

I dont care for the heart floating over the head. Feels more necromancer than DK. Just give me a fireball instead. That'd make more sense. The wings are glitching to the side as well
Some buffs to skills would be nice too
For being called a dragonknight, the class has always been missing the most iconic feeling of being a dragon
They need to revert the Standard of Might changes and make Shifting the group support buff.
Or at the very least, bring back Standard of Might’s original flame damage by way of having more DK abilities slotted. This would further incentivize the pure class and overall class fantasy. Something ZOS has stated is their focus.
Personofsecrets wrote: »I genuinely hate the changes to battle roar, mountain's blessing, and helping hands. It's disturbing that the designer don't mind swapping these things around which are some of the few things that actually feel good about playing DK tank and actually add to that identity.
No amount of splitting up skill lines is likely to make pure classes worth while. It's not statistically probable that out of 21 possilbe skill lines, for each class to have a preference for it's own kit and those three skill lines only. Therefore, breaking up skill lines so that they have less focus toward any one goal is really just nerfing all roles and upending current ways of playing that people such as myself may enjoy.
And if there is some strange scenario where all classes prefer their own kits, then again there will be a tendency toward the homogenization that people complain about.
I'm struggling to find much in the changes that makes DK feel cool. Whether it is as a pure class or as a multiclass, DK has had tools stolen from it time and time again over the years and that theft has caused a great loss in what makes it feel cool. Sliding around passives doesn't make DK feel cool. Transforming some of the few things about DK that feel remotely interesting, for example the Ultimates, doesn't help them be cool. Maybe, they are becoming even less cool now. Mutilating the Earthen Heart passives doesn't feel cool, it makes me sick.
Imagine how useless Magma Shell or especially corrosive armor is without the immediate health restoration provided by Battle Roar. That is especially the case in the current toxic PvP environment that will not be improving whatsoever for DK.
Igneous shield loses it's niche effect of restoring stamina in tight spots due to the gutting helping hands. So in these scenarios where a DK is being pressured on health and wants some stamina back for blocking, it now has to break up it's shielding with..... heavy attacking..... That's right, the pulled the old swaparoo and are trying to force players to heavy attack again. So the thing that you definitely do not have time or health for under pressure, heavy attacking, is new selling point of the changed skill line. That such an old way of thinking for the design team and I'm not surprised that they went there. And was there any review of "da data" which showed DK tanks enjoying heavy attacking? That's not only doubtful but also flies in the face of the change to Stonefist which would have helped tanks not have to drop block during key moments.
And how funny it is that Mountains Blessing couldn't have been left alone to allow for Igneous Weapons to buff both Major and Minor Brutality at once.
These changes aren't just upending a playstyle, they are nerfs, and they are a slap in the face. I'm more disgusted than I have ever been regarding the changes to this game.
Ingel_Riday wrote: »To be a little more constructive: the power fantasy of a magicka dragonknight was being a pyromancer who stacked dots. You breathed fire on your enemy, scorched your enemy with a burning ember of even more fire, shrouded the ground in an eruption of burning ash for even more damage, and every five seconds an orb of fire burned them too. Not to mention the damage boost to the burning status effect. That was what you did. That was the fantasy. Not stone (that was tanks). Not dragon wings or scales (that was tanks, too). Not poison (that was stamina dragonknights). Pyromancy and dots.
Now we're walking volcanoes, who take a while to get going before we violently erupt our lava all over our enemies' faces? Attrition warriors.
That's not the class identity that you've fostered for over a decade. That's an entirely new class identity. Not a fan, but I've had 12 years of being a pyromancer dot-guru and now I'm supposed to be a gradual build-up attrition master with a volcano theme. Well, maybe a volcano theme. More on that later.
So lava whip is still lava whip. I bet Molten Whip will still require magicka and stamina for reasons known only to Beelzebub, so I'll be flame lashing still.
Searing Strike had been shifted to 20 seconds to bring it in line with a bunch of other dots, but now it's 10 seconds... so I'll have to cast it more often, have a more annoying spell rotation, and the healing I get from it will be nerfed because it now scales off max health. Great. At least it does more damage... until Update 50, no doubt.
The Inhale change is nice, but 4 second duration. Great. So I get to cast this every 4 seconds and Searing Strike every 10 seconds. Awesome. I'll have to re-learn my whole rotation... in year 12 of the game. I guess it'll be like blasted blightbones, which I have to cast every three abilities as a necromancer. "1, 2, 3, blasted blightbones, 1, 2, 3, rinse and repeat until combat is done." You know, only now with inhale.
Eruption no longer provides ANY DAMAGE WHATSOEVER. There went one of my favorite abilities. But hey, it's been changed to benefit tanks. And my searing strike has been changed to benefit tanks.
Do you want dragonknights to be tanks? Big tanky walking volcanoes with powerful eruptions? You know, except in regards to their ability named eruption, which now has no damage. I digress.
Inferno and its wonderful orbs are gone, but now it forms a massive wave of flame? I guess to make up for eruption being gutted. So I'll be casting this and elemental blockade to create my dot fields? Oh, doubled the mana costs, too. Great. Better cast inhale EVERY FOUR SECONDS FOREVER. Thanks. That'll be fun.
Combustion got halved but can happen every second now. Great. It'll be back to every three seconds by Update 51.
Dragon Leap is cool.
Fiery Breath (now Dragonfire Breath... because the class identity is a walking volcano... who's also a dragon... who also loves stone) has a 10 second duration, so I get to cast it more often. Better cast inhale EVERY FOUR SECONDS FOREVER. I can choose between a stamina version (which at least gives me one stamina ability to ease up the torturing of my magicka bar) or a magicka version which turns this into a discount book beam best used after dragon leaping. I have no idea which will be better. I guess I can hope that we still have some theory-crafters left in the community to test it out and let us know. Again, just re-learning the whole class... 12 years in. If I was a betting man, though, the magicka morph is too situational and quirky. You're not casting spammables or light attacks while channeling it and it only works at full power AFTER you've done a very specific ultimate morph. Outside of niche pvp scenarios, I think most PVE players will be using the stam morph.For being called a dragonknight, the class has always been missing the most iconic feeling of being a dragon
Because being a dragon was NOT the power fantasy. Well, not the only one. The class had multiple power fantasies going on depending on spec. Also, if the goal is to foster the most iconic feeling of being a dragon... half these new abilities revolve around volcano themes or stone. So... yeah.
Anyway... Dragon Blood looks fine. Coagulating Blood morph used to be my spot heal when things got hairy. Looks like it'll still work roughly the same, only with the added benefit of helping out my companion too. RIght now, I only have self-heals and pout at Isabel as she melts. "Sorry!" Guess this will solve that.
Skimming, skimming... Elder Dragon getting minor brutality works, since I'll be having to cast fiery breath every ten seconds anyway (assuming best in slot is not the discount book beam, which I kind of doubt).
Storm Voice basically means that you'll want to avoid weapon skills and non-class skills whenever possible, which is interesting. Wasn't using most of them, anyway.
Molten Weapons is fine. I hope the duration doesn't get shortened, given that I'll be re-casting my dots twice as often and casting inhale every four seconds forever (not bothering to cap it anymore). I'm assuming the Arcanist-inspired additional damage every x couple of seconds won't stick around long. It's too nice.
Volatile Armor change is interesting. Does the dot persist around me like the warden's arctic blast or do I have to make sure to wait to cast this until I'm surrounded by foes? Also, interesting synergy with Avalanche. Not bad at all.
I like the Mountain Giant change, since I'm in melee range all the time and running out of stamina for dodging is awful.
Avalanche is funny. Most trash fights end well before 50 seconds, so you'll only really get this stacked up on bosses. On the plus side, that's when you'll need it and it doesn't start dropping until you haven't done damage for two seconds. You have oodles of dots, so you'll be 100% fine... until the boss goes into an invulnerable phase for 30 seconds or something. Then you'll be crying. :-P Also, am I dragon or a volcano or a mountain?
"You're all three, baby. You're all three."
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My tone is too negative and I know it, but this is a very different class with a very different rotation. It'll take a while to re-learn everything and get used to the avalanche stacking. I will mourn my pyromancer dot-guru, who will now be a volcano stone-dragon of the mountains.
Right now, I have dumped draconic power for Assassination, but with everything spread the way it is... I'll be dropping sub-classing to pick draconic power back up and keep minor brutality & fiery breath. As a result, I'll probably be lucky to break even once all these changes go through. At least sub-class meta builds who were basking in Ardent Flame glory will get knocked down a peg too, I suppose. They'll skip over to a new hotness for half a year until it's the next class's turn.
MXVIIDREAM wrote: »From a DD perspective I like the changes. Looking at it with my healer or tank eyes on I hate it, all the build variety offered of subclassing just vanishes, and there was no variety for many more years than DD. You basically need to select all the lines to be effective, massive backward step for supports, it swings the pendulum the other way that is as wrong as dd subclassing being overpowered.
As far as I understood this design was exactly the goal, by popular demand. If you are objective non-optimal doesn't equal ineffective.
Not really there’s some great stuff in there for tanks and even better stuff in there for support tbh
Makes subclassing a tank viable aswell, but when the whole servers picking the same 3 skill lines there’s a problem