DragonKnight without Wings...

  • brtomkin
    brtomkin
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    I'm sorry, but directing a DK at stonefist is like directing a NB at concealed weapon.

    PS5 NA: Pickmans__Model, CP 2600+
  • satanio
    satanio
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    pieratsos wrote: »
    I mean, here you are once again complaining about DK in a patch full of DK
    Wow. You mean normalization of dots that every other class got? Or setting the durations to whole numbers that every other class gets? Or that one skill that Dk is supposed to build around? Plz.
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • pieratsos
    pieratsos
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    satanio wrote: »
    pieratsos wrote: »
    I mean, here you are once again complaining about DK in a patch full of DK
    Wow. You mean normalization of dots that every other class got? Or setting the durations to whole numbers that every other class gets? Or that one skill that Dk is supposed to build around? Plz.

    Normalization of dots that every class got? lmao. Do you want me to actually list the changes? Its a prety damn long list and you are gonna feel really stupid when you actually read what you called normalization of dots but no issues with me. i can list them.
  • caperon
    caperon
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    Patro wrote: »
    caperon wrote: »
    Patro wrote: »
    Alucardo wrote: »
    Patro wrote: »
    Maybe I confused it with the other morph.

    Maybe you should try playing magicka dk a little more then. You do realise your entire argument in this thread was based on misinformation?

    I play magicka DK since release but in 5 years I have never needed to use chains.

    Pulling people from keeps was fun, didn't use chains then?

    It lasted too little time!

    I have to agree with that :D
    Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.

    All other classes have defense AND offense at range.

    DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke

    Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.

    I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.

    Empowering chains is the class gap closer, you can find references in the 1st page of this post. You are welcome.
  • Joy_Division
    Joy_Division
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    brtomkin wrote: »

    I'm sorry, but directing a DK at stonefist is like directing a NB at concealed weapon.

    So now your skills don't count? Why? Because they invalidated an incorrect statement that was yelled at me?

    Or is having a 28 meter range attack with a stun that heals 80% of BoL not good enough for you? You want to trade this for Templar Javelin that has the same range and stun but heals for nothing?
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • caperon
    caperon
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    brtomkin wrote: »

    I'm sorry, but directing a DK at stonefist is like directing a NB at concealed weapon.

    So now your skills don't count? Why? Because they invalidated an incorrect statement that was yelled at me?

    Or is having a 28 meter range attack with a stun that heals 80% of BoL not good enough for you? You want to trade this for Templar Javelin that has the same range and stun but heals for nothing?

    Actually the javelin is somehow counterproductive for mele players, it knocks people away :D
  • satanio
    satanio
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    pieratsos wrote: »
    satanio wrote: »
    pieratsos wrote: »
    I mean, here you are once again complaining about DK in a patch full of DK
    Wow. You mean normalization of dots that every other class got? Or setting the durations to whole numbers that every other class gets? Or that one skill that Dk is supposed to build around? Plz.

    Normalization of dots that every class got? lmao. Do you want me to actually list the changes? Its a prety damn long list and you are gonna feel really stupid when you actually read what you called normalization of dots but no issues with me. i can list them.
    Yes, make me feel stupid.

    Read the changelog, there’s “normalization, bringing things in line with standards” all over the place.
    Actual buffs - inferno, maybe wings (not snare imunity morph), maybe whip and ash cloud lol.

    Fight for whatever you want just dont throw this exaggerating statements that makes Dk look overbuffed.
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • pieratsos
    pieratsos
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    ✭✭
    satanio wrote: »
    pieratsos wrote: »
    satanio wrote: »
    pieratsos wrote: »
    I mean, here you are once again complaining about DK in a patch full of DK
    Wow. You mean normalization of dots that every other class got? Or setting the durations to whole numbers that every other class gets? Or that one skill that Dk is supposed to build around? Plz.

    Normalization of dots that every class got? lmao. Do you want me to actually list the changes? Its a prety damn long list and you are gonna feel really stupid when you actually read what you called normalization of dots but no issues with me. i can list them.
    Yes, make me feel stupid.

    Read the changelog, there’s “normalization, bringing things in line with standards” all over the place.
    Actual buffs - inferno, maybe wings (not snare imunity morph), maybe whip and ash cloud lol.

    Fight for whatever you want just dont throw this exaggerating statements that makes Dk look overbuffed.

    There is normalization of dots as in minor changes to the ticks and how they work so all dots are in line. Thats not really a buff or a nerf. Its just a change. Bringing AOE dmg up in line with standards can absolutely be a buff genius. A 200% dmg buff is still a buff.

    You just admitted to 4 different buffs and you left behind inhale, coagulating and breath which are straight up buffs as well. And thats without counting all the other minor buffs like leap. The only one exaggerating here is you. Half of the DK abilities got straight up buffed and you called them normalisation changes. Maybe you should feel stupid.


  • Xvorg
    Xvorg
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    Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.

    All other classes have defense AND offense at range.

    DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke

    Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.

    I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.

    If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.

    Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.

    You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!

    Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.

    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.

    You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.
    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    https://en.uesp.net/wiki/Online:Stonefist

    Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.

    Only troll builds could make use of that skill and even those were nerfed some patches ago.

    But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.

    And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...

    In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.

    PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...
    Edited by Xvorg on April 21, 2019 2:30AM
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • cwp303b14_ESO
    cwp303b14_ESO
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    Xvorg wrote: »
    Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.

    All other classes have defense AND offense at range.

    DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke

    Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.

    I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.

    If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.

    Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.

    You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!

    Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.

    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.

    You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.
    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    https://en.uesp.net/wiki/Online:Stonefist

    Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.

    Only troll builds could make use of that skill and even those were nerfed some patches ago.

    But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.

    And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...

    In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.

    PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...

    I totally agree about stonefist. In fact I've lobbied before for it to be the place for a stam damage spammable but that's for another thread. Right now that skill is near useless for the reasons you listed.
  • MartiniDaniels
    MartiniDaniels
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    Im on PS4. Can anyone tell me how the buffed coagulated blood is now?

    You may receive something like 8k non-crit heal at very low HP and with major mending (in PVP). I.e. still trash for 4320 cost skill.
    Xvorg wrote: »
    Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.

    All other classes have defense AND offense at range.

    DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke

    Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.

    I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.

    If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.

    Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.

    You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!

    Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.

    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.

    You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.
    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    https://en.uesp.net/wiki/Online:Stonefist

    Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.

    Only troll builds could make use of that skill and even those were nerfed some patches ago.

    But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.

    And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...

    In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.

    PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...

    I totally agree about stonefist. In fact I've lobbied before for it to be the place for a stam damage spammable but that's for another thread. Right now that skill is near useless for the reasons you listed.

    Well, given how everybody now will be under regular snare/immobilization immunity, this might be indirect nerf of fossilize (target will be immune to immobilization if he just used RAT and break-free fast. I tried to use shattering rocks for a while and didn't noticed big difference even on live. Well, it's harder to catch somebody extremely agile with stun only. But in duel-like situations shattering rocks almost negate first part of the incoming burst, which lead to burst failure. That guy just unleashed his combo with ulti at you, but you are still out of execute range due to burst heal from shattering.
    So stone fist or obsidian one are interesting options, though mostly for magDK. StamDK looks very poor after this patch imo, basically buff of noxious is only good thing which happened. Also you may slot molten for increased pressure from proc, but we are scarce on slots..
  • satanio
    satanio
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    pieratsos wrote: »
    satanio wrote: »
    pieratsos wrote: »
    satanio wrote: »
    pieratsos wrote: »
    I mean, here you are once again complaining about DK in a patch full of DK
    Wow. You mean normalization of dots that every other class got? Or setting the durations to whole numbers that every other class gets? Or that one skill that Dk is supposed to build around? Plz.

    Normalization of dots that every class got? lmao. Do you want me to actually list the changes? Its a prety damn long list and you are gonna feel really stupid when you actually read what you called normalization of dots but no issues with me. i can list them.
    Yes, make me feel stupid.

    Read the changelog, there’s “normalization, bringing things in line with standards” all over the place.
    Actual buffs - inferno, maybe wings (not snare imunity morph), maybe whip and ash cloud lol.

    Fight for whatever you want just dont throw this exaggerating statements that makes Dk look overbuffed.

    There is normalization of dots as in minor changes to the ticks and how they work so all dots are in line. Thats not really a buff or a nerf. Its just a change. Bringing AOE dmg up in line with standards can absolutely be a buff genius. A 200% dmg buff is still a buff.

    You just admitted to 4 different buffs and you left behind inhale, coagulating and breath which are straight up buffs as well. And thats without counting all the other minor buffs like leap. The only one exaggerating here is you. Half of the DK abilities got straight up buffed and you called them normalisation changes. Maybe you should feel stupid.

    Yes I admitted 4, and you stated “list full of DK buffs”. Im pretty sure Im not exaggerating.

    Thats not me who called them normalization changes, read the changelog, even in three out of four you stated, theres dev comments about bringing things into line with standards.

    Discussion with you is nonconstructive and it seems that you’re very likely to get into argument in DK topics which are about buffing certain abilities. Bye.
    And read the changelog, really.




    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • pieratsos
    pieratsos
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    satanio wrote: »
    pieratsos wrote: »
    satanio wrote: »
    pieratsos wrote: »
    satanio wrote: »
    pieratsos wrote: »
    I mean, here you are once again complaining about DK in a patch full of DK
    Wow. You mean normalization of dots that every other class got? Or setting the durations to whole numbers that every other class gets? Or that one skill that Dk is supposed to build around? Plz.

    Normalization of dots that every class got? lmao. Do you want me to actually list the changes? Its a prety damn long list and you are gonna feel really stupid when you actually read what you called normalization of dots but no issues with me. i can list them.
    Yes, make me feel stupid.

    Read the changelog, there’s “normalization, bringing things in line with standards” all over the place.
    Actual buffs - inferno, maybe wings (not snare imunity morph), maybe whip and ash cloud lol.

    Fight for whatever you want just dont throw this exaggerating statements that makes Dk look overbuffed.

    There is normalization of dots as in minor changes to the ticks and how they work so all dots are in line. Thats not really a buff or a nerf. Its just a change. Bringing AOE dmg up in line with standards can absolutely be a buff genius. A 200% dmg buff is still a buff.

    You just admitted to 4 different buffs and you left behind inhale, coagulating and breath which are straight up buffs as well. And thats without counting all the other minor buffs like leap. The only one exaggerating here is you. Half of the DK abilities got straight up buffed and you called them normalisation changes. Maybe you should feel stupid.

    Yes I admitted 4, and you stated “list full of DK buffs”. Im pretty sure Im not exaggerating.

    Thats not me who called them normalization changes, read the changelog, even in three out of four you stated, theres dev comments about bringing things into line with standards.

    Discussion with you is nonconstructive and it seems that you’re very likely to get into argument in DK topics which are about buffing certain abilities. Bye.
    And read the changelog, really.



    You are the one who needs to read the patch notes because apparently you didnt.
    I said its a patch full of DK buffs because it is. Half of the DK abilities got buffed. Bringing things in line with standards can absolutely be a buff. If something is underperforming and you want to make it stronger to be in line with other abilities then you buff it. If anything thats the definition of a buff.

    Let me put it this way. If it didnt say "to be in line with other abilities" and it just said "increased its dmg by 200%" would you still not call it a buff? Are you genuinely that dumb? They say to be in line with other abilities so people understand why this change happened and what level of performance they should expect from the ability.

    The only one who cant have a constructive conversation here is you. That would require you to actually think before you post but you are here telling me that an ability that gets its dmg buffed by 200% is not a buff because other abilities do similar dmg. Genius. Freaking genius.

  • Dracane
    Dracane
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    pieratsos wrote: »
    satanio wrote: »
    pieratsos wrote: »
    satanio wrote: »
    pieratsos wrote: »
    satanio wrote: »
    pieratsos wrote: »
    I mean, here you are once again complaining about DK in a patch full of DK
    Wow. You mean normalization of dots that every other class got? Or setting the durations to whole numbers that every other class gets? Or that one skill that Dk is supposed to build around? Plz.

    Normalization of dots that every class got? lmao. Do you want me to actually list the changes? Its a prety damn long list and you are gonna feel really stupid when you actually read what you called normalization of dots but no issues with me. i can list them.
    Yes, make me feel stupid.

    Read the changelog, there’s “normalization, bringing things in line with standards” all over the place.
    Actual buffs - inferno, maybe wings (not snare imunity morph), maybe whip and ash cloud lol.

    Fight for whatever you want just dont throw this exaggerating statements that makes Dk look overbuffed.

    There is normalization of dots as in minor changes to the ticks and how they work so all dots are in line. Thats not really a buff or a nerf. Its just a change. Bringing AOE dmg up in line with standards can absolutely be a buff genius. A 200% dmg buff is still a buff.

    You just admitted to 4 different buffs and you left behind inhale, coagulating and breath which are straight up buffs as well. And thats without counting all the other minor buffs like leap. The only one exaggerating here is you. Half of the DK abilities got straight up buffed and you called them normalisation changes. Maybe you should feel stupid.

    Yes I admitted 4, and you stated “list full of DK buffs”. Im pretty sure Im not exaggerating.

    Thats not me who called them normalization changes, read the changelog, even in three out of four you stated, theres dev comments about bringing things into line with standards.

    Discussion with you is nonconstructive and it seems that you’re very likely to get into argument in DK topics which are about buffing certain abilities. Bye.
    And read the changelog, really.



    You are the one who needs to read the patch notes because apparently you didnt.
    I said its a patch full of DK buffs because it is. Half of the DK abilities got buffed. Bringing things in line with standards can absolutely be a buff. If something is underperforming and you want to make it stronger to be in line with other abilities then you buff it. If anything thats the definition of a buff.

    Let me put it this way. If it didnt say "to be in line with other abilities" and it just said "increased its dmg by 200%" would you still not call it a buff? Are you genuinely that dumb? They say to be in line with other abilities so people understand why this change happened and what level of performance they should expect from the ability.

    The only one who cant have a constructive conversation here is you. That would require you to actually think before you post but you are here telling me that an ability that gets its dmg buffed by 200% is not a buff because other abilities do similar dmg. Genius. Freaking genius.

    You need to calm down, dear.
    Everyone besides DK mains sees, that DKs got buffed quite a bit.
    I think they are frustrated, that none of their truly polarizing abilities got overbuffed. (Because they already are better than what is being admitted)

    It can't be denied though, DK still has a few niche abilities or ability morphs I should say. Especially for stamina DKs.
    My friend is a stamina DK and I know, that few of his abilities are class abilities that are stamina based. Most abilities are non-class abilities and I think DKs just want to get more use out of their own class abilities. I must admit though, that same can be said about my class. I only have 3 Sorcerer abilities on my bars, the rest is non class abilities. DK is not alone.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • MartiniDaniels
    MartiniDaniels
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    Just check your initial damage with noxious/engulfing on live and on PTS. It's hilarious difference even when you add first tick to live one and this is crazy effective skill now which is aoe debuff, snare, spammable and proc damage build up for all your abilities and all of that for small cost in magicka and tiny cost in stamina.
    Other question if this is enough bonus for lose of reflect. For magDK - most probably, for stamDK? not sure
  • MaxwellC
    MaxwellC
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    ✭✭
    @Dracane
    I'm a DK main and I see who got some buffs but let's not kid ourselves that these buffs solely if not 95% help a Mag DK because they are all changes that aid a Mag DK. Changes to wings isn't good and I've tested it to understand that you as a close ranged class will take all the DoTs,Status, & Poisons before being able to engage your target.
    You now have little to no chance of escaping a fight and the wing change only helps those who play 5Heavy with sword n board; I'm sorry but I can't march down a path that further pigeon holes my class into this "You need to be wall" narrative.

    If ZOS wants to buff Stam DK then they need to give us a bold change, the current changes are laughably small that you would hardly notice it. I've got plenty of new ideas for the DK class especially Stam DKs as a whole but unfortunately those who are supposed to represent this class only represents the mind of a Mag DK as shown by change after change.
    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
  • MaxwellC
    MaxwellC
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    ✭✭
    @Joy_Division
    So you agree with the DK change because it does not reflect anymore and gives us mitigation to those projectiles.
    This change only perpetuates the narrative that we should just be tanks in PvP or in general rocking a sword n board.

    Let me ask you this, how do you expect us to get away when we should? I've tested the ability and if more than 2 people are using stamina drain poisons on you after fighting them; fleeing is not an option anymore only death. You can extrapolate on the idea by thinking if you were in a 1vX and saw a group of the enemy alliance exiting the keep towards you, how would you escape when the debuffs fly at you?
    The answer is, you cannot.
    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
  • Dracane
    Dracane
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    ✭✭✭✭✭
    MaxwellC wrote: »
    @Dracane
    I'm a DK main and I see who got some buffs but let's not kid ourselves that these buffs solely if not 95% help a Mag DK because they are all changes that aid a Mag DK. Changes to wings isn't good and I've tested it to understand that you as a close ranged class will take all the DoTs,Status, & Poisons before being able to engage your target.
    You now have little to no chance of escaping a fight and the wing change only helps those who play 5Heavy with sword n board; I'm sorry but I can't march down a path that further pigeon holes my class into this "You need to be wall" narrative.

    If ZOS wants to buff Stam DK then they need to give us a bold change, the current changes are laughably small that you would hardly notice it. I've got plenty of new ideas for the DK class especially Stam DKs as a whole but unfortunately those who are supposed to represent this class only represents the mind of a Mag DK as shown by change after change.

    Sadly true. Stamina DK changes have been laughable if not non existing ever since the spec was dominant like 2 years ago.

    I still believe the wings changes are a healthy change overall. I would definately prefer what we have spoken about a few pages ago though. Making wings reflect far away projectiles infinitely and stop reflecting once enemies come into feeding range of the DK.
    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • Joy_Division
    Joy_Division
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    Xvorg wrote: »
    Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.

    All other classes have defense AND offense at range.

    DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke

    Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.

    I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.

    If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.

    Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.

    You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!

    Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.

    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.

    You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.
    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    https://en.uesp.net/wiki/Online:Stonefist

    Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.

    Only troll builds could make use of that skill and even those were nerfed some patches ago.

    But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.

    And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...

    In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.

    PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...

    1. Can you please stop making a strawman? Where did I say play a ranged DK?

    2. If you think Stonefist is crap to Javelin and has been nerfed, then you're just wrong.

    uB2AiPf.png

    and for comparison

    ABzvzPm.png

    vsf0J2w.jpg

    and the other morph

    Su51nD3.jpg.

    11K tooltip on a stun for 500 less magicka or a 28m stun that heals almost as much as Templar supposed best burst heal in the game.

    Stone Giant is a damage skill and a CC skill, so it is an interesting option you totally ignored because you're so accustomed to shutting down ranged builds completely. If you don;t want a 28 meter ranged CC then don't use it, but dont sit there and tell me the skill does not exist and then proceed to tell me this supposedly non-existent skill is crap compared to Templar javelin because it's both better and accommodates different options (heal or damage), which is a choice templars do not have.

    But all of this is besides the point. In this game, it is easy for a melee build to force a range build in melee because of no cooldowns on gap closers, kiters not being able to sprint and use skills at the same time, the game's mechanics allowing players to dodge every projectile, and the movement enhancements available in the game. The idea that a skill that provides 50% damage reduction to every single projectiles now dooms the poor DK (which had every one of it's other skills buffed, some quite significantly) vs. ranged opponents is crazy.

    Nobody is saying a DK is all of a sudden a ranged juggernaut. Ranged builds are going to be even easier next patch to force into melee and it has been pretty easy to do so since launch.
    Edited by Joy_Division on April 21, 2019 5:09PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Joy_Division
    Joy_Division
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    ✭✭✭✭✭
    MaxwellC wrote: »
    @Joy_Division
    So you agree with the DK change because it does not reflect anymore and gives us mitigation to those projectiles.
    This change only perpetuates the narrative that we should just be tanks in PvP or in general rocking a sword n board.

    Let me ask you this, how do you expect us to get away when we should? I've tested the ability and if more than 2 people are using stamina drain poisons on you after fighting them; fleeing is not an option anymore only death. You can extrapolate on the idea by thinking if you were in a 1vX and saw a group of the enemy alliance exiting the keep towards you, how would you escape when the debuffs fly at you?
    The answer is, you cannot.

    Do I agree with it? I don't think anybody here can render an accurate judgment yet as to its strengths or weaknesses because the new skill has not been tried out in the environment in which it will shine the best, open world outnumbered situations.

    I understand DKs being upset that they are losing something that defined their class for years, but that emotional reaction is precluding these same DKs from objectively answering two different questions:
    1. Was this class defining thing too strong or too cancerous when looking at the game as a whole? You know, I LOVED Blinding Flashes and am still salty it was taken away, but if I was given truth serum, I would say Blinding Flashes was too strong and too cancerous and thus its removal was better for the overall health of the game.
    2. When considering its replacement, is DK still strong and is the replacement skill still good? I don;t buy the idea that DKs now suck Vs range builds because ESO's game mechanics are quite friendly for melee players Vs ranged. The class is strong right now and rest of the DKs patch notes were full of buffs so before telling me the class is gutted or sucks now, I want to see it, especially in light of what ZOS did to Nightblades. I do not think 6 seconds of 50% reduction Vs. every single projectile is weak or bad. No, it's not immunity, but that gets back to question #1. If it turns out to be lackluster, then the question can be revisited.

    As for how to get away, hey join the club. Welcome to the lives of templars. Playing a class with no preventative defense, I can offer the following advice. I would say slot Mist Form and put a speed pot on your quick bar, but next patch the Race Against Time might allow for the possibility of playing as a mere mortal. And your 50% damage reduction while running away is a hell of a lot better than my 0%. And I'm not quite sure what you mean by "get away when we should"? That right is reserved for 2 classes, Sorcerers and Nightblades. There is no "should" for the others. That being said, it's not all peaches and cream for those who have that right. If you felt sad looking at the patch notes, how do you think Magblades feel?
    Edited by Joy_Division on April 21, 2019 2:17PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • lucky_Sage
    lucky_Sage
    ✭✭✭✭✭
    Yeah I uncrintr
    Xvorg wrote: »
    Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.

    All other classes have defense AND offense at range.

    DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke

    Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.

    I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.

    If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.

    Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.

    You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!

    Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.

    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.

    You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.
    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    https://en.uesp.net/wiki/Online:Stonefist

    Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.

    Only troll builds could make use of that skill and even those were nerfed some patches ago.

    But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.

    And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...

    In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.

    PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...

    1. Can you please stop making a strawman? Where did I say play a ranged DK?

    2. If you think Stonefist is crap to Javelin and has been nerfed, then you're just wrong.

    N5Gub9X.png

    and for comparison

    FMAnONi.png

    vsf0J2w.jpg

    and the other morph

    Su51nD3.jpg.

    11K tooltip on a stun for 500 less magicka or a 28m stun that heals just as much as Templar supposed best burst heal in the game.

    Stone Giant is a damage skill and a CC skill, so it is an interesting option you totally ignored because you're so accustomed to shutting down ranged builds completely. If you don;t want a 28 meter ranged CC then don't use it, but dont sit there and tell me the skill does not exist and then proceed to tell me this supposedly non-existent skill is crap compared to Templar javelin because it's both better and accommodates different options (heal or damage), which is a choice templars do not have.

    But all of this is besides the point. In this game, it is easy for a melee build to force a range build in melee because of no cooldowns on gap closers, kiters not being able to sprint and use skills at the same time, the game's mechanics allowing players to dodge every projectile, and the movement enhancements available in the game. The idea that a skill that provides 50% damage reduction to every single projectiles now dooms the poor DK (which had every one of it's other skills buffed, some quite significantly) vs. ranged opponents is crazy.

    Nobody is saying a DK is all of a sudden a ranged juggernaut. Ranged builds are going to be even easier next patch to force into melee and it has been pretty easy to do so since launch.

    Yeah a uncontrollable heal is good? Because if you a are ranged and you stun a enemy and a team mate is a little close he gets the heal how is a heal that you won’t get when you need it all the time other than 1v1 cauterize has the same issue when you have no control over who gets healed it doesn’t make a strong heal worth using.
    Stone giant is just a crap stun no tlong enough to get to the person no one uses because it’s trash the dmg from it doesn’t make it worth it and can’t really compare to javelin because really javelin is for releaving pressure to kit because of how far it knocks back.
    Wings is a need magblades and spec may think it’s fare but. The reflect it self is a core dk ability. Getting threw wings is not hard it cost a lot and a well timed stun wings won’t matter. What would happen if cloak didn’t suppress DoTs or couldn’t be used in combat
    DC PC NA
    Magdk - main
    Stamcro - alt

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

  • Dracane
    Dracane
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    ✭✭✭✭✭
    Xvorg wrote: »
    Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.

    All other classes have defense AND offense at range.

    DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke

    Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.

    I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.

    If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.

    Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.

    You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!

    Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.

    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.

    You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.
    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    https://en.uesp.net/wiki/Online:Stonefist

    Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.

    Only troll builds could make use of that skill and even those were nerfed some patches ago.

    But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.

    And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...

    In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.

    PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...

    1. Can you please stop making a strawman? Where did I say play a ranged DK?

    2. If you think Stonefist is crap to Javelin and has been nerfed, then you're just wrong.

    N5Gub9X.png

    and for comparison

    FMAnONi.png

    vsf0J2w.jpg

    and the other morph

    Su51nD3.jpg.

    11K tooltip on a stun for 500 less magicka or a 28m stun that heals just as much as Templar supposed best burst heal in the game.

    Stone Giant is a damage skill and a CC skill, so it is an interesting option you totally ignored because you're so accustomed to shutting down ranged builds completely. If you don;t want a 28 meter ranged CC then don't use it, but dont sit there and tell me the skill does not exist and then proceed to tell me this supposedly non-existent skill is crap compared to Templar javelin because it's both better and accommodates different options (heal or damage), which is a choice templars do not have.

    But all of this is besides the point. In this game, it is easy for a melee build to force a range build in melee because of no cooldowns on gap closers, kiters not being able to sprint and use skills at the same time, the game's mechanics allowing players to dodge every projectile, and the movement enhancements available in the game. The idea that a skill that provides 50% damage reduction to every single projectiles now dooms the poor DK (which had every one of it's other skills buffed, some quite significantly) vs. ranged opponents is crazy.

    Nobody is saying a DK is all of a sudden a ranged juggernaut. Ranged builds are going to be even easier next patch to force into melee and it has been pretty easy to do so since launch.

    Very good points. I didn't look at it from this perspective.
    And stone fist and morphs look pretty crazy. O.o

    Auri-El is my lord,
    Trinimac my ward,
    and Magnus my mind.
  • MartiniDaniels
    MartiniDaniels
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    Still, what about stamDK? stone giant/obsidian shard will have laughable values
  • brtomkin
    brtomkin
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    brtomkin wrote: »

    I'm sorry, but directing a DK at stonefist is like directing a NB at concealed weapon.

    So now your skills don't count? Why? Because they invalidated an incorrect statement that was yelled at me?

    Or is having a 28 meter range attack with a stun that heals 80% of BoL not good enough for you? You want to trade this for Templar Javelin that has the same range and stun but heals for nothing?

    It is not about the effectiveness of the skill, but a matter of facing a difficult choice of changing your build by replacing another skill on an already crowded bar.

    PS5 NA: Pickmans__Model, CP 2600+
  • Xvorg
    Xvorg
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    Xvorg wrote: »
    Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.

    All other classes have defense AND offense at range.

    DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke

    Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.

    I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.

    If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.

    Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.

    You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!

    Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.

    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.

    You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.
    I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.

    https://en.uesp.net/wiki/Online:Stonefist

    Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.

    Only troll builds could make use of that skill and even those were nerfed some patches ago.

    But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.

    And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...

    In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.

    PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...

    1. Can you please stop making a strawman? Where did I say play a ranged DK?

    2. If you think Stonefist is crap to Javelin and has been nerfed, then you're just wrong.

    uB2AiPf.png

    and for comparison

    ABzvzPm.png

    vsf0J2w.jpg

    and the other morph

    Su51nD3.jpg.

    11K tooltip on a stun for 500 less magicka or a 28m stun that heals almost as much as Templar supposed best burst heal in the game.

    Stone Giant is a damage skill and a CC skill, so it is an interesting option you totally ignored because you're so accustomed to shutting down ranged builds completely. If you don;t want a 28 meter ranged CC then don't use it, but dont sit there and tell me the skill does not exist and then proceed to tell me this supposedly non-existent skill is crap compared to Templar javelin because it's both better and accommodates different options (heal or damage), which is a choice templars do not have.

    But all of this is besides the point. In this game, it is easy for a melee build to force a range build in melee because of no cooldowns on gap closers, kiters not being able to sprint and use skills at the same time, the game's mechanics allowing players to dodge every projectile, and the movement enhancements available in the game. The idea that a skill that provides 50% damage reduction to every single projectiles now dooms the poor DK (which had every one of it's other skills buffed, some quite significantly) vs. ranged opponents is crazy.

    Nobody is saying a DK is all of a sudden a ranged juggernaut. Ranged builds are going to be even easier next patch to force into melee and it has been pretty easy to do so since launch.

    You named Stonefist as a viable skill to be used at range when it is not. Of course, the skill is a ranged skill, but let's be serious, is it useful? No.

    1- Stone giant tooltip looks amazing until you put that tooltip in perspective, 5.5K dmg is not translated into 100% extra dmg when you stun a guy in PvP... it is around a 50% extra dmg (no idea why... I suppose there are some weird maths around). So, stunning a guy with stone fist can't be an option. Spammable? Less than an option. In any case, after Stone giant, what would you use to kill the guy? I have mentioned that mdK and sDK play much better on melee, so, after you stun the guy you have to run all almost all the way towards him. In the meantime, the guy breaks free and spams all his ranged arsenal to you. And that's what wings allowed you, to reach the enemy without depleting your stam. Now you will be vulnerable to stam poisons... and we are talking about mDK. sDK cannot make use of that skill.

    2- While Javelin is not as strong (according to tooltip) compared to stonefis, there are 2 things that jav does better: 1) as projectile is way faster. Stonefist is slow. Yes, it is faster than pre.morrowind, but it istill a slow projectile. 2- Almost all dmg based passives in the aedric spear skill line work with javelin, including piercing spear, spear wall, burning light. In the case of DK stonefist is impractical. It generates extra ulti, gives extra stamina (is that useful for a mDK?), and gives minor brutality (does that helps mDK). Of course on a sDK those last passives look nice, but no sDK is going to spam stonefist to get 990 stamina back... less to get minor brutality having a buff skill that gives you major brutality and that procs minor brutality for 1K more (without the need to enter in combat).

    So, I ask again, is stonefist a viable skill?

    Last but not least, though I agree that DKs with wings could shut down (lazy) ranged builds (I want to remark the "lazy" adjective, as a DK I have learnt to deal with NBs using cloak using the counters the skill has instead of coming here crying nerf), and that wings should have been seen in a better way... we have to recognize the solution given by ZoS is pretty bad. It takes a class that countered ranged playing style and now turns it into the main objective of the ranged playing style. 50% reduced dmg is not going to save you from stuns, or dots or debuffs, or poisons. You know what's going to be the main complaint of DK next patch? Frost staves. You can shut down an entire class with one *** damned frost staff and there's absolutely nothing you can do to prevent that (Do I have to buy race change tokens to play DK?). Just spam wings each 2 secs to try to play the game. Of course, stonefist could be very useful... to give the enemy cc immunity.

    ps1. It was as easy as reducing the dmg of the reflect in a 30%~50% and everyone was happy.
    ps2. What happened to your mantra "no more nerfs"?
    Edited by Xvorg on April 22, 2019 12:59AM
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • Spizzie
    Spizzie
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    MaxwellC wrote: »

    You talk about my bias but clearly you're bias'd against the DK class from the way you consistently frame your arguments. I ask again what is your PvP rank and would you like to duel me on live; I haven't played in a bit since I've taken a break from the game but I'd like to see how you play.

    You seem to have a binary point of view wherein people are only for or against a class. I'm speaking about my experiences with a more varied perspective. For example, I literally main a Stamina DK. It is my most used class and yet I know that if I'm paying attention, I absolutely will never lose to a MagBlade because they cannot kill me. You keep saying "use different skills" without specifically mentioning which skills a MagBlade is supposed to use to kill a DK because, I'm assuming, you've never played as a MagBlade or MagSorc. In fact, your own bio lists exclusively DK's as characters that you own. So while both of us play DK, I'm the only one of the two that plays other classes as well and understands interactions with DK's from both perspectives.

    Spizzie Nizzie is my gamertag. I'm ready whenever you are.
  • MaxwellC
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    @Joy_Division
    Actually I've tested this out on a 1v1 and a 1vX to extrapolate on and no this isn't good for outnumbered situations especially with the poison era we live in today. You're a templar and has access to a class purge whereas DKs do not have access to any class purge nor a defensive skill that helps against debuffs/poisons.

    If you're outnumbered you will 100% die unless you're a tank build which is the only way wings in this current form could benefit anyone and as a Stam DK I'm not going to literally change my self into a vampire just to get a defensive ability, that in its-self sounds stupid like I have to become a vampire to gain a defensive skill.

    The word "toxic" for this skill isn't used correctly if you were complaining about the skill way back then when we had unlimited reflect for I think 6 seconds then yeah it was OP but the current live skill is in no way such a thing so comparing it to your old templar skill is a false dichotomy .

    If they wanted to nerf wings i/e remove reflect then make it like wardens class or switch the cost to stamina but giving this 50% mitigation to ranged projectiles while DoTs hit you/poisons effectively killing any possibility of escaping isn't correct especially when you cannot simply purge it with a class ability or escape with a class ability.
    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
  • MaxwellC
    MaxwellC
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    @Spizzie
    You state that simply because you play both classes and I do not therefore I can't ascertain the struggles of your class? To some degree that is true but to outright claim that I do not is false because I fight your class every time heck I even supported the change to detect pots being shorter among-st other things.

    Sure send me a message on XBL when you're ready, I've solely played the DK class more so my Stam DK.
    Addition: still waiting on that answer to how we're suppose to escape now that we take everything to the face.
    Edited by MaxwellC on April 22, 2019 12:52PM
    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
  • DeadlyRecluse
    DeadlyRecluse
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    Honestly, I barely care whether or not old wings was balanced:

    Removing the reflect off of them is lame. And I say that as someone who plays a lot of Flareplar. It was iconic, and though it's taken some hits through the years it's always made fighting a DK potentially distinct.

    The new version might still be good, idk. It's a lot of %mitigation that theoretically scales with any number of attackers--there will probably be circumstances where it's stronger than old wings, but it'll be a lot less fun.
    Thrice Empress, Forever Scrub
  • Zophix
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    I take back what I said about the damage being good on the Dragon Fire Scale morph. In PvP it hits for 1.5k - 2k.
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