Note: I don't want any hating responses in this topic please. Constructive feedback only (also feel free to add insights on sorcerer and templar, as I haven't played those). I'd also like to humbly ask a moderator to keep an eye on this and remove such hating/trolling commentsNote2: Understand this: No amounts of nerfs to the Dragonknight/Staff will make it ANY EASIER for OTHERS to solo VR quests. It won't fix NB's arsenal (and his zero and a half AoE dps), it won't buff templar, it won't do ANYTHING. It will just make DK have the same issues as these broken classes do. Nerfing is just a way to tell people: I give up, I have no idea how to make other classes work, so I'll just bombard the one working class with nerfs until people are disgusted with it and switch to other classes
before reading further, please READ MY OTHER BALANCE POSTS in this topic. I'm sick and tired of people reading about DK, then thinking "*** the rest, let's drop more whining about DK"
Dragonknight
Ardent Flame
- switch Fiery Grip and Searing Strike. Fiery grip is pretty much useless for most specs, it makes more sense to have Searing Strike go first, so you can actually skip Fiery Grip if you don't need it.
[more of a cosmetic change]
Fiery Breath
- currently worse than Blockade of Fire in every way except magicka efficiency. Also Fiery Breath morph forces you to use it as an opening spell for passive to be worth it and DoT to actually reach even half it's duration (since the instant damage component is REALLY weak).
[either increase it's damage (with +66% damage from passive it still deals just about 33% of Blockade's damage, even though it's several times more magicka efficient), or make the DoT shorter (aka ticking every half sec for half the duration but same overall damage)]
Inferno
- I don't know about you, but I didn't manage to find any use for this spell.
- It's damage is simply too low to justify practically REVERTING the magicka recovery into magicka drain (aka your magicka recovery is set to ZERO, and as if that wasn't enough, you're losing 28 magicka every second)
[big ?, I guess "just" reducing your magicka recovery by 28/s (which equals to 56 recovery aka about 70% of your overall magicka recovery) could make it usable, but in my mind still not exactly viable. Must have been drunken dev who created this ability]
Dragonknight Standard
- revert the damage nerf (serves no purpose as it is, it's more irritating than solving anything)
- the bane of all balance in this game is that some specs just generate ultimate too quickly (partially fixed by AoEs ulti generation being reduced) and just chain-use ultimates one after another (which IS op)
[either make players generate no ultimate points while their ultimate is active, or double their ultimate cost (cap is 1000, ultimate costs 200, 800 goes wasted for most people (who don't use ultimate each time they earn enough points, but only when they really need it)]
Draconic Power
Dark Talons
- revert all nerfs and conditions - lowering the range just made rooting VR mobs result in a quite a big beating, without pretty much fixing anything for PvP (as noone had any objections to it in PvE). A lot of conditionals for target count and everything else just made it lag 1-2 seconds before rooting, and failing to root in about 40% cases (NPCs drag the talon with them, without being rooted) [essentially return to pre-1.1.2 functionality]
- if you feel like it's doing too much damage, reduce the SYNERGY damage (although I think that one is not that OP as Lightning Flood's one, and is barely better to use it than to pass the opportunity and cast your own spell)
- make Talons CC-breakable (if they are not right now, I don't play PvP so idk myself)
Inhale
- the nerf was totally undeserved and uncalled for. Players are OK with limiting AoEs to 6 targets, but why was this reduced to 3 targets, without any other change? Now it doesn't heal nearly enough to justify it's absurd magicka cost, while doing less damage than activation of Razor Armor
[revert nerfs (aka 6 targets instead of 3) OR buff damage and heal considerably OR considerably decrease magicka cost)]
Earthen Heart
Magma Armor
- same remedy with ultimate as with Standard
Molten Weapons
- stops scaling after some lvl 40, therefore not very viable afterwards, unless you have a free place on bars (highly unlikely)
[working with this spell requires high amount of care - making it scale will make it even more OP than sorcerer's Surge, but how else to make it viable to use without making it OP (and "a must")? hard question with no right answers]
Petrify
[fix the tooltip, it falsely states it affects multiple targets, baiting you to waste a skill point]
Ash Cloud
- since it states it gives affected enemies 30% miss change, I don't know what to think. I guess we all saw that video of a DK soloing trials, where it seemed to provide 100% miss chance (at least it looked like it, as his HP was stuck at 100%)
[need to be checked. If it really bugs out to provide 100% miss, it needs to be FIXED (not nerfed, FIXED, if people still know what that word means]
CONCLUSION
- The only ACTUALLY OP (=exploitable) issue with actual Dragonknight class is chain casting Magma Armor. HOWEVER, the source of this evil is elsewhere - that actually everyone can generate ultimate WHILE HAVING ULTIMATE ACTIVE, which some more efficient builds can use to fill their ultimate bar within the duration of their previous ultimate. THAT NEEDS TO BE FIXED ASAP. NOT by nerfing ultimate damage/utility, but by not allowing players to generate ultimate while an ultimate is active (that is, at least ultimates with a duration, doing this for Overload, which is essentially a toggle, would pretty much ruin it). If you want a solution as a temporary hotfix, then double ultimate costs UNTIL YOU FIX IT PROPERLY (not indefinitely).
This thing also makes some spec deal exceedingly high damage or take almost no damage indefinitely.. not the actual class abilities.