So how do you fix it?
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.
beravinprb19_ESO wrote: »I've already said my piece, so I'm just here to point out a little detail. At VR6, I can use Dark Talons 3 times before I run out of magicka. If I buff myself with magicka food, then I can pull out a 4th. I fail to see how a VR9 with no gear, attributes or buffs can use it 6+ times.
Still_Mind wrote: »The exaggeration being that you blow it out of proportion.
First, yes, your facts are true, but their significance is........ dependent a lot on the context.
So let's do this.
First, what is it that Dark Talons does? It holds you in place for 4 seconds. That's it. No instant death. No heavy damage. No being completely shut down.
So, he stacked DoTs on you and is kiting you with Talons? Well, there are ranged setups against that. He roots you in a pool of heavy ground-based damage? He and his buddies lock your clustered group, spamming synergy? Congratulations, you're fighting on the terms of the enemy, and Sun Tzu wouldn't approve of that, would he?
So I ask you this - where's the urgent need to roll out\break each single instance of Talons? Do you really absolutely need to break it each time you're affected by it? Or it's some sort of psychological compulsion for freedom?
DK is has a very defined combat niche. PBAoE. That's what he is. A choke point class. Cluster vs cluster, yes, DKs have an advantage. But that's what the Eight Divines gave us brains for, right?
This really reminds me of the whole "Smash" outcries in SWToR. Basically, Jedi Knights and Sith Warriors could spec into a heavy guaranteed crit PBAoE skill (usable once in 9-12 secs). A lone Warrior\Knight did lay perfectly manageable pressure, but when stacked, they could decimate clusters of players in one charge. Stupid players died to them and cried nerf. Smart players simply avoided being clustered and killed them with ease.
Also, you seem to be very passionate about the issue. I'd suggest you step away for a couple of days to approach it with a clear head. Dark Talons, by far, isn't the biggest balancing issue in ESO PvP.
Saying his build is *** and that you can drop 8 is a bad argument.beravinprb19_ESO wrote: »I've already said my piece, so I'm just here to point out a little detail. At VR6, I can use Dark Talons 3 times before I run out of magicka. If I buff myself with magicka food, then I can pull out a 4th. I fail to see how a VR9 with no gear, attributes or buffs can use it 6+ times.
Your build is probably pretty ***. You can get up to 8 talons or so without much effort. Saying you can only drop 3, is a pretty bad argument anyway.
3 people...right.Maverick827 wrote: »It's the "I don't really care as long as I can still level fine, sorry I'm not as h4rdc0r3 as you" build.
- 49 into health
- Green crafted armor
- Vender-bought enchants
I pumped the breaks on the class as soon as I noticed all of the whining and have just been coasting since. Zenimax will likely over nerf DKs to appease the three people who keep making Nerf DK threads, so I've started an alt.
Maverick827 wrote: »It's the "I don't really care as long as I can still level fine, sorry I'm not as h4rdc0r3 as you" build.
- 49 into health
- Green crafted armor
- Vender-bought enchants
I pumped the breaks on the class as soon as I noticed all of the whining and have just been coasting since. Zenimax will likely over nerf DKs to appease the three people who keep making Nerf DK threads, so I've started an alt.
No awesomeness...though it is a completely different build(patch) in the PTS so maybe they reduced the cost of Dark Talons in there, or it is bugged somehow. Anywho, used it 6-7 times with no armor/skill points.Maverick827 wrote: »The discussion was about a naked VR9 with no attribute points spent being able to use the skill seven times. I posted the numbers of an essentially naked (no points in Magicka) VR1 being able to use it three times, after a geared and buffed VR6 posted simar results numbers.
So yes, it is absolutely hardcore/d00d/*** grandstanding to criticize the build given the proposed setup, because only an *** would say that having the bare minimum magicka in an experiment requiring the bare minimum magicka is wrong, the insinuation being he is so awesome that he would somehow have more.
You can CC right back, Rapid Maneuver offers immunity. You can get away by counter-CCing, or using Rapid Maneuver.Alandauron wrote: »Still_Mind wrote: »The exaggeration being that you blow it out of proportion.
First, yes, your facts are true, but their significance is........ dependent a lot on the context.
So let's do this.
First, what is it that Dark Talons does? It holds you in place for 4 seconds. That's it. No instant death. No heavy damage. No being completely shut down.
So, he stacked DoTs on you and is kiting you with Talons? Well, there are ranged setups against that. He roots you in a pool of heavy ground-based damage? He and his buddies lock your clustered group, spamming synergy? Congratulations, you're fighting on the terms of the enemy, and Sun Tzu wouldn't approve of that, would he?
So I ask you this - where's the urgent need to roll out\break each single instance of Talons? Do you really absolutely need to break it each time you're affected by it? Or it's some sort of psychological compulsion for freedom?
DK is has a very defined combat niche. PBAoE. That's what he is. A choke point class. Cluster vs cluster, yes, DKs have an advantage. But that's what the Eight Divines gave us brains for, right?
This really reminds me of the whole "Smash" outcries in SWToR. Basically, Jedi Knights and Sith Warriors could spec into a heavy guaranteed crit PBAoE skill (usable once in 9-12 secs). A lone Warrior\Knight did lay perfectly manageable pressure, but when stacked, they could decimate clusters of players in one charge. Stupid players died to them and cried nerf. Smart players simply avoided being clustered and killed them with ease.
Also, you seem to be very passionate about the issue. I'd suggest you step away for a couple of days to approach it with a clear head. Dark Talons, by far, isn't the biggest balancing issue in ESO PvP.
And this has been explained before in previous posts. Yes, in order to be effective you DO have to get out of the talons. As you said, "Don't fight on the enemies terms." When they jump you from stealth while you're moving from one place to the other it is vital to get out of their grasp so that you can fight on your terms instead of theirs. But due to dark talons being spammable good luck doing that.
- Dark Talons does damage over time
- There is no immunity
- Once applied even good players can't get away(except sorcs with bolt escape)
And as @NordJitsu stated already, Rapid Maneuver is only a viable solution in zerg vs zerg, or large group vs large group. It's not worth the slot it occupies when in a small group, dark talons is VERY worth the limited slot space due to how much it offers.Still_Mind wrote: »You can CC right back, Rapid Maneuver offers immunity. You can get away by counter-CCing, or using Rapid Maneuver.
This is all anyone is asking for in this thread(ok maybe there are those that believe the skill needs to be nerfed into uselessness). The people making solid thought out arguments are only wanting to see root skills be treated the same as CC, because otherwise roots as a whole are broken and among roots Dark Talons is KING.Still_Mind wrote: »Other than that, I fully agree that dodge-roll should offer short root\snare immunity.
@Still_Mind
Thanks for the compliment on my name.
Of course Dark Talons isn't the biggest balance issue with the game. Right now the biggest problem is, without a doubt, the ability to reduce Ultimate cost to near Zero allowing people to spam Ultimates (most notably Devouring Swarm, but also Dragon Standard, ect.)
A related issue is the fact that Mist Form is free (actually negative cost for people with high regen) and that the healing from Devouring Swarm is currently affecting players in Mist Form (which allows for invincibility for Bats spammers.). I can be at 50% Magicka, cast Elusive Mist about 7 times, and by the end I'm back to 100%. That means I'm literally able to just check out of a fight, take 75% less damage, run away from you, gain immunity to CC, and regen my resources while I do it. This is a problem (and as such I've stopped using this ability, because I consider it exploitative.)
But I consider both of those to be extreme game breaking issues. Dark Talons is in third place. I consider it the biggest problem within normal circumstances, the other two being so extreme.
Also, you're just wrong about the damage.
https://www.youtube.com/watch?v=waL1g9_2Oig
He's hitting for almost 600 damage a tick.
@jman544
Retreating Maneuvers is a hard counter, you're correct. Its also a horrible horrible idea in any small scale engagement. Its only worth it in zerg vs. zerg combat.
In a 1v1, 2v2, ect. its going to cost a ridiculous amount of stamina compared to the return you get. You'd honestly be better off just focusing on the dodge rolling. It costs something like 900 stamina at rank 4 I believe.
The problem with the skill is its effectiveness and limited number of counters.
Some form of CC immunity after roll dodge is absolutely needed. Another option would be to touch the skill itself by reducing the radius or damage and increasing the cost, but that's the less preferred option IMO.
Dunno, I've got my main bar and my utility\GTFO bar, and Maneuver is pulling its weight perfectly, even in some 1v1 scenarios.Alandauron wrote: »And as @NordJitsu stated already, Rapid Maneuver is only a viable solution in zerg vs zerg, or large group vs large group. It's not worth the slot it occupies when in a small group, dark talons is VERY worth the limited slot space due to how much it offers.Still_Mind wrote: »You can CC right back, Rapid Maneuver offers immunity. You can get away by counter-CCing, or using Rapid Maneuver.
So those solutions still don't prevent the dark talons skill from being broken, while counterable, it's still broken.This is all anyone is asking for in this thread(ok maybe there are those that believe the skill needs to be nerfed into uselessness). The people making solid thought out arguments are only wanting to see root skills be treated the same as CC, because otherwise roots as a whole are broken and among roots Dark Talons is KING.Still_Mind wrote: »Other than that, I fully agree that dodge-roll should offer short root\snare immunity.
Your post proves 2 things:Honestly retreating maneuvers isn't that stamina intensive when you consider it aides your entire group. 840 stamina is a steal to make your group immune to CC for 20 seconds. Don't discount the fact that you can pop it out of combat, wait 2 seconds, and charge in at buffed speed totally immune to CC for the next 15 or more seconds with a full stamina bar. In a group setting, it may be the most cost effective skill in the entire game. I agree rolling is probably more cost efficient in 1v1 combat. The game shouldn't be balanced around 1v1 or 2v2 combat though (if you want that i'd suggest playing a different game because other games do small scale combat much better) ESO was designed around massive group combat, and Retreating Maneuvers shines in exactly those kind of fights.
Honestly, if your in a group one person should have it on their bar, it's that good and if you play around with it enough you will recognize that it's actually almost too good. When more than one person has it on their bar your entire group can jet around at increased speed totally immune to 90% of the CC in the game. If the game didn't have this super powerful skill I would agree that some kind of limited immunity would be necessary. But the skill does exist, so if you want to be immune from CC group up and have everyone sacrifice a skill slot for it. The cost-benefit approach i think provides more balance and is way more interesting that blanket immunity. Before asking for artificial immunity try using the skill, I'd bet that you'd change your mind and no longer think artificial immunity is needed. For people who don't have access to the skill, I agree that CC probably feels to strong but hey nothings stopping you from specing it.
Ragnar_Lodbrok wrote: »Another nerf x thread. Please just L2P
Ragnar_Lodbrok wrote: »Can this thread die? Patch notes prove it was Underpowered which is why it got buffed.
It's being called a buff for dark talons. All it was really was a fix, now the synergy should work all the time(supposedly). This is good, they need to fix things that are broken, I have no issue with that.Not here, but I've seen something get buffed in an update, followed by a bigger nerf afterwards. Nothing's final.
If you aren't rolling a DK anymore why such a passion to keep this skill broken? Is it because you are currently leveling a DK?Harbingers wrote: »/Dodgeroll
You are clearly an idiot who probably use's this and is so afraid it is gonna get nerfed and make you a BADDIE you come to these FIX threads and call them NERF threads get real. GTFO with that dumb ***.Ragnar_Lodbrok wrote: »No its clearly a nerf thread.