Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Joy_Division wrote: »When I say mDK is "bad," I am being lazy more than inaccurate. It's not "bad" per se, rather I feel the build/play possibilities are very limited. Because they have constant (as opposed to burst DPS), they have a hard time getting kills. Couple with the class's lack of mobility means it is frustrating to open world by yourself because eventually you're just going to get zerged down. It's too pigeonedholed as a "tank."
The people who claim sorcs are bad have simply stopped PvP in frustration over the shield nerf. I will admit I was down on sorc and played on my templar a lot for a while. Then I actually played for more than an hour and realized what worked before still works because shield stacking is still incredibly strong.
Magsorc needs to have the toggles removed and revamped. Do that and I'll be stupid happy.
Pets should have a timer instead of a toggle, the toggle thing cripples pet builds.
Bound aegis should be a slotted ability like mage light with an activation effect. The toggle needs to go.
Shields are fine at six seconds, eight would be nice for hardened ward, but I would prefer it to be cheaper.
I'd almost rather sorc not be touched at this point instead of the horrendous nerfs and bad design incoming because the designers touched it again.
Imo the only thing that magicka dragonknight needs is a buff to dragon blood so that it actually becomes a usable heal again, and a fix to wings which aren't reliable, and totally useless in outnumbered situations.
The limit to projectiles was an idiotic fix, as it kept the skill super strong in duels, and a hard counter to range builds, but made it moot in open world, where it doesn't matter if your build is countered because you aren't alone anyways.
The limit to projectiles was an idiotic fix, as it kept the skill super strong in duels, and a hard counter to range builds, but made it moot in open world, where it doesn't matter if your build is countered because you aren't alone anyways.
Imo the only thing that magicka dragonknight needs is a buff to dragon blood so that it actually becomes a usable heal again, and a fix to wings which aren't reliable, and totally useless in outnumbered situations.
The limit to projectiles was an idiotic fix, as it kept the skill super strong in duels, and a hard counter to range builds, but made it moot in open world, where it doesn't matter if your build is countered because you aren't alone anyways.
TreeHugger1 wrote: »Magsorc needs to have the toggles removed and revamped. Do that and I'll be stupid happy.
Pets should have a timer instead of a toggle, the toggle thing cripples pet builds.
Bound aegis should be a slotted ability like mage light with an activation effect. The toggle needs to go.
Shields are fine at six seconds, eight would be nice for hardened ward, but I would prefer it to be cheaper.
I'd almost rather sorc not be touched at this point instead of the horrendous nerfs and bad design incoming because the designers touched it again.
Unfortunately it won't happen from obvious reasons,pets are already very strong(5K-7.5K twilight dot,1.5 k scamp dot+14k damage over 4 seconds and an unblockable stun and if you use daedric prey morph they both deal ridiculous damage...).
Yes pets need a change,they are very buggy twilight has only 13 k hp,cp points don't affect them etc...
Few important changes for sorc (my personal opinion):
1.streak animation change.
2.BoL is buggy,reflects only for 2.5 seconds,so the fatigue(4 seconds) makes it useless.
3.Buff Boundless Storm.
4.Change streak fatigue.
5.Buff Storm Atronach.
CPT_CAPSLOCK wrote: »
Imo the only thing that magicka dragonknight needs is a buff to dragon blood so that it actually becomes a usable heal again, and a fix to wings which aren't reliable, and totally useless in outnumbered situations.
The limit to projectiles was an idiotic fix, as it kept the skill super strong in duels, and a hard counter to range builds, but made it moot in open world, where it doesn't matter if your build is countered because you aren't alone anyways.
Reflect is a ridiculously powerful skill in any fight. Period. Most sorc abilities can be dodged, blocked, shielded, and on top of that *reflected*.
Doing mass damage back to MYSELF needs to be tempered with a max number of projectiles. Which is what the devs did. And it works. The fact that you can't reflect more than a few projectiles for one quick cast is balanced. The ability is already a huge hard counter, it doesn't need to be an automatic instant win.
CPT_CAPSLOCK wrote: »
CPT_CAPSLOCK wrote: »