@Savos_Saren
Okay why are you trying to conflate my argument?
My argument is based around the sole fact that our class is meant to stands its ground and fight, not the class that runs away while having Major resolve, major ward, and with your crazy/flawed idea, major expedition.
So I will say this again but differently; Instead of trying to give DKs (the only class I play) a unnecessary buff, how about we fix some skill costs, introduce new stamina skills, and rework our passives. You talk about our class no longer being able to stand our ground and as I pointed out, we currently stand in quick sand but that doesn't mean now we need major expedition.
Like I said if you wanna play a class that can be mobile and is similar to the DK... well go play a warden but don't try to bring that nonsense to the table.
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
@Savos_Saren
So again that falls to my first point which is why should a class that is built around standing its ground have that ability? Do note that this class is also suppose to have good CCs and in PvP a Mag DK is literally about about soft/hard cc spam as stated in my first post.
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
Emmagoldman wrote: »The problem I see is that it allows a class with the best passives to be tanky to also have expedition. A tank that can also sprint all over would be a little too op.
Warden needs some adjustment. The shields need a bigger cost and minor expedition needs a smaller cooldown.
A balance would be where LA and medium have the resource pool to be expedient, thus relying on kiting and los and HA built to stand ground
Emmagoldman wrote: »The problem I see is that it allows a class with the best passives to be tanky to also have expedition. A tank that can also sprint all over would be a little too op.
@Savos_Saren
You didn't school me in anything mate you simply said that "all classes have this so why can't my class have it", I get you want every class to play the same way but that's not how it should work whatsoever.
Again you wanna talk about CCs no other class CCs better than a Mag DK like seriously if you even play one you should know choking talon + fossilize is pretty much setting you up for a perma root since you just can't move. You can cite other class CCs but they do not preform no where near as good what we have.
The point stands that one of the only counters to a Mag DKs CCs which is the first post I stated (which again you completely disregarded since you wanna play that card), getting away is one of the many counters but most efficient when fighting a Mag DK and you just wanna get rid of it because you wanna move faster.
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
Remember that there is a skill in the Psyjic line that will grant a Magicka form of Major Expedition.
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
Maybe on some other skill. I am not sure about spikeshaving expedition on. On the other hand, casting inferno can give you 3-5 sec major expedition. Other morph could provide minor mending. This would give agressive DK players a chance to track down their target, while healing DKs could have more powerful heals, closing the gap between them and viable healers suck are templars. Chains should have minor expedition instead of major one, lasting for 6 seconds. I guess this would make mDK pretty mobile when in need to get away/kite/hunt down enemies.
Abysswarrior45 wrote: »
Savos_Saren wrote: »Abysswarrior45 wrote: »
I wonder if he's talking about the passives... just like how Sorcs, NBs, Wardens, and everyone else has passives with their skills.
Savos_Saren wrote: »Savos_Saren wrote: »
Aye all those templar heals with major expedition.
Templars are getting expedition in the next update. Apparently ZOS realizes that the healer needs to be able to keep up with the group, too.
When you advocate for you class- try not to limit your imagination to your own playstyle. I see that your signature says Blocktanking... but a healer nor DPS does that.
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
@Minno
Let me correct you on the first thing I didn't state a class shouldn't have mobility I stated that this class shouldn't have major expedition to begin with. The OP could have easily made an argument about other class buffs and proposed something like minor protection and that would've been fine IMO.
With everything else you stated I can't disagree more, I believe that each class should have unique properties to them which make you feel "Interesting this class has that to offer, let me try that" or "So a sorcerer can bring high mobility and damage to the plate but my current class offers high damage and the ability to disengage, let me see which one suits my play-style".
I do not understand the current argument to which if one class has a buff then we all should have that same buff. I believe certain classes should be losing certain buffs and retain other buffs. A example would be sorcerers losing major ward/resolve because they have high mobility and damage but to throw in something that benefits their defenses just seems overkill especially when my class lacks a lot of what it relied on in the past (dynamic ultimate regen).
My main argument stems from the current PvP meta with Mag DKs I fight and people who fight my Mag DK. Simply imaging me being able to now run full speed and soon with (hopefully) a snare immunity with wings, yeah that'll be overkill and just impossible to get away from an average Mag DK player let alone a good one.
@Minno
Let me correct you on the first thing I didn't state a class shouldn't have mobility I stated that this class shouldn't have major expedition to begin with. The OP could have easily made an argument about other class buffs and proposed something like minor protection and that would've been fine IMO.
With everything else you stated I can't disagree more, I believe that each class should have unique properties to them which make you feel "Interesting this class has that to offer, let me try that" or "So a sorcerer can bring high mobility and damage to the plate but my current class offers high damage and the ability to disengage, let me see which one suits my play-style".
I do not understand the current argument to which if one class has a buff then we all should have that same buff. I believe certain classes should be losing certain buffs and retain other buffs. A example would be sorcerers losing major ward/resolve because they have high mobility and damage but to throw in something that benefits their defenses just seems overkill especially when my class lacks a lot of what it relied on in the past (dynamic ultimate regen).
My main argument stems from the current PvP meta with Mag DKs I fight and people who fight my Mag DK. Simply imaging me being able to now run full speed and soon with (hopefully) a snare immunity with wings, yeah that'll be overkill and just impossible to get awy from an average Mag DK player let alone a good one.
@Minno
Let me correct you on the first thing I didn't state a class shouldn't have mobility I stated that this class shouldn't have major expedition to begin with. The OP could have easily made an argument about other class buffs and proposed something like minor protection and that would've been fine IMO.
With everything else you stated I can't disagree more, I believe that each class should have unique properties to them which make you feel "Interesting this class has that to offer, let me try that" or "So a sorcerer can bring high mobility and damage to the plate but my current class offers high damage and the ability to disengage, let me see which one suits my play-style".
I do not understand the current argument to which if one class has a buff then we all should have that same buff. I believe certain classes should be losing certain buffs and retain other buffs. A example would be sorcerers losing major ward/resolve because they have high mobility and damage but to throw in something that benefits their defenses just seems overkill especially when my class lacks a lot of what it relied on in the past (dynamic ultimate regen).
My main argument stems from the current PvP meta with Mag DKs I fight and people who fight my Mag DK. Simply imaging me being able to now run full speed and soon with (hopefully) a snare immunity with wings, yeah that'll be overkill and just impossible to get awy from an average Mag DK player let alone a good one.
There are still snares in the game that will ignore immunity. Plus DKs are not getting immunity, but snare removal tool which they already use mist form to break up snares and have speed buffs through other means. So I fail to see how this will change how you fight DKs.
Speed and buffs should belong to all, but with unique delivery methods for each class. The access will increase build diversity while the unique delivery will keep the game from becoming too stale.
@Minno
Let me correct you on the first thing I didn't state a class shouldn't have mobility I stated that this class shouldn't have major expedition to begin with. The OP could have easily made an argument about other class buffs and proposed something like minor protection and that would've been fine IMO.
With everything else you stated I can't disagree more, I believe that each class should have unique properties to them which make you feel "Interesting this class has that to offer, let me try that" or "So a sorcerer can bring high mobility and damage to the plate but my current class offers high damage and the ability to disengage, let me see which one suits my play-style".
I do not understand the current argument to which if one class has a buff then we all should have that same buff. I believe certain classes should be losing certain buffs and retain other buffs. A example would be sorcerers losing major ward/resolve because they have high mobility and damage but to throw in something that benefits their defenses just seems overkill especially when my class lacks a lot of what it relied on in the past (dynamic ultimate regen).
My main argument stems from the current PvP meta with Mag DKs I fight and people who fight my Mag DK. Simply imaging me being able to now run full speed and soon with (hopefully) a snare immunity with wings, yeah that'll be overkill and just impossible to get awy from an average Mag DK player let alone a good one.
There are still snares in the game that will ignore immunity. Plus DKs are not getting immunity, but snare removal tool which they already use mist form to break up snares and have speed buffs through other means. So I fail to see how this will change how you fight DKs.
Speed and buffs should belong to all, but with unique delivery methods for each class. The access will increase build diversity while the unique delivery will keep the game from becoming too stale.
IMO Snares should be 40% 10 min, 30 max. Every spec should be able to outplay it.
DKs and templars should have snare removal. Being either an unstoppable but slower force, or the ability to purify. Wardens and NBs should have speed buffs. But no class snare immunity. Sorcs should have both, and be the true mobile class, but at a cost of being squishy.
I mean, you'd expect the light based class to be the fast one, and the tree/nature one to be the slower one but idk.
@Minno
Let me correct you on the first thing I didn't state a class shouldn't have mobility I stated that this class shouldn't have major expedition to begin with. The OP could have easily made an argument about other class buffs and proposed something like minor protection and that would've been fine IMO.
With everything else you stated I can't disagree more, I believe that each class should have unique properties to them which make you feel "Interesting this class has that to offer, let me try that" or "So a sorcerer can bring high mobility and damage to the plate but my current class offers high damage and the ability to disengage, let me see which one suits my play-style".
I do not understand the current argument to which if one class has a buff then we all should have that same buff. I believe certain classes should be losing certain buffs and retain other buffs. A example would be sorcerers losing major ward/resolve because they have high mobility and damage but to throw in something that benefits their defenses just seems overkill especially when my class lacks a lot of what it relied on in the past (dynamic ultimate regen).
My main argument stems from the current PvP meta with Mag DKs I fight and people who fight my Mag DK. Simply imaging me being able to now run full speed and soon with (hopefully) a snare immunity with wings, yeah that'll be overkill and just impossible to get awy from an average Mag DK player let alone a good one.
There are still snares in the game that will ignore immunity. Plus DKs are not getting immunity, but snare removal tool which they already use mist form to break up snares and have speed buffs through other means. So I fail to see how this will change how you fight DKs.
Speed and buffs should belong to all, but with unique delivery methods for each class. The access will increase build diversity while the unique delivery will keep the game from becoming too stale.
IMO Snares should be 40% 10 min, 30 max. Every spec should be able to outplay it.
DKs and templars should have snare removal. Being either an unstoppable but slower force, or the ability to purify. Wardens and NBs should have speed buffs. But no class snare immunity. Sorcs should have both, and be the true mobile class, but at a cost of being squishy.
I mean, you'd expect the light based class to be the fast one, and the tree/nature one to be the slower one but idk.