Remathilis wrote: »the Dragonknight refresh looks awesome!
i am excited to see it ♥
though without Poison damage, i really need to know which other classes will get more poison damage. As i have a Poison/Bleed build that currently uses Ardent Flame which is losing Poison.
Warden, Necromancer, and Nightblade seem most logical, looking forward to see how it will end up.
edited to add:
i hope Green Balance gets poison or bleed added to some morphs
My guess is Nightblade gets poison
Not really sure what this has to do with hybridization, let alone subclassing. Stamina morphs are much, much older than hybridization, at least when this refers to the changes made to skills scaling with either Spell or Weapon Power, whichever is higher. These new fire skills would make even less sense in the old system, at least now they can technically still scale with Spell Power.a) Sad to see Poison go. Even if Nightblades or another class takes up the Poison mantle, there's no guarantee we will see similar skills, and that rework is more than a year away. So until then, Poison builds are just deleted from the game?
b) I really, really don't like to see Fire skills still costing Stamina. That makes no sense. It's against the game's own logic that was established over the years. If this continues, and I fully expect it to, what even are Magicka and Stamina? I can't even explain how this itches my brain, where is the magic coming from when I exert Stamina?! It's counter-intuitive, arbitrary, and immersion-smearing.
And this is a problem with hybridization. I like that they are going all in on the flame fantasy of a dragon knight but the developer decisions from years ago dug them into this hole. Hybridization and subclassing have aged very poorly and unfortunately will never be reverted.
I believe what you are thinking of is "kiai", which was mentioned in the book Children of the Sky as a kind of shout.BardokRedSnow wrote: »As for people saying fire skills using stamina makes no sense, it makes sense when you remember DK skills dont fully derive from magicka, they come from "ki" I believe its called like in DBZ, which is energy from the spirit. That was the case also loosely in Skyrim with the thu'um which is what the akaviri dragon magic is a cousin to, its tonal architecture and has different properties to normal magics.
So since we dont have a ki bar, it being represented as draining physical energy as well as magic is a decent workaround vs Skyrim which used a built in timer that didnt affect your magicka.
TLDR its lore accurate for what we know about dragon knights
So kiai is not the (re)source, but the actual ability. Of course you could say it being a physical effort to shout, kiai could still require some Stamina to perform, and wtih Dragonknights deriving - at least according to themselves - their skills fom Akaviri traditions, the connection has been made.The power of a Nord can be articulated into a shout, like the kiai of an Akaviri swordsman.
Darrell9090 wrote: »I just read the changes to the dk as a dk tank main I got some concerns for some of the tool changes and some suggestions. My biggest concern is the standard ultimate and its morphs.
adamsmith42 wrote: »Darrell9090 wrote: »I just read the changes to the dk as a dk tank main I got some concerns for some of the tool changes and some suggestions. My biggest concern is the standard ultimate and its morphs.
You're in a *very* small minority using standard as a tank... that's not a thing at all in any optimized group
Personofsecrets wrote: »I've played DK tank for 98% or more of my time in ESO over the past 11 years.
I hate the proposed changes. I hope that a class change token is made so that I can escape the designers abuse.
Engulfing Dragonfire (originally Engulfing Flames): This morph is now the rework morph, which costs Magicka instead of Stamina. This morph now channels the flame attack in front of you over 4.8 seconds and deals 20% increased damage when it hits an enemy, up to once every second, and up to a maximum of 80%. While Take Flight is active, this deals maximum damage. The damage is considered direct damage.
Engulfing Dragonfire (originally Engulfing Flames): This morph is now the rework morph, which costs Magicka instead of Stamina. This morph now channels the flame attack in front of you over 4.8 seconds and deals 20% increased damage when it hits an enemy, up to once every second, and up to a maximum of 80%. While Take Flight is active, this deals maximum damage. The damage is considered direct damage.
To me, this ability and the others it synergizes with could represent a new Arcanist-like play style for DK.
This was actually my biggest fear about the class rework: That every class would be given its themed version of Fatecarver.
I guess we'll see how it is implemented on PTS, but it seems it could be the case.
Not really sure what this has to do with hybridization, let alone subclassing. Stamina morphs are much, much older than hybridization, at least when this refers to the changes made to skills scaling with either Spell or Weapon Power, whichever is higher. These new fire skills would make even less sense in the old system, at least now they can technically still scale with Spell Power.a) Sad to see Poison go. Even if Nightblades or another class takes up the Poison mantle, there's no guarantee we will see similar skills, and that rework is more than a year away. So until then, Poison builds are just deleted from the game?
b) I really, really don't like to see Fire skills still costing Stamina. That makes no sense. It's against the game's own logic that was established over the years. If this continues, and I fully expect it to, what even are Magicka and Stamina? I can't even explain how this itches my brain, where is the magic coming from when I exert Stamina?! It's counter-intuitive, arbitrary, and immersion-smearing.
And this is a problem with hybridization. I like that they are going all in on the flame fantasy of a dragon knight but the developer decisions from years ago dug them into this hole. Hybridization and subclassing have aged very poorly and unfortunately will never be reverted.I believe what you are thinking of is "kiai", which was mentioned in the book Children of the Sky as a kind of shout.BardokRedSnow wrote: »As for people saying fire skills using stamina makes no sense, it makes sense when you remember DK skills dont fully derive from magicka, they come from "ki" I believe its called like in DBZ, which is energy from the spirit. That was the case also loosely in Skyrim with the thu'um which is what the akaviri dragon magic is a cousin to, its tonal architecture and has different properties to normal magics.
So since we dont have a ki bar, it being represented as draining physical energy as well as magic is a decent workaround vs Skyrim which used a built in timer that didnt affect your magicka.
TLDR its lore accurate for what we know about dragon knightsSo kiai is not the (re)source, but the actual ability. Of course you could say it being a physical effort to shout, kiai could still require some Stamina to perform, and wtih Dragonknights deriving - at least according to themselves - their skills fom Akaviri traditions, the connection has been made.The power of a Nord can be articulated into a shout, like the kiai of an Akaviri swordsman.
But then why do only a couple of Dragonknight skills use Stamina? Why not all of them, or at least the iconic ones clearly derived from Akaviri arts? This explanation is not consistent within itself, I fear (although it would be cool if, with the effect rework, the Stamina skills also got a kind of shout-y audio effect).
This also assumes that what we are seeing here is going to be exclusive to Dragonknights, when I expect this to set a precedent, and future class changes will follow a similar trend. E.g., I fully expect Crystal Weapon to deal Magcial damage with the Sorcerer rework. If I wait to complain until then, I fear people will have already accepted this as normal. So I'd at least like to get a dev statement on their plans on this matter.
BTW, pretty much all other possible explanations in-game for Dragonknight abilities assume it is magical of some kind, but those were written when all class abilities used Magicka, so I'm inclined to ignore them.
MXVIIDREAM wrote: »Engulfing Dragonfire (originally Engulfing Flames): This morph is now the rework morph, which costs Magicka instead of Stamina. This morph now channels the flame attack in front of you over 4.8 seconds and deals 20% increased damage when it hits an enemy, up to once every second, and up to a maximum of 80%. While Take Flight is active, this deals maximum damage. The damage is considered direct damage.
To me, this ability and the others it synergizes with could represent a new Arcanist-like play style for DK.
This was actually my biggest fear about the class rework: That every class would be given its themed version of Fatecarver.
I guess we'll see how it is implemented on PTS, but it seems it could be the case.
I really hope they change the other morph at least to magicka costing so much more have a choice to run it because channeled skill are something I hate but I love fire breath
BardokRedSnow wrote: »MXVIIDREAM wrote: »Engulfing Dragonfire (originally Engulfing Flames): This morph is now the rework morph, which costs Magicka instead of Stamina. This morph now channels the flame attack in front of you over 4.8 seconds and deals 20% increased damage when it hits an enemy, up to once every second, and up to a maximum of 80%. While Take Flight is active, this deals maximum damage. The damage is considered direct damage.
To me, this ability and the others it synergizes with could represent a new Arcanist-like play style for DK.
This was actually my biggest fear about the class rework: That every class would be given its themed version of Fatecarver.
I guess we'll see how it is implemented on PTS, but it seems it could be the case.
I really hope they change the other morph at least to magicka costing so much more have a choice to run it because channeled skill are something I hate but I love fire breath
Wretched Vitality is your friend if you are having sustain issues. Work around your limitations.
Roksa monster set also, orzoga bear haunch, etc etc.
#1 Problem:
"Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?
#2 Problem:
For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?
Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.
That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.
#1 Problem:
"Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?
#2 Problem:
For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?
Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.
That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.
#1 Problem:
"Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?
#2 Problem:
For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?
Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.
That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.
The reason for shorter DOTs is because of PvP. Long DOTs don't do damage, so they shorten the time and make the damage proc every second instead of every 2 seconds (might become as problematic as relequeen is in duels).
MXVIIDREAM wrote: »#1 Problem:
"Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?
#2 Problem:
For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?
Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.
That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.
Changing dots to shorter timers and increasing damage was absolutely the right move anyone who has played the class will tell you that also results in a significant dps increase for pve PvP and most overload content
This is a dot class and every other class has harder hitting dots for less cost even specs have a harder hitting dot this change was absolutely necessary and the right call they’ve nailed this one




#1 Problem:
"Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?
#2 Problem:
For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?
Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.
That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.
The reason for shorter DOTs is because of PvP. Long DOTs don't do damage, so they shorten the time and make the damage proc every second instead of every 2 seconds (might become as problematic as relequeen is in duels).
So we should Make DK a pure PvP class? Also, nowhere in the article did they say they were making DoTs tick every second. That is a change I would absolutely agree with, but it wouldn't change the fact that a 10 second duration is way too short.MXVIIDREAM wrote: »#1 Problem:
"Attrition - a wearing down or weakening of resistance, especially as a result of continuous pressure or harassment"
The word attrition carries the implication of occurring over a longer period of time. Logically, this would correspond to LONGER DoTs, not shorter ones. It has already been established that people prefer longer DoTs for a more comfortable rotation (You'll notice that when given a choice between a power increase and a duration increase, most builds take the duration). With these facts in front of you, and claiming that your intention is for DK's damage to be based on attrition, how do you possibly justify knocking down all of DK's dots to just 10 seconds?
#2 Problem:
For what possible reason did you remove eruption? Its DK's only ground DoT, and it was the morph that actually did what the ability was intended to do. The replacement isn't even anything interesting, so why remove one of DK's staple abilities? This makes me honestly want to stop playing at all until you guys are done changing all of the classes. Why would I work on a build that I know is going completely loose core abilities that it relies on?
Every time you've had low duration DoTs like this, the feedback has been the same: It makes the game feel clunky and spammy. People don't want 10 second rotations.
That said, there are a lot of good things here. If you guys actually listen to feedback this time and fix the DoT durations, as well as return at least eruption (preferably the base morph too, since the whole "healing ash" thing is not intuitive) this could be really good. Otherwise its unlikely that I'd use DK skills when there are other options that actually have almost reasonable durations.
Changing dots to shorter timers and increasing damage was absolutely the right move anyone who has played the class will tell you that also results in a significant dps increase for pve PvP and most overload content
This is a dot class and every other class has harder hitting dots for less cost even specs have a harder hitting dot this change was absolutely necessary and the right call they’ve nailed this one
Really? Because I've played the class, and I'm telling you the opposite. Increasing the damage by 50% increases the damage, yes. That's beside the point. Cutting the durations in half makes it feel incredibly clunky, which is why DoT times were increased in the first place. "This is a dot class and every other class has harder hitting dots for less cost even specs have a harder hitting dot " You started with correct observations, but somehow came to a completely backwards conclusion. A DoT class should have long duration DoTs that they can feel comfortable using, they shouldn't be forced to run a 10 second rotation. You want a power increase. That doesn't have to be at odds with also having a comfortable 20 second rotation.