SkaraMinoc wrote: »Corrosive needs a nerf. No player should have the ability to bypass enemy resists while simultaneously reducing damage taken to 3% of max health. Pick one or the other: Corrosive Weapon or Corrosive Armor. But not both.
Dk didnt need a nerf for years, it was only buffed to meta 1,5 years ago and one of the worst classes before.i guarentee you nothing will be done about the class. and yes it is brokenly op even for players without skill.
edit: look at fossilize in no cp. you can literally put only tank gear on and just spam that ability on another player and simply win the fight because of the stamina drain that ability by itself does to an enemy. they need a nerf. they have needed a nerf for years. its not going to happen. there are rumors going around on why it wont get nerfed which i cannot discuss on these forums without getting banned.
Dk didnt need a nerf for years, it was only buffed to meta 1,5 years ago and one of the worst classes before.i guarentee you nothing will be done about the class. and yes it is brokenly op even for players without skill.
edit: look at fossilize in no cp. you can literally put only tank gear on and just spam that ability on another player and simply win the fight because of the stamina drain that ability by itself does to an enemy. they need a nerf. they have needed a nerf for years. its not going to happen. there are rumors going around on why it wont get nerfed which i cannot discuss on these forums without getting banned.
pedrogonzalez wrote: »Make 1 morph of corrosive for pen, another one for def.
@Galeriano no its corrosive and fossilize. i personally think corrosive armor is fine. fossilize however has needed a nerf for an eternity. no cc ability should both stun and root you.
This is pretty standard in pvp though, comboing your burst with a well timed cc. Sorcs do it with streak, Templars do it with charge/javelin, Nightblades do it with fear or an attack from stealth, Warden's do it with the arctic blast stun....actually I'm not sure what Necros do as far as a class stun that goes off on demand, I guess they do something to not die.the class is going to be either very underpowered or very overpowered with the fossilize ability in the state that it is in. if you buff dk too much then it will have enough pressure in combination with fossilize such that there is no possible way to fight the class without losing all resources then dying.
That's a very poor opponent that you can kill just by using fossilize once every seven seconds. They almost health regen enough in that time to negate the damage, unless they're a vampire.edit: look at fossilize in no cp. you can literally put only tank gear on and just spam that ability on another player and simply win the fight because of the stamina drain that ability by itself does to an enemy.
Corrosive: absolutely needs adjusting. Personally I like the idea of one morph being defensive and the other being offensive, but some of the other suggestions are okay too. Honestly if it were as simple as one corrosive DK whipping one person repeatedly then it wouldn't be a problem. The problem is that they have a plethora of semi-delayed and bursty AoE Direct Damage to go with it. So they can be in the middle of a scrum so large nobody can honestly be expected to keep track of everyone, pop corrosive, deep breath, spam FoO a couple of times or spin or whatever and just obliterate everyone around them. By themselves, in the hands of some Xers, and most certainly with the help of their team in other situations. All while having insane mitigation from corrosive and freshly topped off resource pools. Corrosive needs to be HEAVILY nerfed. Or FoO needs to stop being a faux-spammable (the first fireballs should come at 5 seconds, not 0 seconds.)
Fossilize does need to be looked at, despite what some others have said. Acting like it's a stam management issue is very disingenuous downplaying of the issue. It hits through block. Hits through dodge. Stuns and immobilizes. If that were it then it'd be fine (not really,) but that isn't it because you're dotted up, taking whips, casting vigor, blocking, and perhaps trying to muster some offense of your own. The stam drain is wickedly OP, and it really doesn't depend on how many people choose the other morph at all. Oh, don't forget it also procs minor Brutality. Probably why people take the heal morph because they don't have barspace for fragmented shield.
The vampire thing? Honestly I'm not too concerned with that. There should be more rock-paper-scissorsy things like that in this game. Let DKs wreck vampires. Just stop letting them wreck everybody. If you don't like taking extra flame damage then stop being a vampire. The pros of Undeath obviously outweigh the cons or everybody and their brother wouldn't still be one. Non-issue.
I disagree. Barspace is at a premium, as are global cooldowns, and doing them both at once is therefore almost twice as good. Over a longer pressuring fight yes shattering rocks into talons is more damage. But it is not more damage than Fossilize into whip. People don't talons into whip because while yes you CAN just RaT out, depending on the bar you're on, most people will roll out instead which makes your whip miss. The thing about Fossilize is that they're getting whipped while they break free so not only can't they dodge the whil but they can't do anything else either... When it matters.
Talons is a fine skill but I only find barspace for it in larger fights where I'm playing a role. In my generic "do everything" builds I don't really see the point. And if you're like most people trying to corrosive FoO whip somebody the last thing you want to do is immobilize before your big move.
You miss the point I'm trying to make though. You call it an issue and use "stam checking" as an argument. You can STILL stam check while doing MORE damage with talons + shattering rocks. If you run into a fight and immediately immobilize with talons, their first instinct is to roll away. Then when they roll you immediately shattering rocks to stun them.
More damage + healing + potential to stam check an enemy and it's far more effective than using fossilize. The only deficit is having to trade 1 DOT off your bar, whether it's Degen, burning embers, or cinder storm, but you're replacing it with talons which is still another DOT.
DK Would still get the same effect as fossilize, and there would be no loss of power for the class. (Which is the main reason it won't do anything to nerf it)
Losing degen could hurt, but it's not as if people don't already run sorcery potions anyways (in the form of detect pots with
Major sorcery on them).
Also it doesn't really matter if you dodge the whip because most whip users are using Molten whip, which doesn't even consume stacks if they dodge, so they can spam whip until they eventually land on you and it has a high uptime.
The stamina consumption might be a thing, but it's really easy to sustain when sets like wretched vitality exist.
For Flame lash, it's barely a trade because it just requires 1 lash to off balance you then they can keep pushing you with pressure until off balance cooldown sets in.
DK is not really pigenheld into using fossilize, therefore it's hardly worth trying to nerf due to alternatives
its the combination of high pressure with the most broken cc mechanics in the game. it is not high pressure by itself. fossilize on its own can drain a players stamina pool completely. the difference between nightblade and dk is that nightblade you have to choose between high cc and utility or damage you cannot have both. dk you dont have to choose. i mean the cc abilities even buff their damage which is how old nightblade used to be and why it got nerfed and its ability power spread out. dk needs the exact same treatment. has nothing to do with the current meta or anything like that. has everything to do with the class abilities themselves. they are that broken and need a nerf/rework.
You miss the point I'm trying to make though. You call it an issue and use "stam checking" as an argument. You can STILL stam check while doing MORE damage with talons + shattering rocks. If you run into a fight and immediately immobilize with talons, their first instinct is to roll away. Then when they roll you immediately shattering rocks to stun them.
More damage + healing + potential to stam check an enemy and it's far more effective than using fossilize. The only deficit is having to trade 1 DOT off your bar, whether it's Degen, burning embers, or cinder storm, but you're replacing it with talons which is still another DOT.
DK Would still get the same effect as fossilize, and there would be no loss of power for the class. (Which is the main reason it won't do anything to nerf it)
Losing degen could hurt, but it's not as if people don't already run sorcery potions anyways (in the form of detect pots with
Major sorcery on them).
Also it doesn't really matter if you dodge the whip because most whip users are using Molten whip, which doesn't even consume stacks if they dodge, so they can spam whip until they eventually land on you and it has a high uptime.
The stamina consumption might be a thing, but it's really easy to sustain when sets like wretched vitality exist.
For Flame lash, it's barely a trade because it just requires 1 lash to off balance you then they can keep pushing you with pressure until off balance cooldown sets in.
DK is not really pigenheld into using fossilize, therefore it's hardly worth trying to nerf due to alternatives
Here maybe an example of past broken classes will help. The central way nightblade well stamblade particularly has been nerfed over the years is that our ability power has been spread out among gcds/bar space. This is because when one ability has too much power it frees up a lot of bar space which makes the class able to equip a lot more utility than other classes. Take for example night blade surprise attack no longer stunning a target from behind. You have to now slot fear to be able to do that. Shadowy Disguise no longer shields you from dots so you need to slot a burst heal like healthy offering as opposed to just vigor+cloaking. Now with less bar space there are nightblades who are running sets like night mothers to free up bar space so that they dont need to run weakness of elements and can slot something like siphoning strikes or shadowy disguise or race against time or dark path instead.
Where as currently dk's posses one ability that both imobalizes and stuns, while ALSO being unblockable AND synergizing damage for a morph of dk's smain spammable is a whole lot for one spell. You're clearly missing the point of what you're responding to. Talons + shattering rocks are two abilities for your spell bar taking up two slottables. Fossilize is only one and why the ability is broken. Spacing out ability power is rather the genius way they have nerfed nightblade and tbh if dk's are going to keep the damage pressure they have, this ability needs that treatment.
And in no CP (where wretched vitality does not work in and where classes should be balanced for pvp) if you are a magicka based melee class and have a dk casting this on you every 7 seconds 1800 stam recovery with a set like willow's path you will still run out of stamina very quickly. Heavy weaving or not you have a time limit to either kill the dk or run or you will run out of stamina and die. And everybody knows this. I mean just a day ago I was killing a zerg in no cp imperial city then a few of them swapped to stam dk and gg the stamina drain is too much.
Nerfing fossilize won't take away from the classes power. I just explained why, having 1 shattering rocks healing you with having talons barely takes away any power from the class. If anything it makes it stronger, because it's harder to predict. You can't predict being hit with shattering rocks immediately after roll dodging from a talons. Fossilize on the other hand, you immediately know you're locked down by the immobilize from it.
Fossilize is NOT where DK gets their power from, that's why this suggestion is inconsequential. Surprise attack is not comparable to fossilize, because one is a CC and one is a spammable. People using SA are using it naturally because it's their main source of consistent damage. People aren't gonna spam fossilize, they will use it every time you're off CC immunity, or when they're prepared to burst someone down.
Old surprise attack is just generally different because they are going to use it IRRESPECTIVE of whether they knock you down with it or not, so comparing the two is not really sensible to claim. In fact that can be detrimental because you stun people not because you want to, but just because you're trying to put pressure on them. It was a double edged sword.
Also there's still NB's who don't use fear, because fear is not an amazing skill to use a lot of the time. It's better to just surprise attack > heavy attack once they're off balanced because off balance into heavy attack = stun. So they can still save on bar space. Comparing a CC skill to a spammable that functionally has/still works different is nonsensical.
And yes, Wretched vitality doesn't exist in no CP, but majority of PVP'ers, especially the people who are arguing to nerf DK aren't playing no cp. Proc sets make DK insanely powerful, most of the oppressive DK builds we've seen are all PROC builds.
Not to say DK is not a strong class, but most of the DK talk is about a DK using procs, because procs are getting more and more broken as time continues. No one is out here talking about a DK using Heartland Conqueror in NO proc, because it's not broken - procs on the other hand are.
To list a few: Mechanical acuity corrosive DK, Oakensoul 1 bar DK(pre-nerfed oakensoul), Plaguebreak DK, Titanic cleave DK. These builds are all made insanely strong by mostly procs. None of which in these builds can be ran in NO-CP NO-Proc in the first place. So using "no proc" as an argument is very silly.
If you really want to nerf DK, you need to understand why DK is strong. One reason is they synergize well with procs. Fossilize on the other hand, is not at all a reason why DK is strong. Fossilize is VERY low on the list of reasons why DK is the top class right now.
For me playing Templar as main surviving against a DK is not the issue here due to cleanse etc.
My concern is the insane damage you can put out while still having insane tankiness.
The issues I find with the DK is:
EVERY ardent flame skill automatically snares you. Take templar for example, it has three skills with only ONE being ranged that snares over 1 sec 100% wich is Reflective light. Jabs = melee range for ONLY 0.5 secs. Eclipse ONLY snares if the enemy uses direct damage attacks
Access to 36% increased healing in their classkit, Major vitality is not one of them making it stackable.
The stun+roots as others have mentioned in Fossilize, does it really need both CC's? And it seems to override every other thing in the game making the server always prioritizes a Fossilize cast due to bad programming.
Corrosive armor, does it really need to be have such a strong offensive and defensive capability?
Dragon leap does it really need to have that big of a radius? The same also goes for this as with Fossilize, it seems to override everything else happening in the game. Remember the old mist form where you were immune to ALL form CC. Well not the Dragon leap, it caused you to stop cause Dragon leap has some weird AOE mechanic. You can be in whatever animation that started earlier than the Dragon leap but the server always prioritizes Dragon leap to go first.
Ash cloud: does a ranged AOE snare really need to have 70% snare? As an example, Deep slash wich is locked to a certain weapon type and melee range only has a 30% snare
I don't want these things to be changed overall or removed. Just fine-tune/tweak them so they are more in line with other things in the game.
Nerfing fossilize won't take away from the classes power. I just explained why, having 1 shattering rocks healing you with having talons barely takes away any power from the class. If anything it makes it stronger, because it's harder to predict. You can't predict being hit with shattering rocks immediately after roll dodging from a talons. Fossilize on the other hand, you immediately know you're locked down by the immobilize from it.
Fossilize is NOT where DK gets their power from, that's why this suggestion is inconsequential. Surprise attack is not comparable to fossilize, because one is a CC and one is a spammable. People using SA are using it naturally because it's their main source of consistent damage. People aren't gonna spam fossilize, they will use it every time you're off CC immunity, or when they're prepared to burst someone down.
Old surprise attack is just generally different because they are going to use it IRRESPECTIVE of whether they knock you down with it or not, so comparing the two is not really sensible to claim. In fact that can be detrimental because you stun people not because you want to, but just because you're trying to put pressure on them. It was a double edged sword.
Also there's still NB's who don't use fear, because fear is not an amazing skill to use a lot of the time. It's better to just surprise attack > heavy attack once they're off balanced because off balance into heavy attack = stun. So they can still save on bar space. Comparing a CC skill to a spammable that functionally has/still works different is nonsensical.
And yes, Wretched vitality doesn't exist in no CP, but majority of PVP'ers, especially the people who are arguing to nerf DK aren't playing no cp. Proc sets make DK insanely powerful, most of the oppressive DK builds we've seen are all PROC builds.
Not to say DK is not a strong class, but most of the DK talk is about a DK using procs, because procs are getting more and more broken as time continues. No one is out here talking about a DK using Heartland Conqueror in NO proc, because it's not broken - procs on the other hand are.
To list a few: Mechanical acuity corrosive DK, Oakensoul 1 bar DK(pre-nerfed oakensoul), Plaguebreak DK, Titanic cleave DK. These builds are all made insanely strong by mostly procs. None of which in these builds can be ran in NO-CP NO-Proc in the first place. So using "no proc" as an argument is very silly.
If you really want to nerf DK, you need to understand why DK is strong. One reason is they synergize well with procs. Fossilize on the other hand, is not at all a reason why DK is strong. Fossilize is VERY low on the list of reasons why DK is the top class right now.
i think you missed my point. my point is closer to this.For me playing Templar as main surviving against a DK is not the issue here due to cleanse etc.
My concern is the insane damage you can put out while still having insane tankiness.
The issues I find with the DK is:
EVERY ardent flame skill automatically snares you. Take templar for example, it has three skills with only ONE being ranged that snares over 1 sec 100% wich is Reflective light. Jabs = melee range for ONLY 0.5 secs. Eclipse ONLY snares if the enemy uses direct damage attacks
Access to 36% increased healing in their classkit, Major vitality is not one of them making it stackable.
The stun+roots as others have mentioned in Fossilize, does it really need both CC's? And it seems to override every other thing in the game making the server always prioritizes a Fossilize cast due to bad programming.
Corrosive armor, does it really need to be have such a strong offensive and defensive capability?
Dragon leap does it really need to have that big of a radius? The same also goes for this as with Fossilize, it seems to override everything else happening in the game. Remember the old mist form where you were immune to ALL form CC. Well not the Dragon leap, it caused you to stop cause Dragon leap has some weird AOE mechanic. You can be in whatever animation that started earlier than the Dragon leap but the server always prioritizes Dragon leap to go first.
Ash cloud: does a ranged AOE snare really need to have 70% snare? As an example, Deep slash wich is locked to a certain weapon type and melee range only has a 30% snare
I don't want these things to be changed overall or removed. Just fine-tune/tweak them so they are more in line with other things in the game.
i know why dk is strong lol. dk is strong because of as mrtooby explained and i have explained its class abilities are too affix/utility rich. sure you can argue that cp sets synergize well with dk but they also synergize well with warden and stam sorc and those classes are rather balanced. mara's/gaze of sithis/master dw makes stam sorc extremely strong but still not as broken as dk. and thats because:
dk needs its utility spread out so that one has to choose between different utilities instead of being able to slot all of them. sure there are other abilties that need some of their utility spread to other skills as mrtooby has described but fossilize and corrosive armor are a prime example of this. you should need to slot at least 2 abilties and use two global cool downs to do what fossilize does in one. and if you do not understand how decentralizing ability power will nerf the class then you clearly have not played a class before and after changes like this have been made to them.
corrosive armor should have its defensive and offensive functions split into two different morphs. incap strike for example used to both stun a target and place major defile on it. now that has been spread to two morphs.one morph stuns and the other puts major defile on the target because combined was simply too powerful. this spreading of utility needs to be done with corrosive armor in its defensive and offensive functions because together they are simply too powerful regardless of mara's or other proc sets.
the class needs to be reworked the same way nightblade was reworked targeting the most overly affix rich abilities such as fossilize and corrosive armor first regardless of if they are cc's ultimates spammables etc and spreading their ability power to class spells that are not commonly used now forcing you to choose between which utilities you want instead of simply being able to have them all slotted at once. mrtoobys post further highlights this.
and yes the class is broken in no cp. like very broken and its brokeness is centralized around fossilize and corrosive armor being too affix rich for one global cooldown and one ability slot. if you played any no cp you'd know this. everyone in no cp knows this. its why zerg groups in imperial city run around on dks because of how broken they are/fossilize and corrosive armor are. and no cp isnt just cyro but also bgs so it still is a heavy amount of the player base. and no cp is a very good indicator of whether or not a class is overtuned because in no cp pvp it is raw class against raw class as opposed to class with different proc sets vs classes with different proc sets. the proc sets and cp talents should be balanced after the class is balanced without them not before. it is actually a very very good indicator of if a class is broken or not.
Corrosive armor existed for years in its current state and wasnt a problem before dk got meta, it even got nerfed in update 22/23 to not give penetration to dots althought much of dks dmg comes from dots. If this changes are done corrosive will become useless and nobody will even use it anymore. Onslaught gives full penetration as morph effect on top of beeing an ultimate and still rarely gets used, when corrosive gets changed that way it will be even worse. And removing the 3%cap dmg is not even enaugh for you, you even want to increase the dmg they receive in corrosive over out of it. And why does magma armor have to decrease the dmg of the user as penslty when you admitt yourself that nobody uses it? Probably more dks use spell wall(shielt ulti), live giver(healing staff), vampire ultipedrogonzalez wrote: »Agree.
Corrosive bad.
Let’s change it.
Corrosive armor: gives you full pen, increase your damage done by 15%, increase your damage received by 15%.
Magma armor (or what the name of that morph that nobody uses?): gives you and allies shield, you taking damage max 3% of health, your damage output gets penalty -15%.
Sounds balanced innit
Edit: oh I forgot, now both of them will have cast time, like incap and onslaught, because why not.
I mean... That's an interesting history lesson, and nothing you said is really wrong, but nevertheless DK is OP and has been for at least a year.Corrosive armor existed for years in its current state and wasnt a problem before dk got meta, it even got nerfed in update 22/23 to not give penetration to dots althought much of dks dmg comes from dots. If this changes are done corrosive will become useless and nobody will even use it anymore. Onslaught gives full penetration as morph effect on top of beeing an ultimate and still rarely gets used, when corrosive gets changed that way it will be even worse. And removing the 3%cap dmg is not even enaugh for you, you even want to increase the dmg they receive in corrosive over out of it. And why does magma armor have to decrease the dmg of the user as penslty when you admitt yourself that nobody uses it? Probably more dks use spell wall(shielt ulti), live giver(healing staff), vampire ultipedrogonzalez wrote: »Agree.
Corrosive bad.
Let’s change it.
Corrosive armor: gives you full pen, increase your damage done by 15%, increase your damage received by 15%.
Magma armor (or what the name of that morph that nobody uses?): gives you and allies shield, you taking damage max 3% of health, your damage output gets penalty -15%.
Sounds balanced innit
Edit: oh I forgot, now both of them will have cast time, like incap and onslaught, because why not.
or psijic ulti than magma armor. You not only split offensive and defensive functions but make each function decrease the other. Corrosive builds dont get „100%“ (more like 75%) uptime on corrosive anymore after oakensoul nerf, they get maybe 40% uptime with bloodspawn+daedrick trickery and heroism potions and less with mara+maarselok.
Stamden and Stamcro were meta from before u26 and only got slightly nerfs in u28 and u30(only warden arctic blast/polar wind) before they got surpassed by buffed magplar and magdk in u32. Other nerfs came only after they were already out of meta and since u35 warden is already meta again. DK receives nerf every update since u34 except u36, but players just ignore this, complain they didnt get nerfed and rven buffed wheb it is total useless buffs. DK will loose its 2m range advantage next update, maybe it will fall out of meta then or when they buff necro, sorc or templar again.
chessalavakia_ESO wrote: »It's possible that the DK may not be that statistically out of line in some metrics.
For example, if you look at the amount of AP earned by the bottom of the top 100 on each class on Gray Host the DK is doing well but, it's Nightblade in the lead @ 892k, DK @ 679k, Templar @ 638k, Sorc @ 547k, Warden @ 467k, and Necro @ 209k.
If you look at Blackreach's bottom of the top 100 on each class DK is again doing well @ 316k, but Nightblade is still beating them @ 416k, Templar is @ 248k, Sorc is @ 282k, Warden is @ 200k, Necro is @ 100k.
If you look at Ashpit, you have 97 DK players, 93 Sorc players, 100+ Nightblade players, 80 Templar players, 88 Warden players, and 53 Necromancer players.
If you look at Evergloam you have 100 + DK players, 100+ Sorc Players, 100+ Nightblade players, 90 Templar players, 91 Warden players, and 49 Necromancer players.
If you look at Fields of Regret you have 29 DK players, 31 Sorc Players, 33 Nightblade players, 28 Templar players, 23 Warden players, and 7 Necromancer players.
If you look at Quagmire you have 29 DK players, 26 Sorc players, 19 Nightblade players, 24 Templar players, 17 Warden players, and 11 Necromancer players.
Some of the stat gap on the newer classes may be that players either do not own it or veteran players are attached to their earlier class enough that they do not want to swap.
Granted, due to the event this is likely a somewhat bad time to be checking that type of metric because the event brings in a different population than Cyrodiil's normal but, at least for the moment it looks like DK is #2 not #1 at least based on usage.