The nerf to Talons isn't enough. They need to fundamentally change the skill. It's unlike anything else in the game. Hopefully the radius change will cut down on how abuse-able it is in PvE but I doubt it.
PhoenixWing wrote: »I wonder how much entropy is going to be buffed. It needs to be buffed like 3x or more damage to be even remotely useful imo. I think the previous one is like 170 damage over 12 seconds.
Interesting, so Talon has a smaller radius, impulse has higher cost, entropy has lower cost and higher damage.
anybody know the exact data on these changes?
Maverick827 wrote: »Increaing the cost of abilities is not the right way to go. They're only making heavy armor worse/light armor better. Are they going to keep ignoring how overpowered light armor is and just keep increasing the cost of abilities whenever they want to balance them until heavy armor wearers can't even cast them once?
Maybe a good sorc single target rotation now could be:
Critical Surge > Degeneration (entropy) > Velocious curse > Crystal Fragments > Crystal Frag
Then repeat Vel Curse > Cf > Cf until dead
Which will stilll beThe nerf to Talons isn't enough. They need to fundamentally change the skill. It's unlike anything else in the game. Hopefully the radius change will cut down on how abuse-able it is in PvE but I doubt it.
NB who is a Talon spam hater here. They made one change that could make a noticeable difference. Immunity while dodge rolling. It will be interesting to test in a bit.
Bolded for truth. This absolutely is an issue.Maverick827 wrote: »Increaing the cost of abilities is not the right way to go. They're only making heavy armor worse/light armor better. Are they going to keep ignoring how overpowered light armor is and just keep increasing the cost of abilities whenever they want to balance them until heavy armor wearers can't even cast them once?
Talons was never a huge part of those crazy solo dungeon videos. It was light armor/destro/resto/furnace/etc. Most didn't even have it on their bars, they just took the hits.The nerf to Talons isn't enough. They need to fundamentally change the skill. It's unlike anything else in the game. Hopefully the radius change will cut down on how abuse-able it is in PvE but I doubt it.
"Bolt escape is unlike any other class skill in the game"When I did I ever say it was? My whole contention is that Talons is unlike any other skill in the game. For that reason alone it needs to be changed.
Nerf it 1,000 times without changing the fundamentals and I'll still say it needs to be changed.
Still_Mind wrote: »"Bolt escape is unlike any other class skill in the game"
"Shadowcloak is unlike any other class skill in the game"
"Eclipse is unlike any other skill in the game"
Do they need to be changed, as well? Do you want classes with homogenized mechanics with different animations?
3 of the 5 abilities used on both bars were not even DK abilities.Maverick827 wrote: »Talons was never a huge part of those crazy solo dungeon videos. It was light armor/destro/resto/furnace/etc. Most didn't even have it on their bars, they just took the hits.The nerf to Talons isn't enough. They need to fundamentally change the skill. It's unlike anything else in the game. Hopefully the radius change will cut down on how abuse-able it is in PvE but I doubt it.
the strongest thing we have to offer is utility and survivability. The problem is the synergy between the light armor passives making us able to have unlimited self healing resources with PB aoe ulti building. truthfuly our DPs is meh with out Light armor and banner spammer build.Still_Mind wrote: »I suppose DKs should be grateful to you for accenting the attention on Talons, because Talons, by far, aren't the strongest mechanic that this class has to offer.
And, I may add, far from being the strongest mechanic in the game.
Still_Mind wrote: »I suppose DKs should be grateful to you for accenting the attention on Talons, because Talons, by far, aren't the strongest mechanic that this class has to offer.
And, I may add, far from being the strongest mechanic in the game.
DKs are a choke point class. Talons is a role-defining skill, like it or not. ZOE may tweak the numbers, but DKs will retain mechanics that are necessary for their unique role. After all, it's not ZOE's fault that they're so good against mindless zergs, and player zergs can be pretty mindless, even on a MMO monster AI scale.
up 43... thats not so bad though I may still try a new Sorc AoE rotation without Pulsar:Impulse cost went up with 43 magicka. Destructive reach went up by 22 but now deals 28 more damage (hopefully it can crit now too). Force shock went up with ~55 damage but now the dark elf passives don't work with it anymore.
There's no PvP class skills subforum. Do expect PvP references to be present here.Still_Mind wrote: »I suppose DKs should be grateful to you for accenting the attention on Talons, because Talons, by far, aren't the strongest mechanic that this class has to offer.
And, I may add, far from being the strongest mechanic in the game.
DKs are a choke point class. Talons is a role-defining skill, like it or not. ZOE may tweak the numbers, but DKs will retain mechanics that are necessary for their unique role. After all, it's not ZOE's fault that they're so good against mindless zergs, and player zergs can be pretty mindless, even on a MMO monster AI scale.
This is a PvE sub-forum. If you want to spew your PvP rationalizations there's a place for that.
And I never said Talons was the strongest mechanic DKs have to offer. It's just the most obscenely obvious non-ultimate OP skill they have. The others can be nerfed. Talons needs to be changed fundamentally.
The nerf to Talons isn't enough. They need to fundamentally change the skill. It's unlike anything else in the game. Hopefully the radius change will cut down on how abuse-able it is in PvE but I doubt it.
Still_Mind wrote: »I suppose DKs should be grateful to you for accenting the attention on Talons, because Talons, by far, aren't the strongest mechanic that this class has to offer.
And, I may add, far from being the strongest mechanic in the game.
DKs are a choke point class. Talons is a role-defining skill, like it or not. ZOE may tweak the numbers, but DKs will retain mechanics that are necessary for their unique role. After all, it's not ZOE's fault that they're so good against mindless zergs, and player zergs can be pretty mindless, even on a MMO monster AI scale.
Still_Mind wrote: »There's no PvP class skills subforum. Do expect PvP references to be present here.
Ok, so let's imagine if DKs don't have Talons. What happens? Nothing terrible. They start using Cinder Storm as an alternative. This removes the AoE root, but acts as an AoE snare+accuracy debuff. Should we nerf\fundamentally change this, as well?
Attorneyatlawl wrote: »Encase ring a bell from sorcerer? Also adds 15 percent crit chance. That said I support a 2 second immunity when breaking a root with dodge roll or cleanse. That rewards playing well by making it so you can get out of being rerooted right away.
Nah i would rather they fix it so more then one build is top tier. Light armor is superior to heavy armor with Dk skills. not saying the general joe could do what your doing with the build there is quite a bit of player skill still required. but its clear the light armor builds are superior.Attorneyatlawl wrote: »The nerf to Talons isn't enough. They need to fundamentally change the skill. It's unlike anything else in the game. Hopefully the radius change will cut down on how abuse-able it is in PvE but I doubt it.
Encase ring a bell from sorcerer? Also adds 15 percent crit chance. That said I support a 2 second immunity when breaking a root with dodge roll or cleanse. That rewards playing well by making it so you can get out of being rerooted right away.
How's that fundamentally different? The cost is comparable, root is switched out by a different utility.Still_Mind wrote: »There's no PvP class skills subforum. Do expect PvP references to be present here.
Ok, so let's imagine if DKs don't have Talons. What happens? Nothing terrible. They start using Cinder Storm as an alternative. This removes the AoE root, but acts as an AoE snare+accuracy debuff. Should we nerf\fundamentally change this, as well?
What happens? They put Volcanic Rune on their bar like other classes that wants an AOE cc. Is this a trick question?
Cinder Storm is fine in comparison to Talons. As is every other skill which is why I keep saying Talons is unlike any other skill. It just is.