It doesn't matter, they're essentially the same ability... So would you prefer Talons to be nerfed to the level of Encase, or Encase to be buffed to the level of Talons? They're both AoE roots, and Encase worked fine on my sorc... Given she's level 10.Princess_Asgari wrote: »Talons isn't a CC ability, and therefor doesn't grant you CC immunity, there is nothing to balance here. If you want it to be balanced, then suggest lowering the damage? But having an ability that isn't a CC grant CC immunity is like... Breaking my brain, so please stop.
Encase is the exact same ability, and Sorcerers' have access to it, so if you get so upset about Talon spam, then you're lucky you've never met a Sword/Board Sorcerer that bolts in and encases everyone.
If all you people seriously won't stop complaining about Talons being overpowered, then there is a simple fix. Reduce the stamina cost of roll dodging out of roots by X. Then it doesn't matter how many times a Dragonknight spams Talons because you'll always have stamina to roll out of it, if this fix doesn't suit you. Then you're just asking another Dragonknight ability to be nerfed and not actually providing any structural criticism.
Also, stop asking for CC immunity from an ability that isn't a CC.... Roots do not grant CC immunity people, Talons is a Root, Encase is a Root, Crippling Grasp is a root, give Talons a CC immunity timer and then both these abilities require it as well, as well with the Fighter's Guild Trap ability that no one uses.
Using encase fails in 1.6 from either a bug or changed mechanic. It also doesn't prof crystal frags which it used to do. Unless the person is standing still you can almost never encase them. With talons they can be moving all around and get taloned.
How much damage Talons do? I think more than Encase. There's your difference. And Encase is in front of you, Talons are around you.
the main issue of encase is its aplicarion behaviour, its rolled out like a carpet wich adds a significant delay making everybody runing away from the caster impossible to be affected and player moving around quite likely to be missed. add that behaviour to talons and the dk uproar would be tremendous :P
DK uproar is going to be tremendous if they change Talons anyway.... To be quite honest, Talons is really no different than fear in some aspects, short range, 4 seconds, the only difference is fear is a Hard CC and Talons is not. Which means one grants immunity, and one doesn't. The simple fact of Talons is that it, again, is not, a hard, CC. And therefor does not grant immunity, so all these threads, would have so much more support from me, if Talons was a hard CC, it has counters, it's damage isn't inevitably going to murder you, so you can counter it, or stand in it for four seconds and wait it out.
I think most of the rage comes from people encountering bad DK players on Thornblade that just spam whatever people complain about on the forums, whether it be Talons or Impulse. They spam it, run with zergs, and think they're doing anything more than AP farming.
You probably are hitting the nail on the head here. When you get insta killed by a huge zerg, probably the first thing you will notice before dieing is being rooted by talons as you try to get away. Never mind that you were probably done for to begin with.
But it's really no different from fear, I mean if all the DKs in a zerg were replaced with Impulse and fear spamming NBs, you'd be just as screwed, if not more screwed, because fear snares and lowers your damage after you break out of it. All of the "These abilities are OP, please nerf!" threads are annoying and they've been here since launch. I made a post a couple days ago about Talons and why they should/shouldn't be nerfed, and there are a lot more reasons to NOT nerf them than to....
It doesn't matter, they're essentially the same ability... So would you prefer Talons to be nerfed to the level of Encase, or Encase to be buffed to the level of Talons? They're both AoE roots, and Encase worked fine on my sorc... Given she's level 10.Princess_Asgari wrote: »Talons isn't a CC ability, and therefor doesn't grant you CC immunity, there is nothing to balance here. If you want it to be balanced, then suggest lowering the damage? But having an ability that isn't a CC grant CC immunity is like... Breaking my brain, so please stop.
Encase is the exact same ability, and Sorcerers' have access to it, so if you get so upset about Talon spam, then you're lucky you've never met a Sword/Board Sorcerer that bolts in and encases everyone.
If all you people seriously won't stop complaining about Talons being overpowered, then there is a simple fix. Reduce the stamina cost of roll dodging out of roots by X. Then it doesn't matter how many times a Dragonknight spams Talons because you'll always have stamina to roll out of it, if this fix doesn't suit you. Then you're just asking another Dragonknight ability to be nerfed and not actually providing any structural criticism.
Also, stop asking for CC immunity from an ability that isn't a CC.... Roots do not grant CC immunity people, Talons is a Root, Encase is a Root, Crippling Grasp is a root, give Talons a CC immunity timer and then both these abilities require it as well, as well with the Fighter's Guild Trap ability that no one uses.
Using encase fails in 1.6 from either a bug or changed mechanic. It also doesn't prof crystal frags which it used to do. Unless the person is standing still you can almost never encase them. With talons they can be moving all around and get taloned.
How much damage Talons do? I think more than Encase. There's your difference. And Encase is in front of you, Talons are around you.
the main issue of encase is its aplicarion behaviour, its rolled out like a carpet wich adds a significant delay making everybody runing away from the caster impossible to be affected and player moving around quite likely to be missed. add that behaviour to talons and the dk uproar would be tremendous :P
DK uproar is going to be tremendous if they change Talons anyway.... To be quite honest, Talons is really no different than fear in some aspects, short range, 4 seconds, the only difference is fear is a Hard CC and Talons is not. Which means one grants immunity, and one doesn't. The simple fact of Talons is that it, again, is not, a hard, CC. And therefor does not grant immunity, so all these threads, would have so much more support from me, if Talons was a hard CC, it has counters, it's damage isn't inevitably going to murder you, so you can counter it, or stand in it for four seconds and wait it out.
I think most of the rage comes from people encountering bad DK players on Thornblade that just spam whatever people complain about on the forums, whether it be Talons or Impulse. They spam it, run with zergs, and think they're doing anything more than AP farming.
You probably are hitting the nail on the head here. When you get insta killed by a huge zerg, probably the first thing you will notice before dieing is being rooted by talons as you try to get away. Never mind that you were probably done for to begin with.
But it's really no different from fear, I mean if all the DKs in a zerg were replaced with Impulse and fear spamming NBs, you'd be just as screwed, if not more screwed, because fear snares and lowers your damage after you break out of it. All of the "These abilities are OP, please nerf!" threads are annoying and they've been here since launch. I made a post a couple days ago about Talons and why they should/shouldn't be nerfed, and there are a lot more reasons to NOT nerf them than to....
Yeah, I've only been heavy in AvA the past week so maybe that keeps me from worrying about it. I just assume that I am bad and leave it at that. I know its frustrating dealing with DKs because at range you get reflected and in melee its talons and bat swarm but I have been figuring it out little by little.
I guess the one thing that has really bothered me is when stunned or KDed and then taloned as it seems to make my weapon swap not work and there seems to be a hesitation in both the break free and the roll. Really has little to do with talons, though; and more to do with them allowing 2 forms of control to be applied at the same time.
Princess_Asgari wrote: »Talons does insane AoE dmg
Insane AoE damage? Compared to what? Caltrops? Where do you come up with this nonsense. Some of your posts are absolutely ridiculous.
Will have to see how that works in 1.6 with the massive nerf to light armor's physical resistance.Princess_Asgari wrote: »On my DK my main source of AoE dps in talons and cinder storm. Talons does insane AoE dmg and can reapplied over and over.
Will have to see how that works in 1.6 with the massive nerf to light armor's physical resistance.Princess_Asgari wrote: »On my DK my main source of AoE dps in talons and cinder storm. Talons does insane AoE dmg and can reapplied over and over.
Princess_Asgari wrote: »Princess_Asgari wrote: »Talons does insane AoE dmg
Insane AoE damage? Compared to what? Caltrops? Where do you come up with this nonsense. Some of your posts are absolutely ridiculous.
Watch the videos in the YouTube link in my signature. Up until recently I started using my second bar. Before I'd just cast cinder storm and talons over and over in massive groups and was more than enough dps to kill players over n over. On top of multiple players being able to synergize for an additional 500. You say low damage but my talons between my damage and some one synergizing it can do 1k instant damage and then I can keep casting talons over and over.
Princess_Asgari wrote: »Princess_Asgari wrote: »Talons does insane AoE dmg
Insane AoE damage? Compared to what? Caltrops? Where do you come up with this nonsense. Some of your posts are absolutely ridiculous.
Watch the videos in the YouTube link in my signature. Up until recently I started using my second bar. Before I'd just cast cinder storm and talons over and over in massive groups and was more than enough dps to kill players over n over. On top of multiple players being able to synergize for an additional 500. You say low damage but my talons between my damage and some one synergizing it can do 1k instant damage and then I can keep casting talons over and over.
Thanks @Princess_Asgari for being so honest. I wish there was more honest DK players like you not scared enough to say how stupidly over-tuned are some skills of the class, Talons included.
Thanks @Princess_Asgari for being so honest. I wish there was more honest DK players like you not scared enough to say how stupidly over-tuned are some skills of the class, Talons included.
Thanks @Princess_Asgari for being so honest. I wish there was more honest DK players like you not scared enough to say how stupidly over-tuned are some skills of the class, Talons included.
Dragonknight:
Magma Shell, Dragon's Blood, Reflect, Dragon Leap (Due to exploiting issues), Obsidian Shield.
Nightblades:
Fear, Shades, Sap Essence, Veil of Blades.
Templars:
Puncturing Strikes, Blazing Shield, Blazing Spears, Breath of Life, Purifying Ritual.
Sorcerers:
Streak, Dark Exchange, Negate, Mage's Wrath, Conjured Ward.
I listed some skills that are unbalanced, HOWEVER the skills I listed are only unbalanced when used in certain situations. Streak for example, lets a Sorcerer run away from a fight easier than any other class. Reflect? Lets a Dragonknight ignore half the skills in this game. Mage's Wrath? Only really unbalanced if you're low on health because you can't block the execute phase of the ability and it deals extremely high damage. Fear? It's an stun that you can't block, or dodge, or reflect, and after it ends you're snared and your damage is reduced. Puncturing Strikes? High damage, permanent stun. (Fixed in 1.6) Breath of Life, while not always unbalanced, it can prevent you from killing a Templar in 1v1 because it's the single best heal in the game.
Talons? Is only ever unbalanced when you can get out of them, and Talons along with a mixture of other skills gets you killed. The ability itself isn't overpowered, the combination of it, and the general PvP meta is. Don't fix Talons because it's not broken, fix the game, because it's unbalanced. Like any MMO. Give it time and it'll be alright, but 1.6 already heavily nerfs DKs to be on par with other classes, to be honest, I think Nightblades and Templars will be the reign of terror in 1.6, just because the whole Sap Essence tank thing didn't get changed, so Nightblades will still be able to run into zergs and live while popping their ultimates every 30 or 40 seconds.
So hows that for honesty?
Thanks @Princess_Asgari for being so honest. I wish there was more honest DK players like you not scared enough to say how stupidly over-tuned are some skills of the class, Talons included.
Dragonknight:
Magma Shell, Dragon's Blood, Reflect, Dragon Leap (Due to exploiting issues), Obsidian Shield.
Nightblades:
Fear, Shades, Sap Essence, Veil of Blades.
Templars:
Puncturing Strikes, Blazing Shield, Blazing Spears, Breath of Life, Purifying Ritual.
Sorcerers:
Streak, Dark Exchange, Negate, Mage's Wrath, Conjured Ward.
I listed some skills that are unbalanced, HOWEVER the skills I listed are only unbalanced when used in certain situations. Streak for example, lets a Sorcerer run away from a fight easier than any other class. Reflect? Lets a Dragonknight ignore half the skills in this game. Mage's Wrath? Only really unbalanced if you're low on health because you can't block the execute phase of the ability and it deals extremely high damage. Fear? It's an stun that you can't block, or dodge, or reflect, and after it ends you're snared and your damage is reduced. Puncturing Strikes? High damage, permanent stun. (Fixed in 1.6) Breath of Life, while not always unbalanced, it can prevent you from killing a Templar in 1v1 because it's the single best heal in the game.
Talons? Is only ever unbalanced when you can get out of them, and Talons along with a mixture of other skills gets you killed. The ability itself isn't overpowered, the combination of it, and the general PvP meta is. Don't fix Talons because it's not broken, fix the game, because it's unbalanced. Like any MMO. Give it time and it'll be alright, but 1.6 already heavily nerfs DKs to be on par with other classes, to be honest, I think Nightblades and Templars will be the reign of terror in 1.6, just because the whole Sap Essence tank thing didn't get changed, so Nightblades will still be able to run into zergs and live while popping their ultimates every 30 or 40 seconds.
So hows that for honesty?
Princess_Asgari wrote: »Thanks @Princess_Asgari for being so honest. I wish there was more honest DK players like you not scared enough to say how stupidly over-tuned are some skills of the class, Talons included.
Dragonknight:
Magma Shell, Dragon's Blood, Reflect, Dragon Leap (Due to exploiting issues), Obsidian Shield.
Nightblades:
Fear, Shades, Sap Essence, Veil of Blades.
Templars:
Puncturing Strikes, Blazing Shield, Blazing Spears, Breath of Life, Purifying Ritual.
Sorcerers:
Streak, Dark Exchange, Negate, Mage's Wrath, Conjured Ward.
I listed some skills that are unbalanced, HOWEVER the skills I listed are only unbalanced when used in certain situations. Streak for example, lets a Sorcerer run away from a fight easier than any other class. Reflect? Lets a Dragonknight ignore half the skills in this game. Mage's Wrath? Only really unbalanced if you're low on health because you can't block the execute phase of the ability and it deals extremely high damage. Fear? It's an stun that you can't block, or dodge, or reflect, and after it ends you're snared and your damage is reduced. Puncturing Strikes? High damage, permanent stun. (Fixed in 1.6) Breath of Life, while not always unbalanced, it can prevent you from killing a Templar in 1v1 because it's the single best heal in the game.
Talons? Is only ever unbalanced when you can get out of them, and Talons along with a mixture of other skills gets you killed. The ability itself isn't overpowered, the combination of it, and the general PvP meta is. Don't fix Talons because it's not broken, fix the game, because it's unbalanced. Like any MMO. Give it time and it'll be alright, but 1.6 already heavily nerfs DKs to be on par with other classes, to be honest, I think Nightblades and Templars will be the reign of terror in 1.6, just because the whole Sap Essence tank thing didn't get changed, so Nightblades will still be able to run into zergs and live while popping their ultimates every 30 or 40 seconds.
So hows that for honesty?
Who uses magma shell in group pvp? Or shades in group pvp? Or dark exchange in group pvp? You are listing skills that are utterly useless in group play. Magma shell may be useful in 1.6 but those others are terrible for group play especially dark exchange. Yes, let me drain stamina for health and magicka so I can be cc in talons or feared or biting jabbed to death and can't cc break from having no stamina.
Please don't make up random arguments. I play the most aggressive DK build and in a mere 26 days of play time have completed the 100,000,000 damage dealer achievement in Cyrodiil. Do you think a Templar or sorc or NB could do that?
My main is a NB, Fear is downright OP, Shades is downright OP in small scenarios.Thanks @Princess_Asgari for being so honest. I wish there was more honest DK players like you not scared enough to say how stupidly over-tuned are some skills of the class, Talons included.
Dragonknight:
Magma Shell, Dragon's Blood, Reflect, Dragon Leap (Due to exploiting issues), Obsidian Shield.
Nightblades:
Fear, Shades, Sap Essence, Veil of Blades.
Templars:
Puncturing Strikes, Blazing Shield, Blazing Spears, Breath of Life, Purifying Ritual.
Sorcerers:
Streak, Dark Exchange, Negate, Mage's Wrath, Conjured Ward.
I listed some skills that are unbalanced, HOWEVER the skills I listed are only unbalanced when used in certain situations. Streak for example, lets a Sorcerer run away from a fight easier than any other class. Reflect? Lets a Dragonknight ignore half the skills in this game. Mage's Wrath? Only really unbalanced if you're low on health because you can't block the execute phase of the ability and it deals extremely high damage. Fear? It's an stun that you can't block, or dodge, or reflect, and after it ends you're snared and your damage is reduced. Puncturing Strikes? High damage, permanent stun. (Fixed in 1.6) Breath of Life, while not always unbalanced, it can prevent you from killing a Templar in 1v1 because it's the single best heal in the game.
Talons? Is only ever unbalanced when you can get out of them, and Talons along with a mixture of other skills gets you killed. The ability itself isn't overpowered, the combination of it, and the general PvP meta is. Don't fix Talons because it's not broken, fix the game, because it's unbalanced. Like any MMO. Give it time and it'll be alright, but 1.6 already heavily nerfs DKs to be on par with other classes, to be honest, I think Nightblades and Templars will be the reign of terror in 1.6, just because the whole Sap Essence tank thing didn't get changed, so Nightblades will still be able to run into zergs and live while popping their ultimates every 30 or 40 seconds.
So hows that for honesty?
I notice NB has the least items on the list
5 pages of whining on PTS forum about problems, that not exist in 1.6 anymore, and most fun of this, that most part of whiners not even testing anything on PTS and continue to cry about "ghosts of the past", just stupid...
Ahh, forgot, L2P, really, some of arguments incredibly noobish...
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Dragonknight:
Magma Shell, Dragon's Blood, Reflect, Dragon Leap (Due to exploiting issues), Obsidian Shield.
Nightblades:
Fear, Shades, Sap Essence, Veil of Blades.
Templars:
Puncturing Strikes, Blazing Shield, Blazing Spears, Breath of Life, Purifying Ritual.
Sorcerers:
Streak, Dark Exchange, Negate, Mage's Wrath, Conjured Ward.
So hows that for honesty?
Dragonknight:
Magma Shell, Dragon's Blood, Reflect, Dragon Leap (Due to exploiting issues), Obsidian Shield.
Nightblades:
Fear, Shades, Sap Essence, Veil of Blades.
Templars:
Puncturing Strikes, Blazing Shield, Blazing Spears, Breath of Life, Purifying Ritual.
Sorcerers:
Streak, Dark Exchange, Negate, Mage's Wrath, Conjured Ward.
So hows that for honesty?
Pretty bad, actually. Thanks for proving my point though.
This is a thread for 1.5. Definitely not for 1.6.
No sense in playing a magicka Dk anymore - > no talons spam!
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
snipeopsub17_ESO wrote: »The problem with talon is it can "interupt" a dodge roll if it spammed and perma root someone. It needs to trigger the 6 second cc immunity.
The perma root is a bug. ZOS has some choices on how to workaround the bug if they can't fix it.snipeopsub17_ESO wrote: »The problem with talon is it can "interupt" a dodge roll if it spammed and perma root someone. It needs to trigger the 6 second cc immunity.