
Olupajmibanan wrote: »@Hotdog_23
The problem of Battle Roar is not the value, but the very design. No matter if it's PvE or PvP, you want to hold your ultimate and fire it in the right moment, but Battle Roar forces you to do the exact opposite. If you want to make good use of Battle Roar you have to spend ultimate on cooldown even if it's the wrong time to fire it.
What I wanted to say is that value changes to Battle Roar is only a poor bandaid to the problem. Battle Roar should scale with Ultimate spent and not Ultimate cost, that would be proper change
Olupajmibanan wrote: »@Hotdog_23
The problem of Battle Roar is not the value, but the very design. No matter if it's PvE or PvP, you want to hold your ultimate and fire it in the right moment, but Battle Roar forces you to do the exact opposite. If you want to make good use of Battle Roar you have to spend ultimate on cooldown even if it's the wrong time to fire it.
What I wanted to say is that value changes to Battle Roar is only a poor bandaid to the problem. Battle Roar should scale with Ultimate spent and not Ultimate cost, that would be proper change
Olupajmibanan wrote: »What I wanted to say is that value changes to Battle Roar is only a poor bandaid to the problem. Battle Roar should scale with Ultimate spent and not Ultimate cost, that would be proper change
Funny enough that's how I thought it worked for the longest time until one day I actually turned on resource numbers and ultimate numbers. Needless to say I was very sad when I learned the truth and would greatly appreciate such a change! Part of the reason I crutch on Vampire's Blood for Blood and the Pale Order ring so hard is because of the sustain issues the class has.
Funny enough that's how I thought it worked for the longest time until one day I actually turned on resource numbers and ultimate numbers. Needless to say I was very sad when I learned the truth and would greatly appreciate such a change! Part of the reason I crutch on Vampire's Blood for Blood and the Pale Order ring so hard is because of the sustain issues the class has.
Not 100% sure. but I think it worked like that in the past. Where battle roar would restore resources based on the amount of ultimate you actually spend.
Don't forget, your new base health is 16k. If you run Elf Bane, you get extra health on top of that from the heavy armor passive and Undaunted passive. That will already leave you at a comfortable health pool without food, so you can switch to parse food that gives more sustain than Witchmothers.
The main draw of the DK for me is the playstyle. Whipping, flames, leaping, melee. I love it. So regardless ill stick with it through thick and thin and make it work.
I agree with some points above.
Sustain atm is balls. Without a lot of synergies or in more challenging solo content like vma and vateshran I find i hvy attack way more than other classes on the dk. Slight cost reduction to whip/eruption etc. or a slight base regen passive would go a long way to make it more inline with other classes. Relying on expensive skills when being required to be melee that inhibits shield usage as a result of cost is kinda rough.
For wings: This is based on pvp because in reality wings for pve is fine. Fire Scales used to be stupidly OP tbh but at the moment both morphs still have a lot to offer. Adding short maybe minor momentum to plate would make it an easier decision over race against time for me. Snare removal to fire scales would be maybe too strong I think. At the moment its a hard decision whether i want to use fire scales for the damage return from a huge chunk of incoming or the snare removal for mobility and take a little extra damage to be able to los. Give plate snare removal and momentum and damage mitigation from range and ill take it 100% of situations.
Execute. Yeah. What can we say. Please?! Im not sure how to impliment. But i think having your main spammable scale is a bad idea. Thats kind of OP. Executing usually requires the activation or slotting of an additional skill for that purpose. Molten weapons isnt really slotted for me in anything bar solo content. The buff is easy to aquire eslewhere and you dont go heavy attacking enough to make 50% worth it unless in a niche solo build. But in solo it is a long buff duration and it allows the use of tripots in conjunction with inner light/foo/cauterise on the front bar so ill take it. If molten weapons was to have an execute capability added then i think it would have to be weaker than 300% scaling.
Whatever is adjusted please make it slight and gradual.
Trayyacakes wrote: »I think dk has a sustain issue. The combustion passive will get better with the new champion point stars increasing status effect changes, but the class will be the worse at sustain without champion points, this is do to the ability costs being high and the battle roar Nerf with no stamina or magicka Regen passives. So some cost reduction and/or adjusting resource return on battle roar would be nice... I think messing with combustion passives is dangerous keeping in mind the before mentioned champion star.
Coagulating blood heal cost seems to be a little weak for the cost, this also related to the sustain issues. It only heals yourself and gives a buff easily gotten from potions, maybe adding a hot to the base morph would be cool adding some usefulness to GDB in PvP?
Protective scale used to be one of a DKs coolest skills, now I find it meh. Adding snare removal to the base morph and major expedition to protective plate would be sweet while keeping the damage return on dragon fire scale but removing the weird cool down on it...
I still think their should be a stam whip but I've given up... So can we remove the cast time and clunkiness from stonefist/ stone giant?
A magicka based execute would be cool or even just add it to molten armaments something like while active direct flame damage scales up to xxx% starting at 50% health or something I don't know. I don't know of a skill that should be exchanged for a straight execute... Just some thoughts tell me why I'm dumb for them or some better ideas.
Random dream that will never happen but I wish could, since most of the dk damage kit is melee a way to optimally use a melee weapon while using the class abilities would be sweet. It's impossible because you need weapon damage, weapon crit, and physical penetration and the heavy attack restoring Stam instead of magicka doesn't help...
Trayyacakes wrote: »The main draw of the DK for me is the playstyle. Whipping, flames, leaping, melee. I love it. So regardless ill stick with it through thick and thin and make it work.
I agree with some points above.
Sustain atm is balls. Without a lot of synergies or in more challenging solo content like vma and vateshran I find i hvy attack way more than other classes on the dk. Slight cost reduction to whip/eruption etc. or a slight base regen passive would go a long way to make it more inline with other classes. Relying on expensive skills when being required to be melee that inhibits shield usage as a result of cost is kinda rough.
For wings: This is based on pvp because in reality wings for pve is fine. Fire Scales used to be stupidly OP tbh but at the moment both morphs still have a lot to offer. Adding short maybe minor momentum to plate would make it an easier decision over race against time for me. Snare removal to fire scales would be maybe too strong I think. At the moment its a hard decision whether i want to use fire scales for the damage return from a huge chunk of incoming or the snare removal for mobility and take a little extra damage to be able to los. Give plate snare removal and momentum and damage mitigation from range and ill take it 100% of situations.
Execute. Yeah. What can we say. Please?! Im not sure how to impliment. But i think having your main spammable scale is a bad idea. Thats kind of OP. Executing usually requires the activation or slotting of an additional skill for that purpose. Molten weapons isnt really slotted for me in anything bar solo content. The buff is easy to aquire eslewhere and you dont go heavy attacking enough to make 50% worth it unless in a niche solo build. But in solo it is a long buff duration and it allows the use of tripots in conjunction with inner light/foo/cauterise on the front bar so ill take it. If molten weapons was to have an execute capability added then i think it would have to be weaker than 300% scaling.
Whatever is adjusted please make it slight and gradual.
I think snare removal on the base would be ok when compared to what other skills that provide a snare removal do...
Race against time, major expedition, and minor force.
Momentum, major brutality and minor fortitude for 20 seconds
Shuffle, snare removal and immunity for 5s plus 20s of evasion, which reduces Damage from most burst ultimates and a lot of burst skills used in pvp.
Ball lighting absorbs incoming projectiles and is one of the best escape/mobility skills in the game.
Phantasmal escape basically a magicka shuffle but with longer up time on evasion.
Mist form, major expedition and serious damage reduction
Then there are the purges which remove more than just snares...
I don't know I just don't think a snare/root removal on dragon fire scale would be stronger than mist or ball lightning.
JoSePHRiNG wrote: »Every class has its Pros and Cons but
- Every class should have at least one "execute" ability.
All offensive weapons except destruction staff have an execute skill.
Bow > poison injection, Two-handed > Reverse Slash, Dual wield > Whirling Blades.
But they are all stamina based so every class needs one execute ability.- Every class should have passive healing (an ability that automatically heals if conditions have met)
Examples;These abilities automatically heal the player just by light attacks or dealing damage.
- Surge,
- Siphoning Strikes, Strife.
- Lotus Flower.
- Puncturing Sweep.
- Every class should have reliable sustain tools.
Example abilities;
- Mystic Siphon, Mortal Coil.
- Or passives;
- Executioner, Restoring Spirit, Unholy Knowledge.
DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
Though maybe with new cp changes it could be good.
Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.
JoSePHRiNG wrote: »[*]Every class should have passive healing (an ability that automatically heals if conditions have met)
Examples;These abilities automatically heal the player just by light attacks or dealing damage.
- Surge,
- Siphoning Strikes, Strife.
- Lotus Flower.
- Puncturing Sweep.
DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
Though maybe with new cp changes it could be good.
Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.
[/list]
JoSePHRiNG wrote: »[*]Every class should have passive healing (an ability that automatically heals if conditions have met)
Examples;These abilities automatically heal the player just by light attacks or dealing damage.
- Surge,
- Siphoning Strikes, Strife.
- Lotus Flower.
- Puncturing Sweep.
DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
Though maybe with new cp changes it could be good.
Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.
[/list]
Burning Embers says hello.
https://eso-skillbook.com/skill/burning-embers
Its so critical to my magDK build I can't go into a battle without it, and its saved my life so many times its not even funny. IF we wanna go farther magDK also has Flame Lash and Cauterize.
Trayyacakes wrote: »JoSePHRiNG wrote: »[*]Every class should have passive healing (an ability that automatically heals if conditions have met)
Examples;These abilities automatically heal the player just by light attacks or dealing damage.
- Surge,
- Siphoning Strikes, Strife.
- Lotus Flower.
- Puncturing Sweep.
DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
Though maybe with new cp changes it could be good.
Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.
[/list]
Burning Embers says hello.
https://eso-skillbook.com/skill/burning-embers
Its so critical to my magDK build I can't go into a battle without it, and its saved my life so many times its not even funny. IF we wanna go farther magDK also has Flame Lash and Cauterize.
Inhale too, even if it's not used as much anymore.
The main issues in PvP is really the lack of sustain, mobility and a finisher... Back when DKs were monsters they relied heavily on 1h shield, vampire mist and a cheap vampire ult that restored resources based on it's base cost. The current vamp skill line is far too punishing on sustain to be used in the same effectiveness and because of the sustain issues you have to invest more into recovery/ cost reduction lowering the damage farther...
Trayyacakes wrote: »JoSePHRiNG wrote: »[*]Every class should have passive healing (an ability that automatically heals if conditions have met)
Examples;These abilities automatically heal the player just by light attacks or dealing damage.
- Surge,
- Siphoning Strikes, Strife.
- Lotus Flower.
- Puncturing Sweep.
DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
Though maybe with new cp changes it could be good.
Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.
[/list]
Burning Embers says hello.
https://eso-skillbook.com/skill/burning-embers
Its so critical to my magDK build I can't go into a battle without it, and its saved my life so many times its not even funny. IF we wanna go farther magDK also has Flame Lash and Cauterize.
Inhale too, even if it's not used as much anymore.
The main issues in PvP is really the lack of sustain, mobility and a finisher... Back when DKs were monsters they relied heavily on 1h shield, vampire mist and a cheap vampire ult that restored resources based on it's base cost. The current vamp skill line is far too punishing on sustain to be used in the same effectiveness and because of the sustain issues you have to invest more into recovery/ cost reduction lowering the damage farther...
Indeed, I didn't want to include Inhale due to it's 2-part attack. Not something you can spam due to the cost and functionality x.x
Speaking of vampire magDKs using it this patch have been exploiting the expensive ultimate for Battle Roar reasons, and Burning Embers + the Ring of the Pale Order have been letting them get away with Blood for Blood. It's a crutch to the sustain issues of the class as a whole but the health cost spammable really does take the pressure off the magicka bar.
Trayyacakes wrote: »Trayyacakes wrote: »JoSePHRiNG wrote: »[*]Every class should have passive healing (an ability that automatically heals if conditions have met)
Examples;These abilities automatically heal the player just by light attacks or dealing damage.
- Surge,
- Siphoning Strikes, Strife.
- Lotus Flower.
- Puncturing Sweep.
DK has non of these, only Combustion and Battle Roar do not enough to sustain and heal.
Though maybe with new cp changes it could be good.
Also, don't get my comment as hating towards other classes I love all of them but DK really needs something to compete with them.
[/list]
Burning Embers says hello.
https://eso-skillbook.com/skill/burning-embers
Its so critical to my magDK build I can't go into a battle without it, and its saved my life so many times its not even funny. IF we wanna go farther magDK also has Flame Lash and Cauterize.
Inhale too, even if it's not used as much anymore.
The main issues in PvP is really the lack of sustain, mobility and a finisher... Back when DKs were monsters they relied heavily on 1h shield, vampire mist and a cheap vampire ult that restored resources based on it's base cost. The current vamp skill line is far too punishing on sustain to be used in the same effectiveness and because of the sustain issues you have to invest more into recovery/ cost reduction lowering the damage farther...
Indeed, I didn't want to include Inhale due to it's 2-part attack. Not something you can spam due to the cost and functionality x.x
Speaking of vampire magDKs using it this patch have been exploiting the expensive ultimate for Battle Roar reasons, and Burning Embers + the Ring of the Pale Order have been letting them get away with Blood for Blood. It's a crutch to the sustain issues of the class as a whole but the health cost spammable really does take the pressure off the magicka bar.
Yes but a class shouldn't rely on being a subclass to work, I also hate the vamp rework and kind of refuse to do it... Vampires are suppose to steal life from others not steal their own life... I really hate that tree. Mist is nice, the ult is nice(but expensive) but the other skills I hate. Siphoning my own health to damage someone does not sound vampire to me... Also don't vamps get stronger the more life blood/life they drain(the opposite of frenzy) I also want to whip people with fire. Not scratch people lol. And the penalties suck. More flame damage cool, less health regen makes since, reduced vamp skill costs yes, increased every other skill cost is bogus, and no Regen gained is garbage. The WW doesn't recieve penalties close to the vampire... But this is about dk not vamp (I still hate the current vamp line lol) sorry for the tangent.