If there's one thing that's tilting me about the Ward debates, it's how the Sorc apologists continue to conveniently ignore the massive advantage wrought by being fully ranged, as I keep saying it's like bringing a gun to a knife fight. And Scribing is just going to make things worse with all the powerful new max range attacks being added.StaticWave wrote: »No reason to run a pressure melee DK when you can hop on a Sorc and do it from max range
[snip]No other builds really matter, and you don't really need any scribing skills to make it work
Tnx for some more avice @xylena_lazarow! Tested the build with Draugrkin and looked solid. The heal scribed skill is also very good, much better heal than I first expected. It gets even more heal than coag if you are healing with a good amount of health still.
I would agree the corrosive changes were good, if they didnt have buffed other classes (looking at you sorc ward). Corrosive would be the ONLY thing to set DKs apart and now the builds around this skill are very boring.
Tnx for some more avice @xylena_lazarow! Tested the build with Draugrkin and looked solid. The heal scribed skill is also very good, much better heal than I first expected. It gets even more heal than coag if you are healing with a good amount of health still.
I would agree the corrosive changes were good, if they didnt have buffed other classes (looking at you sorc ward). Corrosive would be the ONLY thing to set DKs apart and now the builds around this skill are very boring.
Same, pretty rare to see melee attacks on my recaps at all. If take no risk, you should do no damage.Last night I PvPed for 3 hours, 90% of my damage was from ranged abilities
Arc, DK, and Plar all have the similar problem of being slow melee brawlers. Warden generally outclasses them all, but you made a really good point that not even Warden resets the fight like Sorc or NB can. It's the indefinite resetting, enabled by range spam and overpowered defensive synergy, that makes them broken and miserable to fight against. Of course players who could never actually kill anyone in PvP are fine with this, as they are unable to tell the difference.Warden is next however ranged ice warden is best and 6 secs of speed and ranged shields. Shields are expensive you still need some structure. With no ability to reset the fight. Note I have not played the new DLC class but that class has moment issues also.
It's not close. Range blows melee out of the water. My Warden ends up spending most of its time on its back bar Master Ice pressuring from range, only really going for DW melee to close kills with an execute combo.TechMaybeHic wrote: »But its also the range is too close to as effective as melee.
By some comments, I am starting to believe that ZOS wants to create an EZ mode with Sorc granting low skill players a panic button so they can tackle contents like vet vateshran that dont allow them to hide in a team. Which does not make any sense since there is plenty of acessible content in the game for thousands of hours of casual gameplay. This is the only reasonable explanation I can think of so far.
The ward buff wasnt needed for PvP or PvE and is not wanted by the majority of players!
PTS notes 11.3.2 say that all Necro pets are now fully targetable, cannot be damaged, and have had their hitboxes tripled in size to ensure that they randomly body block as intended, to provide maximum engagement.DrNukenstein wrote: »I recommend that vocal Necromancer mains complain about ward more than other's too see what they can get out of it.
xylena_lazarow wrote: »PTS notes 11.3.2 say that all Necro pets are now fully targetable, cannot be damaged, and have had their hitboxes tripled in size to ensure that they randomly body block as intended, to provide maximum engagement.DrNukenstein wrote: »I recommend that vocal Necromancer mains complain about ward more than other's too see what they can get out of it.
TechMaybeHic wrote: »When you have 7 classes and 2 of them account for 50% of the players in Cyrodiil; you know where the problem is for the most part ... Elusiveness is one thing, but the ones with lack of that should be able to really hurt if they get ahold of you and I think thats the only reason Wardens 3rd. Part targets defense but part offense of the other 3 that do not rise enough above ranged options to matter
It's bizarre because at launch, Necro was getting banned from dueling tournaments. Major buffs were still 30%. Similar to Warden at the time, the seemingly intended playstyle was to juggle overpowered buffs while SnB turtling, drop your wombo combo with all those crazy multipliers, then back to SnB turtling to reset the fight and try again.Joy_Division wrote: »But their default design and passives are terrible in Zos's combat model.
DK is lackluster because it has no identity at all righ now.
xylena_lazarow wrote: »
Sure hope the stacks aren't consumed if your heavy attack misses, 33% is a terrible threshhold in PvP, and DK won't be able to cloak away its heavy attack windup. Remember Doylemish? No clue what's up with those numbers, if it's anything like Scribing they're double what they should be according to UESP or ESO Hub.Have no idea how would that work in real world though.