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Dragonknight Changes - My Suggestions

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There are many balance changes this patch and I appreciate that. However, I think we still need many adjustments, not only for Dk but since I play multiple classes and MagDk is one of my favorite Classes due to the animations I wanna adress some issues, give viable solutions and ask you for your opinion on it. Not everyone has to agree with me and I didn't do the calculation for my suggestions exept some ruff estimations. I'll give the name of the Morph or Passive and my suggestions, as well as add an explanation from time to time why I'd change it.


Ardent Flame
  • Molten Whip: Rename this Morph to Poison Lash, making it deal X Poison Damage and setting immobile or stunned enemies Off Balance.
    The current Molten Whip has too much burst in PvP. A Poison Lash would give StamDks the desired spammable and gives StamDks more class identity. To keep MagDks viable in PvE the Damage overall should be slightly increased without putting too much damage on one ability or giving MagDks too much burst in PvP. Read the following suggestions for more information on how I would give them good Dps without breaking PvP.
  • Flame Lash: Reduce the healing from Powerlash by 10%. Flame Lash stays dodgable but the Power Lash proc is undodgable.
    Offensive abilities shouldn't have too much defensive power. Making the proc undodgable ensures that MagDks burst can't be completely avoided.
  • Flames of Oblivion: The damage should increase by 5% with every launch until the ability is recasted.
    This would make up a little of the damage loss from Molten Whip but wouldn't provide too much burst.
  • Cauterize: Every time the fireball launches it should remove a harmful effect in addition to the healing.
    This change is needed if Flames of Oblivion changes to keep it relevant.
  • Combustion: Increase the ressources restored to 750 from 500.
    Dks have the worst sustain at the moment. This change together with the Mountain's Blessing change (look into the Earthen Heart section) would adjust Dks sustain to be similar to other classes.
  • Searing Heat: This passive should increase the damage of Fiery Breath, Searing Strike and Dragonknight Standard abilities by 5% instead of 3% as well as their duration by 2 seconds. It also increases your flame damage against enemies below 25% health by 15%.
    This passive only provides 3% more damage on 3 abilities and increases their duration by 2 seconds. Bringing the 3% up to 5% would give this passive more value and help Dks to do better in PvE. MagDks lack an execute. Giving them this passive would help them reaching similar Dps to their stamina meele competitors.
  • World in Ruin: Instead of increasing the damage of your Flame area of effect abilities by 6% and reducing the cost of your Stamina Poison abilities by 25% it should increase your Fire Damage by 6% and reduce the cost of your Stamina Poison abilities by 10%.
    The 6% damage increase for all Fire Damage would help MagDks Dps to make up for the Molten Whip loss. Reducing the costreduction from the passive helps keeping StamDks balanced. They gain strengh with the changes I intend so they wouldn't actually get weaker overall.


Draconic Power
  • Coagulating Blood: The healing should increase up to 25% instead of increasing up to 33%.
    The heal of Coagulating Blood was buffed to bring it on one level with other healing abilities. With the 33% increase you can reach 12k+ Coagulating Bloods in PvP which is too high. Bringing down the healingpower a little bit gives other Classes a better chance to kill a Dragonknight.
  • Deep Breath: The second hit deals 5% increased damage per enemy hit.
    This would give Inhale a sustain and a damage focused morph. It would also help to bring MagDk closer to the 1vX potential of other classes. I needs better Aoe damage since it lacks mobility to do good in PvP.
  • Elder Dragon: Increase the range the Passive adds to meele attacks to 3 meters from 2 meters and remove the healthrecovery bonus. Instead give a flat heal of 500 health times the amount of Draconic Power abilities slotted which procs when taking damage. This should have a 5 seconds cooldown.
    Since Roots have a Cooldown it is harder to keep your enemies in range. The healthrecovery only helps heavyarmor builds, making it a flat heal would give lightarmor builds a benefit as well.
  • Scaled Amor: Instead of increasing your Spell Resistance by 3300 this Passive should increase Spell and Physical Resistance by 1980.
    With the current Passive it is easy to stack tons of Spell Resistance, making it possible to reach the Spell Resistance Cap in lightarmor without investing too much into it. Reducing the amount of Resistance and adding Physical Resistance instead gives Dragonknights a more balanced damagereduction and would give Magicka Users better damage against Dragonknights.


Earthen Heart
  • Molten Armaments: Instead of increasing the damage of fully-charged Heavy Attacks this morph should, while being active, increase your Weapon and Spelldamage by 75 every time you activate a class ability. This bonus could stack up to 3 times and would last for 5 seconds.
    This change would give this ability a purpose. Right now it is better to run Spellpower Potions or Entropie to get the Major Sorcery. Adding a bonus similar to the (due to the Poison Lash missing) Seething Fury bonus from Molten Whip would make this ability interesting to use.
  • Shattering Rocks: Make the heal scale with the players, not enemies stats.
  • Corrosive Armor: Instead of ignoring all of the Targets Physical Resistance it should ignore 33% of the Targets Physical Resistances in addition to the Users Physical Penetration.
    As I mentioned for the Powerlash, an ability shouldn't have too much defensive and offensive power at once. Bringing down the offensive power of corrosive would bring it on one level with other abilities. StamDks would still reach a lot of Physical Penetration with it because their Physical Penetration would work in addition to the effect of the Ultimate. This way it stays interesting and useful.
  • Mountain's Blessing: Increase the ultimate generated by this passive to 5 ultimate instead of 3 and decrease the cooldown to 5 seconds.
    This would help Dks bad sustain in harmony with their classdefining Passive Battle Roar. It would also help Dks Dps while not breaking PvP.


What do you think about my ideas and what adjustments would you think of?

It would be cool if Zenimax could take a look at this because it took some time to work on it @ZOS_GinaBruno @ZOS_BrianWheeler @ZOS_Gilliam


Edit:

After some discussion I changed Cauterize.

Cauterize (15 second duration)
Activate an aura of flames which launches a fireball at an ally to cauterize their wounds every 5 seconds, healing them for 660 Health and removing one harmful effect.

If an ally drops below 30% health the fireball launches immediately at the ally and the ability ends.

While slotted, you gain Major Prophecy, increasing your Spell Critical rating by 2191.

[Ally includes the player using the skill]

I also adjusted the Mountain's Blessing Passive by reducing the cooldown by 1 second, the Power Lash ability by making the proc undodgable and the Searing Heat Passive by increasing the Fire Damage against targets below 25% health. I also adjusted Deep Breath to make it a damage morph and Draw Essence a sustain morph.

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