Several thingsAs far as a gap closer, what's wrong with Empowering Chains?
- If it's dodged no gap close occurs. With the current perma roll auto dodge meta it can take 5 chains for 1 gap close
- It costs a ton because it doesn't have the cost reduction passive that crit charge and invasion have
- The finishing animation window is very long making it hard to combine it with a whip. If the person is on a horse with rapids going the duration is so long that they are out of range before you can even follow up with a whip.
- It has gotten better but it still jams up quite often and will not gap close at all. When it does it's jammed for good until you leave the area.
- The major expedition is unnoticeable
- The calculation is so expansive with the Z axis that the server takes too long to succeed. So when you are trying to gap close into a cluster of enemies and fishing for a target the server never succeeds in accepting a viable target. With crit rush or invasion you can fish around for a target int he cluster and off you go. It might come at a delay or a buffed animation but it works when you need it too.
The only good thing about chains is that it ignores roots just like BE. Just change the darn thing to a target based teleport and be done with it
That would really make the dk feel powerful and unique. Could move banner to the draconic line and give us a fire cloak on ardent flame where it can soak up the passives. DK's could gap close ahead into the zerg for the same reasons you send your sorcs in before a push. It would be so much fun to have a cool gap closer.Several thingsAs far as a gap closer, what's wrong with Empowering Chains?
- If it's dodged no gap close occurs. With the current perma roll auto dodge meta it can take 5 chains for 1 gap close
- It costs a ton because it doesn't have the cost reduction passive that crit charge and invasion have
- The finishing animation window is very long making it hard to combine it with a whip. If the person is on a horse with rapids going the duration is so long that they are out of range before you can even follow up with a whip.
- It has gotten better but it still jams up quite often and will not gap close at all. When it does it's jammed for good until you leave the area.
- The major expedition is unnoticeable
- The calculation is so expansive with the Z axis that the server takes too long to succeed. So when you are trying to gap close into a cluster of enemies and fishing for a target the server never succeeds in accepting a viable target. With crit rush or invasion you can fish around for a target int he cluster and off you go. It might come at a delay or a buffed animation but it works when you need it too.
The only good thing about chains is that it ignores roots just like BE. Just change the darn thing to a target based teleport and be done with it
I want dragon leap as a gap closer, and a ultimate that works like cloak of fire. Bye bye chains.
Name one skill that makes a Dk tanky? Haha! Just, haha. How about Choking Talons, Hardened Armor, Coagulating Blood, Reflective Plate, Iron Skin, Burning Heat, Elder Dragon, Scaled Armor, Magma Armor, Igneous Shield, Battle Roar, Helping Hands, and various strong CC. Come on man, what a ridiculous question. They have more inherent tankiness than any other class.
This list is compiled from going on a skill calculator and writing everything down that sounds tanky, rather than being derived from the reality of PvP. In almost every case the only mitigation or protection that occurs in PvP is Crit resistance, shields, dodging and blocking. Armor is almost always 100% penetrated, our shields are garbage and health based, outside of obsidian shard our push button heals are garbage and OS can be dodged. Health recovery is cut in half by defile or vamp which is almost necessary, Magma armor has been broken since beta. The only reliable thing in there is maim and our block reduction passive which will require some building to use and is far less mitigation than you might think. iirc it's around 2-3%
+Healing and health recovery = tankiness
Completely avoiding projectile damage = tankiness
Resource and health return on ult = tankiness
15% enemy damage reduction = tankiness
Bonus block mitigation = tankiness
Crowd control = tankiness
I'm also sick of the argument that Physical and Spell resist values are worthless - nobody opens up on you negating all of your armor. These stats are valuable.
These are white belt mechanics and you should learn to use them to your advantage.
The origin of whitebelt and blackbelt is derived from the dirt of experience that separates the initiate from the experienced in the color of ones belt. The intiates being fresh and white while the experienced has darkened over time. What you listed is aptly named as whitebelt because none of it sourced from the mdk turns someone into a tank which is why you had to couple it with the term tankiness instead to denote the theoretical. Ishmael didnt ask for theory, he asked for fact. I don't mean that as harsh or dramatic, I'm just being literal about it.
How can you say those elements don't contribute to becoming tanky? They are white belt because a player needs a practical understanding of how to actually use them before crafting a more complex build.
Name one skill that makes a Dk tanky? Haha! Just, haha. How about Choking Talons, Hardened Armor, Coagulating Blood, Reflective Plate, Iron Skin, Burning Heat, Elder Dragon, Scaled Armor, Magma Armor, Igneous Shield, Battle Roar, Helping Hands, and various strong CC. Come on man, what a ridiculous question. They have more inherent tankiness than any other class.
This list is compiled from going on a skill calculator and writing everything down that sounds tanky, rather than being derived from the reality of PvP. In almost every case the only mitigation or protection that occurs in PvP is Crit resistance, shields, dodging and blocking. Armor is almost always 100% penetrated, our shields are garbage and health based, outside of obsidian shard our push button heals are garbage and OS can be dodged. Health recovery is cut in half by defile or vamp which is almost necessary, Magma armor has been broken since beta. The only reliable thing in there is maim and our block reduction passive which will require some building to use and is far less mitigation than you might think. iirc it's around 2-3%
+Healing and health recovery = tankiness
Completely avoiding projectile damage = tankiness
Resource and health return on ult = tankiness
15% enemy damage reduction = tankiness
Bonus block mitigation = tankiness
Crowd control = tankiness
I'm also sick of the argument that Physical and Spell resist values are worthless - nobody opens up on you negating all of your armor. These stats are valuable.
These are white belt mechanics and you should learn to use them to your advantage.
The origin of whitebelt and blackbelt is derived from the dirt of experience that separates the initiate from the experienced in the color of ones belt. The intiates being fresh and white while the experienced has darkened over time. What you listed is aptly named as whitebelt because none of it sourced from the mdk turns someone into a tank which is why you had to couple it with the term tankiness instead to denote the theoretical. Ishmael didnt ask for theory, he asked for fact. I don't mean that as harsh or dramatic, I'm just being literal about it.
There is a lot of misconception about mDK going back and forth in this thread, so let's set some things straight.
Right now, and since the IC patch dropped more than one year ago, the mDK has not had the following:
1. Gap Closer
2. Self Heal
3. Maneuverability
4. Execute
The class does not have these things -- objectively. The idea that there are somehow "godly" DKs wandering around Cyrodiil is absurd. Those players are simply better than you. The gameplay instances where DKs excel are those in which their weakness are completely covered by another player: groups or duels. In a duel you don't need that burst heal, gap closer, or maneuverability. In a group, your buddies will heal you and give you speed. The videos you see posted on the forums are highlight reels pulled from hours of frustrating gameplay. I have 10s of GB of videos on my HD of "leet" mDK footage going all the way back to the early 1.6 days. In the current meta, gear sets are so powerful that some of the mDK weakness can be covered by choosing the proper sets. That doesn't mean the DK is in a good place.
The Magicka DK -- its skills and passives -- were completely designed for gameplay mechanics WHICH NO LONGER EXIST, and have not existed since January 2015 (the end of patch 1.5). The main mechanics are: soft caps on stats, dynamic ultimate, real resource management, no Battle Spirit, no CPs.
Now let's address some specifics:
1. Wings. The change to 4 projectiles was overdone in typical fashion. It also does not work properly. Here is what doesn't work: damage reduction by battle spirit also applies a second time after the projectile is reflected, projectiles with DoTs still apply the DoT even if reflected (e.g. Poison Injection), projectiles that cause status effects still cause the effect even if reflected (e.g. Dark Flare heal debuff), projectiles fired from stealth cannot be reflected, sometimes projectiles go through wings even when up (causes unknown).
2. Dragon Blood. If you have 30k total health and are in execute range (10/30k) Dragon Blood can heal you for 20*0.16 = 3.2k at a cost of >3k mana. If you apply Igneous and Volatile you might get 3.2*1.42 = 4.5k... which can't get you out of execute range. If you are heal debuffed, poisoned, or whatever, the skill is useless. Compare this to >15k tooltip Vigor which can TICK for more than DB can heal and scales with weapon damage. Or compare it to BoL which is nearly 6x as efficient (since it hits two people) and scales which spell power / mana.
3. "Tankiness". Name the skills and passives which inherently make DK "tanky". I'll wait. This is a huge misconception. DKs have ONE passive which adds 3k spell resist and ONE passive which adds 10% block dmg reduction. The tankiness that you see on DKs is because people are forced to gear and spec for defense (aka blocking). Evasion on cinder storm was taken away. Dynamic Ultimate for Battle Roar was taken away. A Templar, NB, or Sorc can gear for damage and gain survivability at the same time.
4. Gap Closer / Maneuverability. Chains is useless in open-world PvP. Go try it. Handing out free CC immunity without CC'ing someone is ridiculous. It can't go up slopes. It can be dodged. And since an mDK can't gap close, any player which wishes to survive a fight against a mDK can simply run away. That's right -- people that die to mDK in open world are too stupid to run away. A mDK can't catch you! This also means that if five people see me and decide to all fight -- I must fight and win or die. I can't run! This used to be OK with dynamic ultimate, Dragon Blood, Evasion on Cinder Storm, and Wings. Now its probably the most frustrating part of open world mDK. Notice that exactly zero streamers play mDK. Not Kodi, Sypher, Fengrush.
5. Execute. The mDK was given a janky execute in 1.6 with Molten Weapons. It was good only in a select few Heavy Attack builds. But even that was taken away. mDK doesn't need an execute and shouldn't get one.
I think that if ZoS can address each of these five issues then mDK will be competitive again in open world PvP. Until then it is the worst spec in the game. Here's how I think it should be done to keep the theme of the class:
1. Wings. Fix all the bugs I listed, up the projectile cap to 8. This won't affect duels, still requires 1/4 of all your GCDs to keep up permanently and provides some defense against swarms of players.
2. Dragon Blood. Simply exempt this skill from Battle Spirit. Nothing else.
3. Tankiness. Add Major evasion when standing in cinder storm and make it cast at your feet. Eruption stays the same. Add Minor or Major Heroism to a class passive.
4. Gap closer. Make the Shielded Assault morph cost mana. Chose a morph of the 2H gap closer to cost mana.
5. Execute. No changes. Maybe consider adding Minor Sorcery to a class passive somewhere.
Insulting other people's skill without having any basis doesn't help make your point. It also doesn't change the fact that there are some players doing it right with regard to mDk and they aren't in the desolate state you guys are trying to argue, I'm sorry some of you guys can't see that.
Wings could use a buff, but it needs to lose the 100% projectile immunity for reasons already stated.
Dragon Blood also needs some love, but a simple removal of Battle Spirit isn't the answer.
The pull morph of chains is pretty terrible, but Empowering is fine if they fix the dodge problem.
Name one skill that makes a Dk tanky? Haha! Just, haha. How about Choking Talons, Hardened Armor, Coagulating Blood, Reflective Plate, Iron Skin, Burning Heat, Elder Dragon, Scaled Armor, Magma Armor, Igneous Shield, Battle Roar, Helping Hands, and various strong CC. Come on man, what a ridiculous question. They have more inherent tankiness than any other class.
Joy_Division wrote: »At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I get nervous every time I think about the incoming mDk changes. I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
Why?
This forum has a serious case of post traumatic DK syndrome. mDK is the worst template out there: no maneuverability, no burst, no execute, no reliable gap-closer, gimped self heal, needs all three stats. Every way the combat mechanics have changed have undermined them.
DKs don;t struggle because their DoTs get cleansed. Only one class can do that and doing so isn't cheap or threatening the DK in anyway. They did just fine before 1.6 with purgable DoTs. And their wings most certainly do not need to be towned down. If anything they need to be toned up.
ZoS has already tried to fix/buff mDKs twice and we're still waiting. Unless ZoS plans on actually changing the class to better match how ESO has changed over the past 2 1/2 years, DKs are probably still going to be limited and frustrating to play. Duct tapping the right mouse key and having no burst in a "meta" that pretty much requires burst to kill enemy players gets real old real fast. They are decent in 1v1 duels and in groups (because their weaknesses are covered by allies), but in the open world it's an exercise in frustration. There is a reason Sypher hasn't played his main in forever.
Joy_Division wrote: »At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I get nervous every time I think about the incoming mDk changes. I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
Why?
This forum has a serious case of post traumatic DK syndrome. mDK is the worst template out there: no maneuverability, no burst, no execute, no reliable gap-closer, gimped self heal, needs all three stats. Every way the combat mechanics have changed have undermined them.
DKs don;t struggle because their DoTs get cleansed. Only one class can do that and doing so isn't cheap or threatening the DK in anyway. They did just fine before 1.6 with purgable DoTs. And their wings most certainly do not need to be towned down. If anything they need to be toned up.
ZoS has already tried to fix/buff mDKs twice and we're still waiting. Unless ZoS plans on actually changing the class to better match how ESO has changed over the past 2 1/2 years, DKs are probably still going to be limited and frustrating to play. Duct tapping the right mouse key and having no burst in a "meta" that pretty much requires burst to kill enemy players gets real old real fast. They are decent in 1v1 duels and in groups (because their weaknesses are covered by allies), but in the open world it's an exercise in frustration. There is a reason Sypher hasn't played his main in forever.
Yet magica DKs still hardcounter ranged builds 1v1.
Joy_Division wrote: »At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I get nervous every time I think about the incoming mDk changes. I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
Why?
This forum has a serious case of post traumatic DK syndrome. mDK is the worst template out there: no maneuverability, no burst, no execute, no reliable gap-closer, gimped self heal, needs all three stats. Every way the combat mechanics have changed have undermined them.
DKs don;t struggle because their DoTs get cleansed. Only one class can do that and doing so isn't cheap or threatening the DK in anyway. They did just fine before 1.6 with purgable DoTs. And their wings most certainly do not need to be towned down. If anything they need to be toned up.
ZoS has already tried to fix/buff mDKs twice and we're still waiting. Unless ZoS plans on actually changing the class to better match how ESO has changed over the past 2 1/2 years, DKs are probably still going to be limited and frustrating to play. Duct tapping the right mouse key and having no burst in a "meta" that pretty much requires burst to kill enemy players gets real old real fast. They are decent in 1v1 duels and in groups (because their weaknesses are covered by allies), but in the open world it's an exercise in frustration. There is a reason Sypher hasn't played his main in forever.
Yet magica DKs still hardcounter ranged builds 1v1.
If the wings reflected 6 or 8 projectiles during 4s rather than the current 4 projectiles would that change the 1v1 situation?
Joy_Division wrote: »At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I get nervous every time I think about the incoming mDk changes. I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
Why?
This forum has a serious case of post traumatic DK syndrome. mDK is the worst template out there: no maneuverability, no burst, no execute, no reliable gap-closer, gimped self heal, needs all three stats. Every way the combat mechanics have changed have undermined them.
DKs don;t struggle because their DoTs get cleansed. Only one class can do that and doing so isn't cheap or threatening the DK in anyway. They did just fine before 1.6 with purgable DoTs. And their wings most certainly do not need to be towned down. If anything they need to be toned up.
ZoS has already tried to fix/buff mDKs twice and we're still waiting. Unless ZoS plans on actually changing the class to better match how ESO has changed over the past 2 1/2 years, DKs are probably still going to be limited and frustrating to play. Duct tapping the right mouse key and having no burst in a "meta" that pretty much requires burst to kill enemy players gets real old real fast. They are decent in 1v1 duels and in groups (because their weaknesses are covered by allies), but in the open world it's an exercise in frustration. There is a reason Sypher hasn't played his main in forever.
Yet magica DKs still hardcounter ranged builds 1v1.
If the wings reflected 6 or 8 projectiles during 4s rather than the current 4 projectiles would that change the 1v1 situation?
Lets stop pretending that MDK's aren't freaking evil in a 1v1 duel. I suck at it, but I have some friends that are seriously good.
Open world the biggest problem is mobility. Cyrodiil isn't a duel, and everyone just runs away when they're losing. Here's an idea, why not cut the cost of 'take flight' way down? I don't get why it costs more than incap strike.
And yes, 7 or 8 projectile reflected change would affect a 1v1. A destro staff user animation cancel weaving crushing shock and light attack can burn that down in two seconds taking absolutely minimal damage in return. Do some dueling, this happens all of the time. Wings. Pulse. Pulse. Oh crap frag hits, curse explodes. Cuss out ZOS.
Make Dragonblood a Magicka version of Vigor.
they working on us Long allready
we were given that awesomne flameball for exemple.
mby the will think about to rework inhale into something "more" usefull.World in Ruin - add
Enemies effected by your DoTs/AoEs that fall beneath 40% health take up to 300% more damage from Ardent Flame abilities.
also that, i said it allready 100 times over 2 years, give us a flame execute passive.... and the world would be good.
also decrease the Duration from wings but increase the projectiles.
Dragon blood should be a magicka based heal.
give us a class purge, we die on dots since we cannot supress them like NB or shild them like sorcs.
efficient purge cost me 4,3k magicka with seducer and 3 cost reduction glyphs on azuras, that is no Option.
make Magma Shell usefull for mDKs, increase range and dmg
mby you can think about giving us a leech passive, leeching x% life from Ardent Flame Skills dmg done
we dont want the dmg, we want our tankiness back we used to have
The_Outsider wrote: »they working on us Long allready
we were given that awesomne flameball for exemple.
mby the will think about to rework inhale into something "more" usefull.World in Ruin - add
Enemies effected by your DoTs/AoEs that fall beneath 40% health take up to 300% more damage from Ardent Flame abilities.
also that, i said it allready 100 times over 2 years, give us a flame execute passive.... and the world would be good.
also decrease the Duration from wings but increase the projectiles.
Dragon blood should be a magicka based heal.
give us a class purge, we die on dots since we cannot supress them like NB or shild them like sorcs.
efficient purge cost me 4,3k magicka with seducer and 3 cost reduction glyphs on azuras, that is no Option.
make Magma Shell usefull for mDKs, increase range and dmg
mby you can think about giving us a leech passive, leeching x% life from Ardent Flame Skills dmg done
we dont want the dmg, we want our tankiness back we used to have
OMG, nOOooOOO! Passive executes are a terrible idea... *coughstamsorccough*
Make Dragonblood a Magicka version of Vigor.
Something like that could work but I would personally prefer Echoing Vigor to become a magicka morph. That would be the bee's knees.
I suspect that they will just add more ancillary effects to Dragon Blood rather than boost the healing output.
Joy_Division wrote: »At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I get nervous every time I think about the incoming mDk changes. I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
Why?
This forum has a serious case of post traumatic DK syndrome. mDK is the worst template out there: no maneuverability, no burst, no execute, no reliable gap-closer, gimped self heal, needs all three stats. Every way the combat mechanics have changed have undermined them.
DKs don;t struggle because their DoTs get cleansed. Only one class can do that and doing so isn't cheap or threatening the DK in anyway. They did just fine before 1.6 with purgable DoTs. And their wings most certainly do not need to be towned down. If anything they need to be toned up.
ZoS has already tried to fix/buff mDKs twice and we're still waiting. Unless ZoS plans on actually changing the class to better match how ESO has changed over the past 2 1/2 years, DKs are probably still going to be limited and frustrating to play. Duct tapping the right mouse key and having no burst in a "meta" that pretty much requires burst to kill enemy players gets real old real fast. They are decent in 1v1 duels and in groups (because their weaknesses are covered by allies), but in the open world it's an exercise in frustration. There is a reason Sypher hasn't played his main in forever.
Yet magica DKs still hardcounter ranged builds 1v1.
Wings are a great example - it's not good design. If that skill (base morph) lasted 6s and simply gave a 20% chance to deflect projectiles (dealing no damage) and 20% chance to reflect for full damage, with infinite charges for the duration, it would be much better. That would allow ranged builds to engage 1v1 and the skill would scale in power versus a greater number of opponents.
Joy_Division wrote: »At a GUESS, I would say they are going to make it easier for DoTs to stick (ie: not being able to be purged), and perhaps making Dragonblood a little more useful in PVP.
Having your main source of damage being DoTs is fine, but when a class can just erase them that's a problem. It's not like you can purge wrecking blow or surprise attacks damage.
Considering DKs have no execute ability it really wouldn't be a bad thing if embers and engulfing could not be purged. But for the love of god, if you do this, don't make it work for stam morphs.
I get nervous every time I think about the incoming mDk changes. I would rather see a small nerf/change to Extended Ritual (with compensatory buffs!) than ANY unpurgeable DOTs/debuffs.
At this point it's only fair that Templars shut down mDk DOT builds just like mDk's shut down nearly all ranged builds.
Templar purge and Dk wings are two abilities that actually should be toned down a bit. I personally prefer soft counter mechanics over hard counters. A soft counter gives advantage in a fight, hard counters basically shut down certain build types completely which I feel is overall negative and difficult/impossible to balance.
Why?
This forum has a serious case of post traumatic DK syndrome. mDK is the worst template out there: no maneuverability, no burst, no execute, no reliable gap-closer, gimped self heal, needs all three stats. Every way the combat mechanics have changed have undermined them.
DKs don;t struggle because their DoTs get cleansed. Only one class can do that and doing so isn't cheap or threatening the DK in anyway. They did just fine before 1.6 with purgable DoTs. And their wings most certainly do not need to be towned down. If anything they need to be toned up.
ZoS has already tried to fix/buff mDKs twice and we're still waiting. Unless ZoS plans on actually changing the class to better match how ESO has changed over the past 2 1/2 years, DKs are probably still going to be limited and frustrating to play. Duct tapping the right mouse key and having no burst in a "meta" that pretty much requires burst to kill enemy players gets real old real fast. They are decent in 1v1 duels and in groups (because their weaknesses are covered by allies), but in the open world it's an exercise in frustration. There is a reason Sypher hasn't played his main in forever.
Yet magica DKs still hardcounter ranged builds 1v1.
If the wings reflected 6 or 8 projectiles during 4s rather than the current 4 projectiles would that change the 1v1 situation?
Stop saying that wings are OP, light attack and pulse/shock and they are gone. If you can't counter it i dunno what to say
Wings are a great example - it's not good design. If that skill (base morph) lasted 6s and simply gave a 20% chance to deflect projectiles (dealing no damage) and 20% chance to reflect for full damage, with infinite charges for the duration, it would be much better. That would allow ranged builds to engage 1v1 and the skill would scale in power versus a greater number of opponents.
What you are describing is a skill that would be inferior to shuffle, yet cost a lot more while lasting a fraction of the time. Reduce the cost? Now imagine a stam DK that can afford to keep wings up almost all the time as a magicka sink in addition to running shuffle. Huge buff for a spec that doesn't need one.
@Ishammael I´d actually be in favor of making wings reflect infinite projectiles again but only for 3 seconds.
That means you have to weave two light attack and two shocks to "counter" wings. That equals about 10k reflected dmg + 35% dmg increase given the "correct" morph choice.