Are you only using a bow on stam sorc?
If you are a stam sorc why aren't you using hurricane and fighting in melee range with the occasional surprise lethal arrow?
As a mag sorc mines directly counter the mdks melee range attacks. You can just sit in the mines channeling lightning staff heavy attacks and streaking in when you have a shard up. Just break the channel before the end so the particle doesn't go off. If you put wall of lightning on your mines you can increase your heavy attack damage by 40% when they get a concussion (it's a maim, the lightning version of burning). Mines are to melee what reflect is to range. For a mSorc most of the fight is about dropping an insta shard at melee range followed by overload light attacks while the reflect is down and the DK is CC'd. You can't take the DK down by straight damage, you have to work in a window to do burst, and it's the same for the DK trying to take the mSorc down. mDK vs mSorc is a chess game rather than a fist fight.
KisoValley wrote: »As a Stam DK and a Mag Sorc main I can say confidently this is a 100% L2P issue lmfao.
No Stam DK that is legit can keep wings up 95% of the time not even 75% of the time. In Mythical's dueling tournament the judges even added/docked points in case of a tie for the usage of wings for Stam DKs because they know they can't keep them up as much as people seem to think.
As for Mag DKs? They have barely any damage so a Mag Sorc should win that anyway lol
leepalmer95 wrote: »A lot of people seem to be suggesting I want wings or dks to be nerfed which was not at all what I was suggesting. I was suggesting the mechanic needs to be reworked because currently I have been finding that I either have to build for range and accept that I will be at a handicap vs all DKs, or build for all close range/non projectiles and lose a lot of valuable utilities, and have very limited build options.
...
The problem I am trying to address is that like 50% of my build choices revolve around whether or not I want a range attack that makes me more versatile vs general classes but handicapped's DKs. In its current state, wings really hinders build options. I'm not saying it has to be nerfed or less powerful. I'm saying the mechanic itself may benefit the entire game by being changed to be less extreme in terms of its ability to hard counter.
I sympathize. My sorc hates DKs. But no build is going to be equally effective against everything out there. The fact that one class spec and skill is hard to counter for you is, IMO, a good thing. It's not something that needs to be fixed. A relatively stationary class has to have some sort of defense against ranged attacks.
I'm all for some sort of defense against range. Makes a lot of sense to me. I would argue you don't need to make a spec or skill more or less difficult to counter, just diverse in terms of play style - there is no justification for making one class weaker or stronger simply to have a counter class, it's a silly assumption with no actual basis in logical reasoning.
I would argue that given the complexity and diversity of the game, creating finite archetypes out of abstract play styles and character combinations is fundamentally a bad thing. But regardless it is how it is, and all that said, there are ways to change the mechanics to make dks have range defense without fully negating all range builds.
I don't think it's effectiveness which is the issue I'm trying to address here. The issue is the inconvenience and limitations of options imposed by a single skill.
Think of it like this, you may struggle to kill a mag dk, but you'll get their eventually. But if your careful they won't be abl to kill you because their damage is bad and there missing burst.
*FACEPALM* READ.
NOT A L2P ISSUE.
It most definitely is. If you are that same ****y DC stam sorc of similar name, yeah I totally see why you need DKs nerfed even more lol. So potato.
It is a L2p issue. Adapt your build and deal with wings by adding melee in your arsenal. Quit being a primadonna.
@Lord_Hev lol come fight me bro I'll tear you apart.
And no its not, learn to read. My build is entirely melee, which is actually the point im trying to make.
The potato stam sorc QQing about DK wings is going to tear me apart, I'm practically quivering in fear.
KisoValley wrote: »I highly doubt very many Stam DKs will use it if they took away the 100% even if you added what you mention because they can't keep it up as much as Mag DKs even though some broccolis on here seem to think they can. I know I'd drop it for sure like what the *** is the point in it?
Typical broccolis trying to nerf a skill that doesn't even work all of the time because it's the only skill in the game to counter their beyond broken class.
KisoValley wrote: »As a Stam DK and a Mag Sorc main I can say confidently this is a 100% L2P issue lmfao.
No Stam DK that is legit can keep wings up 95% of the time not even 75% of the time. In Mythical's dueling tournament the judges even added/docked points in case of a tie for the usage of wings for Stam DKs because they know they can't keep them up as much as people seem to think.
As for Mag DKs? They have barely any damage so a Mag Sorc should win that anyway lol
How can it be a learn to play issue if it isn't about fighting. It has nothing to do with the actual combat or how to use skills or what skills to use. It's about the nature of how the skills function. Wings > Projectiles .: Projectiles (arguably) not worth slotting.leepalmer95 wrote: »A lot of people seem to be suggesting I want wings or dks to be nerfed which was not at all what I was suggesting. I was suggesting the mechanic needs to be reworked because currently I have been finding that I either have to build for range and accept that I will be at a handicap vs all DKs, or build for all close range/non projectiles and lose a lot of valuable utilities, and have very limited build options.
...
The problem I am trying to address is that like 50% of my build choices revolve around whether or not I want a range attack that makes me more versatile vs general classes but handicapped's DKs. In its current state, wings really hinders build options. I'm not saying it has to be nerfed or less powerful. I'm saying the mechanic itself may benefit the entire game by being changed to be less extreme in terms of its ability to hard counter.
I sympathize. My sorc hates DKs. But no build is going to be equally effective against everything out there. The fact that one class spec and skill is hard to counter for you is, IMO, a good thing. It's not something that needs to be fixed. A relatively stationary class has to have some sort of defense against ranged attacks.
I'm all for some sort of defense against range. Makes a lot of sense to me. I would argue you don't need to make a spec or skill more or less difficult to counter, just diverse in terms of play style - there is no justification for making one class weaker or stronger simply to have a counter class, it's a silly assumption with no actual basis in logical reasoning.
I would argue that given the complexity and diversity of the game, creating finite archetypes out of abstract play styles and character combinations is fundamentally a bad thing. But regardless it is how it is, and all that said, there are ways to change the mechanics to make dks have range defense without fully negating all range builds.
I don't think it's effectiveness which is the issue I'm trying to address here. The issue is the inconvenience and limitations of options imposed by a single skill.
Think of it like this, you may struggle to kill a mag dk, but you'll get their eventually. But if your careful they won't be abl to kill you because their damage is bad and there missing burst.
*FACEPALM* READ.
NOT A L2P ISSUE.
It most definitely is. If you are that same ****y DC stam sorc of similar name, yeah I totally see why you need DKs nerfed even more lol. So potato.
It is a L2p issue. Adapt your build and deal with wings by adding melee in your arsenal. Quit being a primadonna.
@Lord_Hev lol come fight me bro I'll tear you apart.
And no its not, learn to read. My build is entirely melee, which is actually the point im trying to make.
The potato stam sorc QQing about DK wings is going to tear me apart, I'm practically quivering in fear.
@Lord_Hev I understand, and accept your surrender. *Headpats* It's ok if you are a scaredy pusscat.
thankyourat wrote: »Stam dk pretty much hard counters all classes it's a little op right now, I don't want dks nerfed but wings do need to be changed. It basically makes ranged builds useless. You can play around it but it's incredibly difficult and unnecessary. Stam dk is in a good spot right now. It's the best class, but it can be beat
thankyourat wrote: »Stam dk pretty much hard counters all classes it's a little op right now, I don't want dks nerfed but wings do need to be changed. It basically makes ranged builds useless. You can play around it but it's incredibly difficult and unnecessary. Stam dk is in a good spot right now. It's the best class, but it can be beat
Makes range builds useless? LOL are you being serious? no you're being sarcastic you have to be.
thankyourat wrote: »Stam dk pretty much hard counters all classes it's a little op right now, I don't want dks nerfed but wings do need to be changed. It basically makes ranged builds useless. You can play around it but it's incredibly difficult and unnecessary. Stam dk is in a good spot right now. It's the best class, but it can be beat
Makes range builds useless? LOL are you being serious? no you're being sarcastic you have to be.
Give me a good reason to use a range build, or slot a reflectable range ability in place of a melee ability or area ability. Im genuinely asking, no sarcasm. I promise i can deliver a counter argument.
1. You cannot instantly switch from target to target. Wrong, you can, more often than you'd like. With no lock-on mechanic in this game, most of your damage easily gets spread across the whole enemy zerg. Whereas in melee range, it is really easy to focus exactly the same guy. And witch gapclosers, you can actually switch to a new target at will. Which even repositions yourself, unlike ranged attacks.
3. Cloak. Also, gapclosers. With a range of 22 meters, you can easily run into a "where did he come from" situation.
Reducing the reflect chance/rate will make wings unusable by any dk in pvp. If it is decreased it should be no more than 50% & in turn there should be a "reliable" gap closer; not something that can not be blocked.
thankyourat wrote: »Stam dk pretty much hard counters all classes it's a little op right now, I don't want dks nerfed but wings do need to be changed. It basically makes ranged builds useless. You can play around it but it's incredibly difficult and unnecessary. Stam dk is in a good spot right now. It's the best class, but it can be beat
Makes range builds useless? LOL are you being serious? no you're being sarcastic you have to be.
Give me a good reason to use a range build, or slot a reflectable range ability in place of a melee ability or area ability. Im genuinely asking, no sarcasm. I promise i can deliver a counter argument.
1, you can attack any target in a 28m radius around you, and swap from target to target instantly. If you are melee, you have to move from target to target before being able to damage them. This gives a ranged attacker a wider range of targets to choose from.
2, attacking from range is inherently safer, because you are not always open to retaliation, unlike a melee character. Walls, high rocks etc. often offer a safe point to attack from, as does a friendly zerg between you and your target.
3, being a melee character makes you an obvious threat all the time, unlike a ranged attacker that often has his target wonder "where did that come from?"
thankyourat wrote: »Stam dk pretty much hard counters all classes it's a little op right now, I don't want dks nerfed but wings do need to be changed. It basically makes ranged builds useless. You can play around it but it's incredibly difficult and unnecessary. Stam dk is in a good spot right now. It's the best class, but it can be beat
Makes range builds useless? LOL are you being serious? no you're being sarcastic you have to be.
Give me a good reason to use a range build, or slot a reflectable range ability in place of a melee ability or area ability. Im genuinely asking, no sarcasm. I promise i can deliver a counter argument.
1, you can attack any target in a 28m radius around you, and swap from target to target instantly. If you are melee, you have to move from target to target before being able to damage them. This gives a ranged attacker a wider range of targets to choose from.
2, attacking from range is inherently safer, because you are not always open to retaliation, unlike a melee character. Walls, high rocks etc. often offer a safe point to attack from, as does a friendly zerg between you and your target.
3, being a melee character makes you an obvious threat all the time, unlike a ranged attacker that often has his target wonder "where did that come from?"
(1) Yes but whenever you encounter wings, you are useless. Also more often than not you hit the target most directly in front of you, not the target yoh have selected.
(2) attacking from range does nothing to protect you from gap closers
(3) 80% of players run around in zergs that will run you down and power heal through.
As if stam dks can constantly reflect, they run out of magicka quick with needing igneous shield and other magicka utility spells.
As a sorc you have streak to cc a mag Dk with wings, curse, inevitable det, lightning or resto heavy, mines, mages wrath, pets.
and if you're a melee build then wings is useless anyway. Every build will have a counter, if you're playing ranged then a reflect will counter you.
Except they don't need igenous shield and other magicka utility spells against a single sorc if they are using wings... so yeah, stam dks can constantly reflect.
As for your list, streak doesn't work for serious dmg for obvious reasons, curse and detonation only set up burst and can be easily outhealed if there's nothing to finish the opponent, heavy attacks are low damage, mines only work when the enemy runs into them, mage's wrath is a finisher and pets are garbage. Nope, we'll need projectiles then.
dodgehopper_ESO wrote: »leepalmer95 wrote: »dodgehopper_ESO wrote: »DUTCH_REAPER wrote: »Dude...seriously???
I'mma go make some sweet tea and walk away from this thread because I know I did not just click on a ESO thread that is trying to NERF the DK class.
/middlefinger
My proposal is meant as a way to nerf-proof the skill. If you had Evasion-duration on a 25-33% reflect it would balance out a few problems people have with Scales/Posture. Firstly, it would put pressure on the aggressor and make them give pause particularly if their health got low, BUT they could still have a shot at doing SOME damage to you. It wouldn't be perfect defense at range which is the issue ranged fighters have. Conversely, it would save a lot of magicka on the DK's part if he could fire and forget the skill (like it use to be during the perma-dk bats doublestacking ulti era) without all the flaws of that era. I've always felt perfect reflect was the issue with the skill. The only thing worse is perfect spell absorption. While perfect reflect/absorption were possible in standalone games I really think they are bad in the pvp balance of things in a multiplayer game. My proposal is meant to be a balance to the skill, where a tanky DK could still reflect a hell of a lot of projectiles, but he couldn't withstand 100 players firing at him from range purely because he is Sir-Flaps-A lot.
Adding more RNG to pvp is not the answer, shuffle RNG is already annoying enough.
It shouldn't be hard for range builds to either but some skills that aren't projectiles or simply time their strong projectiles, e.g. Hold that proc frags, when wings it about to end, cc and shoot.
Shuffle RNG is better than Perfect Evasion. My solution deals with the complaint, while also making the cost/benefit ratio an actual improvement to the DK. I personally feel my proposal is balanced, even if it does involve an RNG (which is part and parcel of much of the game to begin with).
dylanjaygrobbelaarb16_ESO wrote: »dodgehopper_ESO wrote: »leepalmer95 wrote: »dodgehopper_ESO wrote: »DUTCH_REAPER wrote: »Dude...seriously???
I'mma go make some sweet tea and walk away from this thread because I know I did not just click on a ESO thread that is trying to NERF the DK class.
/middlefinger
My proposal is meant as a way to nerf-proof the skill. If you had Evasion-duration on a 25-33% reflect it would balance out a few problems people have with Scales/Posture. Firstly, it would put pressure on the aggressor and make them give pause particularly if their health got low, BUT they could still have a shot at doing SOME damage to you. It wouldn't be perfect defense at range which is the issue ranged fighters have. Conversely, it would save a lot of magicka on the DK's part if he could fire and forget the skill (like it use to be during the perma-dk bats doublestacking ulti era) without all the flaws of that era. I've always felt perfect reflect was the issue with the skill. The only thing worse is perfect spell absorption. While perfect reflect/absorption were possible in standalone games I really think they are bad in the pvp balance of things in a multiplayer game. My proposal is meant to be a balance to the skill, where a tanky DK could still reflect a hell of a lot of projectiles, but he couldn't withstand 100 players firing at him from range purely because he is Sir-Flaps-A lot.
Adding more RNG to pvp is not the answer, shuffle RNG is already annoying enough.
It shouldn't be hard for range builds to either but some skills that aren't projectiles or simply time their strong projectiles, e.g. Hold that proc frags, when wings it about to end, cc and shoot.
Shuffle RNG is better than Perfect Evasion. My solution deals with the complaint, while also making the cost/benefit ratio an actual improvement to the DK. I personally feel my proposal is balanced, even if it does involve an RNG (which is part and parcel of much of the game to begin with).
when you dont even play a dk and a everyone who knows dk's tells you that you have no idea what your talking about, maybe take a second to think to yourself, hey ive never played a dk, maybe i have no idea what im talking about.( im assuming you dont play a dk, or you would realise how bad your suggestion is)
dont forget this is a group based AVA combat system. its not designed for duals between every type of class/ build to be perfectly matched in the first place. when you play all classes you see that some things are overpowered against some builds and also under-powered against others, and that is not necessarily a balance problem.
ps good balance does not come from "fixing" that the strategy YOU want to use does not work well against something.
Theres a hole in both your first and last argument. (1) if all those players play dks, then they represent a significant bias in favor of dks and (2) i would hardly consider making range builds not worth using because a single skill negates their worth "good balance"
Just before I say anything, I would like to start by saying that this is not a nerf dks thread. I dont think dks in general are too overpowered.
I'm starting to find, however, that it is really cumbersome to have to work around a build which basically can't include range attacks. I understand I might be biased because I play primarily as a sorc as both stam and mag, but in both cases, making an adequate build for all around fighting basically necessitates that none of your attacks can be projectile based. That means no crystal frags, no overload, no throwing daggers, no poison arrow, no snipe, no silver bolts, no scatter shot, and not a lot of destro staff abilities. While that's the bulk of them I'm not even certain if that is the complete list. It is a bit ridiculous to me that this ability can counter that many abilities, and so aggressively, especially with the removal of double reflect. Running a stam sorc, you are highly dependent on weapon skills and with so many being easily reflected without a counter this seriously limits your options.
I'm just generally wondering if many others experience the same issue with their build.
Theres a hole in both your first and last argument. (1) if all those players play dks, then they represent a significant bias in favor of dks and (2) i would hardly consider making range builds not worth using because a single skill negates their worth "good balance"
Except that Defense Stance and Eclipse are also counters to ranged play. Why do you want to pick on magicka DKs? Oh right... you only care that Wings (sometimes) reflects physical projectiles.
You want to remove a specific counter to specific skills you want to use. That's not balance. That's a personal preference.
Yeah lets nerf all the defensive skills in the entire game.