Well, magDK was fun while it lasted......wtf am I supposed to do with it now? Anyone got any suggestions?
RIP PVE MAG DK
you need to give the mag DK sustain (with Molen Whip) otherwise it's broken af.
won't play it ...
RIP Magicka DKs in PvE for now. Honestly, at some point i gotta wonder whether you guys dont play your game. Magicka DK damage is tied to off-balance and how do you expect them to sustain? how do you want them to be included in any group?
16% off-balance at maximum. Power lash cooldown is ridiculous as well for PvE.
I can already predict that off-balance will be erased from raids. Guaranteed.
3-second cooldown on Power Lash AND Power Lash is dodgeable? WTF
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.
Dont agree with the nerf to Immov pots, letting stamina have its way even more
Pointless Nerf for Soul Assault, its a noob cannon or Xv1
Better spread on BG AP to encourage pushing for a win.
LiquidPony wrote: »RIP PVE MAG DK
you need to give the mag DK sustain (with Molen Whip) otherwise it's broken af.
won't play it ...
I mean PvE magDKs have already been dead for 6 months, we're just digging them up and burying them again now.
ZOS will probably get around to fixing it 6 months from now during their next round of "nerf everything to the ground and add a bunch of boring, unimaginative cooldowns to the game to slap a band-aid on CP power creep."
ZOS_GinaBruno wrote: »
- The “Resurrect Ally” ability can now always be interrupted, even if the enemy player has crowd-control immunity.
Here you go- the first exception to the new Interrupt mechanic - how many more to come?
Why remove SA snare completely? Reduce it to 30-50% at least, even with 70% stam builds could roll dodge to LOS. So what magplars are left with? Meteor which can be blocked and templars have no unblockable stun to make that combo effective? Cresent sweep taken away, Dawnbreaker physical, no good burst ulti left, ZOS wants me to be a healbot which I would rather quit than play it that way, that's it I'm done.
ZOS_GinaBruno wrote: »
- The “Resurrect Ally” ability can now always be interrupted, even if the enemy player has crowd-control immunity.
Here you go- the first exception to the new Interrupt mechanic - how many more to come?
How can you not see how problematic the old iteration was in cyrodiil with high rank templars ressing allies....?
On another note, the wings fix is welcomed, the power lash change is not. Power lash being dodgeable, while im sure not intended, has been around since like patch 2.0 and has been one of the best tools for DK against rolly polly/shuffle builds. This nerf is going to be extremely hard hitting.... If you are making power lash dodgeable, for the love of god, make cliff racer dodgable/reflectable.
Why must you always give something to the DK (ie. wing fix) but then take something away.
Flame Lash (Lava Whip morph): The Power Lash attack from this morph now has a 3 second cooldown.
Well, here's to another 3 months of not being able to play ESO. Gotta find some way to screw over DKs every patch..
Plague Slinger: Fixed an issue where the projectiles fired from this Item Set’s proc were removing enemies from stealth or invisibility.
Awesome patch notes all around.
As someone who plays mDK in PvP, the infinite Power Lashes needed to be toned down & having them be dodgeable is just fair - they're waaaaay too strong against dodge roll oriented builds on Live currently.
Also, regarding this note:Plague Slinger: Fixed an issue where the projectiles fired from this Item Set’s proc were removing enemies from stealth or invisibility.
...does this fix work the other way around as well?
I.e. if I'm a Nightblade using this set and it procs, will my own proc still pull me out of stealth @ZOS_GinaBruno ?
It says it no longer removes enemies from stealth or invisibility, so just thought I'd ask.
ZOS_GinaBruno wrote: »
- Slightly increased the Forward Camp deployment radius to prevent placement on inner Keep structures.
- Slightly increased the Forward Camp deployment angle checks to allow for more forgiving placement on terrain.
Awesome patch notes all around.
As someone who plays mDK in PvP, the infinite Power Lashes needed to be toned down & having them be dodgeable is just fair - they're waaaaay too strong against dodge roll oriented builds on Live currently.
Also, regarding this note:Plague Slinger: Fixed an issue where the projectiles fired from this Item Set’s proc were removing enemies from stealth or invisibility.
...does this fix work the other way around as well?
I.e. if I'm a Nightblade using this set and it procs, will my own proc still pull me out of stealth @ZOS_GinaBruno ?
It says it no longer removes enemies from stealth or invisibility, so just thought I'd ask.