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Addressing Dragonknight Power Level on U49 PTS

  • MXVIIDREAM
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    Radiate77 wrote: »
    I do wish they had made the damage buff more specialized than just a unique damage done boost to monsters, but I think class specific buffs are a great tool for the devs to incentivise class diversity (if done right).

    Forest for the trees take, certainly.

    You encourage class diversity by making all classes comparable, not by telling anyone who is playing a class other than Dragonknight to ignore Ardent Flame entirely.

    When you isolate skill lines to certain classes, you eliminate diversity, not increase it.

    As if whip and the buff is the only thing the entire skill line brings. For pure DPS output, yes it's weaker when you don't get the whip buff, but it's by far the strongest skill line for soloing stuff on PTS. If they fix the targetting on the heals it will be a good healer subclass and a tank one as well. I agree that they should look into making standard a more of a dps ult than a support one to make the skill line more attractive to subclass into, but I think the class unique buffs are not a bad thing at all, in fact I would love to see more of them.

    I don’t think you understand how much of a PvP nerf that molten whip change is, the main point we are trying to address here is that change could have been weapon damage and spell damage 100 per stack 3 stacks include 3% damage done per stack to monsters keeps roughly the same damage done as before but the skill isn’t now gutted for PvP aswell that’s what we are trying to say , bare in mind that weapon and spell damage helps your healing aswell in both Pve and PvP so I can’t stress enough its importance for the class

  • Radiate77
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    When I see someone using Ardent Flame on anything but a Dragonknight, I’m going to politely ask them to switch their skill line and if they don’t I’m going to remove them from my group.

    As will everyone else. Congrats boys.
    Edited by Radiate77 on January 27, 2026 1:30AM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • ZhuJiuyin
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    Making skills vastly different in PvP and PvE is unwise.

    The New-DK was in excellent condition in v11.3.1 and only needed minor modifications to be released. However, I think the changes in 11.3.2 are a bit of an overreaction.
    • Flame Lash & Molten Whip: Do we really need both morphs to have an "increased damage to monsters" buff? This only diminishes the difference between the two skills, negating the purpose of morphs. Why can't they each have different advantages in PvP and PvE?

      However, I don't object to conditions like "if you are a Dragonknight," as long as other class reworks have similar conditions. This would at least ensure we see more different main classes, each with its own unique characteristics and advantages. The characteristics of Main Arc + Assassination + Aedric Spear should be different from Main Templar + Herald of the Tome + Assassination, not just produce the same effect.
    • Corrosive Armor: It's unwise to make skills vastly different in PvP and PvE. While set bonuses are fine, completely disabling the damage of a class skill, especially an ultimate skill, in PvP is extremely unwise. I think other suggestions are good, such as "reducing initial damage and increasing its damage against monsters" or "reducing damage dealt when affected by a Battle Spirit." Completely disabling it is really overreacting.
    • Blessing at the Peak: It should have 10% Critical healing added, consistent with other similar passive abilities.
    • Onslaught: Again, It's unwise to make skills vastly different in PvP and PvE. Onslaught's new restrictions are a bit of an overreaction. Completely removing Critical Chance in PvP only makes Onslaught seem like it's being deliberately discriminated against in PvP. There are obviously many more compromises, such as using Battle Sprites for balance, like "only 50% Critical Chance is gained when affected by a Battle Spirit."

    U49 has done a good job most of the time, with most of the New-DK changes meeting player expectations and the communication being excellent. However, please do not overcorrect at the last minute and ruin everything.
    "是燭九陰,是燭龍。"──by "The Classic of Mountains and Seas "English is not my first language,If something is ambiguous, rude due to context and translation issues, etc., please remind me, thanks.
  • BattleAxe
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    ZhuJiuyin wrote: »
    Making skills vastly different in PvP and PvE is unwise.

    The New-DK was in excellent condition in v11.3.1 and only needed minor modifications to be released. However, I think the changes in 11.3.2 are a bit of an overreaction.
    • Flame Lash & Molten Whip: Do we really need both morphs to have an "increased damage to monsters" buff? This only diminishes the difference between the two skills, negating the purpose of morphs. Why can't they each have different advantages in PvP and PvE?

      However, I don't object to conditions like "if you are a Dragonknight," as long as other class reworks have similar conditions. This would at least ensure we see more different main classes, each with its own unique characteristics and advantages. The characteristics of Main Arc + Assassination + Aedric Spear should be different from Main Templar + Herald of the Tome + Assassination, not just produce the same effect.
    • Corrosive Armor: It's unwise to make skills vastly different in PvP and PvE. While set bonuses are fine, completely disabling the damage of a class skill, especially an ultimate skill, in PvP is extremely unwise. I think other suggestions are good, such as "reducing initial damage and increasing its damage against monsters" or "reducing damage dealt when affected by a Battle Spirit." Completely disabling it is really overreacting.
    • Blessing at the Peak: It should have 10% Critical healing added, consistent with other similar passive abilities.
    • Onslaught: Again, It's unwise to make skills vastly different in PvP and PvE. Onslaught's new restrictions are a bit of an overreaction. Completely removing Critical Chance in PvP only makes Onslaught seem like it's being deliberately discriminated against in PvP. There are obviously many more compromises, such as using Battle Sprites for balance, like "only 50% Critical Chance is gained when affected by a Battle Spirit."

    U49 has done a good job most of the time, with most of the New-DK changes meeting player expectations and the communication being excellent. However, please do not overcorrect at the last minute and ruin everything.

    I can agree with pretty much all your points the problem isn’t in the changes it’s the fact that since everyone on pts is essentially using dk or some combination of dk skills there is an over abundance of feedback and as another poster has stated not all feedback should be considered equally. I think some of changes are knee jerk reactions to negative feedback. As others have pointed out leave the weapon/spell dmg on molten and lower the %dmg done to monsters they can leave the no stacks while engulfing is slotted thts not much of an issue in my eyes. Corrosive either bring the dot back, allow corrosive to gen ult while active or reduce the % back down to say 5% a middle ground so to speak. All for crit healing and dmg but I’d like to see some other passives get a line of pen and or crit chance. I’d also like to see skills costs dependent on which ever resource pool is higher. All this and I’d say dk is in a very good spot and if other classes follow suit think game with subclassing ca be in a good spot.
  • Tyrobag
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    Except when other classes get a buff similar to the one on DK which gives and incentive to pick that class as your base class. Classes need to have unique strengths to give players a reason to play on multiple characters, like the game was before subclassing. Adding unique buffs to certain skills is one way of achieving this, reworking class masteries and class sets could be another one.

    DK didnt get a buff, DKs using Ardent Flame and Whip got a buff. DKs are being punished for not using whip, anyone else who wants to use whip is being punished for not being a DK. Each skill line should have unique strengths, but those strengths should be equal and not relegated to just the base class.
    How would you go by making subclassing and pure classes equally strong?

    Exactly as stated several times. If all skill lines are equal in power (or as close as is reasonable), then it doesn't matter if you are a pure class or a subclass build because everyone is on a level playing field.
    Subclassing allows for you to patch in the weaknesses from your builds. If you don't have AoE damage, you can simply slot in some AoE damage from another class. No execute? That's easily fixed with subclassing. How can you make sure pure class is on the same level to subclassing when the idea of subclassing is to improve your base class? The only way subclassing could be a "side-grade" is if all skill lines are a the exact same level in every single way, meaning they are identical.

    Have you been paying attention to the stated goals for the class rework? It has been explicitly stated that their intention (until this moment apparently) is to ensure that each skill line functions as its own full kit. The point of subclassing is to allow people to experience their own power fantasy, "Play the way you want". Balancing three skill lines under the assumption that you are the base class using a specific skill from one of those lines severely restricts your options for a build. There are plenty of spammables in the game. If I want to use wield soul or elemental weapon, those should be just as much of an option as whip or fire breath. With this change, that is not the case.

    In this current state, whip is a really good spammable/semi-spammable with a really strong buff and the only one which requires you to be a specific class, but as I stated, assuming in the future every class gets a buff which incentivises a player to pick that class as their base class, how is this a bad thing? If DK ends up being the only class with a unique buff requiring you to be a base DK, I agree that would be stupid, because it's exactly what was the case with arcanist and the insanely strong class mastery and it sucked.

    Its a bad thing because it forces DKs to keep Ardent Flame in order to maintain their unique 12% damage buff. If one skill line for each class is completely essential due to OP unique class locked buffs, not only will they be the only ones using the skill line, they HAVE to use the skill line, and the single skill to which the buff has been locked. What if I am a NB who wants to make a cool subclassed build, and a new NB exclusive 15% damage buff is added to grim focus? When I look at which skill lines to drop it wont even be a question. I'd have to give up Shadow and Siphoning. One of those lines may have fit what I wanted better, but the massive power difference forces me to keep Assassination. Then of course there are the other classes that may want to subclass into shadow, but wait: Shadow was balanced to NB assuming that you have that 15% buff from another skill line, so now its under powered. Making one skill line indespensible is not good game design (its how we ended up in this situation in the first place) and is most certainly not "Play the way you want".


    On PTS there is already twice as much build variety as there is on live. Ardent Flame + Earthen Heart + Assassination seems extremely strong, so does Animal Companions + Winter's Embrace + Herald and the old meta builds are still as strong as ever. I don't really see how the DK whip has destroyed build variety when as of right now we have twice the playable builds we had before.

    There was up until this patch. Now DKs have to keep their powerhouse.

    If every class ends up with a unique buff, I don't see how that is going to hurt build variety in the slightest (assuming it's implemented properly). I'm going to make a hypothetical situation which hopefully demonstrates what I would like to see from the future of subclassing and the unique buffs.

    Let's say you have a build with Ardent Flame + Winter's Embrace and Herald of the Tome, now you would get a flat dmg buff from being a base DK, very nice. If you were a base Warden with the same build, they might get a buff like "While Artic Blast is active your status effects deal 200% more damage" or something along those lines. Now you are incentivised build around status effects, making the build play completely differently. Arcanist on the other hand could have a buff which increases your AoE damage etc. With the same 3 subclasses you could end up with 3 builds which play completely differently from one another. Of course one build is going to be stronger is most situations, but the specialization of builds is what got killed by subclassing and that's what I hope will be brought back.
    You no longer bring a templar in the group because you want more single target and execute damage, because every build already has those. Or necro for AoE, because again, everyone has everything.

    Right, once again, you jumped over the fact that only one of your skill lines (and only one skill) gets this OP buff, thus requiring you to use that skill line and punishing you if you choose to drop it while keeping your other two. You also ignored the fact that ZoS could simply NOT have the class restriction and get the exact same result as what you've just suggested. Furthermore they can put the buffs in the passives and on each skill line rather than just one, resulting in everyone being able to play the way they want. No buffs stacked on a single skill, and neither pure classes or subclasses are inherently stronger.

    I do wish they had made the damage buff more specialized than just a unique damage done boost to monsters, but I think class specific buffs are a great tool for the devs to incentivise class diversity (if done right).

    Literally the opposite of class diversity. In every way. The only way for it to be "done right" would be to remove the class restriction, make these buffs part of the passives, and have one on each skill line (which is literally how passives are supposed to work). Anything else is building in inequality on purpose, which ensures that the game will never be properly balanced.
  • BattleAxe
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    A skill having a line of only if your x class isn’t a problem it doesn’t lock the skill from use it’s just restricting a part of the skills power to the base class. If every class ends up getting something like this it isn’t a problem it will create diversity in the sense that for example a dk necro arc subclass will not perform the same as a necro dk arc subclass so every combination of subclassing will function differently which is by definition diversity.
  • tomofhyrule
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    As much as I hate Subclassing, I really don't like the idea of a skill giving a buff specifically because of your base class. It feels a lot like that one patch that made the Warden Piercing Cold passive into a buff for Ice staves specifically, basically saying "if you're a Warden and not a frost mage, you're doing it wrong."

    Having said that, my read of the change that they're making to whip to tie it to the DK base class seems like it's a temporary stopgap in order to try to bump "pure DK" to the level of "Arcbladeplar" while the refresh is ongoing, and that once the other classes are taken care of they'll remove that restriction and rework it. Because otherwise, there's really no reason to play pure DK when Arcbladeplar exists, particularly in its current state.

    If that were the case, however, it would be nice if they explicitly stated that.
  • Personofsecrets
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    Game pieces having a bunch of if and then modifiers as to when they work and what synergies they combo with is [snip] and forced design.

    A MTG podcast that I listened to recently considered this type of design to be incestuous because of the game pieces that only care about working with other similar game pieces in their family tree.

    Games are much more elevated when players aren't force fed what to do by a design team that can"t figure out balance otherwise. Sub-classing offered players real choices over the canned skill lines that were only ever meant to work a certain way withing strict limits. The class refresh is about bringing "choice" back to canned territory because players rightfully complained about balance issues that designers have yet to touch.
    [edited for bashing]
    Edited by ZOS_Icy on January 27, 2026 7:32PM
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Radiate77
    Radiate77
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    As much as I hate Subclassing, I really don't like the idea of a skill giving a buff specifically because of your base class. It feels a lot like that one patch that made the Warden Piercing Cold passive into a buff for Ice staves specifically, basically saying "if you're a Warden and not a frost mage, you're doing it wrong."

    Having said that, my read of the change that they're making to whip to tie it to the DK base class seems like it's a temporary stopgap in order to try to bump "pure DK" to the level of "Arcbladeplar" while the refresh is ongoing, and that once the other classes are taken care of they'll remove that restriction and rework it. Because otherwise, there's really no reason to play pure DK when Arcbladeplar exists, particularly in its current state.

    If that were the case, however, it would be nice if they explicitly stated that.

    Explicitly stated WITH a deadline for reversal.

    I don’t want to hear that it’s just temporary and get stuck in limbo waiting forever to finally have access to Ardent Flame again on my Necromancer or Templar.
    Edited by Radiate77 on January 27, 2026 3:19AM
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • YandereGirlfriend
    YandereGirlfriend
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    LonePirate wrote: »
    The change to the Standard of Might ultimate is a nerf that should be cancelled if the goal is to increase the power of the DK. It takes me more time now to kill mobs with the new Standard of Might than it did using Standard of Might as it exists now on the live servers. That’s a power reduction, not a power increase.

    Use Shifting Standard.
  • YandereGirlfriend
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    The best way to encourage pure-classing is to empower passives/abilities by having more class lines selected. As has been said many times now, the current approach does nothing to restrain sub-classing power-creep. It only encourages using a Dragonknight base and then sub-classing with the same overpowered lines (e.g. Herald, Assassination).

    OTOH, I feel like I'm taking crazy pills over the Whip Weapon Damage. That has always struck me as a fairly lame "stat stick" approach whose power would be better invested into developing a different actual mechanic. Passive Weapon Damage was boring and lame on Nightblade bow stacks and it is boring and lame on Whip stacks as well. That said, the current "damage done to monsters" shafts PvP and should be revisited.

    Allowing Molten Whip to build up to five +33% damage stacks stacks would be spicy, IMO, for both PvP and PvE and would be the hardest-hitting non-ultimate ability in the game. Which is justified since it is a melee ability, whose risk should always be rewarded over ranged styles.

    Apart from that, I would like to draw attention to the weak state of Earthen Heart. It is... not really good for anything anymore. It lost its two best passives and has several skills with no particular identity or use-case in Superheated Ward and Fragmented Shield. Neither of those are really worth choosing the skill line for.

    In my opinion, single-target allied damage shield abilities are basically pointless and never worth the cast to make. So turning Superheated into a tank self-shield that provides Major Vitality would be a very desirable change. The Vitality would also synergize with the rest of the skill line (and Dragonknight in general) emphasis on self-shields and tankiness.

    The nerf to Major Mending uptime in Fragmented Shield was also a heavy and completely un-compensated blow to would-be Dragonknight healers. Major Mending is a great buff but having to cast such an expensive and otherwise pointless skill every 6th GCD in order to keep it up is just not worth it. The damage shields to allies are totally out-classed by the Scribing shields (which should be nerfed, IMO) and have extremely poor scaling with Magicka. If the skill is going to remain as it is then you should, at the very least, drastically reduce its cost.
  • Didactiso
    Didactiso
    Soul Shriven
    LonePirate wrote: »
    The change to the Standard of Might ultimate is a nerf that should be cancelled if the goal is to increase the power of the DK. It takes me more time now to kill mobs with the new Standard of Might than it did using Standard of Might as it exists now on the live servers. That’s a power reduction, not a power increase.

    A way to bring back Might would be to grant higher uptime of empowerment to Whip. This would encourage the DK pure classing whilst bringing standard as a DD ult, which is something that is highly requested during the pts.
    Edited by Didactiso on January 27, 2026 9:45PM
  • ThePainGuy
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    Now that the changes have been seen on PTS. Yeah i would suggest revert molten whip changes back to week 1 PTS standards and maybe add increase x% damage to monsters. Losing weapon and spell damage is terrible for PVP.
  • Ecgberht_confused
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    I think Ardent and Draconic are in a very good place right now. New DK certainly feels refreshed! I understand there's a lot of complaints about molten pts 3 changes from pvp perspective, but people seem to have quickly forgotten that compared to live, molten stack increased from 20% to 33% (39% buff in total) AND you can gain stacks from any DK ability not just Ardent. These way outshine the 300 w/s damage it lost. Molten is in a good place and will be everywhere in pvp!

    Question: the 12% monster damage buff from power lash only buffs power lash, correct? It certainly didn't buff the DK channel when I tried it. Not saying it needs to, the channel is already in a good place, just asking if that's intended, as the wording may be misleading.

    Earthen Heart is dead on arrival though, I have to say. Certainly for a DK channel build where you're not continuously light attacking to benefit from the igneous weapons charges. That's not too bad, Ardent and Draconic are enough for someone to feel DK, but picking Earthen heart would in almost every case be a big self nerf
    Edited by Ecgberht_confused on January 28, 2026 5:23AM
  • MXVIIDREAM
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    I think Ardent and Draconic are in a very good place right now. New DK certainly feels refreshed! I understand there's a lot of complaints about molten pts 3 changes from pvp perspective, but people seem to have quickly forgotten that compared to live, molten stack increased from 20% to 33% (39% buff in total) AND you can gain stacks from any DK ability not just Ardent. These way outshine the 300 w/s damage it lost. Molten is in a good place and will be everywhere in pvp!

    Question: the 12% monster damage buff from power lash only buffs power lash, correct? It certainly didn't buff the DK channel when I tried it. Not saying it needs to, the channel is already in a good place, just asking if that's intended, as the wording may be misleading.

    Earthen Heart is dead on arrival though, I have to say. Certainly for a DK channel build where you're not continuously light attacking to benefit from the igneous weapons charges. That's not too bad, Ardent and Draconic are enough for someone to feel DK, but picking Earthen heart would in almost every case be a big self nerf

    lol do you think everyone in here that does PvP is lying or ? Compare the new tooltip to mericless resolve 2nd tick of shalks ect now also bare in mind the weapon and spell damage whip had also effected your ultimate damage aswell as you’re healing aswell
    So no molten whip should absolutely remain with its previous 33% buff additionally with the weapon and spell damage because even on live at ful power it will still weaker than merciless resolve which I might add you can actually fire twice if it goes like this 3 stacks is going to net you about as much damage as a strong nightblades surprise attack, or as someone said, let it stack 5 times and make it worth building up
  • Ecgberht_confused
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    MXVIIDREAM wrote: »
    I think Ardent and Draconic are in a very good place right now. New DK certainly feels refreshed! I understand there's a lot of complaints about molten pts 3 changes from pvp perspective, but people seem to have quickly forgotten that compared to live, molten stack increased from 20% to 33% (39% buff in total) AND you can gain stacks from any DK ability not just Ardent. These way outshine the 300 w/s damage it lost. Molten is in a good place and will be everywhere in pvp!

    Question: the 12% monster damage buff from power lash only buffs power lash, correct? It certainly didn't buff the DK channel when I tried it. Not saying it needs to, the channel is already in a good place, just asking if that's intended, as the wording may be misleading.

    Earthen Heart is dead on arrival though, I have to say. Certainly for a DK channel build where you're not continuously light attacking to benefit from the igneous weapons charges. That's not too bad, Ardent and Draconic are enough for someone to feel DK, but picking Earthen heart would in almost every case be a big self nerf

    lol do you think everyone in here that does PvP is lying or ?

    I do pvp as well and I'm allowed an opinion, am I not? 40% buff and much easier stacks make molten very strong even without the 300 w/s damage. You can keep asking for more buffs till it becomes op and then nerfed a couple of patches later, your call.

    Tool tip is already close to merciless, and you can have it every 3rd gcd not 5th. Also merciless does not need to become the new measuring stick. NB hasn't had their refresh yet and it's quite likely the whole assassination line will take a hit

  • Decimus
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    MXVIIDREAM wrote: »
    I think Ardent and Draconic are in a very good place right now. New DK certainly feels refreshed! I understand there's a lot of complaints about molten pts 3 changes from pvp perspective, but people seem to have quickly forgotten that compared to live, molten stack increased from 20% to 33% (39% buff in total) AND you can gain stacks from any DK ability not just Ardent. These way outshine the 300 w/s damage it lost. Molten is in a good place and will be everywhere in pvp!

    Question: the 12% monster damage buff from power lash only buffs power lash, correct? It certainly didn't buff the DK channel when I tried it. Not saying it needs to, the channel is already in a good place, just asking if that's intended, as the wording may be misleading.

    Earthen Heart is dead on arrival though, I have to say. Certainly for a DK channel build where you're not continuously light attacking to benefit from the igneous weapons charges. That's not too bad, Ardent and Draconic are enough for someone to feel DK, but picking Earthen heart would in almost every case be a big self nerf

    lol do you think everyone in here that does PvP is lying or ?

    I do pvp as well and I'm allowed an opinion, am I not? 40% buff and much easier stacks make molten very strong even without the 300 w/s damage. You can keep asking for more buffs till it becomes op and then nerfed a couple of patches later, your call.

    Tool tip is already close to merciless, and you can have it every 3rd gcd not 5th. Also merciless does not need to become the new measuring stick. NB hasn't had their refresh yet and it's quite likely the whole assassination line will take a hit

    The problem is that player sentiment after week two was "DK needs further buffs to get rid of the subclass meta" and the response was to remove Weapon/Spell Damage from Molten Whip (they buffed the other morph though) and nerfing Corrosive to the ground.

    It's just bizarre and makes PvP feel like an afterthought.


    One way to make Molten Whip competitive again in PvP (vs Flame Lash) without affecting PvE balance would be to add a heal to stacking up Seething Fury, perhaps half or one third of what you get from Flame Lash since Seething Fury is easier to stack. Would also help off set the pointless Corrosive nerfs and the resulting dent in survivability.
  • MXVIIDREAM
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    MXVIIDREAM wrote: »
    I think Ardent and Draconic are in a very good place right now. New DK certainly feels refreshed! I understand there's a lot of complaints about molten pts 3 changes from pvp perspective, but people seem to have quickly forgotten that compared to live, molten stack increased from 20% to 33% (39% buff in total) AND you can gain stacks from any DK ability not just Ardent. These way outshine the 300 w/s damage it lost. Molten is in a good place and will be everywhere in pvp!

    Question: the 12% monster damage buff from power lash only buffs power lash, correct? It certainly didn't buff the DK channel when I tried it. Not saying it needs to, the channel is already in a good place, just asking if that's intended, as the wording may be misleading.

    Earthen Heart is dead on arrival though, I have to say. Certainly for a DK channel build where you're not continuously light attacking to benefit from the igneous weapons charges. That's not too bad, Ardent and Draconic are enough for someone to feel DK, but picking Earthen heart would in almost every case be a big self nerf

    lol do you think everyone in here that does PvP is lying or ?

    I do pvp as well and I'm allowed an opinion, am I not? 40% buff and much easier stacks make molten very strong even without the 300 w/s damage. You can keep asking for more buffs till it becomes op and then nerfed a couple of patches later, your call.

    Tool tip is already close to merciless, and you can have it every 3rd gcd not 5th. Also merciless does not need to become the new measuring stick. NB hasn't had their refresh yet and it's quite likely the whole assassination line will take a hit

    Of course but you can’t tell me there was anything wrong with heaving the weapon and spell damage effects (healing and ults) and the buff additionally yeah it’s close to merciless but when you can merciless back to back and enter combat with 10 stacks it’s not really the same is it
    Again many have said
    keep the 33% per stack
    Add 100 weapon/spell damage per stack
    Add an additional 3% per stack damage done to monsters
    This keeps its good for PvP while having no negative effect on pve gaining better healing and damage for all your other skills and ultimates
  • AdmiralDigby
    AdmiralDigby
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    The new molten whip (and flame lash) buff that gives flat % dmg increase to monster should be tied to DK skills only. Otherwise it's just gonna be used to buff Beamcanists.

    Maybe alter it so it says something like this:

    "This morph now grants 5% damage done by DK skills & 1% for all other skills against monsters per stack, rather than 85-100 Weapon and Spell Damage. Seething Fury no longer generates stacks if you have Engulfing Dragonfire slotted on either bar."

    You recognized molten was just going to be used to buff engulfing dragonfire. However missed the stronger beam, Pragmatic.

    Additionally. You can make DK the strongest single target DPS in the game. It won't matter because the instances all heavily favour AOE damage & Arcanist not only has that it can apply it in the most diverse ways. Until you nerf that or find ways for other classes to compete with that. Class diversity will remain dead for 90% of the player population.
  • YandereGirlfriend
    YandereGirlfriend
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    I think that tacking Weapon Damage onto Whip was lazy design, and, in that sense, I'm glad to see it go.

    But having that power simply evaporate into the ether in PvP definitely feels bad and should be revisited.

    Whip ought to hit harder than Bowproc because Whip is a risky melee cast whereas Bowproc is not. Melee is barely ever rewarded in ESO and this is yet another example of that.

    I still like allowing Whip to stack up to 5x stacks of +33% damage and to enshrine it as the undisputed best melee ability. But failing that, even just giving it +5% Flame Damage per stack would add the missing damage back into the PvP kit while buffing primarily DK skills.
  • MXVIIDREAM
    MXVIIDREAM
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    I think that tacking Weapon Damage onto Whip was lazy design, and, in that sense, I'm glad to see it go.

    But having that power simply evaporate into the ether in PvP definitely feels bad and should be revisited.

    Whip ought to hit harder than Bowproc because Whip is a risky melee cast whereas Bowproc is not. Melee is barely ever rewarded in ESO and this is yet another example of that.

    I still like allowing Whip to stack up to 5x stacks of +33% damage and to enshrine it as the undisputed best melee ability. But failing that, even just giving it +5% Flame Damage per stack would add the missing damage back into the PvP kit while buffing primarily DK skills.

    It’s more for me that it buffs the already pretty weak healing and ultimates
    However 5 stacks would absolutely make it worth using and rewarding and something I could definitely get used too
  • Radiate77
    Radiate77
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    Yup they replaced the weapon/spell damage with Minor Courage and tacked it on Dragon Blood.
    Dragon Priest [Restoring Light, Draconic Power, Grave Lord]
    Death Knight [Grave Lord, Winter’s Embrace, Siphoning]
    Pyromancer [Ardent Flame, Dawn’s Wrath, Earthen Heart]
    Summoner [Living Death, Grave Lord, Daedric Summoning]
    Ranger [Animal Companions, Green Balance, Shadow]
    Druid [Earthen Heart, Animal Companions, Stormcalling]
    Elementalist [Stormcalling, Winter’s Embrace, Ardent Flame]
    Dawnguard [Dawn’s Wrath, Restoring Light, Ardent Flame]
  • s3dulo
    s3dulo
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    The fact that bowproc is ranged yet outperforms whip, which is not, is ridiculous. Whip should should keep its w/s damage and should be buffed to hit harder than bowproc and be able to land two fully stacked whips in a row. Single target melee should be king. Go bold and disruptive with DK or go home. There's literally no risk to erring on the side of OP and dialing back a little later if needed.
  • MXVIIDREAM
    MXVIIDREAM
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    Radiate77 wrote: »
    Yup they replaced the weapon/spell damage with Minor Courage and tacked it on Dragon Blood.

    Yeah I guess the kick in the teeth is that whips stacks where there additionally too this to begin with and the fact they was a unique buff, being near a group or in cyrodil you almost always get hit with minor courage from some random so whip being unique was nice, I’d have rather had major vitality or mending attached to the dragon blood but it’s still alright

    Elder Dragon
    This passive now increases your Health Recovery by up to 350 at rank 1 and 700 at rank 2 based on your missing Health, rather than by 161 at rank 1 and 323 at rank 2 per Draconic Power ability slotted This passive now grants you and nearby group members Minor Brutality for 20 seconds when you activate a Draconic Power ability (moved from what was originally Mountain’s Blessing).

    ^^^Still don’t understand why this isn’t also sorcery along with the new passive giving crit damage but not crit healing both would help support builds a lot
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