Any system that would prevent me from casting my abilities when and how I want to do so, or punish me for doing so, would take away all enjoyment from combat.
From your own thread "Broken Talons in Dragon Knights Online" where you are the OP asking to nerf broken talons. (again I agree with you talons is broken)1. Increase the cost of Dark Talons to make it less spammable.
So how do you fix it?
Well there's several options and a mix would probably be best.
1. Increase the cost of Dark Talons to make it less spammable.
2. Make it so that dodge rolling out of an immobilize grants CC immunity for a short duration, just like the CC break system currently does.
3. Reduce the radius of Dark Talons so that a dodge roll takes you out of it unless the DK moves in your direction.
Just remove bolt escape. Every teleport type ability, every pull-in ability, and every gap closer. I really don't know why these became popular in MMOs. They reduce the depth of PvP rather than increase it IMO. Make positioning.. and pushing/kiting strategy matter again.
Short duration speed bursts fine.. but with a cooldown.
Not 1 person has ever said get rid of the skill... they should be able to cast it couple of times but 12-14... That's way too much for what is intended in a RvR game... when no other class has even close to potential to get away from every fight, granted NB can spam stealth but that can be countered by mage light to my knowledge.
f0rgiv3n27b14_ESO wrote: »popatiberiuoneb18_ESO wrote: »Haha, I just couldn't resist anymore. So many of the complainers here are DKs? I mean really... I could understand if Nightblades, who have relatively low survivability, would complain that they can't kill sorcerers when they get the jump, but when a class with best DPS and CC makes demands, that sorcerers shouldn't have an escape ability from their talons and fires or doom, it's almost funny. And why is that you may ask?... wait wait, because no other class can do it. So if DKs can't kill one class, and some lucky sob gets away every now and then, that class needs a nerf. Just priceless .
Not 1 person has ever said get rid of the skill... they should be able to cast it couple of times but 12-14... That's way too much for what is intended in a RvR game... when no other class has even close to potential to get away from every fight, granted NB can spam stealth but that can be countered by mage light to my knowledge.
Nope, mage light wont work vs 5 second stealth from skill, nb can spam stealth and atack you as often as they want with the stealth bonus (ultil they run out of resources or you die, usualy you die unless you have strong healing support or you're a dk). Lets just say i got shot with a bow for 1.2k in a row (with a venom shot timed inbetween that also benefits from stealth bonus and died in less then 2 seconds) but you dont see me whine about nerfing nbs/bows or stealth. Ohh yes, i sit on 3k hps.
12-14 is on full magika with a warlock set, reduction set, reduction jewels, , light armour passives, magika pots. If i dont stack any of those then i can do 3 bolts tops on full magika. All of those cost reduction items are avaible to everyone else and all class skills are magika based, if you choose to spec for dps or whatever rather then magika reduction that is your problem, "gymp" yourself and go the magika reduction way and i promise you will find yourself being as trigger happy as any of those bolting sorcs.
P.S.: Mage light (using inner light morph) seems to be broken at times. I often find myself not being able to detect a stealthed enemy when sitting on top of them. That i can counter though by using pbaoe (pulse).
That is WRONG, mage light does counter the ability. I know I use it, you just have to be relatively close to the person you are trying to detect.
Other abilities are just as spammable that I don't use. Hidden Blade, Poison Arrow, Burning Talons, you name it.
If anyone checks the nerf forums the same words keeps coming up "spamming". Without a GCD, which as far as I can tell is by intention, skills are spammed to an abusive point often without consequence. Bash, talons, bolt you name it the hate comes from the spam.
I think they need to implement a global source of spam reduction. If they don't want a GCD then they can add an exhaustion debuff. If you bash once fine, but if you bash again while under the debuff it will require a longer and longer charge up period. Same with bolt*, charges and talons. First bolt is immediate, second bolt while in the debuff will take a moment to charge up before activation.
That may not be the best solution, but I think I am right about the real problems being more from the spammability of skills rather than the skills themselves. Even if they individually fix talons, bash and bolt what will prevent the next spammable skill?
(* travel distance would need to be adjusted upward depending on the debuff timer)
Dark Cloak is countered by Mage Light.Haha, I just couldn't resist anymore. So many of the complainers here are DKs? I mean really... I could understand if Nightblades, who have relatively low survivability, would complain that they can't kill sorcerers when they get the jump, but when a class with best DPS and CC makes demands, that sorcerers shouldn't have an escape ability from their talons and fires or doom, it's almost funny. And why is that you may ask?... wait wait, because no other class can do it. So if DKs can't kill one class, and some lucky sob gets away every now and then, that class needs a nerf. Just priceless .
Not 1 person has ever said get rid of the skill... they should be able to cast it couple of times but 12-14... That's way too much for what is intended in a RvR game... when no other class has even close to potential to get away from every fight, granted NB can spam stealth but that can be countered by mage light to my knowledge.
@Nijjion
You really just don't understand how this game was designed. The vast majority of skills can be spammed that many times if you gear properly for it. I can also Spam Impulse, Mages Fury, Combat Prayer, Volcanic Rune, ect.
Other abilities are just as spammable that I don't use. Hidden Blade, Poison Arrow, Burning Talons, you name it.
Even other escape abilities. NBs can spam Dark Cloak for Perma invisibility to walk around in enemy resources or through the middle of your zerg. They can also spam Path of Darkness to escape from any fight they want. BTW, since you don't have to spam it to literally move, but can wait a few seconds between casts (efficiency) Path of Darkness can be spammed like 18 times with a potion.
Give BE a 50% chance to disintegrate any target you pass through..
popatiberiuoneb18_ESO wrote: »
That logic would apply if there was less cheese in the game. Do you know what happens in half the fights I take part in? Bash, bash, bash, bash, bash, bash, bash, bash.... That is not interesting, that is not skill based, that is simply a terrible excuse for PvP combat.Adding any kind of cool downs would instantly make me quit this game.
The reason I like it is the action combat. You can cast what you want, when you want, as the situation demands.
Its reactions rather than rotations and I love it.
People who complain about "spamming" can go back to their crappy stationary WoW combat.
Not 1 person has ever said get rid of the skill... they should be able to cast it couple of times but 12-14... That's way too much for what is intended in a RvR game... when no other class has even close to potential to get away from every fight, granted NB can spam stealth but that can be countered by mage light to my knowledge.
That sounds just fine to me, as long as all the charge/pull skills also require more stamina/mana or whatever. I mean, what's the point of burning half your mana to use one bolt escape, when your opponent can charge or pull you back all day long? So when all skills that can immediately teleport player take half of their stamina/mana, I'll support this proposition 100%.
EDIT: Also no other class can heal like templar, stealth like NB or CC like DK. So what is your point really?
popatiberiuoneb18_ESO wrote: »
Sounds like a plan to me. Hopefully morph increases that radius to 30m, and mana cost probably should get lowered quite a bit, or level 10 sorcerers won't be able to spam it in PVP.
beravinprb19_ESO wrote: »That logic would apply if there was less cheese in the game. Do you know what happens in half the fights I take part in? Bash, bash, bash, bash, bash, bash, bash, bash.... That is not interesting, that is not skill based, that is a waste of my time.Adding any kind of cool downs would instantly make me quit this game.
The reason I like it is the action combat. You can cast what you want, when you want, as the situation demands.
Its reactions rather than rotations and I love it.
People who complain about "spamming" can go back to their crappy stationary WoW combat.
f0rgiv3n27b14_ESO wrote: »Not 1 person has ever said get rid of the skill... they should be able to cast it couple of times but 12-14... That's way too much for what is intended in a RvR game... when no other class has even close to potential to get away from every fight, granted NB can spam stealth but that can be countered by mage light to my knowledge.
That sounds just fine to me, as long as all the charge/pull skills also require more stamina/mana or whatever. I mean, what's the point of burning half your mana to use one bolt escape, when your opponent can charge or pull you back all day long? So when all skills that can immediately teleport player take half of their stamina/mana, I'll support this proposition 100%.
EDIT: Also no other class can heal like templar, stealth like NB or CC like DK. So what is your point really?
Templar healing counter - heal debuffs
Stealth counter - magelight
DK CC counter - Immovable, Stamina use breakouts
bolt escape counter - ???
popatiberiuoneb18_ESO wrote: »heal debuffs/magelight? (sorcs get no heal debuffs but thats besides the point). Do you get any 100% heal debuff that im not aware off? or 100% detection on all stealthed enemies with mage light? no? i tought so...then why would you expect a 100% chance to catch up with any sorc that uses bolt escape?
Any gap closer (and/or hard cc), take your pick: chain pull from dk, charges from sword and shield and 2handed sword, shadow strike from nb are just few examples and i wont even go into how many ranged hard CC abilities there are.
f0rgiv3n27b14_ESO wrote: »
Sorcs get a 100% heal debuff (negate magic) but that's beside the point.
f0rgiv3n27b14_ESO wrote: »This is not like WAR or Rift etc, where healers never run out of Magicka, after a few heals the templar will be oom.
f0rgiv3n27b14_ESO wrote: »And yes 100% detection on stealth/invisible enemies with mageligt, you just have to be relatively close. So, yes, thought so...
f0rgiv3n27b14_ESO wrote: »Also healing Templars are doing no dmg, so why are you worried about them... they just want to live so just /wave at them like the counter to Bolt escape.
f0rgiv3n27b14_ESO wrote: »(etc. etc.)
f0rgiv3n27b14_ESO wrote: »Edit: If you think letting one sorc survive does not have an effect on the WAR in Cyrodiil you should probably get your head checked.... 1 person surviving can set up a Forward camp, or come back and rez. Totally negating the previous fight of killing everyone but the lone survivor... That is why escape abilities that cannot be countered are bad...
shield charge even bypasses the immunity and stuns all the time, as its bugged atm.
the build you're descibing as OP is capable of nothing but running away. Let's say the sorc is running magelight, bolt escape, immovable, dark exchange, and bound armor. congratulations, you've just created a sorc that can run like a champ, and hit like a noodle. There's a trade off for doing that, ergo it's not OP. As to setting up forward camp, anyone can do it. Rezzing the group? you've already killed them once, plus the sheer amount of soul gems needed, and the time. People want it nerfed because they want the kill, and get annoyed that they can't get it 100% of the time. That does not mean the annoying ability is OP however.
It's also an ultimate and requires that it be charged up again for each cast, but that's beside the point.
And after a few Crystal Shards, the sorcerer will be oom. Which, by the way, also means he can't use BE to run.
A healing Templar is still in the fight. A sorcerer that is running away is by definition no longer in the fight.
That's at least two slots dedicated to running away. Someone else in another thread managed to get all the way to four. In any case, you're still trading offensive power for defensive power, and still haven't managed to make it so the act of running away somehow give's that player an overpowering advantage.
So he set's up a forward camp. Someone else could just as easily do so. Not to mention it kind of sets off a big red flag on the map. Also, if he comes back and rezes everyone later, he must have a pretty good sized stash of grand soul gems laying around. Plus the time involved for him to do so.