Well, for playing a DK, a NB, and a Sorc, here's my thoughts on the subject.
In these videos, there is a combination of many things that allow him to stay alive, and beeing a DK is the main part of it.
Yes, Magma Armor is the main reason why he doesn't die. First of all for the 3% cap of life on hit for 15 seconds, and also because of the DK passive Battle Roar that replenish his Magicka, Health and Stamina a lot each times he uses the Ult. Look at his bars on the video when he uses the armor and you'll know what I'm talking about.
Other DK skills can be useful (Inhale, Talons, Flame of Oblivion, Cinder Burst) but only combined with destro/resto staff abilities.
Destro staff's Elemental Drain and Resto staff's Siphon Spirit is a good way to keep life and magicka up while using impulse and/or Flames of Oblivion/ Cinder Burst).
I heard that Elemental Drain is no longer giving back mana on dot ticks, but since a spell like Flames of Oblivion is not a dot, is keeps working. For example, with Elemental Drain up on one mob, you can consider that Flames of Oblivion is free, giving you some dps, and the crit boost.
If you don't want a nerf on destro/resto staff and you don't want all DKs complaining about a nerf of their class, there is a simple way of doing so, letting DK staying OP for most content but preventing them from doing group content alone.
Make the magma armor cost 400 ult instead of 200, preventing DK's from using it every 20 sec.
Nerf the Battle Roar passive so that it does not give back as much mana/health/stamina (I would say somerthing like 40% less)
Two "easy to change" things for developpers that would make a big difference.
I play DK, and I, too, think that the game is far too easy with it compared to my Vet NB.
Now as a NB, I would find it fair, if destro/resto staff are gonna stay the same that all stamina based weapons had a boost, if not in damage, at least in cost reduction.
When I see the damage of whirlwhind compared to those of Impulse, it just makes me cry.
demonlkojipub19_ESO wrote: »G'dang. When this DK/Sorc Destro/Resto fotm combo is nerfed the player base will dip like a wrecking ball hit it.
All end game focused mmo players always rely upon what is proven most effective ... but they still attach themselves to characters (even though concept had little to do with it). When a game stays this far out of whack for a long time it, then fixes it, there is a massive risk to community health.
Or maybe they will jump back on their NBs and Templars they abandoned because DKs and Sorcs were much better in the long run especially with the light armor and destro/resto staff.
But if they turn tail and quit all together that is fine with me. The people who would rather play a NB or templar will come back.
t.claudio.usnub18_ESO wrote: »Look at his health, it's not even [snip] moving, this is bullcrap, I wasted so much time getting my Templar to vr 3 and die on world trash mobs.
I also have alts and something isn't right with the Templar, I have such a easy time killing mobs with my DK, I even soloed Dung Bosses at lower levels, I remember playing my Templar though those levels and it was ruff.
You guys made a great game but really lack in the balance department, I feel that your team that is in charge of the games balance needs to be replaced and you need to hire someone that knows how to balance classes.
We have been telling you what the problem is and you seem to think you know whats best, I hate to break it to you but most of us have been MMO players for over a decade and yes we do know more then your team when it comes to balance, the proof is in the video above.
I will tell you what is wrong with the DK and what makes them overpowered, it's the damage over time, reason is in a twitch type game were you need to have a target in sight to do damage having a class that is heavy damage over time nullifies the twitch game play that all other classes have to go through.
The DK's damage over time is static damage and takes the brain out of playing a game such as this, example with my Templar I have to stay glued on my target to do damage and also have to keep active in my button pressing to do damage, on the other hand we have a DK were all they have to do is apply it once and walk away letting the damage over time to kill the target allowing the DK to react in a defensive manner until the damage over time needs to be reapplied, on every other class we cant do that we have to open our selves up to attacks to do damage taking away from out defensive stances.
You what to know how I play my DK, I'll tell ya, I run into a group of 5 mobs, drop Burning Talons followed by a Burning Embers on a few enemies and wait for my heal all while I hold down my block in till all the enemies die, the messes up thing is even with a heavy stamina build my damage over time ticks as hard as my weapon attacks, so pretty much my burns are passive left mouse clicks that auto attacks my enemy non stop at any range without me having to even keep my enemy within my cross hairs unlike every other class in the game.
This is the last month your getting out of me unless I see buffs coming in the way of all none DK classes.
subecsanur wrote: »Yes, amazing how light armor and staff power wins, this an overlook? We know that they wan't players to go outside the box but come on....... basic's should work too. The imbalance alone is noted amongst the DK since they are also not able to play with any other modes or weapon lines. All become this cookie cutter version with slight variations with the same base design.
Also if grouping is what they want to promote this is not the way, currently NB's and Templars are like outcasts or stepchild's, no one wants to group with them except for the gimps among themselves.
demonlkojipub19_ESO wrote: »G'dang. When this DK/Sorc Destro/Resto fotm combo is nerfed the player base will dip like a wrecking ball hit it.
All end game focused mmo players always rely upon what is proven most effective ... but they still attach themselves to characters (even though concept had little to do with it). When a game stays this far out of whack for a long time it, then fixes it, there is a massive risk to community health.
Or maybe they will jump back on their NBs and Templars they abandoned because DKs and Sorcs were much better in the long run especially with the light armor and destro/resto staff.
But if they turn tail and quit all together that is fine with me. The people who would rather play a NB or templar will come back.
It isn't my concern at all that these players leave. It is that many of those type of players who rage quit are the type to slam the game on message boards over and over again and this opinion impacts readers greatly and damages the game further.
As to previous quote to yours:
I also speak of destro/resto combo in general. Not who is best at it. The impact to the game is that fotm builds take over from the variety of builds ZOS wanted as a selling point to the game. This ALWAYS occurs in open skill system games. I have posted this here before as a warning to ZOS. They absolutely must keep on top of this and make changes VERY fast or players become dependent upon current mechanics too much. I even read posts here now whining about changes to mechanics because they became used to their effectiveness and hinged their entire game play around them ... even though the power or effect clearly did not reflect the tool tip and/or what was intended by ZOS.
There is no rational behind what some players think. ZOS must be aware of this. Slowly addressing these issues impacts the game's player retention and image. Mmo's are notorious for disgruntling players to the point where they will never come back. It is simply the reality of the genre because of binge playing. ZOS has to communicate far better with the player base and explain why changes are made and what changes will be considered for issues with weak classes.
I was left for weeks between ZOS addressing NB had issues and when we finally heard some upcoming changes to them. Between that time I stopped playing y NB and many many more stopped or quit. It is frustrating and this can be alleviated with just a little more communication by ZOS.
Now what I am supposed to do with my NB? Keep playing at less than half the effectiveness of a DK or Sorc? Keep playing with the MANY broken skills and passives that make 1/2 my build gimped? Some of the main abilities which I waited 35-40+ levels for that were to capstone my build were in fact completely broken. Many I have no alternative so I am forced to use extremely weak powers. Core passives and skills for many builds simply do not work ... and I am supposed to tough it out for 1-2 months? That is a LOT to ask of many players of the time and investment.
Time is extremely precious to me. I have very little time to play and those hours I am allowed have a definite value to them. If the game fails to equal or exceed that value I will leave. It is simple as that. No emotion, no rage ... just simple economics.
davidhorstub17_ESO wrote: »Aetherian Archive Trialhttps://www.youtube.com/watch?v=F-AihITyYqQ
4 Man Dungeonshttps://www.youtube.com/watch?v=pODBGHKF2VU
nerf elemental drain but leave siphon spirit alone? nerf impulse but buff force shock? and still no alternative to staves since stamina wep builds are garbage. and you guys nerfed templars and nightblades? hey its great my dk is the master class and two thumbs up on the class design, but its lonely at the top after all of my templar and nb friends have quit the game refusing to reroll through the quest grind. who is driving the balance bus at zos?
Well, for playing a DK, a NB, and a Sorc, here's my thoughts on the subject.
In these videos, there is a combination of many things that allow him to stay alive, and beeing a DK is the main part of it.
Yes, Magma Armor is the main reason why he doesn't die. First of all for the 3% cap of life on hit for 15 seconds, and also because of the DK passive Battle Roar that replenish his Magicka, Health and Stamina a lot each times he uses the Ult. Look at his bars on the video when he uses the armor and you'll know what I'm talking about.
Other DK skills can be useful (Inhale, Talons, Flame of Oblivion, Cinder Burst) but only combined with destro/resto staff abilities.
Destro staff's Elemental Drain and Resto staff's Siphon Spirit is a good way to keep life and magicka up while using impulse and/or Flames of Oblivion/ Cinder Burst).
I heard that Elemental Drain is no longer giving back mana on dot ticks, but since a spell like Flames of Oblivion is not a dot, is keeps working. For example, with Elemental Drain up on one mob, you can consider that Flames of Oblivion is free, giving you some dps, and the crit boost.
If you don't want a nerf on destro/resto staff and you don't want all DKs complaining about a nerf of their class, there is a simple way of doing so, letting DK staying OP for most content but preventing them from doing group content alone.
Make the magma armor cost 400 ult instead of 200, preventing DK's from using it every 20 sec.
Nerf the Battle Roar passive so that it does not give back as much mana/health/stamina (I would say somerthing like 40% less)
Two "easy to change" things for developpers that would make a big difference.
I play DK, and I, too, think that the game is far too easy with it compared to my Vet NB.
Now as a NB, I would find it fair, if destro/resto staff are gonna stay the same that all stamina based weapons had a boost, if not in damage, at least in cost reduction.
When I see the damage of whirlwhind compared to those of Impulse, it just makes me cry.
Did you read my post? I dont think you did, I was saying that DK is broken and that Temps are lacking.t.claudio.usnub18_ESO wrote: »Look at his health, it's not even f$%king moving, this is bullcrap, I wasted so much time getting my Templar to vr 3 and die on world trash mobs.
I also have alts and something isn't right with the Templar, I have such a easy time killing mobs with my DK, I even soloed Dung Bosses at lower levels, I remember playing my Templar though those levels and it was ruff.
You guys made a great game but really lack in the balance department, I feel that your team that is in charge of the games balance needs to be replaced and you need to hire someone that knows how to balance classes.
We have been telling you what the problem is and you seem to think you know whats best, I hate to break it to you but most of us have been MMO players for over a decade and yes we do know more then your team when it comes to balance, the proof is in the video above.
I will tell you what is wrong with the DK and what makes them overpowered, it's the damage over time, reason is in a twitch type game were you need to have a target in sight to do damage having a class that is heavy damage over time nullifies the twitch game play that all other classes have to go through.
The DK's damage over time is static damage and takes the brain out of playing a game such as this, example with my Templar I have to stay glued on my target to do damage and also have to keep active in my button pressing to do damage, on the other hand we have a DK were all they have to do is apply it once and walk away letting the damage over time to kill the target allowing the DK to react in a defensive manner until the damage over time needs to be reapplied, on every other class we cant do that we have to open our selves up to attacks to do damage taking away from out defensive stances.
You what to know how I play my DK, I'll tell ya, I run into a group of 5 mobs, drop Burning Talons followed by a Burning Embers on a few enemies and wait for my heal all while I hold down my block in till all the enemies die, the messes up thing is even with a heavy stamina build my damage over time ticks as hard as my weapon attacks, so pretty much my burns are passive left mouse clicks that auto attacks my enemy non stop at any range without me having to even keep my enemy within my cross hairs unlike every other class in the game.
This is the last month your getting out of me unless I see buffs coming in the way of all none DK classes.
Umm wrong with Templar ehh???? No dude. Templar is fine. DK is not....
I agree but dont act like bash wasnt a oversight on Zen's part, bash was OP but not because of a bug or some broken skill, bash was OP because Zen lacks foresight in mmo balance much like we see with most of th DK abilities and damage over time effects in a twitch-ish combat game.Draconiuos wrote: »So, what I am hearing here is nerf an entire class based in its synergy with a specific armor/weapon combo? So, what about the non-light armor/non-staff using DKs that can't do anything close to that? Are they suppose to be forced into using that combo, because their whole class got balanced around it? I think ZOS is doing a better job than people want to admit by not doing that, because once they start eventually all classes will be balanced like that. Then might as well just slap generic MMO sticker on ESO and call it a day.
You have way too much confidence in Zenimax. Also shield bash as an example was nerfed into oblivion, on the base of stacked bashing glyphs.
Bash was not nerfed, it was fixed. it did more damage in short time than any other ***, and its not meant to be a decent damage attack. Stop this BS about nerfing bash. Bash was broken like hell.
We know the DK is overpowered, most can agree on this. HOWEVER judging from this video, I'm leaning more towards staves being the greater evil.
Mhm, lets "nerf" staves to "balance" out a class and in the same time demolish other classes that rely on them.
A balance to DK is needed, but nerfing staves isn't the main issue here. It's the abilities on the class skill line for DKs that are the unbalanced part, not the abilities on the weapon skill line.
Mhm, lets "nerf" staves to "balance" out a class and in the same time demolish other classes that rely on them.
A balance to DK is needed, but nerfing staves isn't the main issue here. It's the abilities on the class skill line for DKs that are the unbalanced part, not the abilities on the weapon skill line.
The problem IS DK.
No sorc with staff can solo craglorn. No Templar. No NB. They can equipe destro/resto staff and magicka furnance like the DK, and it will change nothing because they don't have corrosive armor for capping damage to 3% per hit and battle standard for the huge resource return on top of Battle Roar.
And neither sorc or NB with staff have green dragon blood for a reliable spike heal that is not based on RNG crits.
DK skills are obviously the skills that got the most development time in beta and when release got close, the other classes got shipped without anywhere as close to the polish DK received.
demonlkojipub19_ESO wrote: »And the anti-DK continues to try to nerf the DK. I don't know how many times ive died to ranged attackers, of any kind, being a melee with heavy armor. Yes nerf my fire damage and nerf nerf nerf because these DK skills supposedly prevent me from getting killed ever.
Wrong, its the armor and weapon that guy is using. My heavy armor 2h ass dies in cyrodil waves all the time. I don't have any cheeky getaways like bolt escape, or whatever NB does to vanish. I just get rolled over. Magma armor doesn't save me. Tried it, switched to a different ultimate because it fails. I tried soloing some groups in Craghorn too. Failed. Ran out of Stamina and Magicka pretty fast and died. Nothing in the DK skill like is going to give back as much magicka as he is getting back, nothing. His primary attack is impulse, Destruction staff. He uses Inhale every now and then, and uses Dragon Blood quite often. How is he able to spam all of this tho? Its not because of his DK skills, its because of his armor. I don't know why I have to bring up that magicka furnace is a plague so often, but magicka furnace is a plague. That is what is allowing him to solo these PvE encounters.
In PvP, light armor overall is imbalanced because only it can greatly reduce the cost of class skills. Every other armor leaves players spending more magicka on everything including their own class skills. That is why that trait as well needs to go somewhere else.
The destruction staff by itself is nothing. You can't spam impulse all day with medium or heavy armor, but you can cast it many more times with light armor, and forever with magicka furnace. I wouldn't be upset if they move the magicka cost reduction trait into the staff traits itself, and made it 20% to fall in line with the melee weapons to only reduce the cost of destruction skills from the staff (same with restoration staff), but that trait needs to move off of the light armor line. Else they can put 21% max spell cost reduction on medium and heavy armors.
The problem IS DK.
The problem IS DK.
No sorc with staff can solo craglorn. No Templar. No NB. They can equipe destro/resto staff and magicka furnance like the DK, and it will change nothing because they don't have corrosive armor for capping damage to 3% per hit and battle standard for the huge resource return on top of Battle Roar.
And neither sorc or NB with staff have green dragon blood for a reliable spike heal that is not based on RNG crits.
DK skills are obviously the skills that got the most development time in beta and when release got close, the other classes got shipped without anywhere as close to the polish DK received.
If the problem was DK, as you said, then please by all means explain to me why I have trouble killing 2 or more with my apparently OP DK that is a DW full stamina build? Try that and tell me DK is OP, I dare you, no Ulti saves me, I can't use magicka skills more than 3 times at besy and my damage is, well, utter manure, so yea, please you all go on preaching DK is OP, while I struggle to survive by using at least 2 potions because my resources run out enough times even when facing just 2.
The problem IS DK.
No sorc with staff can solo craglorn. No Templar. No NB. They can equipe destro/resto staff and magicka furnance like the DK, and it will change nothing because they don't have corrosive armor for capping damage to 3% per hit and battle standard for the huge resource return on top of Battle Roar.
And neither sorc or NB with staff have green dragon blood for a reliable spike heal that is not based on RNG crits.
DK skills are obviously the skills that got the most development time in beta and when release got close, the other classes got shipped without anywhere as close to the polish DK received.
If the problem was DK, as you said, then please by all means explain to me why I have trouble killing 2 or more with my apparently OP DK that is a DW full stamina build? Try that and tell me DK is OP, I dare you, no Ulti saves me, I can't use magicka skills more than 3 times at besy and my damage is, well, utter manure, so yea, please you all go on preaching DK is OP, while I struggle to survive by using at least 2 potions because my resources run out enough times even when facing just 2.
I understand that you aren't feeling overpowered with your choice to use a DW stam build DK. What you have to also understand is DW stam build NB, Sorc, Temp are also comparatively weaker than their light armor magicka build counterparts. The reason you can't just nerf staves and light armor is because right now Sorc, NB, Temp are performing more or less adequately and balanced (debatable but everyone knows DK is in a league of its own) with their light armor magicka set ups. What has to happen is DK needs nerf of Magma Armor and Standard ultimates as well as Battle Roar Passive. Then medium armor, heavy armor, and melee weapon skills need a buff. Nerfing a whole armor line and two weapon skills just because one class is OP with them does not make sense.