shows that you are over estimating the ability of root ( talking about the CC not talons in particular). The majority of your opponents should still be able to do some sort of attack (or heal if needed) while rooted, their really is no reason that their isn't a range option some where on a players bar. Roots, specially in 1v1, doesn't stop opponents from attacking you, they will switch to a bow and snipe, or switch to a destruction staff and use force shock, or use flying blade if they are using duel wielding, and that is just looking at weapon skills.However i'd swap it for talons in a heart beat. Id still get the relief from being attacked that fear offers cause id just talon then walk away talon then walk away. Actually the more I think about it the more op talons are. By doing this I could also stop a melee opponent from attacking. Talons therefore would do the same job as fear only much much more.
Nihil = DK with head in sand. Yawn
Cool ok np - I cant attack whilst rooted makes no difference whatsoever to anything. I'll have to break it just like i do now.
Great implement it give it a cc timer and we'll be further down the road to balance.
I don't want them to be carbon copies but the cc timer set a precedent that roots flout quite obviously.....
Some people would argue the grass isn't green for the sake of it dear god
Not what this discussion is about frankly so don't care.
Please stay on topic.
This. It's nearly impossible to hit in the regular pvp lagfest, and even in relatively smooth situations it occassionally doesn't render - sometimes it's a miss despite where you see your victim, sometimes they stand still and you wonder why... put it off my bar, tooI used to use encase in pvp, but it costs too much and its bugged and don't always work. I have seen it bug in pve too requiring 2 cast to get it to work on trash mobs.
Actually i'm quite happy now thanks just trying to ask a simple question without people getting overly defensive and angry.
Just like when bash was nerfed anyone who suggested it was op was evil. However it clearly was.
I am yet to be convinced by anyone that talons does not deserve a CC timer.
Please enlighten me
Hypertionb14_ESO wrote: »Can someone explain why these have no immunity?
It is irrelevant that they are roots - they still control you and they still need to be broken like any other effect.
Why should I have to roll dodge 4 times instantly against any dk yet they only have to break my cc once in a blue moon?
you are very right they should provide immunity.
but DK talons are HARDLY the only root in the game... just the most commonly used thanks to the easy "anything close to you" mechanics..
ever go against a smart Sorc and you probably would end up hating Encase just as much.
themizario wrote: »In addition OP. Kite DK's because of talons and banner. You probably stand in talons and banner trying to fight DK
david.haypreub18_ESO wrote: »The essential problem is that it usually takes more resources to counter Talons than it does to use it, which is the definition of overpowered.
For a Templar, you are looking at Cleansing Ritual and its morphs. If you are a little slow or experience some lag, you're going to be immobilized for a bit and take some damage. Even if you cleanse immediately after getting hit with Talons, you are going to take some damage from the DoT. You might think this is close to a draw, with the DK casting the spell and you casting the counter. But in fact you've already lost: firstly because you've had to put a skill on your bar just to counter this one skill; secondly because you've also spent time in combat countering that the DK has for attacking; and thirdly because you've only saved yourself. The two other people the DK has Taloned ALSO have to cast a counter. So in the grand scheme of things, the DK has forced up to three people to play defense while he can keep attacking... and he has spent 1/3 of the resources the other three people have spent collectively. The DK always comes out ahead.
If you're not a Templar, things are even worse. You are looking at Purge, which has a much higher cost (virtually twice the cost) than Talons unless you go Efficient Purge, in which case you give up the heal, and the DK always comes out ahead because he's done some damage to you and anyone else nearby already (not much damage, admittedly, but combat is a game of resources and every one counts). You also have to get to rank 4 in PvP before you can even take the skill, much less morph it, so I do pity those people trying PvP for the first time and having to counter Talons. Again, the DK comes out ahead.
That's essentially the problem. Pushing a single button allows the DK to start pulling ahead in the resource-race that is combat, and there are very few cases where other classes can start to come out ahead. It is not impossible to beat a DK, and there are ways to fight against Talons... but almost all of them involve you giving up more than the DK does. And that, my friends, is the very definition of overpowered.
Joy_Division wrote: »Actually i'm quite happy now thanks just trying to ask a simple question without people getting overly defensive and angry.
Just like when bash was nerfed anyone who suggested it was op was evil. However it clearly was.
I am yet to be convinced by anyone that talons does not deserve a CC timer.
Please enlighten me
People have told you why. Talons is not a "hard" control that does not prevent your character from doing most things...the only thing you can't do is move.
Fear, which you brought up earlier as a comparable is *not* comparable because it is a "hard" control. When I am feared I cannot attack and I am forcibly moved in the opposite direction in which I want to go.
Just because you don't like the reason doesn't mean it's not valid.
themizario wrote: »In addition OP. Kite DK's because of talons and banner. You probably stand in talons and banner trying to fight DK
david.haypreub18_ESO wrote: »The essential problem is that it usually takes more resources to counter Talons than it does to use it, which is the definition of overpowered.
For a Templar, you are looking at Cleansing Ritual and its morphs. If you are a little slow or experience some lag, you're going to be immobilized for a bit and take some damage. Even if you cleanse immediately after getting hit with Talons, you are going to take some damage from the DoT. You might think this is close to a draw, with the DK casting the spell and you casting the counter. But in fact you've already lost: firstly because you've had to put a skill on your bar just to counter this one skill; secondly because you've also spent time in combat countering that the DK has for attacking; and thirdly because you've only saved yourself. The two other people the DK has Taloned ALSO have to cast a counter. So in the grand scheme of things, the DK has forced up to three people to play defense while he can keep attacking... and he has spent 1/3 of the resources the other three people have spent collectively. The DK always comes out ahead.
If you're not a Templar, things are even worse. You are looking at Purge, which has a much higher cost (virtually twice the cost) than Talons unless you go Efficient Purge, in which case you give up the heal, and the DK always comes out ahead because he's done some damage to you and anyone else nearby already (not much damage, admittedly, but combat is a game of resources and every one counts). You also have to get to rank 4 in PvP before you can even take the skill, much less morph it, so I do pity those people trying PvP for the first time and having to counter Talons. Again, the DK comes out ahead.
That's essentially the problem. Pushing a single button allows the DK to start pulling ahead in the resource-race that is combat, and there are very few cases where other classes can start to come out ahead. It is not impossible to beat a DK, and there are ways to fight against Talons... but almost all of them involve you giving up more than the DK does. And that, my friends, is the very definition of overpowered.
So what change would I suggest? Well it has to include aiming, but the current AOE itself is not too strong, one can however not be changed without affecting the other, so the AOE has to be changed without nerfing it. I suggest to keep the size (m^2) of the AOE but make it a cone in front of the player, so that it basically roots everything the character "sees", but nothing behind him. A 120° would be worth trying out, I think.
So what change would I suggest? Well it has to include aiming, but the current AOE itself is not too strong, one can however not be changed without affecting the other, so the AOE has to be changed without nerfing it. I suggest to keep the size (m^2) of the AOE but make it a cone in front of the player, so that it basically roots everything the character "sees", but nothing behind him. A 120° would be worth trying out, I think.
Look at Sorc's Encase. It's range is a long strip in front of the player (15x4m if I'm not mistaken), yet it's rarely used in Cyrodiil, and I think it's essentially because of the aiming requirement. It takes a good player with no latency/fps issues at all to be effective. The change you propose would warrant DK rage of great proportionsHonestly I'd rather see Encase "fixed" than Talons nerfed.
Well technically, they don't need to be broken. Except for movement, you still have complete control of your character. Sometimes i just ignore them and continue to DPS the DK at close range.