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Dragonknight Fossilize

ol_BANK_lo
ol_BANK_lo
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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.
  • ol_BANK_lo
    ol_BANK_lo
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    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.

    You moved fossilize from 15 meters to 8 meters. And talons are 6 meters. Both are used as roots/cc's, and now they are within 2 meters of each other. The talons are perfect at 6 meters...but fossilize being single target and 15 meters made sense. Now fossilize is useless. Ugh.
  • ol_BANK_lo
    ol_BANK_lo
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    @ZOS_GinaBruno @ZOS_JessicaFolsom

    This hasn't gotten many views, but please tell Wroebel no. I have been playing with my MagDK all day today after seeing his nerf vid on the range of this, and it just won't work. Too may fast stam characters and streaking sorcs. I need this skill to keep the fight close and from people fleeing. 8 meters for this makes it useless. Chains are 28? meters and don't cc, and talons are already 6 meters. A 15 meter cc is perfect for what it is.
  • Malthorne
    Malthorne
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    Stonefist is now more appealing :/
  • ol_BANK_lo
    ol_BANK_lo
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    Malthorne wrote: »
    Stonefist is now more appealing :/

    Yeah, true. :/
  • ol_BANK_lo
    ol_BANK_lo
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    Malthorne wrote: »
    Stonefist is now more appealing :/

    Yeah, true. :/

    But I also get off balance with fossilize, which I like for my CP tree
  • krathos
    krathos
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    gonna have to use invigorating drain. yet another reason why open world magdks are forced into vampirism.
    Flapjack Palmdale
    <ANIMOSITY>

    Grand Overlord - Magicka Dragonknight
  • Zophix
    Zophix
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    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.
    Edited by Zophix on October 10, 2017 12:17AM
  • GeorgeBlack
    GeorgeBlack
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    Stamina morph
  • ak_pvp
    ak_pvp
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    Zophix 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.

    That... Isn't a bad idea. Because then it can be prebuffed or timed with attacks. Will we get a drastic change? Probably not.

    Stonefist is awful though. Its damage component is actually laughable, even with a knockdown.
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • N1K3
    N1K3
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    @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
    Edited by N1K3 on December 9, 2017 1:00AM
  • ol_BANK_lo
    ol_BANK_lo
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    N1K3 wrote: »
    @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

    I agree that fossilize is very strong, but I have personally stopped using it because of the 8 meter range. It is good for duels and if people come in range, but I found too many situations where 8 meters is too restrictive - both open world and in IC. I never liked the 8 meter range for it. Stonefist is both blockable and dodgeable, but the range is much more helpful.
  • Nelson_Rebel
    Nelson_Rebel
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    Zophix 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.

    When fear is a CC you have to “time” instead of a 360 degree AoE Unblockable Unavoidable CC we’ll talk

    When Rune cage isn’t a 40 meter CC we’ll talk

    When aedric spear isn’t a CC thrown by the gods from 20 meters away we’ll talk

    When Sub Assaults CC doesn’t completely fracture you and knockdown at the same time from 30 meters away, we’ll talk


    Until then, Fossilize needs to go back to 15 meters
    Edited by Nelson_Rebel on December 10, 2017 4:57AM
  • Checkmath
    Checkmath
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    "When aedric spear isn’t a CC thrown by the gods from 20 meters away we’ll talk"

    I am confused about what you are talking here... aedric spear is a skill line.
    Do you mean piercing javelin? Wait... it is a terrible cc ability, blockable, dodgeable, reflectable.
    Or do you refer to spear shards? It does not cc anymore since months.

    Rune cage is strong, we know that, but most sorcs do not slot it since their bars are full anyway.
    Fear is strong too, right, but it is not OP.
    Regarding deep fissure, it is 20 meters, it is not dodgeable, but blockable. Sadly the damage can not be blocked.
    Edited by Checkmath on December 11, 2017 9:47AM
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