kstauthamerb16_ESO wrote: »I need this skill to be an effective tank in pve. As long as cost and duration arnt influenced there i couldnt care less.
But what about the tanks that have no AoE root?
JoseDelgadoCub17_ESO wrote: »All tanks have AoE root via guild.But what about the tanks that have no AoE root?kstauthamerb16_ESO wrote: »I need this skill to be an effective tank in pve. As long as cost and duration arnt influenced there i couldnt care less.
Yes volcanic rune is great for tanking if your class lacks an aoe snare it is still is dumb toabe complaining about DK root because basically your saying your group is bunched up and you let one person walk into a position to grab all of you and keep grabbing all of you without getting kitted or constantly knocked back.JoseDelgado17_ESO wrote: »All tanks have AoE root via guild.But what about the tanks that have no AoE root?kstauthamerb16_ESO wrote: »I need this skill to be an effective tank in pve. As long as cost and duration arnt influenced there i couldnt care less.
Do you mean the trap beast thing? I hadn't actually tried it, but thought it was single target immobilize. It also needs to arm so isn't really as viable. I use the mages guild aoe stun volcanic rune though. That was more what I was getting at, meaning that a DK isn't suddenly useless if their AoE root becomes less viable in PvE.
JoseDelgadoCub17_ESO wrote: »@JoseDelgadoCub17_ESO
Please don't post about mechanics if you don't understand them. You are factually incorrect.
CC break does nothing to any form of Immobilize.
I mean you guys are complaining about a soft CC that only should hurt melee since range can still attack and still a player must put himself in danger to grab a lot of players
scy22b14_ESO wrote: »JoseDelgadoCub17_ESO wrote: »@JoseDelgadoCub17_ESO
Please don't post about mechanics if you don't understand them. You are factually incorrect.
CC break does nothing to any form of Immobilize.
I mean you guys are complaining about a soft CC that only should hurt melee since range can still attack and still a player must put himself in danger to grab a lot of players
So you're perfectly okay with the fact that one spammable ability can totally shut down every melee character in the game? Sounds legit.
JoseDelgadoCub17_ESO wrote: »scy22b14_ESO wrote: »JoseDelgadoCub17_ESO wrote: »@JoseDelgadoCub17_ESO
Please don't post about mechanics if you don't understand them. You are factually incorrect.
CC break does nothing to any form of Immobilize.
I mean you guys are complaining about a soft CC that only should hurt melee since range can still attack and still a player must put himself in danger to grab a lot of players
So you're perfectly okay with the fact that one spammable ability can totally shut down every melee character in the game? Sounds legit.
you are acting like the person casting the spell isn't in danger the whole theme you guys are complaining about is high risk high reward a player has to put himself in a dangerous position to do the thing you are complaining about.
Also melee range is 5 meters so all the melee characters this player snared could easily each him unless they are on the rim of the spell
JoseDelgadoCub17_ESO wrote: »"So why is this different than other CC? "Encase" from the Sorcs Dark Magick tree is a good immobilize too right? Well the difference is that Encase is easy to avoid. If you get Encased, you can dodge roll to the left, right, or through the player. In order to reapply, they would have to quickly whip around and aim at you. Not so with Dark Talons. Just press a button, no player skill (or thinking beyond Pavlovian dog reflexes) is needed. You can use this to instantly blow through a players stamina, because two dodge rolls is going to leave them practically unable to block or CC break."
This is why your complaint is bad it is 8 meters 3 meters more then melee range if you are that close it is pretty avoidable if you keep your distance since you know the Dragon knight class doesn't have insane mobility.
Ragnar_Lodbrok wrote: »Another nerf x thread. Please just L2P
Ragnar_Lodbrok wrote: »Another nerf x thread. Please just L2P
Against unavoidable ability? Right.
I play DK myself, and I am in agreement with OP. A immobilize skill that ignores all counter functions is way too powerful, not to mention it costs next to nothing.
@Jarnhand
....again, for the 50th time, CC break does not affect Dark Talons.
Honestly guys, if you don't understand the mechanics you shouldn't be weighing in on mechanic balance threads.
@Jarnhand
....again, for the 50th time, CC break does not affect Dark Talons.
Honestly guys, if you don't understand the mechanics you shouldn't be weighing in on mechanic balance threads.
Ok, then we are discussing 2 aspects of it.
Of course if its CC break immune, it need to be fixed, but the ability itself (working correctly) does not need to be nerfed.
You are talking about a bug, but you make it sound like a OPed ability, two different things.