Strider_Roshin wrote: »Medium armor is the weakest armor class currently and having this move be undodgeable is a gross disregard towards balance.
Yea pretty much sums it up. There are already a plethura of hardhitting abilities (ultimates) that arent dodgeable, dodge is the medium armor user first and foremost method of avoiding dmg. Blocking basicly shuts down the whole point of medium armor builds...stamina regen. This is grossly penalizing medium armor when medium armor builds are already pretty lackluster if you compare them to heavy armor and light armor-shieldspammy.
Seems reasonably balanced to me, you have to look at the class as a whole when considering these things, not just the skill in isolation, because that is how balance works.
So let's take magika warden as an example, firstly you have to consider warden does not have an execute, secondly that it has the lowest sustained damage in the game, thirdly its only hard CC (Deep Fissure) is on a 3 sec delay and has a pretty obvious animation (HInt: look at the blue circle that contracts around their feet) and fourthly the animation of dive itself is one of the most obvious in the game, has a small delay and starts not from the caster like other skills but from some distance behind the caster so has a long travel time (giving even slower players time to react).
So what this means is you have a class that can't put out the the level of sustained pressure many builds can, has no execute, can't reliably hard CC to drain stamina / have them stunned/knocked down to easily land the burst and the skill in question is very telegraphed.
So to kill, warden has to land its burst combo, which unlike a lot of the faceroll in this game (cough - proc sets) actually requires at least some skill to land and is actually avoidable to the point if you could dodge roll Dive in addition to already being able to block it, throw up a shield, etc, then well, Warden would never kill anything and have zero sustained pressure, because of the aforementioned factors and how relatively easy they are for an even average player to react to something as obvious as dive.
But then I guess when you have a forum where people complain about multiple players hitting them in relation to "balance" or can't even work out that a skill is blockable, it is just, well...
Joy_Division wrote: »Just another typical nerf thread that fails to look at the larger context; made by a poster who has a history of complaining about how ZoS has overnerfed stam.
I dislike uncounterable skills, but the Mag warden has the worst dps in the game, no execute, and its only CC is a telegraphed delayed cast. It needs something or people will just quit the class and roll a procblade or a sorc.
But no, let's nerf it because people get pissed off when they get 1vXed.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Chilly-McFreeze wrote: »Seems reasonably balanced to me, you have to look at the class as a whole when considering these things, not just the skill in isolation, because that is how balance works.
So let's take magika warden as an example, firstly you have to consider warden does not have an execute, secondly that it has the lowest sustained damage in the game, thirdly its only hard CC (Deep Fissure) is on a 3 sec delay and has a pretty obvious animation (HInt: look at the blue circle that contracts around their feet) and fourthly the animation of dive itself is one of the most obvious in the game, has a small delay and starts not from the caster like other skills but from some distance behind the caster so has a long travel time (giving even slower players time to react).
So what this means is you have a class that can't put out the the level of sustained pressure many builds can, has no execute, can't reliably hard CC to drain stamina / have them stunned/knocked down to easily land the burst and the skill in question is very telegraphed.
So to kill, warden has to land its burst combo, which unlike a lot of the faceroll in this game (cough - proc sets) actually requires at least some skill to land and is actually avoidable to the point if you could dodge roll Dive in addition to already being able to block it, throw up a shield, etc, then well, Warden would never kill anything and have zero sustained pressure, because of the aforementioned factors and how relatively easy they are for an even average player to react to something as obvious as dive.
But then I guess when you have a forum where people complain about multiple players hitting them in relation to "balance" or can't even work out that a skill is blockable, it is just, well...
You're saying the whole class is bad so an OP ability is justified?
Chilly-McFreeze wrote: »Seems reasonably balanced to me, you have to look at the class as a whole when considering these things, not just the skill in isolation, because that is how balance works.
So let's take magika warden as an example, firstly you have to consider warden does not have an execute, secondly that it has the lowest sustained damage in the game, thirdly its only hard CC (Deep Fissure) is on a 3 sec delay and has a pretty obvious animation (HInt: look at the blue circle that contracts around their feet) and fourthly the animation of dive itself is one of the most obvious in the game, has a small delay and starts not from the caster like other skills but from some distance behind the caster so has a long travel time (giving even slower players time to react).
So what this means is you have a class that can't put out the the level of sustained pressure many builds can, has no execute, can't reliably hard CC to drain stamina / have them stunned/knocked down to easily land the burst and the skill in question is very telegraphed.
So to kill, warden has to land its burst combo, which unlike a lot of the faceroll in this game (cough - proc sets) actually requires at least some skill to land and is actually avoidable to the point if you could dodge roll Dive in addition to already being able to block it, throw up a shield, etc, then well, Warden would never kill anything and have zero sustained pressure, because of the aforementioned factors and how relatively easy they are for an even average player to react to something as obvious as dive.
But then I guess when you have a forum where people complain about multiple players hitting them in relation to "balance" or can't even work out that a skill is blockable, it is just, well...
You're saying the whole class is bad so an OP ability is justified?
Not at all, I'm saying that looking at a skill in isolation is frankly moronic, because that is not how game design or balance works, you have to look at the 'whole', and in the case of magika warden there are justifiable reasons and a logic as to why that skill was made undodgeable, it fits with how that class is designed and is needed given the limitations of the class, and no that isn't a class "being bad", all classes should have limitations that is part of good design.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Chilly-McFreeze wrote: »Seems reasonably balanced to me, you have to look at the class as a whole when considering these things, not just the skill in isolation, because that is how balance works.
So let's take magika warden as an example, firstly you have to consider warden does not have an execute, secondly that it has the lowest sustained damage in the game, thirdly its only hard CC (Deep Fissure) is on a 3 sec delay and has a pretty obvious animation (HInt: look at the blue circle that contracts around their feet) and fourthly the animation of dive itself is one of the most obvious in the game, has a small delay and starts not from the caster like other skills but from some distance behind the caster so has a long travel time (giving even slower players time to react).
So what this means is you have a class that can't put out the the level of sustained pressure many builds can, has no execute, can't reliably hard CC to drain stamina / have them stunned/knocked down to easily land the burst and the skill in question is very telegraphed.
So to kill, warden has to land its burst combo, which unlike a lot of the faceroll in this game (cough - proc sets) actually requires at least some skill to land and is actually avoidable to the point if you could dodge roll Dive in addition to already being able to block it, throw up a shield, etc, then well, Warden would never kill anything and have zero sustained pressure, because of the aforementioned factors and how relatively easy they are for an even average player to react to something as obvious as dive.
But then I guess when you have a forum where people complain about multiple players hitting them in relation to "balance" or can't even work out that a skill is blockable, it is just, well...
You're saying the whole class is bad so an OP ability is justified?
Not at all, I'm saying that looking at a skill in isolation is frankly moronic, because that is not how game design or balance works, you have to look at the 'whole', and in the case of magika warden there are justifiable reasons and a logic as to why that skill was made undodgeable, it fits with how that class is designed and is needed given the limitations of the class, and no that isn't a class "being bad", all classes should have limitations that is part of good design.
You say things like "look at the whole" and that "there are justifiable reasons and a logic as to why [Cliff Racer] was made undodgeable," but you give absolutely zero explanation as to what precisely those "justifiable reasons" are or how they fit into the whole.
I can make equally vague and vapid statements: If you look at class balance as a whole, and how the classes interact with each other and the global skill lines, there are persuasive and justifiable reasons why this skill should be dodgeable. To think otherwise is frankly moronic and ignores the totality of class vision and how the game plays.
If you want to support the skill being undodgeable, fine. But don't post drivel like that when other players are taking the time to create reasoned arguments in support of it being dodgeable.
Chilly-McFreeze wrote: »Seems reasonably balanced to me, you have to look at the class as a whole when considering these things, not just the skill in isolation, because that is how balance works.
So let's take magika warden as an example, firstly you have to consider warden does not have an execute, secondly that it has the lowest sustained damage in the game, thirdly its only hard CC (Deep Fissure) is on a 3 sec delay and has a pretty obvious animation (HInt: look at the blue circle that contracts around their feet) and fourthly the animation of dive itself is one of the most obvious in the game, has a small delay and starts not from the caster like other skills but from some distance behind the caster so has a long travel time (giving even slower players time to react).
So what this means is you have a class that can't put out the the level of sustained pressure many builds can, has no execute, can't reliably hard CC to drain stamina / have them stunned/knocked down to easily land the burst and the skill in question is very telegraphed.
So to kill, warden has to land its burst combo, which unlike a lot of the faceroll in this game (cough - proc sets) actually requires at least some skill to land and is actually avoidable to the point if you could dodge roll Dive in addition to already being able to block it, throw up a shield, etc, then well, Warden would never kill anything and have zero sustained pressure, because of the aforementioned factors and how relatively easy they are for an even average player to react to something as obvious as dive.
But then I guess when you have a forum where people complain about multiple players hitting them in relation to "balance" or can't even work out that a skill is blockable, it is just, well...
You're saying the whole class is bad so an OP ability is justified?
Not at all, I'm saying that looking at a skill in isolation is frankly moronic, because that is not how game design or balance works, you have to look at the 'whole', and in the case of magika warden there are justifiable reasons and a logic as to why that skill was made undodgeable, it fits with how that class is designed and is needed given the limitations of the class, and no that isn't a class "being bad", all classes should have limitations that is part of good design.
On a sidenote, some of the responses on this thread just show why devs rarely take notice of players, people complaining about a skill when they have multiple opponents on them, as if that is the basis for balance.
But medium armour is not weak at all this patch. Atm the strongest build for 1vx is prob medium nb. The 3 Times' i've been to no CP cyro after morrowind i myself run with 1-2 stamblades and We allways end up vs stamblade solo player zergs.
But i do agree you should be abele to dodge but cut it's travel time by 2/3. Atm pol and birds are insane in combination.
Strider_Roshin wrote: »But medium armour is not weak at all this patch. Atm the strongest build for 1vx is prob medium nb. The 3 Times' i've been to no CP cyro after morrowind i myself run with 1-2 stamblades and We allways end up vs stamblade solo player zergs.
But i do agree you should be abele to dodge but cut it's travel time by 2/3. Atm pol and birds are insane in combination.
Medium armor proc blade < Heavy armor proc DK.
Proc blades are annoying I agree, but these heavy armored proc DKs are even worse.
Either way these proc sets are going to be the death of PvP if they don't remove them.
Strider_Roshin wrote: »But medium armour is not weak at all this patch. Atm the strongest build for 1vx is prob medium nb. The 3 Times' i've been to no CP cyro after morrowind i myself run with 1-2 stamblades and We allways end up vs stamblade solo player zergs.
But i do agree you should be abele to dodge but cut it's travel time by 2/3. Atm pol and birds are insane in combination.
Medium armor proc blade < Heavy armor proc DK.
Proc blades are annoying I agree, but these heavy armored proc DKs are even worse.
Either way these proc sets are going to be the death of PvP if they don't remove them.
As a stam NB I won't mind if procs get nerfed, I already have my backup build ready, and it will reach the same damage numbers without sacrificing anything.
The ability won't be nerfed. It's the only existing counter to permadodging-sprinting-cancerblades that are spreading through Cyrodiil faster than the warden's growing swarm.
Seems reasonably balanced to me, you have to look at the class as a whole when considering these things, not just the skill in isolation, because that is how balance works.
So let's take magika warden as an example, firstly you have to consider warden does not have an execute, secondly that it has the lowest sustained damage in the game, thirdly its only hard CC (Deep Fissure) is on a 3 sec delay and has a pretty obvious animation (HInt: look at the blue circle that contracts around their feet) and fourthly the animation of dive itself is one of the most obvious in the game, has a small delay and starts not from the caster like other skills but from some distance behind the caster so has a long travel time (giving even slower players time to react).
So what this means is you have a class that can't put out the the level of sustained pressure many builds can, has no execute, can't reliably hard CC to drain stamina / have them stunned/knocked down to easily land the burst and the skill in question is very telegraphed.
So to kill warden has to land its burst combo, which unlike a lot of the faceroll in this game (cough - proc sets) actually requires at least some skill to land and is actually avoidable to the point if you could dodge roll Dive in addition to already being able to block it, throw up a shield, etc, then well, Warden would never kill anything and have zero sustained pressure, because of the aforementioned factors and how relatively easy they are for an even average player to react to something as obvious as dive.
But then I guess when you have a forum where people complain about multiple players hitting them in relation to "balance" or can't even work out that a skill is blockable, well...
^^^^ yep.
People don't worry about these things.
They coincidentally do not play the class and just run their typical proc cancer builds. When they die to the occational Warden their first reaction is to complain.
All of the strongest Stamina Wardens do not even slot Cutting Dive, because there are far better ways to build. Cutting Dive is essentially for mainhand Warden Bow users, which are easy to kill.
Magicka Wardens have two skills for dealing damage, both of which are highly telegraphed. They also have low raw DPS. Taking away this part of Dive would leave Wardens literally useless.
....and people still have the nerve to complain about Magblades needing buffs, while asking to gut Mag Wardens in PvP (the only content they're remotely viable in).
smh
And to think, there were lots of people asking for buffs to cutting dive on PTS just because it doesn't have an extra effect
leepalmer95 wrote: »Nothing worse theen trying to get away and line of sight 6 people only to get hit for 5k uncounterable attacks.
What do you do? Do you block in order to not get melted? But then the groups kills you? Do you roll and struggle to outheal all the other dmg + 5k a second cliff racer?
Yoohoo4411 wrote: »leepalmer95 wrote: »Nothing worse theen trying to get away and line of sight 6 people only to get hit for 5k uncounterable attacks.
What do you do? Do you block in order to not get melted? But then the groups kills you? Do you roll and struggle to outheal all the other dmg + 5k a second cliff racer?
Are you seriously complaining about not being able to 1vX?
Yoohoo4411 wrote: »leepalmer95 wrote: »Nothing worse theen trying to get away and line of sight 6 people only to get hit for 5k uncounterable attacks.
What do you do? Do you block in order to not get melted? But then the groups kills you? Do you roll and struggle to outheal all the other dmg + 5k a second cliff racer?
Are you seriously complaining about not being able to 1vX?
Strider_Roshin wrote: »Medium armor is the weakest armor class currently and having this move be undodgeable is a gross disregard towards balance.