DC - Zinkotsu Lv50 Breton Nightblade (Healer) ||
    || DC - Ja'Kiro Feral-Heart Lv50 Khajiit Dragonknight (Damage) || EP - VaxtinTheWolf Lv50 Redguard Templar (Tank) || AD - Velik Iranis Lv50 Dark Elf Sorcerer (Tank ) ||
    || EP - Einvarg The Frozen Lv50 Nord Warden (Tank/Healer) || EP - Keem-Ja Lv4 Argonian Necromancer (Healer/Tank) ||
    PC - North American Server (Champion 1300+)
  • lucky_Sage
    lucky_Sage
    ✭✭✭✭✭
    BohnT wrote: »
    For everyone saying DK needs unpurgeable dots.
    Nope that's bad game design.
    1. there is one class that has access to a viable purge. The alliance war purge isn't viable it costs 5.4k mag with the cheap morph if you are running cost poisons they are looking at costs of ~7k and then they only remove 2 effects. That's not much and it is much better for the DK than for the guy trying to purge everything. With magdk and stamdk you have so many debuffs on your enemy that someone spamming efficent purge will waste all his magicka before he has removed all the dots. You can simply reapply them while also doing damage, someone spamming purge is draining his resources and he isn't gonna actively healing (only HoTs) so this is the time you want to use your burst which Magdk has lots of if you know how to play the class. Stamdk not so much but we talked about that #stamspammableforDK

    There is one mirror match up for DK and that is mag templar.
    This match up is decided by player skill and using mistakes of your enemy to win the fight.
    If one player doesn't really want to lose he won't but he can't force to win the fight on the other hand as well.
    If you bring a templar to spam purge that is a good thing, he drains his resources and you can easily apply your dots again afterwards, he's just buying time and we can use that time to pressure them more by trying to burst them as the magplar currently focuses on purging.

    Unpurgeable Dots or Dots which inflict the whole damage when they get purged are a bad idea as they punish counterplay or completely remove also they open up new issues where you can force templars to never use their class defining ability.

    a lot of use don't want unpurgable dots want a minor counter to purge it take 5x times more magicka to apply all dk dots with 5 blobal cd's and Templar uses 5th of the cost and 1 gcd to remove almost all of the dmg.
    an equel skilled magdk and magplar fight the magplar will almost always win it will be a long fight though
    DC PC NA
    Magdk - main
    Stamcro - alt

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

  • MaxwellC
    MaxwellC
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    ✭✭
    Glad to see so many ideas from different perspective now if only we could have a representative of our class compile this and present this when they visit ZOS to discuss this classes future.
    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
  • NBrookus
    NBrookus
    ✭✭✭✭✭
    ✭✭✭✭
    casparian wrote: »
    NBrookus wrote: »
    Anti_Virus wrote: »
    Choking talons(Dark Talons Morph) change to deal poison damge or physical damage and cost stamina.

    This is the only access to Minor Maim that DK has.
    Templars have no source of Maim, and fewer (and worse) self-heals than mDKs for that matter, and we get along. Riposte is a more reliable source of Maim anyway.

    Yes well templars are also in need of love so please let's not balance DKs by comparing them to templars! :o I disagree that templar heals are worse per se; they are just harder to incorporate while staying aggressive.

    Personally I'd rank magplar viability below magDK right now in PVP.

    Anyway Choking is a major tank PVE skill.
    Anti_Virus wrote: »
    @NBrookus @Aquanova

    -I see your concers with Choking talons maybe move minor main to burning talons and replace it with sonething else? I would really love this skill to be used by stam Dks.

    Burning Talons is the "damage" morph and Choking the "tank" morph. I kinda doubt they'd add Minor Main to Burning without dialing back the damage, and magicka needs the damage.

    Perhaps a better solution would be to rework Petrify. Make Shattering Rocks do physical damage and cost stamina, and still sets enemies nearby off-balance. Then give Fossilize it's range back. They can take the root off Fossilize to balance it, but the tiny range is straight up garbage on a magDK when almost every class can easily kite a magDK.

    Stam whip I always kind of have issues with. Stam already has access to a huge range of stamina damage abilities via weapon lines. Magicka has class abilities and destro, that's it.
  • ak_pvp
    ak_pvp
    ✭✭✭✭✭
    ✭✭✭
    AddictionX wrote: »
    ak_pvp wrote: »
    ecru wrote: »
    ak_pvp wrote: »
    ecru wrote: »
    Anti_Virus wrote: »
    ecru wrote: »
    i like how we can't have any discussion about stamdk in pve because everything is drowned out by pvp discussion

    oh well

    For the most part sDK is fine in PVE, the new bloodthirsty trait for jewelry might bring them down on the dps totem though.

    It will for sure bring them down to the bottom of the dps pool, only above Warden. Aside from Warden, it will be all stam/mag dps > StamDK. Frankly, this sucks. I main a StamDK, which I've put a lot of effort into, and I don't want to feel like I'm dead weight once a trial boss hits 25%, but that seems to be where Summerset is taking us.

    I don't know if it's "fine", certainly viable, but not something people will be jumping at the chance to play. I have pvp'd a small amount on my StamDK, and while it's not enough to offer as much input as a lot here, I felt like it suffered from identity issues just as it does in pve. I see SDK as a pressure-based dps class, with pressure in the form of dots (claw, breath), but at the same time (correct me if I'm wrong) claw can just be purged off and breath is unreliable/can also be purged off.

    StamDK could use a bit more in the pressure department while adding more class identity (more dot pressure, poison?) to flesh out the class a bit. I don't really have a great idea as to how this would be implemented though. For PVP, if I'm correct about claw/breath being purgeable, why not start with just making the dots unable to be removed?

    I doubt it'd be that bad. IIRC StamDK was parsing 70k on that test they did. (Where MDK was top with 73k) but they might not be top dog anymore, since you can't get super-optimized groups with NMG/Sunder/Morag. Stamplar and warden will still parse less. On the upside, StamDK has a really easy rotation, which will be better for certain mechanic heavy fights.

    I'll believe 70k stamdk when I see it. StamDK is also not the best dps currently, so I'm having a hard time understanding how it could be 3k under the "best".

    edit: just to put things into perspective due to how strong bloodthirsty is right now, stamdk would have to be well above other dps with executes before the sub 25 execute phase to be that high. I've never seen a 50m dummy melt sub 25% as fast as I did the other night when my guild did a group parse.

    edit again: The only way I could see this being possible is with some kind of atypical gear combination I'm unaware of that's specific to Summerset/jewelry crafting.

    The 70k was on the dev test, with 100% uptime on all the buffs. Both will be hitting less, but its not like stamDK will be useless
    AddictionX wrote: »
    Green Dragons Blood: Heal for 33 percent of missing health.

    Nightblade

    [*]Dark Cloak (Shadow Cloak morph): This morph no longer grants invisibility; instead it heals you for 32% of your Max Health over 3 seconds and grants Minor Protection for the duration.

    WTF!

    Instant vs not instant. GDB is better for tanks, who might be in a tight spot. You cast dark cloak, and keep getting bombarded at low health, then their might be issues.

    Did you just ignore everything I wrote?!

    Heals on Missing Health vs Healing on MAX HEALTH off the bat. See this on a health stacked tank? Or a MAGICKA nightblade Tank that has access to damage BURST in their SKILL TREES that other tanks dont have? Besides the fact that this is completely broken on a tank.

    Let me explain it Healing with dragons blood is instant based on MISSING HEALTH! So for it to act as a burst heal you need to be dying and generally, if someone is dying you is because you're out of resources in the first place!

    The issue is don't need to be at low health to make use of this you can cast it and get a vigor like heal. Low health? Just shield stack and use this and your up to full. Block and wait till you're healed up. Dodge till you're hp is topped off.

    Are you saying this is NOT a magicka version of VIGOR?

    very large difference between Healing on Missing health vs Healing on Max health.

    @AddictionX

    No. I did not miss what you are saying. You don't have to be out of resources for it to be useful as a tank. There are hits that take you down to sub 40%. There are also times, like if you are running 3dd, where you have no healer, so will be low health (even down to 20%) a lot. A burst heal is much better to get you out of the dangerzone. Not to mention major mending and a shield from igneous and DK healing passives. For PvE, both will be good, but in different ways. A DK tank is still preferred because of good dual stat sustain, and the better pull.

    As for the mythic magNB tank that runs burst damage. Haha what.

    Every tank has to spec high enough into health to stop being 1shot, and high enough into resource recovery, that their damage will be nearly null, their bars and sets will be full of group support that then lowers it further. (I assume the shield stacking/dodge is PvP related, but if not, then read on) That goes same for NB shields, due to low mag, and the ability to dodge, which no sane tank will do anyway since the boss will move with you, and jeopardize the group and lower DPS if it moves out of certain AoEs/melee range.

    So PvP, due to the mention of shieldstacking or dodging. This won't be great either. Most NBs run around 25k health, some even lower. This 33% health translates to 11% every second, or in PvP 5.5% every second. (Unless its 4 ticks, one on cast then over 3s) If the former, then you get 1375 health per second for 3s. If the latter, you get 1031 health per second over 3s+initial. Not far from a mag vigor in plain ticks, but less healing, less length, high cost, and loss of shadow cloak for defense. Cauterize is better.

    TL;DR: Your post is wrong, and you have shown quite obviously.
    Edited by ak_pvp on April 22, 2018 5:46PM
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • ecru
    ecru
    ✭✭✭✭✭
    BohnT wrote: »
    For everyone saying DK needs unpurgeable dots.
    Nope that's bad game design.
    1. there is one class that has access to a viable purge. The alliance war purge isn't viable it costs 5.4k mag with the cheap morph if you are running cost poisons they are looking at costs of ~7k and then they only remove 2 effects. That's not much and it is much better for the DK than for the guy trying to purge everything. With magdk and stamdk you have so many debuffs on your enemy that someone spamming efficent purge will waste all his magicka before he has removed all the dots. You can simply reapply them while also doing damage, someone spamming purge is draining his resources and he isn't gonna actively healing (only HoTs) so this is the time you want to use your burst which Magdk has lots of if you know how to play the class. Stamdk not so much but we talked about that #stamspammableforDK

    There is one mirror match up for DK and that is mag templar.
    This match up is decided by player skill and using mistakes of your enemy to win the fight.
    If one player doesn't really want to lose he won't but he can't force to win the fight on the other hand as well.
    If you bring a templar to spam purge that is a good thing, he drains his resources and you can easily apply your dots again afterwards, he's just buying time and we can use that time to pressure them more by trying to burst them as the magplar currently focuses on purging.

    Unpurgeable Dots or Dots which inflict the whole damage when they get purged are a bad idea as they punish counterplay or completely remove also they open up new issues where you can force templars to never use their class defining ability.

    If it's bad game design, every mmo besides ESO is badly designed. Saying you can "just reapply dots" completely misses the point. Yes, you can just reapply them, and they can just be purged off again. And again. And again. What do you do vs a group or multiple targets that has multiple people purging? You're thinking too small, not every scenario is 1v1.

    Also, I don't think anyone has suggested that all of their damage should be inflicted if they are purged off, just that there is some kind of penalty for mitigating that much damage with one press of a button.

    You really can't have a dot-based class while giving every person/every group the ability to just remove dots over and over again. Other games have realized this, ESO hasn't.

    What has to be considered here is the cost of purging vs the amount of damage they are mitigating. When you think of purge as a heal instead, the amount of damage it's "healing" for (or mitigating) is absurd.
    Edited by ecru on April 22, 2018 6:01PM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • BohnT
    BohnT
    ✭✭✭✭✭
    ✭✭
    ecru wrote: »
    BohnT wrote: »
    For everyone saying DK needs unpurgeable dots.
    Nope that's bad game design.
    1. there is one class that has access to a viable purge. The alliance war purge isn't viable it costs 5.4k mag with the cheap morph if you are running cost poisons they are looking at costs of ~7k and then they only remove 2 effects. That's not much and it is much better for the DK than for the guy trying to purge everything. With magdk and stamdk you have so many debuffs on your enemy that someone spamming efficent purge will waste all his magicka before he has removed all the dots. You can simply reapply them while also doing damage, someone spamming purge is draining his resources and he isn't gonna actively healing (only HoTs) so this is the time you want to use your burst which Magdk has lots of if you know how to play the class. Stamdk not so much but we talked about that #stamspammableforDK

    There is one mirror match up for DK and that is mag templar.
    This match up is decided by player skill and using mistakes of your enemy to win the fight.
    If one player doesn't really want to lose he won't but he can't force to win the fight on the other hand as well.
    If you bring a templar to spam purge that is a good thing, he drains his resources and you can easily apply your dots again afterwards, he's just buying time and we can use that time to pressure them more by trying to burst them as the magplar currently focuses on purging.

    Unpurgeable Dots or Dots which inflict the whole damage when they get purged are a bad idea as they punish counterplay or completely remove also they open up new issues where you can force templars to never use their class defining ability.

    If it's bad game design, every mmo besides ESO is badly designed. Saying you can "just reapply dots" completely misses the point. Yes, you can just reapply them, and they can just be purged off again. And again. And again. What do you do vs a group or multiple targets that has multiple people purging? You're thinking too small, not every scenario is 1v1.

    Also, I don't think anyone has suggested that all of their damage should be inflicted if they are purged off, just that there is some kind of penalty for mitigating that much damage with one press of a button.

    You really can't have a dot-based class while giving every person/every group the ability to just remove dots over and over again. Other games have realized this, ESO hasn't.

    What has to be considered here is the cost of purging vs the amount of damage they are mitigating. When you think of purge as a heal instead, the amount of damage it's "healing" for (or mitigating) is absurd.

    Only stamdk relies on dots. Magdk has great burst which gets complimented by the dots of the class.
    Also purge doesn't remove just dots the majority of things removed are useless debuffs and snares.
  • AddictionX
    AddictionX
    ✭✭✭✭
    ak_pvp wrote: »
    AddictionX wrote: »
    ak_pvp wrote: »
    ecru wrote: »
    ak_pvp wrote: »
    ecru wrote: »
    Anti_Virus wrote: »
    ecru wrote: »
    i like how we can't have any discussion about stamdk in pve because everything is drowned out by pvp discussion

    oh well

    For the most part sDK is fine in PVE, the new bloodthirsty trait for jewelry might bring them down on the dps totem though.

    It will for sure bring them down to the bottom of the dps pool, only above Warden. Aside from Warden, it will be all stam/mag dps > StamDK. Frankly, this sucks. I main a StamDK, which I've put a lot of effort into, and I don't want to feel like I'm dead weight once a trial boss hits 25%, but that seems to be where Summerset is taking us.

    I don't know if it's "fine", certainly viable, but not something people will be jumping at the chance to play. I have pvp'd a small amount on my StamDK, and while it's not enough to offer as much input as a lot here, I felt like it suffered from identity issues just as it does in pve. I see SDK as a pressure-based dps class, with pressure in the form of dots (claw, breath), but at the same time (correct me if I'm wrong) claw can just be purged off and breath is unreliable/can also be purged off.

    StamDK could use a bit more in the pressure department while adding more class identity (more dot pressure, poison?) to flesh out the class a bit. I don't really have a great idea as to how this would be implemented though. For PVP, if I'm correct about claw/breath being purgeable, why not start with just making the dots unable to be removed?

    I doubt it'd be that bad. IIRC StamDK was parsing 70k on that test they did. (Where MDK was top with 73k) but they might not be top dog anymore, since you can't get super-optimized groups with NMG/Sunder/Morag. Stamplar and warden will still parse less. On the upside, StamDK has a really easy rotation, which will be better for certain mechanic heavy fights.

    I'll believe 70k stamdk when I see it. StamDK is also not the best dps currently, so I'm having a hard time understanding how it could be 3k under the "best".

    edit: just to put things into perspective due to how strong bloodthirsty is right now, stamdk would have to be well above other dps with executes before the sub 25 execute phase to be that high. I've never seen a 50m dummy melt sub 25% as fast as I did the other night when my guild did a group parse.

    edit again: The only way I could see this being possible is with some kind of atypical gear combination I'm unaware of that's specific to Summerset/jewelry crafting.

    The 70k was on the dev test, with 100% uptime on all the buffs. Both will be hitting less, but its not like stamDK will be useless
    AddictionX wrote: »
    Green Dragons Blood: Heal for 33 percent of missing health.

    Nightblade

    [*]Dark Cloak (Shadow Cloak morph): This morph no longer grants invisibility; instead it heals you for 32% of your Max Health over 3 seconds and grants Minor Protection for the duration.

    WTF!

    Instant vs not instant. GDB is better for tanks, who might be in a tight spot. You cast dark cloak, and keep getting bombarded at low health, then their might be issues.

    Did you just ignore everything I wrote?!

    Heals on Missing Health vs Healing on MAX HEALTH off the bat. See this on a health stacked tank? Or a MAGICKA nightblade Tank that has access to damage BURST in their SKILL TREES that other tanks dont have? Besides the fact that this is completely broken on a tank.

    Let me explain it Healing with dragons blood is instant based on MISSING HEALTH! So for it to act as a burst heal you need to be dying and generally, if someone is dying you is because you're out of resources in the first place!

    The issue is don't need to be at low health to make use of this you can cast it and get a vigor like heal. Low health? Just shield stack and use this and your up to full. Block and wait till you're healed up. Dodge till you're hp is topped off.

    Are you saying this is NOT a magicka version of VIGOR?

    very large difference between Healing on Missing health vs Healing on Max health.

    @AddictionX

    No. I did not miss what you are saying. You don't have to be out of resources for it to be useful as a tank. There are hits that take you down to sub 40%. There are also times, like if you are running 3dd, where you have no healer, so will be low health (even down to 20%) a lot. A burst heal is much better to get you out of the dangerzone. Not to mention major mending and a shield from igneous and DK healing passives. For PvE, both will be good, but in different ways. A DK tank is still preferred because of good dual stat sustain, and the better pull.

    As for the mythic magNB tank that runs burst damage. Haha what.

    Every tank has to spec high enough into health to stop being 1shot, and high enough into resource recovery, that their damage will be nearly null, their bars and sets will be full of group support that then lowers it further. (I assume the shield stacking/dodge is PvP related, but if not, then read on) That goes same for NB shields, due to low mag, and the ability to dodge, which no sane tank will do anyway since the boss will move with you, and jeopardize the group and lower DPS if it moves out of certain AoEs/melee range.

    So PvP, due to the mention of shieldstacking or dodging. This won't be great either. Most NBs run around 25k health, some even lower. This 33% health translates to 11% every second, or in PvP 5.5% every second. (Unless its 4 ticks, one on cast then over 3s) If the former, then you get 1375 health per second for 3s. If the latter, you get 1031 health per second over 3s+initial. Not far from a mag vigor in plain ticks, but less healing, less length, high cost, and loss of shadow cloak for defense. Cauterize is better.

    TL;DR: Your post is wrong, and you have shown quite obviously.

    So at 6250k health on a DK which would be near executed range say thats 25% of 25k (for same numbers) aside from the fact that if your that low the pressure someone will put on you will also completely press you hard for resources getting out of executing range its not like we can just run away either. Don't neglect this fact. The cost is really higher due to getting out of execute range as alot of skills and cp tree passsives/skills also work agaisnt you at the bear minimum of 25% hp.

    Let's assume our DK hero doesn't die... lol.

    You would burst heal using not 33 percent of 25k ....but 33% of 18,750k... in pvp it would be 15% translating into a whooping 2812.5k health healed for a grand total magicka cost of 4320. That'll show'em. Oh yeah by the way... here is a light attack we know you can't rolly polly out of this one. But what do I know. Oh yeah here is the major mending buff you will magically cast for 4050 magicka. So in your scenario its going to cost 4320+4050 to burst heal for what?

    We're pushing into the triple digits ladies and gents up from 2812.5.... be awed and amazed.

    Also thats a best case scenario assuming you survive with 6k hp left not stunned, not with cc immunity, block, or whatever else. Chances of survival are pretty weak. At this point, you will probably eat an ultimate to the face not like its really needed a stun will do it too. Back to this danger zone you go.

    Caulterize doesn't heal based on missing health dude. Caulterize doesn't heal on max health.

    Do you know why magicka doesn't have a vigor? Because just about every healing buff uses magicka, most healing skills use magicka, some of the most healing sets are in light armor, light armor grants what you need to sustain it but the main reason is the ability to stack into one single stat for all defenses and offenses.
    Edited by AddictionX on April 22, 2018 7:03PM
  • Derra
    Derra
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    AddictionX wrote: »
    Especially liked that Claw one where reapplying or purging it causes the DOT to hit at once with the remainder or the damage done.

    Ofc making it deal all the remaining dmg if reapplied sounds neat.
    I want the same feature for every dot :trollface:
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Aedaryl
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    BohnT wrote: »
    MaxwellC wrote: »
    @BohnT
    I would also suggest changing battle roar to scale with your max stat i.e when using an ultimate that is 100+ you regain 25% of your max resources, when using an ultimate that is 200+ you regain 50% of your max resources.

    I feel it may be op but what do you feel about that idea?

    I think the current battle roar has something over the old one and that is that you get so much resources back for your off stat.
    Also increasing the return on the individual usage might have a bad influence as you are forced to spam your ultimate to get decent sustain.
    I'd like it more to increase the ultimate Regeneration of DKs so you aren't as punished for spamming ultimates as we are right now due to the lowest ultigen in the game for all classes

    You don't have the lowest ulti regen of all class, please stop it.

    magSorcerer and magtemplar have the worst ulti regen, not DK.

    You need to look at effective regen.

    A sorcerer for offense need to use Meteor, that cost 170 ultimate VS a DK leap that cost 125.

    Same for a resto ultimate, the DK will have it before.

    And anything stam can have minor heroism.
    Edited by Aedaryl on April 22, 2018 7:05PM
  • Anti_Virus
    Anti_Virus
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    NBrookus wrote: »
    casparian wrote: »
    NBrookus wrote: »
    Anti_Virus wrote: »
    Choking talons(Dark Talons Morph) change to deal poison damge or physical damage and cost stamina.

    This is the only access to Minor Maim that DK has.
    Templars have no source of Maim, and fewer (and worse) self-heals than mDKs for that matter, and we get along. Riposte is a more reliable source of Maim anyway.

    Yes well templars are also in need of love so please let's not balance DKs by comparing them to templars! :o I disagree that templar heals are worse per se; they are just harder to incorporate while staying aggressive.

    Personally I'd rank magplar viability below magDK right now in PVP.

    Anyway Choking is a major tank PVE skill.
    Anti_Virus wrote: »
    @NBrookus @Aquanova

    -I see your concers with Choking talons maybe move minor main to burning talons and replace it with sonething else? I would really love this skill to be used by stam Dks.

    Burning Talons is the "damage" morph and Choking the "tank" morph. I kinda doubt they'd add Minor Main to Burning without dialing back the damage, and magicka needs the damage.

    Perhaps a better solution would be to rework Petrify. Make Shattering Rocks do physical damage and cost stamina, and still sets enemies nearby off-balance. Then give Fossilize it's range back. They can take the root off Fossilize to balance it, but the tiny range is straight up garbage on a magDK when almost every class can easily kite a magDK.

    Stam whip I always kind of have issues with. Stam already has access to a huge range of stamina damage abilities via weapon lines. Magicka has class abilities and destro, that's it.

    So you have a problem with stam talons and inhale aswell as stam whip too?

    Why? You explained stam whip which I disagree with(couldn't this arguement be used with templar and NB and look what they got) but why stam talons and breath? Are youna selfish mDk that wants to hoard skills for mDk sake? Or am I missing something which morph would you be willing to give up for stam DK in terms of talons and Inhale like Stam Dk gave up one morph of leap.
    Edited by Anti_Virus on April 22, 2018 7:02PM
    Power Wealth And Influence.
  • AddictionX
    AddictionX
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    Derra wrote: »
    AddictionX wrote: »
    Especially liked that Claw one where reapplying or purging it causes the DOT to hit at once with the remainder or the damage done.

    Ofc making it deal all the remaining dmg if reapplied sounds neat.
    I want the same feature for every dot :trollface:

    You're totally right. Let's allow DoT's to go through shields just like that curse goes through block and dodge.
    Edited by AddictionX on April 22, 2018 7:15PM
  • BohnT
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    Aedaryl wrote: »
    BohnT wrote: »
    MaxwellC wrote: »
    @BohnT
    I would also suggest changing battle roar to scale with your max stat i.e when using an ultimate that is 100+ you regain 25% of your max resources, when using an ultimate that is 200+ you regain 50% of your max resources.

    I feel it may be op but what do you feel about that idea?

    I think the current battle roar has something over the old one and that is that you get so much resources back for your off stat.
    Also increasing the return on the individual usage might have a bad influence as you are forced to spam your ultimate to get decent sustain.
    I'd like it more to increase the ultimate Regeneration of DKs so you aren't as punished for spamming ultimates as we are right now due to the lowest ultigen in the game for all classes

    You don't have the lowest ulti regen of all class, please stop it.

    magSorcerer and magtemplar have the worst ulti regen, not DK.

    You need to look at effective regen.

    A sorcerer for offense need to use Meteor, that cost 170 ultimate VS a DK leap that cost 125.

    Same for a resto ultimate, the DK will have it before.

    And anything stam can have minor heroism.

    Magplar has the same 0.5 ult per second as magdk but has 4% cost reduction on top.

    Let's compare the same base cost ults for both classes when talking magdk and magsorc.

    Ulti regen base: 3/s from LA

    Magsorc: 170/3/s= 56.67s
    Magdk: 200/3.5/s = 57.14s

    125 (Dbos):
    Sorc: 106/3/s= 35.42s
    DK: 125/3.5/s= 35.72s

    100 (Soulassault)
    Sorc: 85/3/s=28.33s
    DK: 100/3.5/s= 28.57s


    Sorc in pvp has even better ulti gain through alliance war passive+ endless fury but we won't take that into account now.
  • Savos_Saren
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    StamDKs should get a few more stamina class-oriented skills.

    Stam Whip- sure. Take Flame lash and make it Poison Lash. Might as well since they already have weapon skill spammables. Nothing wrong with that.

    Choking Talons into physical damage? Sure. This ability is mostly used for it's minor maim debuff anyway. Probably keep it as a magicka cost ability, though?

    Hardened Armor? Why not. Make it do physical damage and cost stamina. Stam DKs could probably use the shield.

    MagDKs need some of their skills readjusted.

    Make Shifting Standard a "Carried Standard"- that way, it doesn't get completely nullified by a Negate or Earthgore proc.

    Change some of the "magic damage" skills to flame damage. Reason: Our healers (magic users) currently don't benefit whatsoever from the new Combustion passive. None of their heals will proc the Burning effect. Skills like Volatile Armor and Stonefist (and it's morphs) need to be fire damage. Ash Cloud (Cinder Storm), Shattering Rocks, and Cauterize need either a small DOT or firey burst on impact.

    As someone stated earlier: Cauterize benefits from ABSOLUTELY NO PASSIVES on the Ardent Flame skilline. None at all. Look it up... it's actually hilariously sad.

    Finally, make either Powerlash or Stone Giant do 300% more damage to enemies under 25% health. DKs are no longer just tanks. There's no need not to have an execute. Every build now has access to commonly shared buffs/skills/etc except an mDK. They do not have access, whatsoever, to a magicka-based execute.
    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
  • BohnT
    BohnT
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    Anti_Virus wrote: »
    NBrookus wrote: »
    casparian wrote: »
    NBrookus wrote: »
    Anti_Virus wrote: »
    Choking talons(Dark Talons Morph) change to deal poison damge or physical damage and cost stamina.

    This is the only access to Minor Maim that DK has.
    Templars have no source of Maim, and fewer (and worse) self-heals than mDKs for that matter, and we get along. Riposte is a more reliable source of Maim anyway.

    Yes well templars are also in need of love so please let's not balance DKs by comparing them to templars! :o I disagree that templar heals are worse per se; they are just harder to incorporate while staying aggressive.

    Personally I'd rank magplar viability below magDK right now in PVP.

    Anyway Choking is a major tank PVE skill.
    Anti_Virus wrote: »
    @NBrookus @Aquanova

    -I see your concers with Choking talons maybe move minor main to burning talons and replace it with sonething else? I would really love this skill to be used by stam Dks.

    Burning Talons is the "damage" morph and Choking the "tank" morph. I kinda doubt they'd add Minor Main to Burning without dialing back the damage, and magicka needs the damage.

    Perhaps a better solution would be to rework Petrify. Make Shattering Rocks do physical damage and cost stamina, and still sets enemies nearby off-balance. Then give Fossilize it's range back. They can take the root off Fossilize to balance it, but the tiny range is straight up garbage on a magDK when almost every class can easily kite a magDK.

    Stam whip I always kind of have issues with. Stam already has access to a huge range of stamina damage abilities via weapon lines. Magicka has class abilities and destro, that's it.

    So you have a problem with stam talons and inhale aswell as stam whip too?

    Why? You explained stam whip which I disagree with(couldn't this arguement be used with templar and NB and look what they got) but why stam talons and breath? Are youna selfish mDk that wants to hoard skills for mDk sake? Or am I missing something which morph would you be willing to give up for stam DK in terms of talons and Inhale like Stam Dk gave up one morph of leap.

    Stamdk needs more burst and inhale and a stam spammable are really needed.

    A stam inhale could heal for less but deal more damage on the second hit (burst for pvp)
    ---> deep breath is better to change as it's lackluster for most encounters especially pvp and in pve the same things can be done by other players

    Stamspammable:
    Stamina whip, high damage single target noxious breath are the only skills i can think of which can become this.
    No earthen heart abilities as we still have the helping hands passive which is a problem with cost reduction and overall cost of the skill.


    I really liked stam talons but the issue really is both morphs serve a good purpose and it nerfs one playstyle if you change them. My only idea is making the base morph deal physical damage with a poison dot like burning talons.
    This would give everyone a skill to choose from without nerfing any playstyle.
  • JumpmanLane
    JumpmanLane
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    Cravalllo wrote: »
    I mainly talk about the PvE issues for DKs.

    First of all, let´s start with MagDK. Many people complain that DKs got sustain buffs and all the other classes received nerfs. If you ever bothered with PvE you would know MagDK couldn´t sustain *** all since the Morrowind changes were made. And yes the combustion passive helps out a little bit with that, but sustain will still be an issue. While both stamina and magicka NBs can easily sustain a 6Million dummy without doing heavy attacks, MagDKs already struggle on 3mil. I´m not saying all the other classes are fine, I´m simply comparing DKs to NBs, because what we see in endgame PvE atm is a raid full of Nightblades.

    Now there are a few possibilities to fix things for DKs and make it easier, by not changing things dramatically. Change Battle Roar back to what it was, it was fantastic, it felt good and it was both, useful for tanks and DDs. It helped sustain a lot and by just nerfing this passive and not providing an alternative combined with the CP changes in Morrowind, MagDK was just in a horrible spot until now. I mentioned combustion, well it isn´t fantastic but a step in the right direction, if you change it around a little bit, so the proc comes with fire/poison dmg instead of the status effect, this would actually pretty decent, not OP, but not too weak either. Together with Battle Roar as it used to be, it would definitely help DKs a lot.

    There is also some abilities like Eruption, it is super expensive and deals very little damage. If you compare this skill with Twisting Path, for example, you can do nothing else but laugh. I mean a snare is not a great bonus effect in PvE anyway and PvPers won't use this skill, because people will simply run out of it very quickly as the radius isn´t huge. But things like this could be addressed later, first of all, make MagDK sustain better and give them back their spot in trials, so we don´t just see full NB raids.

    This wouldn't require any changes to class abilities nor would it affect other classes. It would simply benefit DKs and make them a viable choice in PvE. I also don't think this would be overperforming in PvP, yes MagDKs are strong, but a little bit more sustain would not break the class.

    Now StamDK: With the changes to off-balance made in Dragon Bones DLC, StamDK got hit quite hard in PvE. Well, it won´t be much better next patch with further nerfs affecting all Stamina Classes; while DKs still had a good spot being a debuff *** in Trials, due to the fact that they do a lot of heavy attacks, which made it easy to keep up Sunderflame for example, we will probably not see many DKs next patch, with the alterings made to Sunder and NMG. Now I don´t want them to just leave Sunderflame and NMG as it is, I just want to mention that again, sustain buffs would also help out StamDKs. With the ability to sustain a light attack rotation they might be viable and not just left behind. This brings me back to what I mentioned for MagDK.

    However, I have no idea how to make StamDK better in PvP, but I reckon a lot of people here already suggested many good ideas. I wish these forums weren´t just there to keep us occupied, but to actually listen to us and try to fix things together with the community. I mean perfect balance won't be achievable anyway, there will always be a "meta" but trying to bring things in line, or at least making them playable would be awesome.

    Cheers :)

    I unno dude. In PVE a StamDK uses heavy to help a bit with sustain. At least against trash and wearing Mephala a DK is def not in a bad place. Molten Armaments giving a 40% damage bonus, Mephala procs. It’s golden. Most NPCs run toward you and not out of it.

    In a group, if your tank stops a boss, it’s standing in poison. Heavy is a part of the rotation. Don’t see a downside...
  • NBrookus
    NBrookus
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    Anti_Virus wrote: »
    NBrookus wrote: »
    casparian wrote: »
    NBrookus wrote: »
    Anti_Virus wrote: »
    Choking talons(Dark Talons Morph) change to deal poison damge or physical damage and cost stamina.

    This is the only access to Minor Maim that DK has.
    Templars have no source of Maim, and fewer (and worse) self-heals than mDKs for that matter, and we get along. Riposte is a more reliable source of Maim anyway.

    Yes well templars are also in need of love so please let's not balance DKs by comparing them to templars! :o I disagree that templar heals are worse per se; they are just harder to incorporate while staying aggressive.

    Personally I'd rank magplar viability below magDK right now in PVP.

    Anyway Choking is a major tank PVE skill.
    Anti_Virus wrote: »
    @NBrookus @Aquanova

    -I see your concers with Choking talons maybe move minor main to burning talons and replace it with sonething else? I would really love this skill to be used by stam Dks.

    Burning Talons is the "damage" morph and Choking the "tank" morph. I kinda doubt they'd add Minor Main to Burning without dialing back the damage, and magicka needs the damage.

    Perhaps a better solution would be to rework Petrify. Make Shattering Rocks do physical damage and cost stamina, and still sets enemies nearby off-balance. Then give Fossilize it's range back. They can take the root off Fossilize to balance it, but the tiny range is straight up garbage on a magDK when almost every class can easily kite a magDK.

    Stam whip I always kind of have issues with. Stam already has access to a huge range of stamina damage abilities via weapon lines. Magicka has class abilities and destro, that's it.

    So you have a problem with stam talons and inhale aswell as stam whip too?

    Why? You explained stam whip which I disagree with(couldn't this arguement be used with templar and NB and look what they got) but why stam talons and breath? Are youna selfish mDk that wants to hoard skills for mDk sake? Or am I missing something which morph would you be willing to give up for stam DK in terms of talons and Inhale like Stam Dk gave up one morph of leap.

    Because gutting mDK to buff stamDK is not the solution. If stam DK has everything magDK has, there's no reason to play magDK. Whip is THE iconic magDK skill. I

    Both morphs of talons are important and used extensively; one is for Damage and the other for Tanks.

    A stam inhale would be fine but taking the good morph and leaving the other morph which isn't that good? Bad choice. The whole skill needs a rework if they want a stam inhale.

    I think the stam version of petrify I suggested would be really a huge buff for stamDK, especially with the Exploiter passive, which is in a tree magicka users can't really use. And with the Earthen Heart Passives, it activates Minor Brutality, generates Ultimate and gives back stamina. So one buff improves damage and sustain while giving stamDKs better access to a strong CC.
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