Moglijuana wrote: »I'm honestly confused on where you guys come up with the decisions to continually destroy dks lol. Like seriously, who does your combat testing? A potato?
Does the World in Ruin stamina cost reduction apply to only class poison skills, or all skills? (Like bow lethal arrow and poison injection). Note wording is vague about that.

Why can't they just keep the range 8m on whip instead of nerfing it? Really really stupid change, I like the embers range buff, but reducing whip?? Slot force pulse everybody...
I said it previously and I'll say it again: GET RID OF POISON ON DKS!!!!
DKs were fine with flame based stamina skills. Even now, with MoA cp star it could be an option.
Poison is just like the weak brother of flame. It brings nothing to the table NOTHING. Not even increased dmg. Disease, shock, frost at least have a chance of getting a cool status that helps. DKs already have extra dmg on burning, so what's the *** point on giving poison dmg to DKs? Just because Dragons are snakes and snakes are venomous? WTF?
I don't want to enter into the discussion about the changes on mDK (because they are bad), but the changes to melee sDK are not going in the right direction. What's the point on reducing the cost of poison skills? Do sDKs now have to use a bow to do dmg? DragonKNIGHT... KNIGHT, KNIGHT!!!!
Why not just reducing the cost on all melee abilities instead? That would have synergyzed quite well with the range increase on all instant cast skills (sorry dizzy, you're not welcome here)... but instead we have the poison crap.
So, please, get rid of poison... poison is crap even for a class artificially build around that concept.
Now, if you want to make us a favor, increases our stam and magicka pool and give us the chance to be the only class that supports hybrid building... but idk why I bother giving you ideas you will never take.
Onefrkncrzypope wrote: »I said it previously and I'll say it again: GET RID OF POISON ON DKS!!!!
DKs were fine with flame based stamina skills. Even now, with MoA cp star it could be an option.
Poison is just like the weak brother of flame. It brings nothing to the table NOTHING. Not even increased dmg. Disease, shock, frost at least have a chance of getting a cool status that helps. DKs already have extra dmg on burning, so what's the *** point on giving poison dmg to DKs? Just because Dragons are snakes and snakes are venomous? WTF?
I don't want to enter into the discussion about the changes on mDK (because they are bad), but the changes to melee sDK are not going in the right direction. What's the point on reducing the cost of poison skills? Do sDKs now have to use a bow to do dmg? DragonKNIGHT... KNIGHT, KNIGHT!!!!
Why not just reducing the cost on all melee abilities instead? That would have synergyzed quite well with the range increase on all instant cast skills (sorry dizzy, you're not welcome here)... but instead we have the poison crap.
So, please, get rid of poison... poison is crap even for a class artificially build around that concept.
Now, if you want to make us a favor, increases our stam and magicka pool and give us the chance to be the only class that supports hybrid building... but idk why I bother giving you ideas you will never take.
That would be the biggest Nerf. Poison is physical damage. How would a Stam dk even put it cp if it did all flame damage...
Does the World in Ruin stamina cost reduction apply to only class poison skills, or all skills? (Like bow lethal arrow and poison injection). Note wording is vague about that.
It applies to everything, BUT, the only decent poison abilities in this game, outside DK are the 3 in the bow line. Trapping webs is utter crap.
So, the DragonKNIGHT now carries a bow...
Hey all!
I'll be focused on taking a lot of feedback from this thread. Personally, I think most of the changes were in the right direction, but weren't changed fully or correctly.
As far as stamDK goes, it's good to see them starting to take small steps towards the right directions. A couple of changes to passives oriented towards stamDKs are welcome and a good indicator that ZoS is working on creating a more complete poisons synergy gameplay for stamDKs. I do feel changes were underwhelming though, few passives and the net evolution of the class isn't enough, still a decent way from giving stamDKs what they really need.
As far as mDK goes, things went both ways. Good change to burning embers range increase, nice changes regarding ash cloud for PvE DDs and healers. Removing powerlash stun is actually significant buff to mDKs, but quickly counteracted by adding a cost to the skill. MDKs are arguably the only class that runs Equilibrium for competitive sustained DPS in PvE and PvP sustain can be very tricky post battleroar nerf. I don't really understand the reasoning for this change as the only argument provided by ZoS was a sketchy magsorc comparison. Both classes behave and play very differently, using that as argumentation to implement a change like that isn't justified.
Our next meeting with ZoS is schedueled for Tuesday next week, lets do our best to test things on PTS before attacking/praising them. Please keep the feedback coming so that we can still promote more and better changes.
Thanks everyone!
I don't see the reasoning behind the nerf to power lash cost, the stun removal, and the 3 range decrease, seems alittle much considering it's not that powerful a skill compared to several other things going on in PvP. Also mDKs lose 3% crit chance from spell precision getting nerfed too, can't get access to minor prophecy to offset the loss. Eruption buff seems situational since its not that effective vs mobile bosses in Trials and Dungeons, and in PvP it's easily avoided. Only good thing I can look forward to for mDKs is Light Armor passives now reduce sprint and snares, which needs more testing. Seems more nerfs than buffs for mDKs this patch.
StamWhipCultist wrote: »if reduced cost in poison skills is an indicator we will get stam whip, I am glad.
Also, volatile armor could deal poison or fire damage instead of magicka, it would have synergy with DK. I hope someone from zos reads this.
First of all i can only look at the changes from the pve side of the game:
The range nerv to whip is irrelevant because you had to stand at 5m range anyway for embers, so overhaul the hole range thing is just a straight up 2m buff.
The removal of the stun on powerlash also has no impact at all, the cost increase for powerlash also isn't that huge, because procing it was kinda unreliable anyway, it was like 1.5 powerlashes in 20s on average, which is like nothing in terms of sustain.
World in Ruin change is about 133 cost reduction per second if you use claw, breath and pi. so actually a pretty good change.
Longer hardend Armor shield i take it^^.
Cinderstorm healing increased nice for a DK healer but hey who would play dk healer anyway.
Eruption buff very good that skill was way behind most of the other class aoe dots.
Obsidian Shield nerved to 9% so thats a 27% HP igneous shield it is only used by tanks which are close to resistance cap anyway so taking in the change with shields using resis now its a huge buff. As a tank with ~40k hp we now get a 10.8k shield before the nerv it would have been 12k but then we get like 40% dmg reduction of resistances on top so its waaaaay stronger.
Conclusion for pve (my opinion): There is not a single change that is bad for stam, magDKs, TankDKs or even the occasional healer DK looking at it from a pve perspectiv. So you might think that dks need more buffs to be really competitive with other classes in pve, but don't act like we didnt get anything this patch.
In the end the only thing to say sry for my bad english^^.