Kyubi_3002b16_ESO wrote: »By default dodge is meant to be costly that's why crowd controls are dangerous
Stupid question, this is from a PvP perspective right? So is dark talon not affected by Immovable?
I did not pvp a lot, but given the amounts of snares and roots i always had Immovable slotted and tried to only use magicka based skills, so i could keep it up most of the time.
frwinters_ESO wrote: »Dark Talons is already being looked at as per the developers notes stating it affects to many people.
frwinters_ESO wrote: »Dark Talons is already being looked at as per the developers notes stating it affects to many people.
Link please
trimsic_ESO wrote: »1) Greatly reduce the cost of a dodge.
2) Grant an X seconds immunity to snare and root effects after a dodge.
trimsic_ESO wrote: »
1) Greatly reduce the cost of a dodge.
2) Grant an X seconds immunity to snare and root effects after a dodge.
frwinters_ESO wrote: »Dark Talons is already being looked at as per the developers notes stating it affects to many people. That ability is so broken. If anything it should affect 1 person and thats it.
frwinters_ESO wrote: »Dark Talons is already being looked at as per the developers notes stating it affects to many people. That ability is so broken. If anything it should affect 1 person and thats it.
That would make it borderline useless in pve.
Part of my "gtfo so I can heal" scheme.
whick will make it useless in pve. One of two ways dk's control the largee trash pulls in vr dungeons.they do this might as well abondon the game mechanics altogether remove active targeting. Because half the pulls in dungeons will wipe all you pvp whiners everytime for hours on end. Simply wont work. By the way its not the dk killing you its his allies . Bolt escape is way way more of an issue then dk's spamming an ability that costs 1/4 of their magicafrwinters_ESO wrote: »Dark Talons is already being looked at as per the kdevelopers notes stating it affects to many people. hat ability is so broken. If anything it should affect 1 person and thats it.
it is useless in pve mist is a joke and every classes ult is better then bat swarm except the NB. They should reduce the fire damage vamp is near useless in pve now and pveArtemiisia wrote: »frwinters_ESO wrote: »Dark Talons is already being looked at as per the developers notes stating it affects to many people. That ability is so broken. If anything it should affect 1 person and thats it.
That would make it borderline useless in pve.
Part of my "gtfo so I can heal" scheme.
and nerfing the bat swam/mist like they did, didnt make that useless in pve either?....
Im happy that I never used bat swam and mist, so no effect from me, just sad to hear all the other pvE players thats hurting from it, just because the pvp comminuty is the loudess of them all
scy22b14_ESO wrote: »Nobody who has any working knowledge of the game has truly called for a nerf to Dark Talons.
The suggestions you made would solve the issue. Simply adding CC immunity when breaking out of a root/immobilize would be the simple fix.
its already getting a reduction to 3 maximum no sense in reducing the radius its already a overpriced abilityscy22b14_ESO wrote: »Nobody who has any working knowledge of the game has truly called for a nerf to Dark Talons.
The suggestions you made would solve the issue. Simply adding CC immunity when breaking out of a root/immobilize would be the simple fix.
Reducing the radius to 5 meters instead of 8 might be a positive change. This would mean you would now be able to root only those enemies who were in melee range of you, which is how I feel the skill should have been designed to work in the first place (trapping enemies in melee range with you, and preventing them from running to your allies.)
If you want an easy reference, 5 meters is the radius of Circle of Protection. Blood Altar is 8 meters. You can see that the circle offered by CoP is still quite large for what Talons is used for. It would still be a large enough area to catch multiple enemies inside of it.
The main difference would be that a single dodge roll would move a player outside of the range of Talons, which is a needed change in PvP. Also, this would mean that DK's couldn't spam Talons in order to keep enemies from entering melee range (which is how we get videos like this):
http://www.youtube.com/watch?v=pXdLy3KYmWc
On a side note, I feel Inhale could use a reduction in radius down to 5 meters as well. Kind of off-topic, but you see the guy in the video combining these two skills to trap melee enemies outside of melee range, and use those helpless NPCs to heal himself through the boss damage with Inhale. I'm guessing this isn't how the devs envisioned a DK going about using their Draconic Power skill line. I think they wanted the DK to be in melee range in order to make full use of these abilities, not perpetually trapping their enemies just outside of melee range.
-Travail.
Wifeaggro13 wrote: »its already getting a reduction to 3 maximum no sense in reducing the radius its already a overpriced abilityscy22b14_ESO wrote: »Nobody who has any working knowledge of the game has truly called for a nerf to Dark Talons.
The suggestions you made would solve the issue. Simply adding CC immunity when breaking out of a root/immobilize would be the simple fix.
Reducing the radius to 5 meters instead of 8 might be a positive change. This would mean you would now be able to root only those enemies who were in melee range of you, which is how I feel the skill should have been designed to work in the first place (trapping enemies in melee range with you, and preventing them from running to your allies.)
If you want an easy reference, 5 meters is the radius of Circle of Protection. Blood Altar is 8 meters. You can see that the circle offered by CoP is still quite large for what Talons is used for. It would still be a large enough area to catch multiple enemies inside of it.
The main difference would be that a single dodge roll would move a player outside of the range of Talons, which is a needed change in PvP. Also, this would mean that DK's couldn't spam Talons in order to keep enemies from entering melee range (which is how we get videos like this):
http://www.youtube.com/watch?v=pXdLy3KYmWc
On a side note, I feel Inhale could use a reduction in radius down to 5 meters as well. Kind of off-topic, but you see the guy in the video combining these two skills to trap melee enemies outside of melee range, and use those helpless NPCs to heal himself through the boss damage with Inhale. I'm guessing this isn't how the devs envisioned a DK going about using their Draconic Power skill line. I think they wanted the DK to be in melee range in order to make full use of these abilities, not perpetually trapping their enemies just outside of melee range.
-Travail.
Changes in Craglorn Trav maximum 3 targetsWifeaggro13 wrote: »its already getting a reduction to 3 maximum no sense in reducing the radius its already a overpriced abilityscy22b14_ESO wrote: »Nobody who has any working knowledge of the game has truly called for a nerf to Dark Talons.
The suggestions you made would solve the issue. Simply adding CC immunity when breaking out of a root/immobilize would be the simple fix.
Reducing the radius to 5 meters instead of 8 might be a positive change. This would mean you would now be able to root only those enemies who were in melee range of you, which is how I feel the skill should have been designed to work in the first place (trapping enemies in melee range with you, and preventing them from running to your allies.)
If you want an easy reference, 5 meters is the radius of Circle of Protection. Blood Altar is 8 meters. You can see that the circle offered by CoP is still quite large for what Talons is used for. It would still be a large enough area to catch multiple enemies inside of it.
The main difference would be that a single dodge roll would move a player outside of the range of Talons, which is a needed change in PvP. Also, this would mean that DK's couldn't spam Talons in order to keep enemies from entering melee range (which is how we get videos like this):
http://www.youtube.com/watch?v=pXdLy3KYmWc
On a side note, I feel Inhale could use a reduction in radius down to 5 meters as well. Kind of off-topic, but you see the guy in the video combining these two skills to trap melee enemies outside of melee range, and use those helpless NPCs to heal himself through the boss damage with Inhale. I'm guessing this isn't how the devs envisioned a DK going about using their Draconic Power skill line. I think they wanted the DK to be in melee range in order to make full use of these abilities, not perpetually trapping their enemies just outside of melee range.
-Travail.
Where did you hear 3 max targets? I heard it would no longer be unlimited, but most AoE's have a max of 6 targets. I assumed Talons would follow that trend.
-Travail.
Wifeaggro13 wrote: »Changes in Craglorn Trav maximum 3 targetsWifeaggro13 wrote: »its already getting a reduction to 3 maximum no sense in reducing the radius its already a overpriced abilityscy22b14_ESO wrote: »Nobody who has any working knowledge of the game has truly called for a nerf to Dark Talons.
The suggestions you made would solve the issue. Simply adding CC immunity when breaking out of a root/immobilize would be the simple fix.
Reducing the radius to 5 meters instead of 8 might be a positive change. This would mean you would now be able to root only those enemies who were in melee range of you, which is how I feel the skill should have been designed to work in the first place (trapping enemies in melee range with you, and preventing them from running to your allies.)
If you want an easy reference, 5 meters is the radius of Circle of Protection. Blood Altar is 8 meters. You can see that the circle offered by CoP is still quite large for what Talons is used for. It would still be a large enough area to catch multiple enemies inside of it.
The main difference would be that a single dodge roll would move a player outside of the range of Talons, which is a needed change in PvP. Also, this would mean that DK's couldn't spam Talons in order to keep enemies from entering melee range (which is how we get videos like this):
http://www.youtube.com/watch?v=pXdLy3KYmWc
On a side note, I feel Inhale could use a reduction in radius down to 5 meters as well. Kind of off-topic, but you see the guy in the video combining these two skills to trap melee enemies outside of melee range, and use those helpless NPCs to heal himself through the boss damage with Inhale. I'm guessing this isn't how the devs envisioned a DK going about using their Draconic Power skill line. I think they wanted the DK to be in melee range in order to make full use of these abilities, not perpetually trapping their enemies just outside of melee range.
-Travail.
Where did you hear 3 max targets? I heard it would no longer be unlimited, but most AoE's have a max of 6 targets. I assumed Talons would follow that trend.
-Travail.
Maverick827 wrote: »I don't run Dark Talons on my DK. It costs too much Magicka.
Wifeaggro13 wrote: »Changes in Craglorn Trav maximum 3 targetsWifeaggro13 wrote: »its already getting a reduction to 3 maximum no sense in reducing the radius its already a overpriced abilityscy22b14_ESO wrote: »Nobody who has any working knowledge of the game has truly called for a nerf to Dark Talons.
The suggestions you made would solve the issue. Simply adding CC immunity when breaking out of a root/immobilize would be the simple fix.
Reducing the radius to 5 meters instead of 8 might be a positive change. This would mean you would now be able to root only those enemies who were in melee range of you, which is how I feel the skill should have been designed to work in the first place (trapping enemies in melee range with you, and preventing them from running to your allies.)
If you want an easy reference, 5 meters is the radius of Circle of Protection. Blood Altar is 8 meters. You can see that the circle offered by CoP is still quite large for what Talons is used for. It would still be a large enough area to catch multiple enemies inside of it.
The main difference would be that a single dodge roll would move a player outside of the range of Talons, which is a needed change in PvP. Also, this would mean that DK's couldn't spam Talons in order to keep enemies from entering melee range (which is how we get videos like this):
http://www.youtube.com/watch?v=pXdLy3KYmWc
On a side note, I feel Inhale could use a reduction in radius down to 5 meters as well. Kind of off-topic, but you see the guy in the video combining these two skills to trap melee enemies outside of melee range, and use those helpless NPCs to heal himself through the boss damage with Inhale. I'm guessing this isn't how the devs envisioned a DK going about using their Draconic Power skill line. I think they wanted the DK to be in melee range in order to make full use of these abilities, not perpetually trapping their enemies just outside of melee range.
-Travail.
Where did you hear 3 max targets? I heard it would no longer be unlimited, but most AoE's have a max of 6 targets. I assumed Talons would follow that trend.
-Travail.