Can our class reps please ask the devs if eclipse (+morphs) is supposed to proc on spiked armor damage return? Or is this a bug, since passively returned damage shouldn't count as direct damage? I don't see any reason why this skill should be around twice as effective against DKs compared to any other class. Same goes for spiked bone shield but that skill isn't a class defining buff and only lasts for 6 seconds.
In this fight I never once attacked that templar directly, but I still got a huge amount of damage from eclipse just because my hardened armor returned a little bit of damage to him while he was attacking me.
Toc de Malsvi wrote: »VierulSquirrel wrote: »The low points are the same as the other classes that aren't used.
1. Sustain; people are literally using balance in trials to sustain with DK's even after the status effect update. Perhaps have eruption refund its cost when its full duration runs out.
2. Range play-ability; making proc sets crit in PvE might help so you all don't have to rework the entire class and morphs. However! changing one of the stone fists morphs over to mimic cripple from the magic nightblade. and have it with a key proc chance. such as, when (molten fist)--[new ability name], is cast and burning embers is slotted on the same bar!!!! It will aply burning embers to the target.
As well as changing the clench morph from the destruction staff, have (reach) cost less and deal a bit more DoT. Clench should remain the same since it has the knock back.
Molten Armaments/Igneous Weapons was a key part of the DKs range support but it has been neutered into irrelevance. This because of DK one shot builds, which NBs can do fine but are somehow unacceptable for DK.
Can our class reps please ask the devs if eclipse (+morphs) is supposed to proc on spiked armor damage return? Or is this a bug, since passively returned damage shouldn't count as direct damage? I don't see any reason why this skill should be around twice as effective against DKs compared to any other class. Same goes for spiked bone shield but that skill isn't a class defining buff and only lasts for 6 seconds.
In this fight I never once attacked that templar directly, but I still got a huge amount of damage from eclipse just because my hardened armor returned a little bit of damage to him while he was attacking me.
Such a shame. I had high hopes for the class rep thing.
IZZEFlameLash wrote: »Such a shame. I had high hopes for the class rep thing.
Kinda your fault. Sorry man. Never expect what ZOS does for PR stunt to bring actual good news. At the most, it will be like "this will be a buff if you are ____ and will be a nerf if you are ____" changes and then everything else will get pushed to the next update ad infinitum.
Can our class reps please ask the devs if eclipse (+morphs) is supposed to proc on spiked armor damage return? Or is this a bug, since passively returned damage shouldn't count as direct damage? I don't see any reason why this skill should be around twice as effective against DKs compared to any other class. Same goes for spiked bone shield but that skill isn't a class defining buff and only lasts for 6 seconds.
In this fight I never once attacked that templar directly, but I still got a huge amount of damage from eclipse just because my hardened armor returned a little bit of damage to him while he was attacking me.
Such a shame. I had high hopes for the class rep thing.
1. Class skill cost. We have been saying this forever...every skill costs more than other class equivalents.
Dottzgaming wrote: »Point 1 (PvE): Eruption/Cinder Storm. The skill, for what it costs, is not that good. It needs to either cost less or deal more damage/healing to be more consistent with its cost.
Point 2 (PvP): Wings. Projectiles should be per person, or the number of projectiles we can reflect should be increased. Also, the snare removal morph should grant ~2 seconds of snare immunity to prevent instant snare reapplication.
1. Reflecting with wings should also reflect status effects (e.g. snipe should major defile the oponent rather than yourself still.
2. Reflect should be 4 projectiles per person, not per cast as it is instantly down outnumbered otherwise.
3. Wings cost should be ibncreased 10% if those go through.
Ok, any DK suffers from 2 big issues that have not been updated until since 2014
1- Passives: most DK passives are bad, and some of them are nearly useless. Things like World in ruin or Searing heat are too situational and favor only one playing style: HA S/B DK. There were some good passives that got a nerf hammer without a clear reason, like helping hands and Battle Roar and which are quite meh nowadays. But there's one passive above all of them that is clearly an insult to all DKs in ESO: Elder Dragon. It's a health recovery passive in a class that needs to go Vamp to get extra movility. I mean, seriously? Extra health recovery for sloting tanking skills? C'mon. You can pass from that passive, saving 2 skill points and nothing, really nothing is gonna change. You will still be a vampire with reduced health recovery. So please, have a look at that.
2- The second problem has to do with the dmg oriented line, Ardent Flame: Ardent flame is the worst dmg line in the game. Only has 2 viable skills (Whip and SS) and none of them benefits from the only passive that increases dmg (WiR). Ok, Searing heat increases Searing strike dmg... a 3%. When you compare that number to the amount of dmg any sorc gets for any physical or lightning dmg, you feel you have been fooled. And that dmg increase does not affect your main spammable (which has a morph that increases the dmg of your ardent flame skills in 100 spell/wpn dmg, which is nothing). That was ok before One Tamriel when Dks had access to a set like old Silks of the Sun, which increased your flame dmg a 5%. On top of that, half of the passives only work with skills in the line, so no chance to increase extra dmg with other skills.
Still_Mind wrote: »DK is positioned as a stand-your-ground class with limited mobility, but formidable defenses and control, damage reflection.
What do we have now, after massive redesigning and a large amounts of direct and indirect nerfs is a rather clumsy melee mage with limited mobility, mediocre damage mitigation, decent control, decent pressure and good (if somewhat situational) "healing through damage" mechanics.
Damage reflection? Neutered by the increased number of unreflectable skills in PvP, unreflectable bosses in PvE.
Damage mitigation? Nothing most other classes don't have, aside the Earthen Heart Ultimate, which is often too expensive to be useful, and, frankly, often just delays the inevitable. Shield Wall is cheaper and feels more useful overall. Iron Skin and spell resist are a nice bonus, but don't make or break a playstyle.
Rivers of fire and blood through stacked Standard, Eruprion, Flames of Oblivion, Inhale and Talons? Poof, gone. FoO is now a buff and a cheap turret. Eruption is an inefficient ground DoT or heal, Standard isn't often good enough to justify its cost.
DKs used to be a perpetuum mobile in thick battle due to dynamic Ultimate generation and Battle Roar. Used to be OP, but nerfing both resulted in sustain issues, and I don't feel encouraged to get into the thick of the fight as a DK anymore.
To summarise: DKs were OP, but nerfs killed their class identity, and I feel like playing a clumsy generic melee character with fire-themed visuals.
2) Bad passives, many skills are outdated, or need redesign.
I look at DK passives, then Sorc passives, then NB passives, then Warden passives and sigh, thinking that probably only Templars have them as bleak and unimpressive as DKs.
As for the skills-many feel like their concept is raw, or not up to date with current game dynamics.
A few examples:
Our resist buff skill essentially just buffs resists in case of stam build, and does unimpressive damage for a mage build, plus some healing received bonus from passives that could be triggered by another skill. Stamsorcs, for one, have an impressive PBAOE DoT (what FoO should be, essentially) on their buff, Wardens have the super-sweet Minor Protection, NBs have their resists buffed pretty much passively by using rotational skills.
Molten Weapons and its morphs needs to be more defined in terms of stam/magicka identity, possibly grant additional effects to heavy attacks, or even convert physical damage to magical for sword and board MDKs.
Current iteration of Eruption makes me shed bitter tears. Scrap the poor man's lightning flood/healing springs and give it useful buffs/debuffs such as evasion, minor protection,
minor resolve, minor fracture, minor defile-SOMETHING.
2.) Flames of Oblivion
This skill had a great visual effect with flames around the character similar to the sorcerer's hurricane skill and now it's just a floating fire ball. I don't know how this has anything to do with a dragonknight.
2.) Flames of Oblivion
This skill had a great visual effect with flames around the character similar to the sorcerer's hurricane skill and now it's just a floating fire ball. I don't know how this has anything to do with a dragonknight.
2.) Flames of Oblivion
This skill had a great visual effect with flames around the character similar to the sorcerer's hurricane skill and now it's just a floating fire ball. I don't know how this has anything to do with a dragonknight.
This one definitely needs something. I get more out of Inner Light since it gives you 5% extra magicka and one light attack has more power than a hit from the fireball.
2.) Flames of Oblivion
This skill had a great visual effect with flames around the character similar to the sorcerer's hurricane skill and now it's just a floating fire ball. I don't know how this has anything to do with a dragonknight.
This one definitely needs something. I get more out of Inner Light since it gives you 5% extra magicka and one light attack has more power than a hit from the fireball.
Reviewed the skills of dk again and:
1-i think molten armament, stonefist, ash cloud( or was it inferno) could use some help.
2- some of the passives also need change or buff. Elder dragon for example.
How was the battle roar before nerf? it says 46 for every ult points now what was it before?
usmcjdking wrote: »Reviewed the skills of dk again and:
1-i think molten armament, stonefist, ash cloud( or was it inferno) could use some help.
2- some of the passives also need change or buff. Elder dragon for example.
How was the battle roar before nerf? it says 46 for every ult points now what was it before?
It was fairly complicated. Ultimate spent didn't give a numerical amount, but rather a percentage of the ult spent back in resources. Stacking max stats provided back more resources, but your tertiary resource return was still pathetic. I find the new Battle Roar marginally better in PVP for mag DK and noticeably worse on Stam DK (but not awful, the mag return is much better - it just doesn't go anywhere near as far as the stam return on mag DK) but others may have differing experience.
People think DK needs mobility BECAUSE it lacks identity. The class needs to return to its roots of standing your ground, not kiting people around rocks like a sorc. Interesting mechanics like gaining defense or dodge chance while standing inside your own cinder storm are needed again- not mobility mechanics. If that’s no longer the identity zos wants for DK, they need to say it outright. Because the class has been floundering since the console update overhaul, and zos (and tons of tunnel-visioned, whiny players) seem to hate the very idea that DK was based around.
People think DK needs mobility BECAUSE it lacks identity. The class needs to return to its roots of standing your ground, not kiting people around rocks like a sorc. Interesting mechanics like gaining defense or dodge chance while standing inside your own cinder storm are needed again- not mobility mechanics. If that’s no longer the identity zos wants for DK, they need to say it outright. Because the class has been floundering since the console update overhaul, and zos (and tons of tunnel-visioned, whiny players) seem to hate the very idea that DK was based around.