From the Recent AuA:
"Dark talons is currently bugged and can hit more targets than intended. We're also discussing improving players' ability to counter immobilize effects, but I don't have details for you on that just yet." -zos_konk
ZOS is aware of Broken Talons. It will be fixed, and then expect that counterplay to immobilize effects will be added because the lack of them is self evident. Load up on the Paxil now you zealous defenders of unblockable AoE immobilize spamming, the coming months are going to be really sad for you.
frwinters_ESO wrote: »Dark Talons is already being looked at as per the developers notes stating it affects to many people.
Link please
It's from the reddit AMA Konkle acknowledged that it's bugged and affecting too many people.
I can only cast a it three times /shrugI'm not running a Magicka build and I can cast it three times.Maverick827 wrote: »I don't run Dark Talons on my DK. It costs too much Magicka.
I can use DT about 5-6 times in a row and i'm not even running a magicka build. All I use is spell cost reduction on my jewerly and it works wonders.
Maverick827 wrote: »I can only cast a it three times /shrugI'm not running a Magicka build and I can cast it three times.Maverick827 wrote: »I don't run Dark Talons on my DK. It costs too much Magicka.
I can use DT about 5-6 times in a row and i'm not even running a magicka build. All I use is spell cost reduction on my jewerly and it works wonders.
That sounds an awful lot like not spamming them.@Maverick827
Use the duration to manage your magicka. 4 seconds is two recovery ticks. At 100 magicka regen you get 200 magicka in those 4 seconds (nearly half the base cost). Use a potion and your restoring more over time and a VR5 potion I make completely covers the base cost plus extra (increases my spell damage and spell crit too...Alchemy is so underrated). This is before considering reduction to cost with light armor and jewelry.
In full medium armor, an 82 magicka recovery, and no reduction jewelry (though I do use Warlock), I can throw down 7 of them if I pace my casts every 2-3 seconds. Though it only takes three to burn out someone's stamina from dodging anyhow. It's a very low skill high results tactic.
Dark Talons costs 420 Magicka.Maverick827 wrote: »I can only cast a it three times /shrugI'm not running a Magicka build and I can cast it three times.Maverick827 wrote: »I don't run Dark Talons on my DK. It costs too much Magicka.
I can use DT about 5-6 times in a row and i'm not even running a magicka build. All I use is spell cost reduction on my jewerly and it works wonders.
Now I know why you keep sticking up for DKs. You run around with 900 magicka! It all makes sense now.
Maverick827 wrote: »That sounds an awful lot like not spamming them.@Maverick827
Use the duration to manage your magicka. 4 seconds is two recovery ticks. At 100 magicka regen you get 200 magicka in those 4 seconds (nearly half the base cost). Use a potion and your restoring more over time and a VR5 potion I make completely covers the base cost plus extra (increases my spell damage and spell crit too...Alchemy is so underrated). This is before considering reduction to cost with light armor and jewelry.
In full medium armor, an 82 magicka recovery, and no reduction jewelry (though I do use Warlock), I can throw down 7 of them if I pace my casts every 2-3 seconds. Though it only takes three to burn out someone's stamina from dodging anyhow. It's a very low skill high results tactic.
I think the focus on the spam is unwarranted. Like Obscure says, most skills can be spammed. Its a no cool down action combat game.
The problem is that spamming it is so darn effective, since it can be continually reapplied. No other root or CC of any type in this game can be reapplied as easily as Talons.
The best options are either a radius reduction (From 8 to 5 meters) or a very short duration immunity after dodge rolling out.
I prefer the latter option because it will lead to less QQ, as it looks less like nerfing a particular skill. However, to maintain their PvE balance, they might want to implement the radius reduction as well. This is simply the best tanking skill in the game right now and it'll be hard to get on a trial leaderboard without people running it.
my biggest fear is they will destroy the dk because that particular light armor build is OP. And it has very little to do with its class. Its the light armor resto/destro staff build giving them unlimited magica for solo contentWifeaggro13 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.
Yikes. If it stays that way, it's clear to me the devs don't know what the hell they are doing. That's a failure to identify what the true problem of Talons is, which was never about the number of targets you could hit. The problem is with how difficult it is to get out of the ability once you are in it, and that's due to A) the large radius, and B ) the fact DK's can spam the attack.
I guess when they promise stupid things like, "No cooldowns," this is how they have to go about balancing everything. I suspect most DK's would have preferred a reduction in the radius, while keeping unlimited targets. Not sure who will want to use this over Volcanic Rune, now.
-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 abilityWifeaggro13 wrote: »[quote="king 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: »]my biggest fear is they will destroy the dk because that particular light armor build is OP. And it has very little to do with its class. Its the light armor resto/destro staff build giving them unlimited magica for solo content
So in other words, you want them to destroy the class because that particular light armor build is OP.Wifeaggro13 wrote: »]my biggest fear is they will destroy the dk because that particular light armor build is OP. And it has very little to do with its class. Its the light armor resto/destro staff build giving them unlimited magica for solo content
They should start with nerfs to Standard (remove synergy, damage buff, and damage reduction), Magma Armor (10% max HP hit instead of 3%), Battle Roar (fine with it restoring 250-400 of each resource but 1k of each is too much) and immunity to immobilze after dodge roll.
According to ZOE, that is the beauty of the modular character build system. They likely won't have to nerf the class - just the ridiculous Magicka Furnance synergy, which eliminates DK's main weakness (mana management), as well as unintended Ultimate gains to tone down the usefulness of Battle Roar.Maverick827 wrote: »So in other words, you want them to destroy the class because that particular light armor build is OP.Wifeaggro13 wrote: »]my biggest fear is they will destroy the dk because that particular light armor build is OP. And it has very little to do with its class. Its the light armor resto/destro staff build giving them unlimited magica for solo content
They should start with nerfs to Standard (remove synergy, damage buff, and damage reduction), Magma Armor (10% max HP hit instead of 3%), Battle Roar (fine with it restoring 250-400 of each resource but 1k of each is too much) and immunity to immobilze after dodge roll.
Wifeaggro13 wrote: »]my biggest fear is they will destroy the dk because that particular light armor build is OP. And it has very little to do with its class. Its the light armor resto/destro staff build giving them unlimited magica for solo content
They should start with nerfs to Standard (remove synergy, damage buff, and damage reduction), Magma Armor (10% max HP hit instead of 3%), Battle Roar (fine with it restoring 250-400 of each resource but 1k of each is too much) and immunity to immobilze after dodge roll.
dennis.schmelzleb16_ESO wrote: »You can do it the other way round:
Talons:
-Radius: 5mtr. (meele range, still 78 sqm)
-Costs: 500 Magicka
-Damage: 117 + 137dot
still better in all points but not that OP anymore
Maverick827 wrote: »So in other words, you want them to destroy the class because that particular light armor build is OP.Wifeaggro13 wrote: »]my biggest fear is they will destroy the dk because that particular light armor build is OP. And it has very little to do with its class. Its the light armor resto/destro staff build giving them unlimited magica for solo content
They should start with nerfs to Standard (remove synergy, damage buff, and damage reduction), Magma Armor (10% max HP hit instead of 3%), Battle Roar (fine with it restoring 250-400 of each resource but 1k of each is too much) and immunity to immobilze after dodge roll.
Wifeaggro13 wrote: »]my biggest fear is they will destroy the dk because that particular light armor build is OP. And it has very little to do with its class. Its the light armor resto/destro staff build giving them unlimited magica for solo content
They should start with nerfs to Standard (remove synergy, damage buff, and damage reduction), Magma Armor (10% max HP hit instead of 3%), Battle Roar (fine with it restoring 250-400 of each resource but 1k of each is too much) and immunity to immobilze after dodge roll.
They don't need to touch the Standard. They need to deal with the massive amounts of ultimate some builds can generate. They shouldn't be nerfing any ultimates until they deal with that issue, first.
-Travail.
Maverick827 wrote: »So in other words, you want them to destroy the class because that particular light armor build is OP.Wifeaggro13 wrote: »]my biggest fear is they will destroy the dk because that particular light armor build is OP. And it has very little to do with its class. Its the light armor resto/destro staff build giving them unlimited magica for solo content
They should start with nerfs to Standard (remove synergy, damage buff, and damage reduction), Magma Armor (10% max HP hit instead of 3%), Battle Roar (fine with it restoring 250-400 of each resource but 1k of each is too much) and immunity to immobilze after dodge roll.
Do any other DKs think that this would destroy the class? Standard would still do more damage than Sorc Storm Atronach Ultimate (storm atronach gets stun, standard gets reduced heals) which is what all Sorc are using for DPS at the moment.Wifeaggro13 wrote: »]my biggest fear is they will destroy the dk because that particular light armor build is OP. And it has very little to do with its class. Its the light armor resto/destro staff build giving them unlimited magica for solo content
They should start with nerfs to Standard (remove synergy, damage buff, and damage reduction), Magma Armor (10% max HP hit instead of 3%), Battle Roar (fine with it restoring 250-400 of each resource but 1k of each is too much) and immunity to immobilze after dodge roll.
They don't need to touch the Standard. They need to deal with the massive amounts of ultimate some builds can generate. They shouldn't be nerfing any ultimates until they deal with that issue, first.
-Travail.
DK logic is so screwed up! DK might have a slight edge with generating ultimate because of all their fire dot damage but I think most classes can get very close. So why aren't all the other classes be complained about or have videos on youtube pop up every day of them soloing VR group content? Because no other classes ultimates do anything near what Standard or Magma Armor can do and especially not when combined with Battle Roar passive healing all three resources so much.
You want to nerf something that affects all four classes because only your class is OP spamming ultimates .... do you see how that doesn't make sense?
You're not even trying to hide your trolling anymore, are you?It would still be an issue. Full light, pop Razor Armor and drop SoM(once) and you can go toe-to-toe with the infamous bugged/god-mode Storm Atronachs. DKs are ridiculously OP. In every facet of the game except healing.
Sorcerers are, I think, OP but when I'm on mine I still pay attention to health bars of enemies prior to attacking them. I still pay attention to mechanics that might help. I still make sure my Quick slots are updated/full. I still check and re-check my inventory for equipment upgrades. I still die and google when I'm out of ideas. I do none of that on my DK. It's not necessary. At all.
They're so OP that if Zenimax came out tomorrow and said we're wiping every DK to make up for our appalling lack of testing and foresight I'd be fine with it. I'd remake my DK and enjoy a little challenge.
I would not call it the way you did, but yes, people here seems to be pretty vigorous about the balance,Maverick827 wrote: »You're not even trying to hide your trolling anymore, are you?It would still be an issue. Full light, pop Razor Armor and drop SoM(once) and you can go toe-to-toe with the infamous bugged/god-mode Storm Atronachs. DKs are ridiculously OP. In every facet of the game except healing.
Sorcerers are, I think, OP but when I'm on mine I still pay attention to health bars of enemies prior to attacking them. I still pay attention to mechanics that might help. I still make sure my Quick slots are updated/full. I still check and re-check my inventory for equipment upgrades. I still die and google when I'm out of ideas. I do none of that on my DK. It's not necessary. At all.
They're so OP that if Zenimax came out tomorrow and said we're wiping every DK to make up for our appalling lack of testing and foresight I'd be fine with it. I'd remake my DK and enjoy a little challenge.