GrimCyclone wrote: »Personally, I hope they nerf DKs to the point where they can solo nothing and have to group for everything. Let them suffer for a week. Then give them back a little power.
Phantorang wrote: »GrimCyclone wrote: »Personally, I hope they nerf DKs to the point where they can solo nothing and have to group for everything. Let them suffer for a week. Then give them back a little power.
I marked this as Insightful. I would go further though, make them suffer for a month.
Your idea of a working class is to be able to solo craglorn, 12 player dungeon?piotreb17_ESO4 wrote: »No other class has such extraordinary healing of health and Stamina. It literally allows dk to solo everything, is that how you planned? Zos?
Think about this, with most people having about 2k health near the end, dragon blood literally heals up to 700 points instantly, and last 20 seconds, it's crazy op, tune in down to 20 percent and 8 seconds.
With exploit style blocking while casting, it also provide them nonstop blocking ability.
This is simply ridiculous.
LOL, so your idea is to nerf any class than can be effective solo? OK.... So which abilities you propose to nerf for the Sorcerors - they can solo Craglorn bosses too ;-)
https://www.youtube.com/watch?v=XFjx1RxIqgk
But seriously, I prefer people to propose a solution to make classes equally effective by upgrading skills of the weaker ones instead of nerfing the working ones.
Umm. No.
It's the only heal in the game with a diminishing return, it's inherently balanced. The closer to dead you are the more it heals and even if you spec hard into +% healing your never going to restore more health to yourself than a Templar can for themselves plus everyone in the room. There's nothing wrong with it, DK's are designed to be tough. Ever notice a lack of a disengage in the class? Yeah that's because DK's have HoT's, Armor buffs, Stamina kickers, Ultimate proc'd restores, Damage Shields, Damage debuffs, snares, PBAoE's, and the only Pull in the game. Up close and personal is encouraged. Same goes for Templar class design: big effin' heals, no GTFO.
Nightblade's mitigate by going invisible.
Sorcerer's mitigate by going out of range.
Templar's mitigate by out healing the damage.
Dragonknights mitigate by soaking it up and spitting it back out.
You don't know anything about it.Do you actually know how this skill works? It recovers 33% of your lost health. When you have 2k max health it doesn't mean that every-time you recover 700hp. If you are currently at 1000/2000hp it will recover 330hp. Then you will be with 1330/2000hp and if you use it again it will recover 221hp and so on...Think about this, with most people having about 2k health near the end, dragon blood literally heals up to 700 points instantly, and last 20 seconds, it's crazy op, tune in down to 20 percent and 8 seconds.
I have a level 39 dk, you tell me if I know anything about it.
Umm. No.
It's the only heal in the game with a diminishing return, it's inherently balanced. The closer to dead you are the more it heals and even if you spec hard into +% healing your never going to restore more health to yourself than a Templar can for themselves plus everyone in the room. There's nothing wrong with it, DK's are designed to be tough. Ever notice a lack of a disengage in the class? Yeah that's because DK's have HoT's, Armor buffs, Stamina kickers, Ultimate proc'd restores, Damage Shields, Damage debuffs, snares, PBAoE's, and the only Pull in the game. Up close and personal is encouraged. Same goes for Templar class design: big effin' heals, no GTFO.
Nightblade's mitigate by going invisible.
Sorcerer's mitigate by going out of range.
Templar's mitigate by out healing the damage.
Dragonknights mitigate by soaking it up and spitting it back out.
If they're designed to be tough, they should also be designed to do less dps. That's the problem with PvP atm.. the dps difference from a tanky build vs a max dps build is very small.
GrimCyclone wrote: »It was a joke, Howdy. A joke.
@GrimCyclone you're like my Canary in the Coal Mine test. I can tell who reads forums regularly versus who just stops by to complain, based solely on how they react to your forum posts,
Ya nerf everything so no one wants to play this game anymore...yep that's the thing to do. Sad fact is they listen too a few cry babys on these forums and change things to appease a few and then in turn pisses off the many.
Real smart ....not.
Ragnar_Lodbrok wrote: »For gods sake stop crying for dk nerfs, theyve already been nerfed into the dirt.
To dirt? Which game are you playing?
taylorwilenskiub17_ESO wrote: »Lol...Green Dragon Blood is not OP.
1. It has a high magika cost
QQ more. l2p
Ragnar_Lodbrok wrote: »For gods sake stop crying for dk nerfs, theyve already been nerfed into the dirt.
To dirt? Which game are you playing?
The sheild bash abuse gsme.
JosephChip wrote: »It's a dragonknight's literally ONLY heal, costs a lot of magicka and is based on health missing, so you can't use at half or more health without losing efficiency.
Please.
Korah_Eaglecry wrote: »GrimCyclone wrote: »It was a joke, Howdy. A joke.
@GrimCyclone you're like my Canary in the Coal Mine test. I can tell who reads forums regularly versus who just stops by to complain, based solely on how they react to your forum posts,
Im sorry that I dont care to pay attention to the Dedicated Forum Goers Club you got going here. I post on these forums regularly. The thing about 'jokes' is that they typically are saturated with sarcasm. Blatant sarcasm. On a forums......sarcasm is pretty hard to get across without some tell tale signs.
So apparently your Canary is a dud.
JosephChip wrote: »It's a dragonknight's literally ONLY heal, costs a lot of magicka and is based on health missing, so you can't use at half or more health without losing efficiency.
Please.
It is literally not the only heal. Inhale and Battle Roar.