Urzigurumash wrote: »The_Titan_Tim wrote: »everything a Dragonknight does can be block-casted.
For old time PvP StamDK this was always true - except one thing - our only high damage single target spammable, Uppercut. This was a huge balancing factor for StamDK and was part of how Corrosive was balanced for so long.
On a scale of 1-10, how much of an issue is this? Is Cyrodiil just filled with DKs standing in fields block casting eruption, surrounded by bunnies? If that's their idea of fun, let em. [snip]
[Edited for Baiting]
The_Titan_Tim wrote: »@ZOS_GinaBruno, patches ago you mentioned that part of the direction Dragonknight was heading was towards a more difficult sustain management back when Combustion was nerfed yet we have players throwing one reduce magicka cost glyph on an infused piece of jewelry able to cast Ash Cloud for free, repeatedly, exploiting Helping Hands to obtain unlimited Stamina while block-casting.
Is this working as intended? Or in the direction that your team envisioned for Dragonknight?
Edited to include the High Isle reasoning behind the Combustion nerf…
The_Titan_Tim wrote: »@ZOS_GinaBruno, patches ago you mentioned that part of the direction Dragonknight was heading was towards a more difficult sustain management back when Combustion was nerfed yet we have players throwing one reduce magicka cost glyph on an infused piece of jewelry able to cast Ash Cloud for free, repeatedly, exploiting Helping Hands to obtain unlimited Stamina while block-casting.
Is this working as intended? Or in the direction that your team envisioned for Dragonknight?
Edited to include the High Isle reasoning behind the Combustion nerf…
Wanted to follow up here after chatting with the Dev team. The specific behavior you are reporting with Ash Cloud is not intentional. We are investigating a fix for this now - we also wanted to note that there are some performance considerations we need to keep in mind.
The_Titan_Tim wrote: »@ZOS_GinaBruno, patches ago you mentioned that part of the direction Dragonknight was heading was towards a more difficult sustain management back when Combustion was nerfed yet we have players throwing one reduce magicka cost glyph on an infused piece of jewelry able to cast Ash Cloud for free, repeatedly, exploiting Helping Hands to obtain unlimited Stamina while block-casting.
Is this working as intended? Or in the direction that your team envisioned for Dragonknight?
Edited to include the High Isle reasoning behind the Combustion nerf…
Wanted to follow up here after chatting with the Dev team. The specific behavior you are reporting with Ash Cloud is not intentional. We are investigating a fix for this now - we also wanted to note that there are some performance considerations we need to keep in mind.
we also wanted to note that there are some performance considerations we need to keep in mind.
Billium813 wrote: »
I mostly see this done with tanks in VET dungeons -- which is where I use it --- if it goes, it goes, but I suspect that the queues for getting your transmutes might get a bit longer, or we will see more and more people complaining about fake tanks .... For some of us, it allows us to keep up with the idiots stuck in sprint mode, racing through dungeons, and still have enough stamina to taunt, block, etc, without having to put all our points in stamina.... hence, having the health to tank.... but it is what it is ......
I don't necessarily rely on it so much for stamina, but as a means to keep up with people that think that charging blindly pulling aggro all over the place is the option .... I suspect I will be labeled a "fake tank" when I don't have enough stamina to keep taunting -- or much lower health, because I had to switch it to stamina to keep up with the lemmings.
Auldwulfe
The_Titan_Tim wrote: »I mostly see this done with tanks in VET dungeons -- which is where I use it --- if it goes, it goes, but I suspect that the queues for getting your transmutes might get a bit longer, or we will see more and more people complaining about fake tanks .... For some of us, it allows us to keep up with the idiots stuck in sprint mode, racing through dungeons, and still have enough stamina to taunt, block, etc, without having to put all our points in stamina.... hence, having the health to tank.... but it is what it is ......
I don't necessarily rely on it so much for stamina, but as a means to keep up with people that think that charging blindly pulling aggro all over the place is the option .... I suspect I will be labeled a "fake tank" when I don't have enough stamina to keep taunting -- or much lower health, because I had to switch it to stamina to keep up with the lemmings.
Auldwulfe
Thank your fellow Dragonknights for bringing the synergy into PvP to obtain unlimited Stamina.
If you’re struggling with sustain, I can recommend about 20 different sustain sets that could help you, or ultimate generating ones that give you back Stamina every time you use an ultimate, unlike other classes in the game.
The_Titan_Tim wrote: »@ZOS_GinaBruno, patches ago you mentioned that part of the direction Dragonknight was heading was towards a more difficult sustain management back when Combustion was nerfed yet we have players throwing one reduce magicka cost glyph on an infused piece of jewelry able to cast Ash Cloud for free, repeatedly, exploiting Helping Hands to obtain unlimited Stamina while block-casting.
Is this working as intended? Or in the direction that your team envisioned for Dragonknight?
Edited to include the High Isle reasoning behind the Combustion nerf…
Wanted to follow up here after chatting with the Dev team. The specific behavior you are reporting with Ash Cloud is not intentional. We are investigating a fix for this now - we also wanted to note that there are some performance considerations we need to keep in mind.
The_Titan_Tim wrote: »@ZOS_GinaBruno, patches ago you mentioned that part of the direction Dragonknight was heading was towards a more difficult sustain management back when Combustion was nerfed yet we have players throwing one reduce magicka cost glyph on an infused piece of jewelry able to cast Ash Cloud for free, repeatedly, exploiting Helping Hands to obtain unlimited Stamina while block-casting.
Is this working as intended? Or in the direction that your team envisioned for Dragonknight?
Edited to include the High Isle reasoning behind the Combustion nerf…
Wanted to follow up here after chatting with the Dev team. The specific behavior you are reporting with Ash Cloud is not intentional. We are investigating a fix for this now - we also wanted to note that there are some performance considerations we need to keep in mind.
ForumBully wrote: »The_Titan_Tim wrote: »@ZOS_GinaBruno, patches ago you mentioned that part of the direction Dragonknight was heading was towards a more difficult sustain management back when Combustion was nerfed yet we have players throwing one reduce magicka cost glyph on an infused piece of jewelry able to cast Ash Cloud for free, repeatedly, exploiting Helping Hands to obtain unlimited Stamina while block-casting.
Is this working as intended? Or in the direction that your team envisioned for Dragonknight?
Edited to include the High Isle reasoning behind the Combustion nerf…
Wanted to follow up here after chatting with the Dev team. The specific behavior you are reporting with Ash Cloud is not intentional. We are investigating a fix for this now - we also wanted to note that there are some performance considerations we need to keep in mind.
It's good that this is being fixed. It's bad that unintended behaviors last for months and years.
A lot of guide videos usually have a tank off to the side spamming ash cloud while blocking. I never realized they were exploiting. This change is going to be interesting.
A lot of guide videos usually have a tank off to the side spamming ash cloud while blocking. I never realized they were exploiting. This change is going to be interesting.
The_Titan_Tim wrote: »A lot of guide videos usually have a tank off to the side spamming ash cloud while blocking. I never realized they were exploiting. This change is going to be interesting.
Right to put it mathematically, resource recovery ticks every two seconds. Ash Cloud can be cast every second, that is essentially 2,000 stamina recovery for free on demand.
Broken in and of itself, but you factor in that it doesn’t fit the direction mentioned for the class, as was explained when Combustion got nerfed for High Isle.
The_Titan_Tim wrote: »@ZOS_GinaBruno, patches ago you mentioned that part of the direction Dragonknight was heading was towards a more difficult sustain management back when Combustion was nerfed yet we have players throwing one reduce magicka cost glyph on an infused piece of jewelry able to cast Ash Cloud for free, repeatedly, exploiting Helping Hands to obtain unlimited Stamina while block-casting.
Is this working as intended? Or in the direction that your team envisioned for Dragonknight?
Edited to include the High Isle reasoning behind the Combustion nerf…
Wanted to follow up here after chatting with the Dev team. The specific behavior you are reporting with Ash Cloud is not intentional. We are investigating a fix for this now - we also wanted to note that there are some performance considerations we need to keep in mind.
Dragonlord573 wrote: »Gee thanks, now DK is going to be an absolute pain to play in PvE thanks to Molten Whip being extremely difficult to sustain now.
Dragonlord573 wrote: »Gee thanks, now DK is going to be an absolute pain to play in PvE thanks to Molten Whip being extremely difficult to sustain now.
The_Titan_Tim wrote: »Dragonlord573 wrote: »Gee thanks, now DK is going to be an absolute pain to play in PvE thanks to Molten Whip being extremely difficult to sustain now.
Dragonknight is the best class in the game right now for Damage, that hasn’t changed.
CheeseTuber wrote: »The_Titan_Tim wrote: »Dragonlord573 wrote: »Gee thanks, now DK is going to be an absolute pain to play in PvE thanks to Molten Whip being extremely difficult to sustain now.
Dragonknight is the best class in the game right now for Damage, that hasn’t changed.
You aren't wrong but for poor players like me who already struggle to sustain Stamina DK in end-game PvE content like vDSR, this is another extra layer of burden. I understand this was done to fix an exploit but I wonder how much this will affect me. I guess I will have to wait and find out.
It feels more and more that I should stop playing Stam DK and move to Mag DK since playing Stam DK in PvE feels punishing. On the other hand, Mag DK seems to be doing good in both PvE and PvP
If I had known I was going to face all of these troubles, I wouldn't have made my Orc Stam DK way back in 2014