When is MagDk finaly getting an execute?

Zer0_CooL
Zer0_CooL
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It's basically the only class that has no accsess to any kind of execute ability. With all the "standardization" in behalf of balancing the game, the MagDks strongest skills are gone. Along with its identity.
At least be as conequent with your "standartization" to give this class access to an execute.

And before anyone comes up with [snip] like "leap is your execute" no its not. Its an ULTIMATE. And unless it deals x% more damge against players below y% HP, it remains as such.

[edited for profanity]
Edited by ZOS_Ragnar on February 7, 2020 8:58PM
  • code65536
    code65536
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    Why must every class be the same and have the same toolkit? That's the lazy approach to balance.
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  • Zer0_CooL
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    code65536 wrote: »
    Why must every class be the same and have the same toolkit? That's the lazy approach to balance.

    It is indeed lazy. And i don't know anyone who is glad to see classes becoming more identical, loosing their origin identity. All im asking for, is to be at least consequent with it.
  • technohic
    technohic
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    I'd rather get better mag resource management on mag DK and clean up how one whip morph requires activation of 3 other abilities setting 4 of 5 bar slots while requiring you to reapply DOTS, and the other morph requires off balance which will be on a huge cooldown next patch before worrying about an execute. Can save my burst window to back load it for that.

    I also would rather chains be a better gap closer first as well since it has a delay for animation and then often doesnt work.
  • Zer0_CooL
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    technohic wrote: »
    I'd rather get better mag resource management on mag DK and clean up how one whip morph requires activation of 3 other abilities setting 4 of 5 bar slots while requiring you to reapply DOTS, and the other morph requires off balance which will be on a huge cooldown next patch before worrying about an execute. Can save my burst window to back load it for that.

    I also would rather chains be a better gap closer first as well since it has a delay for animation and then often doesnt work.

    Yes spaming DoTs to proc a spamable is a total nobrainer. So why not give one whip morph an additional execute instead?
  • colossalvoids
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    Right now with mag dk power it will surely require hard nerfs for other abilities and i believe it's not what people are waiting.
  • Zer0_CooL
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    Right now with mag dk power it will surely require hard nerfs for other abilities and i believe it's not what people are waiting.

    MagDk power? Did i miss anything?
  • colossalvoids
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    Zer0_CooL wrote: »
    Right now with mag dk power it will surely require hard nerfs for other abilities and i believe it's not what people are waiting.

    MagDk power? Did i miss anything?

    Probably so if we're talking pve, top scores are infested with asylym mag dks with mag necros on colossus duty. And if new elf bane stays it looks like no brainer for patch to come.
  • Zer0_CooL
    Zer0_CooL
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    Zer0_CooL wrote: »
    Right now with mag dk power it will surely require hard nerfs for other abilities and i believe it's not what people are waiting.

    MagDk power? Did i miss anything?

    Probably so if we're talking pve, top scores are infested with asylym mag dks with mag necros on colossus duty. And if new elf bane stays it looks like no brainer for patch to come.

    Oh ok, didn't know. The only PvE i do is IC bosses.

    But i dont think it's wise to take gear in account when you try to balance a class. Besides that, what i read was that Zaan is not as usable in every dungeon/trial.
  • The Uninvited
    The Uninvited
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    We used to have one... Look at the original Molten Armaments http://deltiasgaming.com/2014/06/30/eso-dragonknight-skill-guide-2/

    I miss those days... :/
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  • colossalvoids
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    Zer0_CooL wrote: »
    Zer0_CooL wrote: »
    Right now with mag dk power it will surely require hard nerfs for other abilities and i believe it's not what people are waiting.

    MagDk power? Did i miss anything?

    Probably so if we're talking pve, top scores are infested with asylym mag dks with mag necros on colossus duty. And if new elf bane stays it looks like no brainer for patch to come.

    Oh ok, didn't know. The only PvE i do is IC bosses.

    But i dont think it's wise to take gear in account when you try to balance a class. Besides that, what i read was that Zaan is not as usable in every dungeon/trial.

    Yet zos still balances specs around some endgame gear that will eventually be nerfed into oblivion and can't satisfy both pvp and pve crowds. Still no sign about at least some separation in those and not just ripping off most canonical abilities left cause reasons
  • Iskiab
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    If you’re talking pvp realistically only Templars and Sorcs get one. NBs do too but the conditions are hard to fulfil in pvp.
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  • Zer0_CooL
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    Iskiab wrote: »
    If you’re talking pvp realistically only Templars and Sorcs get one. NBs do too but the conditions are hard to fulfil in pvp.

    Bow skilline has one
    2h skilline has one
    dual wield has one

    Every stam class has multiple options for execute.

    Templar, Sorcerer, NB, Warden all have a class execute. The only exception is the necrmancer who's got an increased crit chance on targets below 25% HP.

    And how is it "hard to fulfil the condition" with a 28m ranged execute on the NB?!
    Edited by Zer0_CooL on February 7, 2020 1:36PM
  • Fawn4287
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    Bloodthirsty
  • Iskiab
    Iskiab
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    Zer0_CooL wrote: »
    Iskiab wrote: »
    If you’re talking pvp realistically only Templars and Sorcs get one. NBs do too but the conditions are hard to fulfil in pvp.

    Bow skilline has one
    2h skilline has one
    dual wield has one

    Every stam class has multiple options for execute.

    Templar, Sorcerer, NB, Warden all have a class execute. The only exception is the necrmancer who's got an increased crit chance on targets below 25% HP.

    And how is it "hard to fulfil the condition" with a 28m ranged execute on the NB?!

    Okay then, change to stamDK and stop whining then.
    Looking for any guildies I used to play with:
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    LoC EQ2 - Mayi and Iskiab
    PRX and Tabula Rasa - Rift - Iskiab
    Or anyone else I used to play games with in guilds I’ve forgotten
  • Zer0_CooL
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    Fawn4287 wrote: »
    Bloodthirsty

    Actually use that in a BG build. But in cp cyro you loose too much base damage.
  • Linus04
    Linus04
    Iskiab wrote: »
    Okay then, change to stamDK and stop whining then.
    This ʌ

    Zer0_CooL wrote: »
    Templar, Sorcerer, NB, Warden all have a class execute.
    Warden execute is double slot ultimate, not really a thing in pvp...

    Not every class must have the same skillset and if you really want execute skill, why play DK? When it comes to DPS, its mainly DoT themed class and like you said, most of other specs have class execute, why complain about the one who doesn't?

  • Zer0_CooL
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    "Just don't play it" what an argument... just shows your lack of understanding and/or your indifference for the topic.


    Of course not every class must have the same skill set. But unfortunately thats the direction the latest balance changes has taken. And the DoTs of the suposed DoT class were massivly gutted.

    Curently HoT outperforms all the DoTs easyly. And the time where MagDk could outsustain oponents are long gone. So it comes to burst, and thats where one is always on the loose without an execute.
  • Linus04
    Linus04
    Well, I get what you mean, but it's like if I wanted to play class with pets, create templar and then demanding adding pet to them...

    ZOS standardize things, but as i see it, its more like "DoT do same damage" or "Spammable skills have same cost" and no that they add spells which class don't have. Should DK class DoTs do more damage because we are DoT class? Yes, definitly. But I don't think that execute spell fit well for DK.
  • Donny_Vito
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    I cant imagine just how powerful the MagDK would be next patch if it also got an execute on top of the other buffs coming it's way. I've already got my MagDK out of storage and re-geared for next patch. Even without an execute, it'll probably be the main character I play this patch.
  • Sanguinor2
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    Donny_Vito wrote: »
    I cant imagine just how powerful the MagDK would be next patch if it also got an execute on top of the other buffs coming it's way. I've already got my MagDK out of storage and re-geared for next patch. Even without an execute, it'll probably be the main character I play this patch.

    Which buffs exactly? Only Thing that changes is elfbane. The rest is bugfixes or stonefist. Or awful offbalance changes that will kill flame lash.
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  • technohic
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    Sanguinor2 wrote: »
    Donny_Vito wrote: »
    I cant imagine just how powerful the MagDK would be next patch if it also got an execute on top of the other buffs coming it's way. I've already got my MagDK out of storage and re-geared for next patch. Even without an execute, it'll probably be the main character I play this patch.

    Which buffs exactly? Only Thing that changes is elfbane. The rest is bugfixes or stonefist. Or awful offbalance changes that will kill flame lash.

    Yeah, I am not sure how it gets buffed.
  • FatherDelve
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    code65536 wrote: »
    Why must every class be the same and have the same toolkit? That's the lazy approach to balance.

    That is the World of Warcraft approach. Everything has to be the same, wishy washy, nothing exclusive to any class anymore. I really hope ZOS never goes down the way of Blizzard and creates this boring *** that's superficial "balanced" but truly just boring and dull.
  • mocap
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    i don't think magDK lost his identity. Still a unique close combat heavy dot fighter.
  • Banana
    Banana
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    We don't need one
  • Zer0_CooL
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    .



    Edited by Zer0_CooL on February 8, 2020 10:07AM
  • Shanehere
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    Why homogenize all the classes? ZOS has done a great job creating unique class aesthetics with two different identities each (mag and stam versions). It would be a waste to have them all have the same types of skills across the board.
  • thadjarvis
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    PvP
    It’s close to impossible To balance 6 highly differentiated classes for solo. Without giving all classes the same toolkit (no differentiation) we won’t get the balance many ask for. What’s the point of undifferentiated classes?

    Large group strongly keys on ultimate value

    Small group is where all of our class unique toolkits can be leveraged. MagDK strength is pressure. Pairing with strong burst/execute (with corresponding weak pressure) allies is their strong suit. I would want stronger dot pressure not execute on my magDK and magDK allies
    Edited by thadjarvis on February 8, 2020 4:30PM
  • Cronopoly
    Cronopoly
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    Neo:
    What are you trying to tell me? That I can dodge bullets?

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    No, Neo. I'm trying to tell you that when you're ready, you won't have to.

    I'm gearing up my baby MagDK and trying to raise the tooltip of my whip to near 20k to see how that works, and maybe the gods will smile on me once in a blue moon lol. :* It's obvious to me that the "Other" Morph of whip and it's mechanic of charging up the whip 33% at a time is supposed to be 99% additional power on the whip for "The Execute" by design.

    As others no doubt notice it's dependance on other Ardent Flame Dots which all can be cleansed/or rendered useless by any enemy Hots. Of Course it won't be a one button press like Templars, Sorcs.

    However not sure if you'll get it off on someone experienced in Cyr, as they will dodge ofc.. :|
    Edited by Cronopoly on February 8, 2020 7:07PM
  • MashmalloMan
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    Simply the wrong thing to ask for.

    It's like Sorcs asking for a spammable or Templars/Necros asking for a Major Brutality/Sorcery buff. Unless it's a clear identity crisis for the class like Stam DK, Stam Sorc or Ice Wardens, there isn't a good enough reason to add something that will destroy your class balance. There are other things in your class kit, like it or not, that decide how ZOS views the classes identity and they don't seem to line with your view of the class.

    You know what will happen? You will end up with nerfs to balance out a new execute.

    I think a better question is, why is there no universal execute available for magicka? I'd be very happy to see a minor execute added to Destructive Reach to balance out the fact that the morph does nothing, other then making the ability 28m... Except every ranged dot behaves this way. This morph is basically Poison Injection, minus the execute damage so I'd like to see them do something similar with that morph.

    The reason Stam Sorc, Stamplar, Stam DK, Stam Warden and Stam Necro don't bother complaining about an execute ability is because there is other options available. Only Stam NB has a dedicated spammable execute at this point with Mag Sorc/ Mag Templar having their own too. Necro is a middle ground because extra crit chance is pretty nice below 25%, but isn't actually an execute. Reminds me of how badly I miss Stam Sorcs Implossion for random execute damage back in the day. Easy random kills from hurricane... SIGH.

    DK is a dot class (you know... fire.. damage over time), you want buffs, look in that direction. The dot nerfs were too much and it looks like most of the player base agrees. Dots are weaker than what they were before Elsweyr, when the balance of dot damage was pretty good.

    While I'm happy they've created a standard, allowing abilties like Soul Trap, Entropy, Scalding Rune and Reach to all be viable dots with additional auxillary effects. They failed to understand the reason these abilities were too OP in Scalebreaker, was not only the damage of 2.5x being too high, but the fact that melee/ranged abilities had the same scaling while at the same time, replacing class based abilities because they were in some ways weaker and more expensive..

    Imo this is how the dot standard should look vs spammables..

    Single Target DOTs
    • Ranged 28m: 1.8x damage, 1.0x cost
    • Melee 5m: 2.0x damage, 1.0 cost

    AOE DOTs
    • Ranged 28m/self buff/applied at player's feet: 1.8x damage, 1.33x cost

    DK
    • DOTs should go above and beyond this standard. (They already do kinda, but it's only 3 abilities.)
    • Searing Heat passive: Keep the +33% damage and +4s to Ardent Flame dots (this goes above the standard, it didn't use to and served as a must to make the base Ardent dot abilities function at standard capacity).
    • World in Ruin: Change the +6% damage for ONLY aoe flame abilities(dot/direct) to +10% fire/poison damage. Removing the -25% poison ability cost is a fair trade as long as they make Stone Fist cheap and good to use, the ability is currently balanced with additional cost at 3443 stamina because they get 990 stamina return on use. In 7 Medium with -14% cost, this is 1971 stamina, which is only 3 stamina less expensive then 1974 stamina cost for other stamina abilities like Flurry or Wrecking Blow. While this is "equal" in 7 medium, it is not when wearing anything LESS than 7 Medium, making it more and more expensive to use for Heavy Armor or 5 medium setups. The passive for 990 stamina return should go above and beyond the standard like the Searing Heat passive was made to do. Same thought process applies for the update to Elder Dragon passive, increasing melee range (5m) abilities by 2m for a total of 7m. Class passives should never be used to complete abilities, they should be used to extend them further.
    Edited by MashmalloMan on February 9, 2020 2:19AM
    @MashmalloMan - PC NA

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  • ck37090
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    technohic wrote: »
    I'd rather get better mag resource management on mag DK and clean up how one whip morph requires activation of 3 other abilities setting 4 of 5 bar slots while requiring you to reapply DOTS, and the other morph requires off balance which will be on a huge cooldown next patch before worrying about an execute. Can save my burst window to back load it for that.

    I also would rather chains be a better gap closer first as well since it has a delay for animation and then often doesnt work.

    You don't really need to use three different abilities, you can use the same one three times
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