FloppyTouch wrote: »
They´re tanky.
I have not met one magica DK that felt threatening since i cured vamp.
FloppyTouch wrote: »
I'm seeing quite a few mDKs out there.They´re tanky.
I have not met one magica DK that felt threatening since i cured vamp.
The fundamentals haven't changed. Our gear selection is limited because heavy armor is a requirement for all but niche builds, we still have sustain issues so we can't stack damage like sorcs, while our defense against sorcs has been gutted. In an equally skilled match, the sorc is going to win every time now.
Plus I suspect most returning DKs are feeling their way to see how far we can push our new heal with reduced mitigation and increased damage.
I asked some of my old DK friends to see if they'd give it another shot. After a quick look at the patch notes, they didn't feel enough was changed to really warrant putting time into the game again.
For me personally, I think the changes are nice but they don't really address the underlying issues that DKs have. Our magika costs are simply too high across the board, and with the massive nerfs to Desert Rose, there is not really a way around it. You either struggle with sustain or put so much into cost reduction that you hit like a wet noodle.
Other than that, I would like to see reworks for some of our more useless abilities. See my sig for more info on that. I don't really think direct damage buffs are necassary or anything. I am more for quality of like changes and functionality improvements (chains not working with any elevation change, for example).
@Neighbor Chains is LOT better. It's very usable now.
@Neighbor Chains is LOT better. It's very usable now.
If it could be used on top of siege walls and structures (like the old days) it would be ideal. They changed it to get rid of a few people abusing the system, but their fix was lazy. They should have kept chains the same state, and changed how getting in/out of keeps that are not being sieged.
then ther is a set that restor magicka and Stamina up on a attack, would be option 3.
Rainingblood wrote: »I've tried the tweaked skills and went back to what I had been using before the patch. FL looked great. The TT showed good damage and I know the actual would be lower in Cyro, but the actual damage it was doing was at about 25% ot the TT value. Went back to Shooting Star... The rest are lackluster enough to not slot.
I did feel squishy as hell after the patch for some reason...
I asked some of my old DK friends to see if they'd give it another shot. After a quick look at the patch notes, they didn't feel enough was changed to really warrant putting time into the game again.
For me personally, I think the changes are nice but they don't really address the underlying issues that DKs have. Our magika costs are simply too high across the board, and with the massive nerfs to Desert Rose, there is not really a way around it. You either struggle with sustain or put so much into cost reduction that you hit like a wet noodle.
Most of the problems come from the way the game is played, not exactly DK's themselves. Ideally, DKs can wear enemies down and have better resource management to beat them. But really, Cyrodiil is all about burst builds and quick kills. Taking >10 seconds to kill someone and his buddy is just going to show up. Before you know it, there is a whole zerg on top of you.
Our lack of burst does not work well in Cyro. This would be fine, if the tradeoff was the ability to wear down enemies or small groups of enemies more effectively. DoT's are so easily countered or healed through that they are simply not that effective. Reworking Inferno to make it AoE would be a game-changer. It would allow us to pressure enemies in a way that can't simply be purged away. It is the signature DK ability and in it's current form it is just not very useful.
Other than that, I would like to see reworks for some of our more useless abilities. See my sig for more info on that. I don't really think direct damage buffs are necassary or anything. I am more for quality of life changes and functionality improvements (chains not working with any elevation change, for example). This makes diversification of builds is a big problem. Basically every DK runs the same exact skills because we don't have much options. Improvements to these skills will go a long way to help with this.
My mSorc, mNB and mTemplars just have much less issues in solo Cyrodiil in 5 light. Each of them has htheir own mobilitiy, counter and burst to face off mDks (the solo ones).
My mSorc, mNB and mTemplars just have much less issues in solo Cyrodiil in 5 light. Each of them has htheir own mobilitiy, counter and burst to face off mDks (the solo ones).
Are there really templars considering light armor a valid choice for their class for open world cyro soloing?
The_Outsider wrote: »