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Dragonknight changes in U32

VarisVaris
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A very long dry spell has ended when it comes to class balancing, last patch templars got some love instantly pushing them high up on the viability list in PvP.

Deadlands aims to do the same thing with Dragonknights and a lot of the stuff looks very pleasing.

Good Ones
Up front the changes to Combustion and Battle Roar are really great, losing the resources for any ultpoint above the cost of your ultimate was very punishing especially in PvP where you don't want to use your ult on Cooldown all the time.

Gaining major savagery on Cauterize was only logical and long overdue, however this morph still needs a little more love in terms of viability.

Seething fury stacks having a duration of 10 seconds is also nice but won't be making a huge difference as you're very likely to use Molten at least once during the duration.

The Ashcloud changes are also a great thing as they could potentially make the ability finally useable in PvP which it wasn't due to its stationary nature coupled with a very high cost.
Now let's talk about some of the other ones.

Improvable Changes
World in Ruins: this passive is especially scary when it comes to the damage output of magdks in Duels where they are already on the top of the classes. The loss of the 25% cost reduction on poison abilities also means noxious breath receives a painful cost increase which had previously set it apart from many other AoE abilities.
Of all the passives that have received a change this patch and that DKs have access to, this was one of the ones that didn't really need help or a change.

Powerlash changes are a double-edged sword (or whip) the removal of the cooldown and the bug fixes are very welcomed however losing the HoT portion of this ability is painful, previously this was the only heal over time with only small gaps between its heals which has allowed you to stay offensive a little longer or be free not having to use the next god for a dedicated healing ability like Coag or getting the embers heals. This further punishes Magdk in 1vX as they'll now have a harder timer going offensive for longer periods of time.

the elephant in the room
Lava Whip and its morphs scaling with the highest offensive stats.

If this was still CP 1.0 this ability would have been doomed to fail on stamina chars, too much damage would have been lost due to CPs, lack of penetration...
With CP 2.0 damage wise there shouldn't be as much of an issue, you don't have dedicated CPs you have to slot to buff flame damage, spell penetration...

But yet there's still an issue and it's sustain, opposed to Cauterize or FoO you will be using Whip more often than once every 15 seconds and with a more limited magicka pool and other skills draining it (fragmented shield, cauterize) this change still feels like it's punishing stamdk a little too hard to be able to use a spammable that has been asked for, for so many years.

I think there could be two different solutions for this problem:
1. Go the full route of making one morph a stamwhip that costs stamina
2. change one morph of molten weapons to cause your fully charged heavy attacks to restore magicka and stamina but only equal to 50% of the normal amount.

Other proposals
When it was announced that changes would be happening to DKs there were many other things that came to mind that would benefit from a change here and there.
Choking Talons would have been a great candidate for the same hybrid scaling that Cauterize and Lava Whip inherit now.

Protective Plate bringing something else to the table like 4 seconds snare immunity, a damage portion on activating it or something to make the skill more viable as Race against Time is generally preferred over it.

Inhale and morphs could also receive a little help further establishing a unique role of a delayed damage skill. It should nevercompete with shalks or blastbones in terms of damage but the skill is often the first one to be taken off your skill bars.

Molten Weapons and morphs: those abilities just feel outclassed by other sources of major brutality/sorcery, i proposed one change above but those skills don't really add much to DKs gameplay other than having a really nice visual effect but they're missing that certain umpf when using them.

Overall those changes are very pleasing but not 100% perfect yet.

However if we continue the trend of one class receiving love with each upcoming patch then the game and class identity can only profit from that.
  • Malmer
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    im happy there give the dk some buffys anyway but jeah i think u can make it a bit better
    that thing with the lava whipe its very cool so stam dks have the choice between 2 class spams stonegiant an whipe then and weapon skills but i heard the whipe will still cost magicka on stam skilled builds i think the cost scale with the higher resoucres then would make it way better for stam

    world in ruin passiva i like it but i would like even more when there would add physical dmg aswell might be decrase then from 5 to 4 but i would say 5 poison flame and pysical dmg would be very great

    combustion its great i feeled always 500 was a bit to low

    the rest its fine maybe a little stonegiant buff 4,5 % would be nice make more comparable with wrecking blow and rapidstrikes
  • Ergele
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    I am confused by the pts statement. Does scaling mean it will use stam instead?
  • VarisVaris
    VarisVaris
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    Ergele wrote: »
    I am confused by the pts statement. Does scaling mean it will use stam instead?

    It will work like cauterize/flames of oblivion work.
    It will still cost magicka but its damage will be calculated using your highest offensive stats.

    So with 50k stam 10k mag 4k weapon damage and 2k spell damage it will now use the 50k stam and 4k weapon damage to calculate the damage.
    We'll have to see if it properly uses the the crit ratings and penetration values but normally those should be adopted too.
    Edited by VarisVaris on September 21, 2021 4:02PM
  • robpr
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    FoO does significant damage even now on stam spec so whip could work but you have to do some special gymnastics to sustain the magicka cost.

    For Flame Lash, you'd have to run vMA staff on backbar and Charged frontbar weapon and then it could sustain magicka cost with combustion alone + cost halve on ballerina proc

    For Molten Whip, you'd have to use either Noxious Breath or Unrelenting Grip to proc Seething Fury. This sounds doable and might be reliable even.

    Well, its a start and better than nothing, but sDK need some more changes. mDK is in pretty good spot already and its buffed with these changes, though its gonna be much harder to hold sustain for Bahsei. Still passive problem need to be solved, they are very outdated.
    mDK sustain problem seem to be fixed and now they can even use their ultgen passive to full extend just recasting Eruption for 300 mag every 5s
    sDK has no identity with just 2 poison morphs, and their potential new spammable cost mag.
  • Bilkton
    Bilkton
    Also glad to see DKs getting some love and generally the changes look sensible to me considering the other hybridisation changes happening

    But… the Battle Roar buff seems a little too much to me. I see where they are going in terms of increasing sustain and not punishing you for sitting on the ult til the timing is right but if you are at the ultimate cap you will be looking at 50x500=25k of each stat. That’s like 3 tri-stat pots popped all at once on top of the ult itself.

    Surely capping this (even at something like 15k) would be sensible so as to not simply be giving DKs a complete get out of jail free card when in a corner?
    Edited by Bilkton on September 21, 2021 11:26AM
  • Jamdarius
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    robpr wrote: »
    FoO does significant damage even now on stam spec so whip could work but you have to do some special gymnastics to sustain the magicka cost.

    For Flame Lash, you'd have to run vMA staff on backbar and Charged frontbar weapon and then it could sustain magicka cost with combustion alone + cost halve on ballerina proc

    For Molten Whip, you'd have to use either Noxious Breath or Unrelenting Grip to proc Seething Fury. This sounds doable and might be reliable even.

    Well, its a start and better than nothing, but sDK need some more changes. mDK is in pretty good spot already and its buffed with these changes, though its gonna be much harder to hold sustain for Bahsei. Still passive problem need to be solved, they are very outdated.
    mDK sustain problem seem to be fixed and now they can even use their ultgen passive to full extend just recasting Eruption for 300 mag every 5s
    sDK has no identity with just 2 poison morphs, and their potential new spammable cost mag.

    We forgot that sets are supposed to be both stam and magicka so new whip scaling may not be as bad at sustain with stam DK as we think, it needs testing on PTS.
  • VarisVaris
    VarisVaris
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    Jamdarius wrote: »
    robpr wrote: »
    FoO does significant damage even now on stam spec so whip could work but you have to do some special gymnastics to sustain the magicka cost.

    For Flame Lash, you'd have to run vMA staff on backbar and Charged frontbar weapon and then it could sustain magicka cost with combustion alone + cost halve on ballerina proc

    For Molten Whip, you'd have to use either Noxious Breath or Unrelenting Grip to proc Seething Fury. This sounds doable and might be reliable even.

    Well, its a start and better than nothing, but sDK need some more changes. mDK is in pretty good spot already and its buffed with these changes, though its gonna be much harder to hold sustain for Bahsei. Still passive problem need to be solved, they are very outdated.
    mDK sustain problem seem to be fixed and now they can even use their ultgen passive to full extend just recasting Eruption for 300 mag every 5s
    sDK has no identity with just 2 poison morphs, and their potential new spammable cost mag.

    We forgot that sets are supposed to be both stam and magicka so new whip scaling may not be as bad at sustain with stam DK as we think, it needs testing on PTS.

    This only applies to damage, crit and penetration but not to max magicka or regen
  • Luke_Flamesword
    Luke_Flamesword
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    sDK has no identity with just 2 poison morphs, and their potential new spammable cost mag.
    Well, just stop this poison nonsense - we all love dk's for fire theme and poison fits better to other classes (nb, necro or even warden). Stamina dk should be all about lava, red flames, earth and stuff like this (magicka pure flame, stamina vulcanic earth-flame power).
    PC | EU | DC |Stam Dk Breton
  • VarisVaris
    VarisVaris
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    sDK has no identity with just 2 poison morphs, and their potential new spammable cost mag.
    Well, just stop this poison nonsense - we all love dk's for fire theme and poison fits better to other classes (nb, necro or even warden). Stamina dk should be all about lava, red flames, earth and stuff like this (magicka pure flame, stamina vulcanic earth-flame power).

    I disagree, I like magdk for its fire based theme, but i certainly don't enjoy anything except for fragmented shield on stamdk when it comes to "earth"
    The green visuals for stamdk are nice and I don't want to see it gone for more skills that look like mud
  • Ratzkifal
    Ratzkifal
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    I have some concerns about Ashcloud when using Elfbane.
    Elfbane is heavy armor and you use it on your body, so sustain is already a bit iffy.
    Ashcloud now costs magicka per second and it's a buff when you have to recast it a lot obviously but the same otherwise. However Elfbane, due to the duration increase, increases the magicka efficiency of Eruption when you don't have to recast it and get the full duration off. But with this change that means even on Elfbane the skill costs the same as it would without Elfbane and that is a sustain nerf for Elfbane setups!

    Considering Elfbane only comes in heavy armor, I don't like seeing its sustain being nerfed.
    This Bosmer was tortured to death. There is nothing left to be done.
  • kojou
    kojou
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    Ratzkifal wrote: »
    I have some concerns about Ashcloud when using Elfbane.
    Elfbane is heavy armor and you use it on your body, so sustain is already a bit iffy.
    Ashcloud now costs magicka per second and it's a buff when you have to recast it a lot obviously but the same otherwise. However Elfbane, due to the duration increase, increases the magicka efficiency of Eruption when you don't have to recast it and get the full duration off. But with this change that means even on Elfbane the skill costs the same as it would without Elfbane and that is a sustain nerf for Elfbane setups!

    Considering Elfbane only comes in heavy armor, I don't like seeing its sustain being nerfed.

    I would just cast it when you need to refresh everything else to simplify your rotation and don't worry about the duration.
    Playing since beta...
  • VarisVaris
    VarisVaris
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    Update:
    Power Lash having no cooldown is overperforming when coupled with off balance.

    The cooldown should be 2 seconds in order to prevent it from being way too dominant and resulting in DK nerfs in the future
  • Jamdarius
    Jamdarius
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    Ratzkifal wrote: »
    I have some concerns about Ashcloud when using Elfbane.
    Elfbane is heavy armor and you use it on your body, so sustain is already a bit iffy.
    Ashcloud now costs magicka per second and it's a buff when you have to recast it a lot obviously but the same otherwise. However Elfbane, due to the duration increase, increases the magicka efficiency of Eruption when you don't have to recast it and get the full duration off. But with this change that means even on Elfbane the skill costs the same as it would without Elfbane and that is a sustain nerf for Elfbane setups!

    Considering Elfbane only comes in heavy armor, I don't like seeing its sustain being nerfed.

    Just use jewelry and staff for Elf Bane.
  • Trixterion
    Trixterion
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    Ratzkifal wrote: »
    I have some concerns about Ashcloud when using Elfbane.
    Elfbane is heavy armor and you use it on your body, so sustain is already a bit iffy.
    Ashcloud now costs magicka per second and it's a buff when you have to recast it a lot obviously but the same otherwise. However Elfbane, due to the duration increase, increases the magicka efficiency of Eruption when you don't have to recast it and get the full duration off. But with this change that means even on Elfbane the skill costs the same as it would without Elfbane and that is a sustain nerf for Elfbane setups!

    Considering Elfbane only comes in heavy armor, I don't like seeing its sustain being nerfed.

    I have great or maybe bad news for DK mains: after some parses I've noticed that I have 2k magica return every second(as it's stated in cmd as it simply counts all resource gain per second) with charged frontbar. It means that Bahsei's Mania is gonna be forbidden to use, otherwise we have to drop Max Magica and mana regen food for double stat food as our sustain is better than any Breton could imagine. So don't worry, we don't need ElfBane either to sustain from now
  • kojou
    kojou
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    Trixterion wrote: »
    Ratzkifal wrote: »
    I have some concerns about Ashcloud when using Elfbane.
    Elfbane is heavy armor and you use it on your body, so sustain is already a bit iffy.
    Ashcloud now costs magicka per second and it's a buff when you have to recast it a lot obviously but the same otherwise. However Elfbane, due to the duration increase, increases the magicka efficiency of Eruption when you don't have to recast it and get the full duration off. But with this change that means even on Elfbane the skill costs the same as it would without Elfbane and that is a sustain nerf for Elfbane setups!

    Considering Elfbane only comes in heavy armor, I don't like seeing its sustain being nerfed.

    I have great or maybe bad news for DK mains: after some parses I've noticed that I have 2k magica return every second(as it's stated in cmd as it simply counts all resource gain per second) with charged frontbar. It means that Bahsei's Mania is gonna be forbidden to use, otherwise we have to drop Max Magica and mana regen food for double stat food as our sustain is better than any Breton could imagine. So don't worry, we don't need ElfBane either to sustain from now

    I didn't feel like Basei's was that great for a DK anyway. When we drop our ultimate we fill our magicka pool, so we lose damage at the point we want to gain it. You can make it work, but I think it works better for classes that get their magicka back at a more steady rate.

    I agree that Elf Bane is not even optimal at this point. I stopped running it when they changed up the armor passives so I was sacrificing crit chance to run it, but it is definitely not needed now.
    Playing since beta...
  • jaws343
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    kojou wrote: »
    Trixterion wrote: »
    Ratzkifal wrote: »
    I have some concerns about Ashcloud when using Elfbane.
    Elfbane is heavy armor and you use it on your body, so sustain is already a bit iffy.
    Ashcloud now costs magicka per second and it's a buff when you have to recast it a lot obviously but the same otherwise. However Elfbane, due to the duration increase, increases the magicka efficiency of Eruption when you don't have to recast it and get the full duration off. But with this change that means even on Elfbane the skill costs the same as it would without Elfbane and that is a sustain nerf for Elfbane setups!

    Considering Elfbane only comes in heavy armor, I don't like seeing its sustain being nerfed.

    I have great or maybe bad news for DK mains: after some parses I've noticed that I have 2k magica return every second(as it's stated in cmd as it simply counts all resource gain per second) with charged frontbar. It means that Bahsei's Mania is gonna be forbidden to use, otherwise we have to drop Max Magica and mana regen food for double stat food as our sustain is better than any Breton could imagine. So don't worry, we don't need ElfBane either to sustain from now

    I didn't feel like Basei's was that great for a DK anyway. When we drop our ultimate we fill our magicka pool, so we lose damage at the point we want to gain it. You can make it work, but I think it works better for classes that get their magicka back at a more steady rate.

    I agree that Elf Bane is not even optimal at this point. I stopped running it when they changed up the armor passives so I was sacrificing crit chance to run it, but it is definitely not needed now.

    I wonder if Bahsei might actually fit fairly well on a stamDK with the updated whip spammable. If you are using it, likely your mag is going to be low. Plus, the crit and spell damage lines will be hybrid now.
  • ke.sardenb14_ESO
    ke.sardenb14_ESO
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    As it stands stamDK lacks a smooth and reliable spammable effected by world in ruin or other damage passives. This patch has not changed that, and I'm disappointed.
  • jan.denaanb16_ESO
    jan.denaanb16_ESO
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    VarisVaris wrote: »
    Update:
    Power Lash having no cooldown is overperforming when coupled with off balance.

    The cooldown should be 2 seconds in order to prevent it from being way too dominant and resulting in DK nerfs in the future

    Just stating this doesn't make it true...

    I'm willing to see your case but state numbers and comparison to other comparable spamming skills with a proc component.

    I can't go on pts. Seems pretty early to call OP without actual numbers and comparisons
  • VarisVaris
    VarisVaris
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    VarisVaris wrote: »
    Update:
    Power Lash having no cooldown is overperforming when coupled with off balance.

    The cooldown should be 2 seconds in order to prevent it from being way too dominant and resulting in DK nerfs in the future

    Just stating this doesn't make it true...

    I'm willing to see your case but state numbers and comparison to other comparable spamming skills with a proc component.

    I can't go on pts. Seems pretty early to call OP without actual numbers and comparisons

    The issue is having 7 seconds of Power Lash, the proc effects are fine and need no change.
    The issue is its performance in conjunction with OB allowing you to spam it for 1.15k mag while having higher damage and healing yourself for 4-5k non crits.

    This is what makes the ability overperforming and it's the only thing that needs to be tuned down a little on pts, while on live it should be tuned up a little ---> 2 seconds cooldown
  • jan.denaanb16_ESO
    jan.denaanb16_ESO
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    A proc on crystal fragment is a lot more common over a longer fight than those lashes during that off balance window.

    Exactly the dev goal if I read it correct. They want you to be able to push damage and sustain it during that brief window. Off balance has a pretty good cooldown.
    7 lashes compared to crystal frag proc for example? How would those compare to each other.


    Are mainly targeting pvp in declaring the 7 lashes OP? I cld see that the amount of healing you get during that is a lot. Although a lot of ppl will just dodge the first cpl of lashes?!
    Giving you no dmg, no heals

    How many of those 7 lashes in the ob window are expected to actually hit. Never 7 I assume
    Edited by jan.denaanb16_ESO on September 24, 2021 9:50AM
  • VarisVaris
    VarisVaris
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    A proc on crystal fragment is a lot more common over a longer fight than those lashes during that off balance window.

    Exactly the dev goal if I read it correct. They want you to be able to push damage and sustain it during that brief window. Off balance has a pretty good cooldown.
    7 lashes compared to crystal frag proc for example? How would those compare to each other.


    Are mainly targeting pvp in declaring the 7 lashes OP? I cld see that the amount of healing you get during that is a lot. Although a lot of ppl will just dodge the first cpl of lashes?!
    Giving you no dmg, no heals

    How many of those 7 lashes in the ob window are expected to actually hit. Never 7 I assume

    Power Lash heals you no matter if you hit the target or not.
  • Trixterion
    Trixterion
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    VarisVaris wrote: »
    A proc on crystal fragment is a lot more common over a longer fight than those lashes during that off balance window.

    Exactly the dev goal if I read it correct. They want you to be able to push damage and sustain it during that brief window. Off balance has a pretty good cooldown.
    7 lashes compared to crystal frag proc for example? How would those compare to each other.


    Are mainly targeting pvp in declaring the 7 lashes OP? I cld see that the amount of healing you get during that is a lot. Although a lot of ppl will just dodge the first cpl of lashes?!
    Giving you no dmg, no heals

    How many of those 7 lashes in the ob window are expected to actually hit. Never 7 I assume

    Power Lash heals you no matter if you hit the target or not.

    May I ask you a question: are you a MagDK main in pvp or pve?
  • Benawaw89
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    Trixterion wrote: »
    VarisVaris wrote: »
    A proc on crystal fragment is a lot more common over a longer fight than those lashes during that off balance window.

    Exactly the dev goal if I read it correct. They want you to be able to push damage and sustain it during that brief window. Off balance has a pretty good cooldown.
    7 lashes compared to crystal frag proc for example? How would those compare to each other.


    Are mainly targeting pvp in declaring the 7 lashes OP? I cld see that the amount of healing you get during that is a lot. Although a lot of ppl will just dodge the first cpl of lashes?!
    Giving you no dmg, no heals

    How many of those 7 lashes in the ob window are expected to actually hit. Never 7 I assume

    Power Lash heals you no matter if you hit the target or not.

    May I ask you a question: are you a MagDK main in pvp or pve?

    he is mag dk main in forum
  • VarisVaris
    VarisVaris
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    Trixterion wrote: »
    VarisVaris wrote: »
    A proc on crystal fragment is a lot more common over a longer fight than those lashes during that off balance window.

    Exactly the dev goal if I read it correct. They want you to be able to push damage and sustain it during that brief window. Off balance has a pretty good cooldown.
    7 lashes compared to crystal frag proc for example? How would those compare to each other.


    Are mainly targeting pvp in declaring the 7 lashes OP? I cld see that the amount of healing you get during that is a lot. Although a lot of ppl will just dodge the first cpl of lashes?!
    Giving you no dmg, no heals

    How many of those 7 lashes in the ob window are expected to actually hit. Never 7 I assume

    Power Lash heals you no matter if you hit the target or not.

    May I ask you a question: are you a MagDK main in pvp or pve?

    I don't main any class or spec in PvP i play them all.
    My only PvE spec is a magnb.
  • VarisVaris
    VarisVaris
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    Benawaw89 wrote: »
    Trixterion wrote: »
    VarisVaris wrote: »
    A proc on crystal fragment is a lot more common over a longer fight than those lashes during that off balance window.

    Exactly the dev goal if I read it correct. They want you to be able to push damage and sustain it during that brief window. Off balance has a pretty good cooldown.
    7 lashes compared to crystal frag proc for example? How would those compare to each other.


    Are mainly targeting pvp in declaring the 7 lashes OP? I cld see that the amount of healing you get during that is a lot. Although a lot of ppl will just dodge the first cpl of lashes?!
    Giving you no dmg, no heals

    How many of those 7 lashes in the ob window are expected to actually hit. Never 7 I assume

    Power Lash heals you no matter if you hit the target or not.

    May I ask you a question: are you a MagDK main in pvp or pve?

    he is mag dk main in forum

    I'm a balanced game main on the forums.
  • Jhalan
    Jhalan
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    VarisVaris wrote: »
    Benawaw89 wrote: »
    Trixterion wrote: »
    VarisVaris wrote: »
    A proc on crystal fragment is a lot more common over a longer fight than those lashes during that off balance window.

    Exactly the dev goal if I read it correct. They want you to be able to push damage and sustain it during that brief window. Off balance has a pretty good cooldown.
    7 lashes compared to crystal frag proc for example? How would those compare to each other.


    Are mainly targeting pvp in declaring the 7 lashes OP? I cld see that the amount of healing you get during that is a lot. Although a lot of ppl will just dodge the first cpl of lashes?!
    Giving you no dmg, no heals

    How many of those 7 lashes in the ob window are expected to actually hit. Never 7 I assume

    Power Lash heals you no matter if you hit the target or not.

    May I ask you a question: are you a MagDK main in pvp or pve?

    he is mag dk main in forum

    I'm a balanced game main on the forums.

    I dont see a thread you recommend a nerf to necro or to opplar tho? [snip] If they are not nerfing down the other ones at least they can buff underperforming classes to their level.

    [edited for baiting]
    Edited by ZOS_Icy on September 25, 2021 12:48PM
  • VarisVaris
    VarisVaris
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    Jhalan wrote: »
    VarisVaris wrote: »
    Benawaw89 wrote: »
    Trixterion wrote: »
    VarisVaris wrote: »
    A proc on crystal fragment is a lot more common over a longer fight than those lashes during that off balance window.

    Exactly the dev goal if I read it correct. They want you to be able to push damage and sustain it during that brief window. Off balance has a pretty good cooldown.
    7 lashes compared to crystal frag proc for example? How would those compare to each other.


    Are mainly targeting pvp in declaring the 7 lashes OP? I cld see that the amount of healing you get during that is a lot. Although a lot of ppl will just dodge the first cpl of lashes?!
    Giving you no dmg, no heals

    How many of those 7 lashes in the ob window are expected to actually hit. Never 7 I assume

    Power Lash heals you no matter if you hit the target or not.

    May I ask you a question: are you a MagDK main in pvp or pve?

    he is mag dk main in forum

    I'm a balanced game main on the forums.

    I dont see a thread you recommend a nerf to necro or to opplar tho? [snip] If they are not nerfing down the other ones at least they can buff underperforming classes to their level.

    Rome wasn't build in a day and the DK changes are the main thing the devs want feedback on when it comes to combat changes this patch along with the Proc changes.

    And as I just have started to write on the forums again it's just logical that there's no other discussions yet.

    [edited to remove quote]
    Edited by ZOS_Icy on September 25, 2021 12:48PM
  • BattleAxe
    BattleAxe
    ✭✭✭✭✭
    Jhalan wrote: »
    VarisVaris wrote: »
    Benawaw89 wrote: »
    Trixterion wrote: »
    VarisVaris wrote: »
    A proc on crystal fragment is a lot more common over a longer fight than those lashes during that off balance window.

    Exactly the dev goal if I read it correct. They want you to be able to push damage and sustain it during that brief window. Off balance has a pretty good cooldown.
    7 lashes compared to crystal frag proc for example? How would those compare to each other.


    Are mainly targeting pvp in declaring the 7 lashes OP? I cld see that the amount of healing you get during that is a lot. Although a lot of ppl will just dodge the first cpl of lashes?!
    Giving you no dmg, no heals

    How many of those 7 lashes in the ob window are expected to actually hit. Never 7 I assume

    Power Lash heals you no matter if you hit the target or not.

    May I ask you a question: are you a MagDK main in pvp or pve?

    he is mag dk main in forum

    I'm a balanced game main on the forums.

    I dont see a thread you recommend a nerf to necro or to opplar tho? [snip] If they are not nerfing down the other ones at least they can buff underperforming classes to their level.

    It appears he is an advocate for magblades as only posts I’ve found him talking about buffing a class are magblades.

    [edited to remove quote]
    Edited by ZOS_Icy on September 25, 2021 12:49PM
  • Bl4ckR3alm93
    Bl4ckR3alm93
    ✭✭✭
    Can someone let me know if the adjustments be to Zaan and Relequan are good? Im a console player and I know on the PTS, ZoS said that Zaan and Relequan will see adjustments due to not being able to crit
  • VarisVaris
    VarisVaris
    ✭✭✭✭✭
    BattleAxe wrote: »
    Jhalan wrote: »
    VarisVaris wrote: »
    Benawaw89 wrote: »
    Trixterion wrote: »
    VarisVaris wrote: »
    A proc on crystal fragment is a lot more common over a longer fight than those lashes during that off balance window.

    Exactly the dev goal if I read it correct. They want you to be able to push damage and sustain it during that brief window. Off balance has a pretty good cooldown.
    7 lashes compared to crystal frag proc for example? How would those compare to each other.


    Are mainly targeting pvp in declaring the 7 lashes OP? I cld see that the amount of healing you get during that is a lot. Although a lot of ppl will just dodge the first cpl of lashes?!
    Giving you no dmg, no heals

    How many of those 7 lashes in the ob window are expected to actually hit. Never 7 I assume

    Power Lash heals you no matter if you hit the target or not.

    May I ask you a question: are you a MagDK main in pvp or pve?

    he is mag dk main in forum

    I'm a balanced game main on the forums.

    I dont see a thread you recommend a nerf to necro or to opplar tho? [snip] If they are not nerfing down the other ones at least they can buff underperforming classes to their level.

    It appears he is an advocate for magblades as only posts I’ve found him talking about buffing a class are magblades.

    maybe you should read the initial post completely

    [edited to remove quote]
    Edited by ZOS_Icy on September 25, 2021 12:50PM
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