Turtle_Bot wrote: »ESO_Nightingale wrote: »YandereGirlfriend wrote: »Now that "melee" range is 7m there really isn't a reason/excuse for any abilities to have <7 meter radii anymore.
Which definitely includes Talons.
And Mass Hysteria.
and arctic blast
and Boundless Storm
And Growing Swarm (the tiny 5m radius doesn't really fit the skill's name).
.Turtle_Bot wrote: »ESO_Nightingale wrote: »YandereGirlfriend wrote: »Now that "melee" range is 7m there really isn't a reason/excuse for any abilities to have <7 meter radii anymore.
Which definitely includes Talons.
And Mass Hysteria.
and arctic blast
and Boundless Storm
And Growing Swarm (the tiny 5m radius doesn't really fit the skill's name).
And Veil of Blades
YandereGirlfriend wrote: »I remain confused about the intent with the changes to stamina morphs, stamina-based elemental damage, and the plans for other classes going forward.
So DKs lost Poison Damage. That's not great IMO, as DKs were the only way to create a dedicated poison build. But alright, change is nothing new in ESO, and the flame stuff we got is admittedly cool. I'm mainly worried about the implications.
a) Why can't DKs have any stamina-aligned element (Physical, Bleed, Poison, Disease)? Why limit us to only a magical element, when every class for close to a decade has had at least one magical (Magical, Fire, Ice, Shock) and one physical (Physical, Bleed, Poison, Disease) element?
b) Does this mean other classes will have only one (1) element as well? And if not, why are DKs especially limited in this regard?
c) What's the in-world/lore rationale for Fire element skills costing Stamina in some cases? Is this particular to Dragonknights and their Akaviri traditions (kiai), or can we expect similar changes to other classes? It clearly breaks with the rules established a long time ago.
d) What is the source of power / power fantasy for Stamina DKs? You used those terms in the developer deep dive about the class changes. Are we just assumed to use Fire skills for whatever reason, or do you not even think in terms of Magicka vs Stamina because of hybridization? I could see a weapon-reliant DK focusing on Molten Weapons, but at present that skill is too weak to carry a whole fantasy.
I feel I really need a "develeoper comment" on this matter. Losing a whole "wing" to the Dragonknight skill tree is not nothing, as a Stamina DK I'm struggling to see an immersive future for this character, and I already worry for the other classes.
Feels like a rollback before Stamina morphs were introduced and every class was a mage. Yes, I remember Elder Staves Online.
These days, concepts like Stamina Dragonknight and Stamina Sorcerer are anachronisms that the game has long-ago passed-by via hybridization.
There are simply Dragonknights and Sorcerers now and you use whatever skills that you want to use not whatever skills randomly happen to scale with your primary resource.
You might have your own headcanon about your character but those distinctions aren't officially supported any longer.
















Look, I don't want to be one of those people @'ing the comms team over every little thing, but this issue of resources is pretty serious and it'd be nice to know if the choices made here were intentional. Three out of thirty total possible dragon knight abilities cost purely stamina. If you slotted all three to use, your other 7 abilities would be magicka abilities that would average out to being about 3.7k magicka each. The average stamina dragon knight has 19k magicka and needs some amount of magicka for their whip spammable. And, you'll want to slot as many dragon knight abilities as possible because that's how pure classes are being empowered via passives like Fan the Flames and the Storm Voice.
Since Core of Flame and its morphs restore resources based on a percentage of your maximum value, it only grants a net gain of about 1k magicka for a stamina build. This is inadequate. It renders stamina dragon knights incapable of using most of the abilities in their kit without emptying their magicka and becoming unable to attack. Please either add more stamina morphs or, I think other people have been requesting quite reasonably, make several abilities cost whatever your largest resource pool is. Even just shifting Core of Flame to cost its highest resource would mean it refunds the average cost of one magicka ability per cost. Which would be miserable, but it would be better than the state of stamina dragon knights on the PTS now. You made inferno and its morphs, originally notable for being a very cheap ability so it wouldn't strain stamina builds, one of the most expensive abilities post-refresh, but it's no less critical to overall performance as it is on live.
I'd really like to take and use Wing Buffet and its morphs, too. There's just so many cool tools in the new Dragon Knight's kit I'd like to have the option of using.
As I've stated before, it's really only trial content where resource recovery is a total non-issue. That's a very small selection of gameplay. Are dragon knights intended to be able to support stamina builds post-refresh, or is the class intended to only support magicka builds? Is this intentional? Do you think that the dragon knight class fantasy doesn't include martial weapons? Going forward, should we anticipate other classes being refreshed in a way that may not support building for one of the two resource types?
Is the new pure DK comparable to subclass builds, or is it just unplayable?
tomofhyrule wrote: »Is the new pure DK comparable to subclass builds, or is it just unplayable?
The big problem with trying to compare them as is is that Subclassing will always be OP compared to anything else while the respective overpowered lines haven’t been touched. For PvE, that’s Herald of the Tome (not fixed until winter 2027); for PvP, that’s Animal Companions and Storm Calling (addressed fall and winter 2026); and the big factor in both realms is Assassination (not fixed until summer 2027).
DK as is, unless they specifically make it OP, likely won’t be able to compare to the current meta. The idea of putting a “if you are a DK” on whip is an inelegant way to try to address that, but it only shifts the imbalance. To fix the mess subclassing created, we need to get each of the problematic lines fixed, so it’ll take a while.
YandereGirlfriend wrote: »HalfDragoness wrote: »If I could only change one thing, it would be how DragonKnight skills scale with a Lightning Staff compared to a Flame Staff (with Ancient Knowledge passive). The only 2 DragonKnight skill morphs that scale from a flame staff being equipped will be Shifting Standard and Corrosive Armor. There are 18 other DragonKnight skills that scale completely from the 12% damage boost a Lightning Staff gives to Direct and Channel damage. Even if a flame staff buffs burning by 12% it's not worth the loss to run a flame staff just for that, and it feels like a miss that with all the fire damage in this class, a Flame Staff is the worse option.
The solution may not even be in changing the DK skills, but with moving boosting channel damage from the lightning staff to the flame staff as outside of the DK so many other DOT skills are considered channels and buffed by the Lightning staff. (a channel beam that deals direct damage would them be buffed by both, offering more build diversity)
I like this because as a MagDK main when I wanna go full fire it feels stupid to have to slot a lightning staff for better fire damage.
I feel like this would have extremely negative consequences for Heavy Attack builds.
The better and simpler solution, IMO, is to have the Staves provide +elemental damage done to their respective elements.
That has the benefit of also making clear intuitive sense to the player.