You're just reaching. Those skills have nothing to do with RS. They aren't even in the same category. Please stop.AsweetRoll wrote: »Since reflect is the DKs go to ability why don't we just make blazing shield deals 100% aoe damage back at attacks but can only be hit four times? Or make sap essence from 4 targets? I think a nerf was needed but not an over nerf.
Well you can conter reflect simply with S&B, except Stamina range..
It's so funny how DKs try to avoid my cripple, if they block I drain their Stamina, if they use reflect, they still get hitted and maybe stunned, all a matter of timing.
Btw there are options to absorb every kind of skill, including Ultimates, fortunately no one use it atm. How? Test stuff and you will notice something.
And Melee is still awesome, for a NB at least and I don't mean ganking ***.
I think the same for DK if they would try different builds instead of copy others..
Mainstream isn't always the best.
Sypherpkub17_ESO wrote: »
Well you can conter reflect simply with S&B, except Stamina range..
It's so funny how DKs try to avoid my cripple, if they block I drain their Stamina, if they use reflect, they still get hitted and maybe stunned, all a matter of timing.
Btw there are options to absorb every kind of skill, including Ultimates, fortunately no one use it atm. How? Test stuff and you will notice something.
And Melee is still awesome, for a NB at least and I don't mean ganking ***.
I think the same for DK if they would try different builds instead of copy others..
Mainstream isn't always the best.
yea its called a shield(s)
ZOS_GinaBruno wrote: »Guys, please remember that many of our abilities are getting reworked for Update 6, so please give this a try on the PTS once it's available to see how it feels with all the other changes. Thanks!
eventide03b14a_ESO wrote: »So let me make sure I get this. DKs can only do close range damage, therefore they get an ability that makes them completely immune to all projectiles, because they for some reason shouldn't be required to use weapon abilities.eventide03b14a_ESO wrote: »But those are the same challenges every other class has.eventide03b14a_ESO wrote: »I'm sure you're a great player and you will adapt. This isn't the end of the world like everyone is making it seem. That is all I am saying. There are other options.
I don't know if I'm a good player or not, but I will adapt. It's not "the end" for DK's. My concern is over how this particular change will change the landscape of pvp (pew pew stand offs) and how this further narrows down DKs into fewer and fewer builds. If we choose range we lose our class damagers, if we choose melee we suffer focus fire without executes or escapes.
Even those fighting for an RS nerf think the 4 hits is bogus. If they need to nerf it they need to do it right and this isn't it.
You can cast ranged class damagers at melee range, however you cannot cast melee class damagers at range. It only works one way.
If DKs have an unmitigated ability to completely reflect all projects back at the caster shouldn't the other classes all have a way to be immune to talons, lava whip, searing strike, fiery breath, stone fist, etc.? I mean it's fair right? We should be able to reflect all the nasty things you throw on us when you perma root us in place and hit us with all of your high damaging abilities. The fact that those that play your class still don't see this side to it is mind boggling given how well reported it is.
eventide03b14a_ESO wrote: »So let me make sure I get this. DKs can only do close range damage, therefore they get an ability that makes them completely immune to all projectiles, because they for some reason shouldn't be required to use weapon abilities.eventide03b14a_ESO wrote: »But those are the same challenges every other class has.eventide03b14a_ESO wrote: »I'm sure you're a great player and you will adapt. This isn't the end of the world like everyone is making it seem. That is all I am saying. There are other options.
I don't know if I'm a good player or not, but I will adapt. It's not "the end" for DK's. My concern is over how this particular change will change the landscape of pvp (pew pew stand offs) and how this further narrows down DKs into fewer and fewer builds. If we choose range we lose our class damagers, if we choose melee we suffer focus fire without executes or escapes.
Even those fighting for an RS nerf think the 4 hits is bogus. If they need to nerf it they need to do it right and this isn't it.
You can cast ranged class damagers at melee range, however you cannot cast melee class damagers at range. It only works one way.
If DKs have an unmitigated ability to completely reflect all projects back at the caster shouldn't the other classes all have a way to be immune to talons, lava whip, searing strike, fiery breath, stone fist, etc.? I mean it's fair right? We should be able to reflect all the nasty things you throw on us when you perma root us in place and hit us with all of your high damaging abilities. The fact that those that play your class still don't see this side to it is mind boggling given how well reported it is.
Because in PvP that means immediately taking the focus fire from every enemy in the group. That is something you don't get standing side by side with 20 other pewers.
Hmm a way for other players to defend themselves against melee attacks. If only there were a skill like that for everyone to use that would cause all melee attacks to miss. What if it also lasted 4seconds like RS. What if it was actually in the game already.
If you talon someone and they roll out of it you will have to invade them first and then talon again consuming stamina and magicka for each roll. About the only people I lock down with talons anymore are people who use double tap to roll. The only thing Talons needs right now is immunity on break free.
When you have to face the focus fire of the entire zerg to use your class damagers then yes you can have what is required to make that possible. When you sit on the back ranks and pew pew you don't need it.
eventide03b14a_ESO wrote: »So let me make sure I get this. DKs can only do close range damage, therefore they get an ability that makes them completely immune to all projectiles, because they for some reason shouldn't be required to use weapon abilities.eventide03b14a_ESO wrote: »But those are the same challenges every other class has.eventide03b14a_ESO wrote: »I'm sure you're a great player and you will adapt. This isn't the end of the world like everyone is making it seem. That is all I am saying. There are other options.
I don't know if I'm a good player or not, but I will adapt. It's not "the end" for DK's. My concern is over how this particular change will change the landscape of pvp (pew pew stand offs) and how this further narrows down DKs into fewer and fewer builds. If we choose range we lose our class damagers, if we choose melee we suffer focus fire without executes or escapes.
Even those fighting for an RS nerf think the 4 hits is bogus. If they need to nerf it they need to do it right and this isn't it.
You can cast ranged class damagers at melee range, however you cannot cast melee class damagers at range. It only works one way.
If DKs have an unmitigated ability to completely reflect all projects back at the caster shouldn't the other classes all have a way to be immune to talons, lava whip, searing strike, fiery breath, stone fist, etc.? I mean it's fair right? We should be able to reflect all the nasty things you throw on us when you perma root us in place and hit us with all of your high damaging abilities. The fact that those that play your class still don't see this side to it is mind boggling given how well reported it is.
Because in PvP that means immediately taking the focus fire from every enemy in the group. That is something you don't get standing side by side with 20 other pewers.
Hmm a way for other players to defend themselves against melee attacks. If only there were a skill like that for everyone to use that would cause all melee attacks to miss. What if it also lasted 4seconds like RS. What if it was actually in the game already.
If you talon someone and they roll out of it you will have to invade them first and then talon again consuming stamina and magicka for each roll. About the only people I lock down with talons anymore are people who use double tap to roll. The only thing Talons needs right now is immunity on break free.
When you have to face the focus fire of the entire zerg to use your class damagers then yes you can have what is required to make that possible. When you sit on the back ranks and pew pew you don't need it.
I think you just hurt my brain. Did you mean the only people you lock down with talons anymore are people who Don't use double tap to roll? As in just stand in it.
EVANWSEATHub17_ESO wrote: »Light Attack-Light Attack-Light Attack-Light Attack = Wings Clipped
Sypherpkub17_ESO wrote: »
EVANWSEATHub17_ESO wrote: »Light Attack-Light Attack-Light Attack-Light Attack = Wings Clipped
which is better than:
Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected -
Spells & Ranged Attacks... May as well reflect ballista fire while we are at it! Remove melee reflect, or spells. FFS the entire EP population is a DK Vamp with bows in one hand and a Impulse spamming Destro staff in the other.
Reflecting spells and ranged, some melee, and for 6-8 seconds, is a little much.
I am surprised the entire population isn't running a DK+Vamp+Bow+Destro...
Impulse +devouring swarm +reflective scales = rinse and repeat
Snipe +Reflective Scales +Poison Arrow, poison arrow, poison arrow...
Oh, and reflecting Ultimates? Do tell...
Ooh 500 unblockable damage is weak ok then
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
It doesn't reflect melee so no idea what you're on about there.
It only reflects for 4 seconds not 6-8. You have two weapon bars, if your build is all range then you have given your self a weakness. Why is it so hard for people to change bar and stop spamming your lethal arrows and crystal fragments at a guy that is quite obviously flapping his big wings?
You cannot or will not adapt therefor something needs nerfing.
Sypherpkub17_ESO wrote: »
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Sypherpkub17_ESO wrote: »
well - i like your intention, but you conclusions is completly loopsided.
you start your argumentation with complaining to not hurt builds with medium or more so heavy armor but end your "rant" with suggesting to copy the BE nerf wich would compleatly *** up heavy and medium armor builds while as we can see with BE - light armor builds are hardly touched.
that leaves a grain of salt to that entire vid as it clearly shows that you want your style of play not touched at all, while you dont care the slightest of what is hapening to the other play styles you use as a reason to not change anything.
if you would have come up with sth like a flat 20-25% maxmagica instead of fix magicapoint cost for RS wich would "hurt" all armor classes the same, that would be sth to discuss about. or to change RS entirly and make it a gapcloser while adding its functionality defensive posture wich would lvl the palyingfield for everybody.
but your 12min vid even though highly eloquent can be summerized in a few (exeggerated) words " ::'( dont reduce the efficeny of my build! "
for light armor yes for medium and especially heavy armor not really.Sypherpkub17_ESO wrote: »Doubling the cost is still a better solution than setting a 4 projectile limit. Another solution which would probably favor all armor types would be to make it cost 100 magicka for each spell reflected and 100 stamina for each non-spell projectile reflected. This would be a fair bases for Heavy, Medium, and Light armor builds.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
for light armor yes for medium and especially heavy armor not really.Sypherpkub17_ESO wrote: »Doubling the cost is still a better solution than setting a 4 projectile limit. Another solution which would probably favor all armor types would be to make it cost 100 magicka for each spell reflected and 100 stamina for each non-spell projectile reflected. This would be a fair bases for Heavy, Medium, and Light armor builds.
the other part i do agree - its sth i said that should be done when they announced fixing the bugged RS.
lets nerf templar sun shield, or better lets cut templars heal for example max 100hp why not? zos always have 1 option to fix problems nerf, all nerf are u trying to player your own game?you even tried download game??ZOS_GinaBruno wrote: »Hi all, just popping in to let you know that we do have plans to adjust Reflective Scales in Update 6. Currently, you can reflect an infinite number of projectiles per cast; we will be setting a maximum number of projectiles that the ability can reflect per cast, the maximum being four. We look forward to hearing your feedback on this once it's available to test on the PTS.
Yes. Protect players from their own stupidity. WHY should you need to think? Totally useless. Oh you see those wings? Let's shoot at it and see what happens.EVANWSEATHub17_ESO wrote: »Light Attack-Light Attack-Light Attack-Light Attack = Wings Clipped
which is better than:
Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - RECAST - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - Reflected - RECAST
lol
Because Sorc is stunned until the curse explodes and can't do any other damage. Yes. You got it. Good job.
AsweetRoll wrote: »I think if reflect just absorbed spells, there was a potion to cut through reflecft, and you dealt 10% less damage while reflect was up it would have been a better nerf to go. Imo DKs should have lower DPS but be insane tanks. It needed to be nerfed but I think it should not have been nerfed the way it was.