BANK_IT_HERE wrote: »More balances changes....ugh. Although I use fossilize in melee range fights, I mostly use it as enemies try to get away. It's all I have. The chain gap closer just doesn't fit on my bar, and isnt' what I need in a fight. Fossilize worked perfectly. Now, you needed something to change. Why? Just...why? When will you be happy with your mechanics??? Please leave this skill alone. DKs struggle with being slow and have no burst. I need to wear down my opponent, and this skill helps.
BANK_IT_HERE wrote: »
In all honesty petrify shouldn't be ranged but instead be a self buff that procs off direct damage. It makes way more sense for the hold your ground type that they push on DK's. Fossilize should then root the target and shattering rocks should set two other enemies off balance.
To all the other DK's crying about stonefist, it is actually a really strong cc... you just have to time it right, which is how cc should be, but that's hard for a lot of people I guess.
@ZOS_GinaBruno @ZOS_JessicaFolsom
Fossilise as of Clockwork City change is too overpowered now. It requires any player/class to use their resource twice to be 100% free of CC.
I cannot think of any other ability in the game that requires the usage of resource "twice" to be completely free from a crowd control
It's unblockable, that's fine,
it has a 8m range, thats fine,
it NOW "forces" you to cc break
than still "forcing" you to react to the immobilise straight after (2 usage of resources for a single cc ability)
At least the pre change was if the player that has the fossilised casted on them, as soon as they take damage it automatically breaks. Meaning depending on knowing how to go against it or not is whether the player requires to use their resource pool once or twice to get out of it 100%. (Players knowledge)
If players need a CC that can't be interrupted by other players (reason for this change) DKs already have Stone Fist and also Talons.
Right now it's like; why would ANYONE use Stonefist over Fossilize in pretty much any given situation? At least before, Players had to think about what CC to slot especially for open world PvP, "fossilise has 2 CC in one ability (strong) but breaks if the victim takes damage (downside=balance) so maybe stonefist would be more viable then. But as of now you be stupid to pick Stone fist over Fossilize
Zenimax really needs to look into this ability changes and compare it to ANY other CC in the game (being the only ability to use resource pool TWICE to be 100% free and it's unblockable and it's range as well) there's no counter unless everyone is running immovable potions
For example another very strong CC is also Mass Hysteria or any morph of it from Nightblades.
Yes it's unblockable
Yes it's affects 2-3 players
Yes it also puts a snare afterwards (but the idea is we can still move and doesn't force player to use their resource twice to be completely mobile again)
But it takes melee range (easy to see it coming to react) (Nightblade in melee range most likely gonna use fear, stay in distance) very easy to adapt and react to
And only with the usage of resource "ONCE" to break out of it to be 100% mobile again
Conclusion:
Fossilize never needed the change, it was already strong but also had a way to fairly go against it and made players to think which ability of the 3 to slot for a CC, stonefish fossilise, talons. Now it's use fossilise or/and talons over stone fist in pretty much any given situation
In all honesty petrify shouldn't be ranged but instead be a self buff that procs off direct damage. It makes way more sense for the hold your ground type that they push on DK's. Fossilize should then root the target and shattering rocks should set two other enemies off balance.
To all the other DK's crying about stonefist, it is actually a really strong cc... you just have to time it right, which is how cc should be, but that's hard for a lot of people I guess.