Holy hell yes to the attack speed being given by it part (but only after animation smoothing and attack target bug as notable on werewolf got fixed)Flame_of_Hades wrote: »molten arraignments worth the cost/useable by reworking it so that it gives an effect that increases the speed of heavy attacks
Flame_of_Hades wrote: »so, this is going to very unpopular, but here it goes.
I have been mostly playing magDK for almost a year now. (no where near the time of some other people on this forum, but i have been playing the game since launch)
i do not find whip hard to hit. talons-whip-fossilize-power lash. animation cancel these and its an easy hit.
i can't say iv tested it, but i do not think that the increased cost will be very much of a problem. 1k magicka for a power lash that normally goes off by accident in your rotation....... hmm, i got a cheaper whip (cause lets be honest, without the stun, its a slightly higher damage whip that heals....)
taking the stun off the whip is GOOD. I cannot tell you how many times iv been in a fight and said "hmm let me line up my burst, wait for the right time to stun... *power lash stuns them and gives them immunity* *runs off screaming in frustration*"
i see very little total change to mDK in this patch.
if i were to ask for anything, it would be:
1. make wings reflect 3 projectiles, PER PERSON. this makes wings valuable v the 10 snipe spamming zerglings chasing you, but makes it easier for ranged builds to get past wings 1v1.
2. execute. any. execute. make power lash the execute(not a great buff, but we would have one....), or maybe make molten arraignments worth the cost/useable by reworking it so that it gives an effect that increases the speed of heavy attacks and increases damage v low health enemies(100%-200%.....). this also solves the DK sustain issue, as it makes it easier to get resources back from heavy attacks..
Flame_of_Hades wrote: »2. execute. any. execute. make power lash the execute(not a great buff, but we would have one....), or maybe make molten arraignments worth the cost/useable by reworking it so that it gives an effect that increases the speed of heavy attacks and increases damage v low health enemies(100%-200%.....). this also solves the DK sustain issue, as it makes it easier to get resources back from heavy attacks..
Flame_of_Hades wrote: »2. execute. any. execute. make power lash the execute(not a great buff, but we would have one....), or maybe make molten arraignments worth the cost/useable by reworking it so that it gives an effect that increases the speed of heavy attacks and increases damage v low health enemies(100%-200%.....). this also solves the DK sustain issue, as it makes it easier to get resources back from heavy attacks..
Does the increased ranged for melee attacks also include light attacks and bash?
Flame_of_Hades wrote: »so, this is going to very unpopular, but here it goes.
I have been mostly playing magDK for almost a year now. (no where near the time of some other people on this forum, but i have been playing the game since launch)
i do not find whip hard to hit. talons-whip-fossilize-power lash. animation cancel these and its an easy hit.
i can't say iv tested it, but i do not think that the increased cost will be very much of a problem. 1k magicka for a power lash that normally goes off by accident in your rotation....... hmm, i got a cheaper whip (cause lets be honest, without the stun, its a slightly higher damage whip that heals....)
taking the stun off the whip is GOOD. I cannot tell you how many times iv been in a fight and said "hmm let me line up my burst, wait for the right time to stun... *power lash stuns them and gives them immunity* *runs off screaming in frustration*"
i see very little total change to mDK in this patch.
if i were to ask for anything, it would be:
1. make wings reflect 3 projectiles, PER PERSON. this makes wings valuable v the 10 snipe spamming zerglings chasing you, but makes it easier for ranged builds to get past wings 1v1.
2. execute. any. execute. make power lash the execute(not a great buff, but we would have one....), or maybe make molten arraignments worth the cost/useable by reworking it so that it gives an effect that increases the speed of heavy attacks and increases damage v low health enemies(100%-200%.....). this also solves the DK sustain issue, as it makes it easier to get resources back from heavy attacks..
Whip is not hard to hit, it is hard to land. In live, after you use talons for CC the enemy rolls, so you had a hard time trying to synchronize your hits with the dmg window. Sure, you can use foss after that, but you have already burned about 9k magicka if you go with a HA set up. In LA you are forced to drop talons or foss to make space for anullement unless you are running 2 LA defensive sets (which it's kind of the same than using ofesive jewelry and a HA set, but with less health).
So it is not how you proc lash, it is the high cost it takes to proc lash. On a NB casting will takes casting grim focus and then 5 LA. On a Sorc, you play roulette with frags, it can proc after mage's fury or after a full rotation. The difference is that the proc can trigger after a full offensive rotation, while DK proc needs 2 CC that barely do dmg.
That's why a DK takes longer to kill an enemy than any other class even after 2 CCs. A NB can kill you easily after one CC, a Sorc kind of the same. And DK CCs are not something we can call cheap.
Only in pve or if you play your mag dk with a staff, but afterall i play my dk because its a dragon KNIGHT if i want to play restro destro i can go sorc or nb and it will perform better (dont even need to do HA there).
I have testet my mag dk now and those changes to powerrlash realy hurt. There is literally no reason to play a mag dk anymore, magpler is now the far superior magica melee class, and they provide good group support too. Hell its even more fun to play my magden and i always considered it the only magica class that sucks more than a dk.
Thx Zo$ thx for the hole new magica dk expirience .
And to all those who say the powerlash cost increase is not a big thing:
i have to spend 1000 magica every 6 secs (******* cooldown) 1000/6= 166 since the regen ticks every two seconds its equals a 333 regen nerf (166*2=333) and that on a class that allready has the worst sustain and that not includes the amount of magica i need to procc that ***.
If i *** up the math pls correct me i was in hurry and sorry for my bad english
IZZEFlameLash wrote: »
The cost matter quite significantly actually. It is basically another second of having no recovery in a typical DK build. Also, as said before, anim cancel does not make you hit any faster or 100% of the time especially when you are trying to hit people who know what they are doing, not some generic bowtard lightattacking you. Missing a Power Lash will cost us. And this cost makes the whip one of the most expensive spammables in the game. Now entering into 3.6k territory or so total without any sort of cost reductions.
Flame_of_Hades wrote: »
Whip is not hard to hit, it is hard to land. In live, after you use talons for CC the enemy rolls, so you had a hard time trying to synchronize your hits with the dmg window. Sure, you can use foss after that, but you have already burned about 9k magicka if you go with a HA set up. In LA you are forced to drop talons or foss to make space for anullement unless you are running 2 LA defensive sets (which it's kind of the same than using ofesive jewelry and a HA set, but with less health).
So it is not how you proc lash, it is the high cost it takes to proc lash. On a NB casting will takes casting grim focus and then 5 LA. On a Sorc, you play roulette with frags, it can proc after mage's fury or after a full rotation. The difference is that the proc can trigger after a full offensive rotation, while DK proc needs 2 CC that barely do dmg.
That's why a DK takes longer to kill an enemy than any other class even after 2 CCs. A NB can kill you easily after one CC, a Sorc kind of the same. And DK CCs are not something we can call cheap.
i run 6/7 light armor. sustain is not an issue. yes, i run a defensive set, but that is countered by 2 spell damage enchants on my jewelry. i have talons and fossilize, and it is not hard to sustain using the atro mundus.
Sure, a dk has a harder time procing the already near worthless powerlash, but DK damage doesnt come from that... it comes from dots. burning embers, volatile armor, burning talons, Flames of Oblivion. stack that damage, and people tend to start melting (templars -_-).
"if you hit power lash every 6 seconds, then you are spamming it and not playing the fight out, not playing smart with your resources."
"S+B and resto staff. only combo worth running due to the amount of magicka you get back from the heavy attacks."
Sure, a dk has a harder time procing the already near worthless powerlash, but DK damage doesnt come from that... it comes from dots. burning embers, volatile armor, burning talons, Flames of Oblivion. stack that damage, and people tend to start melting (templars -_-).
Flame_of_Hades wrote: »i'm not kidding, my front bar is (burning talons, fossilize, coag, whip, burning embers)
my back bar is (volatile armor, degeneration(light attacks healing you is always a + when weaving), wings, Flames of Oblivion, rapid regen (maelstrom resto))
based on you using having to build around lag, im assuming you play in vivec. you can build with bar swap animation canceling in mind if you play in shor/sotha (PC NA..)
balancing should not be made around lag.... find a way to get around the lag, like playing a less laggy campaign...
Flame_of_Hades wrote: »
Whip is not hard to hit, it is hard to land. In live, after you use talons for CC the enemy rolls, so you had a hard time trying to synchronize your hits with the dmg window. Sure, you can use foss after that, but you have already burned about 9k magicka if you go with a HA set up. In LA you are forced to drop talons or foss to make space for anullement unless you are running 2 LA defensive sets (which it's kind of the same than using ofesive jewelry and a HA set, but with less health).
So it is not how you proc lash, it is the high cost it takes to proc lash. On a NB casting will takes casting grim focus and then 5 LA. On a Sorc, you play roulette with frags, it can proc after mage's fury or after a full rotation. The difference is that the proc can trigger after a full offensive rotation, while DK proc needs 2 CC that barely do dmg.
That's why a DK takes longer to kill an enemy than any other class even after 2 CCs. A NB can kill you easily after one CC, a Sorc kind of the same. And DK CCs are not something we can call cheap.
i run 6/7 light armor. sustain is not an issue. yes, i run a defensive set, but that is countered by 2 spell damage enchants on my jewelry. i have talons and fossilize, and it is not hard to sustain using the atro mundus.
Sure, a dk has a harder time procing the already near worthless powerlash, but DK damage doesnt come from that... it comes from dots. burning embers, volatile armor, burning talons, Flames of Oblivion. stack that damage, and people tend to start melting (templars -_-).
Only in pve or if you play your mag dk with a staff, but afterall i play my dk because its a dragon KNIGHT if i want to play restro destro i can go sorc or nb and it will perform better (dont even need to do HA there).
I have testet my mag dk now and those changes to powerrlash realy hurt. There is literally no reason to play a mag dk anymore, magpler is now the far superior magica melee class, and they provide good group support too. Hell its even more fun to play my magden and i always considered it the only magica class that sucks more than a dk.
Thx Zo$ thx for the hole new magica dk expirience .
And to all those who say the powerlash cost increase is not a big thing:
i have to spend 1000 magica every 6 secs (******* cooldown) 1000/6= 166 since the regen ticks every two seconds its equals a 333 regen nerf (166*2=333) and that on a class that allready has the worst sustain and that not includes the amount of magica i need to procc that ***.
If i *** up the math pls correct me i was in hurry and sorry for my bad english
S+B and resto staff. only combo worth running due to the amount of magicka you get back from the heavy attacks. inferno staff gives more damage, but you are going to melt. lightning staff..... no. ice staff? why would i waist my magicka stat blocking when i can weaving in heavy attacks to keep my stamina up, MUCH easier than i can land a full heavy with a staff??
if you hit power lash every 6 seconds, then you are spamming it and not playing the fight out, not playing smart with your resources.IZZEFlameLash wrote: »
The cost matter quite significantly actually. It is basically another second of having no recovery in a typical DK build. Also, as said before, anim cancel does not make you hit any faster or 100% of the time especially when you are trying to hit people who know what they are doing, not some generic bowtard lightattacking you. Missing a Power Lash will cost us. And this cost makes the whip one of the most expensive spammables in the game. Now entering into 3.6k territory or so total without any sort of cost reductions.
id argue that anim canceling does make whip faster, but i haven't timed it to truly find out, so i cant give numbers.
in any case, it makes it almost invisible, thus making it much harder to dodge.
dks sustain is horrible, but this change really shouldn't effect much unless you constantly try to use powerlash at inopportune times, such as without them being fossilized.
tl:dr, mag dk did'nt really get hurt by this patch, some classes got hurt alot more. they are finally getting around to buffing templar again, so maybe, just maybe, DK will see some buffs in its future as well. Execute. Please.
WOW... This is news to me, my stam DK is my best toon in pvp by far, it has the best shields, regen and ulti all made for pvp. I think all of the problems here are EVERYONE is trying to have a snare contest then do some damage later.. I DO NOT SNARE i just kill the other guy and i dont have a problem doing it with a stamDK. So drop the snares as they are so easy to break out of anyway and slot some regen or damage abilities.
zParallaxz wrote: »There’s no point in discussing this guys, we been ( giving feedback) for 5+ patches. Class reps won’t do anything different than what Zos currently does. It’s a small chance it gets better in the future.
That's what @IZZEFlameLash is trying to explain, the animation is not seen, but the dmg is not applied almost instantly, it is applied at normal rates. It seems to go faster, but it doesn't.Flame_of_Hades wrote: »@IZZEFlameLash
I was not referring to bypassing the GCD, i was referring to the time it takes the damage to apply after you cast the ability. power lash, for example, has a very long animation, which makes it easy to see and dodge. if you block cancel that animation, it not only becomes invisible, but the damage is applied near instantly instead of .5-1 seconds later when the animation would have finished. Ill time it the next time i log in and come back with numbers.
That's what @IZZEFlameLash is trying to explain, the animation is not seen, but the dmg is not applied almost instantly, it is applied at normal rates. It seems to go faster, but it doesn't.
With a 2H sword and weaving a LA is easy to see that and you can put good dmg when using an oblivion glyph, the problem is that you can get locked in the LA animation