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
Actually LA+ability are "speed up"/applied instantly together if the ability is instant cast. Short of skills with a specific "pseduo cooldown" like on imbue weapon (where it doesnt matter if you block, roll or swap cancel or just let the animation play the downtime is set to the same if not longer if you dont let it run due to input time), its just "total amount of both skills and attacks cast per GCD and "attack speed" period" will always be the same if there is no input lag.
E.g. if the game had recovery/transitional animations locked at 0.5s with 1 input buffer instead of the 0.7~0.9 gcd, the damage over 2 second for DK doing light attack claw weave would be "LA 4k @ 0>Claw 4k @ 0.5>LA 4k @ 1>Claw 4k @ 1.5>LA 4k @ 2" instead of "Attack+Claw for 8k @ 0> Another 8k from Attack+Claw @ 0.8 > yet another 8k from Attack+Claw @ 1.6"
IZZEFlameLash wrote: »Only time things actually 'speed up' is when you use external software to bypass the mechanic or in case of cast time abilities, eaxh cast shaves off few micro seconds till it reaches certain value. Animation cancel does not speed things up. It is necessary to retain high DPS but it is not because it speeds up skills hitting time. Not even instacast abilities will speed up because of animation cancelling. And cast timed ones are impossible to anim cancel. I thought this was all clear from answers to anti-anim cancel threads to macro accusing threads. But this thread is to discuss DKs not anim cancel.
Yes it does becauseIZZEFlameLash wrote: »Only time things actually 'speed up' is when you use external software to bypass the mechanic or in case of cast time abilities, eaxh cast shaves off few micro seconds till it reaches certain value. Animation cancel does not speed things up. It is necessary to retain high DPS but it is not because it speeds up skills hitting time. Not even instacast abilities will speed up because of animation cancelling. And cast timed ones are impossible to anim cancel. I thought this was all clear from answers to anti-anim cancel threads to macro accusing threads. But this thread is to discuss DKs not anim cancel.
If you dont understand what a interval is nor that light attacks are in game coded as instant cast skills off the GCD thus 2 instant casts make for higher true burst/reduce reaction time than just a bit over half the gcd but with recovery or tween, thats on you. Point is tho that as noted prior attack speed boost would be a nice thing on Molten Weapon morphs and that people who do block or swap cancel whip do have the benefit of most of the animation being invisible/now with unified range LA prior to it essentially works like fighting game hitconfirm for it (even in pve).
Yes it does becauseIZZEFlameLash wrote: »Only time things actually 'speed up' is when you use external software to bypass the mechanic or in case of cast time abilities, eaxh cast shaves off few micro seconds till it reaches certain value. Animation cancel does not speed things up. It is necessary to retain high DPS but it is not because it speeds up skills hitting time. Not even instacast abilities will speed up because of animation cancelling. And cast timed ones are impossible to anim cancel. I thought this was all clear from answers to anti-anim cancel threads to macro accusing threads. But this thread is to discuss DKs not anim cancel.
If you dont understand what a interval is nor that light attacks are in game coded as instant cast skills off the GCD thus 2 instant casts make for higher true burst/reduce reaction time than just a bit over half the gcd but with recovery or tween, thats on you. Point is tho that as noted prior attack speed boost would be a nice thing on Molten Weapon morphs and that people who do block or swap cancel whip do have the benefit of most of the animation being invisible/now with unified range LA prior to it essentially works like fighting game hitconfirm for it (even in pve).
Integral1900 wrote: »As a stamina dk it would be nice not to have to keep chugging magica potions, litteraly all the fun stuff is magic with a few uninspiring ones turned into stamina.
For example, we have green vomit breath, a fairly useless skill I haven’t bothered with since I realised it’s tiny area and garbage game code misses most of the mobs (and it doesn’t make that nice metallic cracking noise anymore when you hit something with it) The skill is useless, why get a tank to apply the major armour debuf when a stam sorc with hurricane, night mother’s and a boat load of crit can plaster the whole battlefield with it?
There are no stamin heals for the class except the pathetic little dribble from the two handed buff and the little bit from using ultimates (whose supply of resources is always disappointing) pvp may love it but in a dungeon with a fake healer, fake tank and a hard mode boss on the rampage that heal doesn’t mean squat!
Most of all the stamina version of the class just seems to have been stripped of all the fun. Ultimates used to be able to dam near fill my resource bars, now I get more out of a trash potion! They stripped that awesome flaming aura and now we just have that stupid flaming disco ball with it’s dreadful ai. They turned the awesome fire abilities into these rubbish poison ones! So what if they do good damage... I don’t care.... I built this class to watch my fire wreathed greatsword send foes flying through the air while a flaming force of nature burned them to ash. If you want poison go be a nightblade, poison is an assassins tool, it’s not befitting a mighty armoured inferno!
TBH, Engulfing is not great at all. Very hard to land.
Regarding the "good" skills of mDK compared to stam DK, there's only one, whip, and is currently crap at least in PvP. IMHO it has never been a good skill either (very clunky and slow, now it's even dodgeable).
The rest is just the same for mDK and sDK, with the sole exception of igneous weapons
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..
JumpmanLane wrote: »Integral1900 wrote: »As a stamina dk it would be nice not to have to keep chugging magica potions, litteraly all the fun stuff is magic with a few uninspiring ones turned into stamina.
For example, we have green vomit breath, a fairly useless skill I haven’t bothered with since I realised it’s tiny area and garbage game code misses most of the mobs (and it doesn’t make that nice metallic cracking noise anymore when you hit something with it) The skill is useless, why get a tank to apply the major armour debuf when a stam sorc with hurricane, night mother’s and a boat load of crit can plaster the whole battlefield with it?
There are no stamin heals for the class except the pathetic little dribble from the two handed buff and the little bit from using ultimates (whose supply of resources is always disappointing) pvp may love it but in a dungeon with a fake healer, fake tank and a hard mode boss on the rampage that heal doesn’t mean squat!
Most of all the stamina version of the class just seems to have been stripped of all the fun. Ultimates used to be able to dam near fill my resource bars, now I get more out of a trash potion! They stripped that awesome flaming aura and now we just have that stupid flaming disco ball with it’s dreadful ai. They turned the awesome fire abilities into these rubbish poison ones! So what if they do good damage... I don’t care.... I built this class to watch my fire wreathed greatsword send foes flying through the air while a flaming force of nature burned them to ash. If you want poison go be a nightblade, poison is an assassins tool, it’s not befitting a mighty armoured inferno!
TBH, Engulfing is not great at all. Very hard to land.
Regarding the "good" skills of mDK compared to stam DK, there's only one, whip, and is currently crap at least in PvP. IMHO it has never been a good skill either (very clunky and slow, now it's even dodgeable).
The rest is just the same for mDK and sDK, with the sole exception of igneous weapons
I don’t have trouble landing engulfing flames and it’s cheap enough to double cast if you miss. If you pressure any fool dumb enough to enter melee combat, engulfing and whip hit HARD.
Engulfing is def a better choice than talons with everyone popping immovables etc.
@Quantum_V
I have some concerns regarding PvP. I tried the patch and it's simply the patch I've liked the least.
The good things:
- Ash cloud is amazing now. It can easily set a landmark on DK healing. On PvP and paired with springs is quite helpful. You can save a guy from being killed and turn the fight on his favor just with that combo. I imagine that in PvE it's even better.
- The shield of Hardened is interesting. Not OP as I thought at the begining, but it cal help a Tank in PVE. In PVP maybe tanks or stam chars can take more advantage of it.
The bad things.
- The sustain has become worse than ever due to the lash change. I even dropped lash in favor of my full lit heavy attack build
- The range decrease in whip was a very hard move. IDK why now a whip has the same range that a sword, it makes no sense. 8 mts was OK. I suppose the extra range on stam DK is more helpful.
- Shields and range are almost mandatory in mDK now. I know it is how the meta has switched. Playing melee DK against a group of archers is painful. And here I want to be a little more extensive: the change on dodgeroll has impacted badly on magicka builds:
Since snipe takes around one second channel, you can easily dodge the first arrow, but the second will hit on you for sure. Then it comes the problem of befoul, not only because it decreases you healing. If you are a melee DK in light armor, it also impacts on your shields. So you can't dodge roll as before to avoid the snipes, neither use a shield or a heal efficiently, and that's even without considering soldier of anguish. I imagine that magsorc, magblades and magplars have similar issues, but they have ways of avoiding the dmg, escaping of it or a purge. Sure, wings could help, but the big problem with wings is the fact that only reflect 4 projectiles unless you spam them and we all know wings are not cheap. On the other hand, lit staff has become the best friend for mDK again. Paired with molten armaments and used against those archers in medium will kill them like npcs. Just make sure to drop a shock reach before. It is nost the funniest build you can get out there, but it is a solid one with very low requirements (I use mine with skoria, knight slayer and Torug's).
A solution could be to get rid of the cost increase after dodge roll, but I'm afraid it would bring back rollers. Another solution could be to get rid of the befoul star. Considering that Anguish is a set that negates healing and that a group of snipers using that set can easily deal with anyone in Cyro. Maybe the proc should be applied as a debuff, so archers cannot just spam attacks to lock down melee and magicka builds.
Things I disliked:
Bridges and milegates have lost their fun. Now that can be destroyed they are just a magnet for zergs. One of the thing's I liked about Alessia's bridge was the option to cross to the other side just under the bridge. Now that's almost impossible. Once the bridge has been destroyed, one of the factions can just turtle at the other side, with siege and snipers. There's zero strategy on that and it is a way to protect your faction resources without even playing the game. The only way to reach the other shore is just zerg all the way.
The locations of the new outpost are weird. 2 of them are on EP territory, loking towards Ghartok and Chim. That makes Farra and KC way easier to get for DC and AD than before. Yeah, I know Crops and Bruma are easy to access, but Bruma is quite far from Warden, so IDK why they did it that way.
That's all. I think my time in Cyro is done. Don't get me wrong, I killed a lot of guys there just using full heavy attacks with a shock staff, but the game has become more frustrating and less fun that it was at the beginning. Everyone seems to run an agenda of what they want and nobody seems to care about the game itself. Sure, templars got some buffs, but seeing guys that were stamblades last patch trying to run a templar just showcases how pathetic this community has become.
JumpmanLane wrote: »Integral1900 wrote: »As a stamina dk it would be nice not to have to keep chugging magica potions, litteraly all the fun stuff is magic with a few uninspiring ones turned into stamina.
For example, we have green vomit breath, a fairly useless skill I haven’t bothered with since I realised it’s tiny area and garbage game code misses most of the mobs (and it doesn’t make that nice metallic cracking noise anymore when you hit something with it) The skill is useless, why get a tank to apply the major armour debuf when a stam sorc with hurricane, night mother’s and a boat load of crit can plaster the whole battlefield with it?
There are no stamin heals for the class except the pathetic little dribble from the two handed buff and the little bit from using ultimates (whose supply of resources is always disappointing) pvp may love it but in a dungeon with a fake healer, fake tank and a hard mode boss on the rampage that heal doesn’t mean squat!
Most of all the stamina version of the class just seems to have been stripped of all the fun. Ultimates used to be able to dam near fill my resource bars, now I get more out of a trash potion! They stripped that awesome flaming aura and now we just have that stupid flaming disco ball with it’s dreadful ai. They turned the awesome fire abilities into these rubbish poison ones! So what if they do good damage... I don’t care.... I built this class to watch my fire wreathed greatsword send foes flying through the air while a flaming force of nature burned them to ash. If you want poison go be a nightblade, poison is an assassins tool, it’s not befitting a mighty armoured inferno!
TBH, Engulfing is not great at all. Very hard to land.
Regarding the "good" skills of mDK compared to stam DK, there's only one, whip, and is currently crap at least in PvP. IMHO it has never been a good skill either (very clunky and slow, now it's even dodgeable).
The rest is just the same for mDK and sDK, with the sole exception of igneous weapons
I don’t have trouble landing engulfing flames and it’s cheap enough to double cast if you miss. If you pressure any fool dumb enough to enter melee combat, engulfing and whip hit HARD.
Engulfing is def a better choice than talons with everyone popping immovables etc.
JumpmanLane wrote: »@Quantum_V
I have some concerns regarding PvP. I tried the patch and it's simply the patch I've liked the least.
The good things:
- Ash cloud is amazing now. It can easily set a landmark on DK healing. On PvP and paired with springs is quite helpful. You can save a guy from being killed and turn the fight on his favor just with that combo. I imagine that in PvE it's even better.
- The shield of Hardened is interesting. Not OP as I thought at the begining, but it cal help a Tank in PVE. In PVP maybe tanks or stam chars can take more advantage of it.
The bad things.
- The sustain has become worse than ever due to the lash change. I even dropped lash in favor of my full lit heavy attack build
- The range decrease in whip was a very hard move. IDK why now a whip has the same range that a sword, it makes no sense. 8 mts was OK. I suppose the extra range on stam DK is more helpful.
- Shields and range are almost mandatory in mDK now. I know it is how the meta has switched. Playing melee DK against a group of archers is painful. And here I want to be a little more extensive: the change on dodgeroll has impacted badly on magicka builds:
Since snipe takes around one second channel, you can easily dodge the first arrow, but the second will hit on you for sure. Then it comes the problem of befoul, not only because it decreases you healing. If you are a melee DK in light armor, it also impacts on your shields. So you can't dodge roll as before to avoid the snipes, neither use a shield or a heal efficiently, and that's even without considering soldier of anguish. I imagine that magsorc, magblades and magplars have similar issues, but they have ways of avoiding the dmg, escaping of it or a purge. Sure, wings could help, but the big problem with wings is the fact that only reflect 4 projectiles unless you spam them and we all know wings are not cheap. On the other hand, lit staff has become the best friend for mDK again. Paired with molten armaments and used against those archers in medium will kill them like npcs. Just make sure to drop a shock reach before. It is nost the funniest build you can get out there, but it is a solid one with very low requirements (I use mine with skoria, knight slayer and Torug's).
A solution could be to get rid of the cost increase after dodge roll, but I'm afraid it would bring back rollers. Another solution could be to get rid of the befoul star. Considering that Anguish is a set that negates healing and that a group of snipers using that set can easily deal with anyone in Cyro. Maybe the proc should be applied as a debuff, so archers cannot just spam attacks to lock down melee and magicka builds.
Things I disliked:
Bridges and milegates have lost their fun. Now that can be destroyed they are just a magnet for zergs. One of the thing's I liked about Alessia's bridge was the option to cross to the other side just under the bridge. Now that's almost impossible. Once the bridge has been destroyed, one of the factions can just turtle at the other side, with siege and snipers. There's zero strategy on that and it is a way to protect your faction resources without even playing the game. The only way to reach the other shore is just zerg all the way.
The locations of the new outpost are weird. 2 of them are on EP territory, loking towards Ghartok and Chim. That makes Farra and KC way easier to get for DC and AD than before. Yeah, I know Crops and Bruma are easy to access, but Bruma is quite far from Warden, so IDK why they did it that way.
That's all. I think my time in Cyro is done. Don't get me wrong, I killed a lot of guys there just using full heavy attacks with a shock staff, but the game has become more frustrating and less fun that it was at the beginning. Everyone seems to run an agenda of what they want and nobody seems to care about the game itself. Sure, templars got some buffs, but seeing guys that were stamblades last patch trying to run a templar just showcases how pathetic this community has become.
Dude you need to come duel your buddy Zalgen some more. He got us (his lil army of MagDk’s in light armor damage sets, (Though I run Alteration Mastery).
Whip at 5 meters? I always fought like it was at ONE METER. Just don’t notice the change. Whips new cost? It’s like just over 1000 with Alteration Mastery. Don’t notice the Change.
Glyphmeta snipe spammers? Wings is semi spammable. Melee combat? Ramp up the damage. DW Destro, Spinners, engulfing flames, ele Drain and a HARD whip. Lol. Save those dodge rolls for an initial one when those fools rush in trying to land a rending. Then dance on those fools. It’s like a ballet, only with BLOOD!
The glyphmeta makes people SLOPPY. No combos, no cc setups. They rush in and slip up.
I’m loving Magdk right now. I was thinking of running this Destro Restro gank build Zal came up with if things were op broken with the glyphcrap but nah...glyphmeta is a crutch to be exploited. Great players don’t run that crap. They don’t need to. Crap players do and they get reckt.
JumpmanLane wrote: »@Quantum_V
I have some concerns regarding PvP. I tried the patch and it's simply the patch I've liked the least.
The good things:
- Ash cloud is amazing now. It can easily set a landmark on DK healing. On PvP and paired with springs is quite helpful. You can save a guy from being killed and turn the fight on his favor just with that combo. I imagine that in PvE it's even better.
- The shield of Hardened is interesting. Not OP as I thought at the begining, but it cal help a Tank in PVE. In PVP maybe tanks or stam chars can take more advantage of it.
The bad things.
- The sustain has become worse than ever due to the lash change. I even dropped lash in favor of my full lit heavy attack build
- The range decrease in whip was a very hard move. IDK why now a whip has the same range that a sword, it makes no sense. 8 mts was OK. I suppose the extra range on stam DK is more helpful.
- Shields and range are almost mandatory in mDK now. I know it is how the meta has switched. Playing melee DK against a group of archers is painful. And here I want to be a little more extensive: the change on dodgeroll has impacted badly on magicka builds:
Since snipe takes around one second channel, you can easily dodge the first arrow, but the second will hit on you for sure. Then it comes the problem of befoul, not only because it decreases you healing. If you are a melee DK in light armor, it also impacts on your shields. So you can't dodge roll as before to avoid the snipes, neither use a shield or a heal efficiently, and that's even without considering soldier of anguish. I imagine that magsorc, magblades and magplars have similar issues, but they have ways of avoiding the dmg, escaping of it or a purge. Sure, wings could help, but the big problem with wings is the fact that only reflect 4 projectiles unless you spam them and we all know wings are not cheap. On the other hand, lit staff has become the best friend for mDK again. Paired with molten armaments and used against those archers in medium will kill them like npcs. Just make sure to drop a shock reach before. It is nost the funniest build you can get out there, but it is a solid one with very low requirements (I use mine with skoria, knight slayer and Torug's).
A solution could be to get rid of the cost increase after dodge roll, but I'm afraid it would bring back rollers. Another solution could be to get rid of the befoul star. Considering that Anguish is a set that negates healing and that a group of snipers using that set can easily deal with anyone in Cyro. Maybe the proc should be applied as a debuff, so archers cannot just spam attacks to lock down melee and magicka builds.
Things I disliked:
Bridges and milegates have lost their fun. Now that can be destroyed they are just a magnet for zergs. One of the thing's I liked about Alessia's bridge was the option to cross to the other side just under the bridge. Now that's almost impossible. Once the bridge has been destroyed, one of the factions can just turtle at the other side, with siege and snipers. There's zero strategy on that and it is a way to protect your faction resources without even playing the game. The only way to reach the other shore is just zerg all the way.
The locations of the new outpost are weird. 2 of them are on EP territory, loking towards Ghartok and Chim. That makes Farra and KC way easier to get for DC and AD than before. Yeah, I know Crops and Bruma are easy to access, but Bruma is quite far from Warden, so IDK why they did it that way.
That's all. I think my time in Cyro is done. Don't get me wrong, I killed a lot of guys there just using full heavy attacks with a shock staff, but the game has become more frustrating and less fun that it was at the beginning. Everyone seems to run an agenda of what they want and nobody seems to care about the game itself. Sure, templars got some buffs, but seeing guys that were stamblades last patch trying to run a templar just showcases how pathetic this community has become.
Dude you need to come duel your buddy Zalgen some more. He got us (his lil army of MagDk’s in light armor damage sets, (Though I run Alteration Mastery).
Whip at 5 meters? I always fought like it was at ONE METER. Just don’t notice the change. Whips new cost? It’s like just over 1000 with Alteration Mastery. Don’t notice the Change.
Glyphmeta snipe spammers? Wings is semi spammable. Melee combat? Ramp up the damage. DW Destro, Spinners, engulfing flames, ele Drain and a HARD whip. Lol. Save those dodge rolls for an initial one when those fools rush in trying to land a rending. Then dance on those fools. It’s like a ballet, only with BLOOD!
The glyphmeta makes people SLOPPY. No combos, no cc setups. They rush in and slip up.
I’m loving Magdk right now. I was thinking of running this Destro Restro gank build Zal came up with if things were op broken with the glyphcrap but nah...glyphmeta is a crutch to be exploited. Great players don’t run that crap. They don’t need to. Crap players do and they get reckt.
Any Dk is strong in duels. Open world is a different thing.
Good for you if you think glyph meta should be exploited, I just disagree with that in the same way as I disagree with the way you envision mDK. I'm pretty sure you run the standard BSW + Zaan/Skoria + Spinner and do believe you are killing people with skill, without noticing that all the work is done by you sets.
Keep on playing that way and make uncle Wrobel happy. At the end that's what they one, less criticism and more zombie DKs
Just curious, why would make DK the DoT class? Why leave it as the only class without an execute?
I’d just make the DK’s the DoT class. Maybe add in a bleed or two for a blood knight type or add a another poison option. They just need to be made attractive without an execute.
John_Falstaff wrote: »@Marcusito , the times when game had a place for "stand your ground" class is long gone. ESO loves mobility and burst nowadays; I don't think 'DoT class' would be in much demand. DK is already as far from bursty as it gets.
TrinityBreaker wrote: »
BlackMadara wrote: »@IZZEFlameLash While engulfing is difficult to bit sometimes, the damage increase it gives is MASSIVE, even compared to the burst that Breath gives you. I've compared both side by side. While Breath is better in outnumbered fights, its cost to damage isnt really worth it until you have 3 opponents around you. Even then, the heal is pretty weak. If you get used to engulfing's hitbox, it's a great spell.
@Xvorg What is your setup? How does it compare to your set up anand performance on any other classes?
@JumpmanLane Even if talons root is disabled by the opponent, I find minor main to be amazing. And it also helps in repositioning in a 1vX. Not everybody runs root removal.
IZZEFlameLash wrote: »BlackMadara wrote: »@IZZEFlameLash While engulfing is difficult to bit sometimes, the damage increase it gives is MASSIVE, even compared to the burst that Breath gives you. I've compared both side by side. While Breath is better in outnumbered fights, its cost to damage isnt really worth it until you have 3 opponents around you. Even then, the heal is pretty weak. If you get used to engulfing's hitbox, it's a great spell.
@Xvorg What is your setup? How does it compare to your set up anand performance on any other classes?
@JumpmanLane Even if talons root is disabled by the opponent, I find minor main to be amazing. And it also helps in repositioning in a 1vX. Not everybody runs root removal.
I find it difficult to justify Engulfing Flames slot. Especially because for some reason, in solo or group, I am always the favorite pinata target. Must be my hotness (ba dum tss). I will always slot it for burst heal and a bit of magicka cost return. For duel, I'd rather have Inner Light or FoO/Cauterize. But that is down to personal preference. It being hard to land despite being a conal AoE also big part. But if you like it, good for you.
BlackMadara wrote: »@IZZEFlameLash While engulfing is difficult to bit sometimes, the damage increase it gives is MASSIVE, even compared to the burst that Breath gives you. I've compared both side by side. While Breath is better in outnumbered fights, its cost to damage isnt really worth it until you have 3 opponents around you. Even then, the heal is pretty weak. If you get used to engulfing's hitbox, it's a great spell.
@Xvorg What is your setup? How does it compare to your set up anand performance on any other classes?
@JumpmanLane Even if talons root is disabled by the opponent, I find minor main to be amazing. And it also helps in repositioning in a 1vX. Not everybody runs root removal.
Mag DK PVP:
First I want to say I like the fact being a mag dk is a toon that requires skills and challenges you to play at your best, keep it that way i think everyone enjoys and needs the challenge and because of this its the only reason I and others play dk and nothing else, when it becomes easy you lose interest and will stop playing this game. To that effect don't ever make the game easy to attain everything and all the glory but reward when it's due. The main issue with dk is that it doesn't reward you enough, I can do everything right which is already hard to do and still end up dead. I believe the identity of a DK is that it is the toon that requires the most skill and it is the most challenging to play and if you play the toon to perfection you get rewarded. The only problem like I mentioned above is were not rewarded enough to make it enjoyable playing as one. Keep the challenge of being a dk but reward us more for doing the right things so we can ultimately get that kill and survive and it will bring the glory and balance back to DK. So here are my pain points and what I think are two Great solutions/ideas.
1. We need to be able to execute.
So my solution/idea will be not to give us an execute ability per se but reward us by giving certain abilities the ability to execute. So for example if I manage to get your health down to execute range decrease the cost of certain abilities and or increase it's damage so I can finish off the opponent. And Or increase my ult generation or the damage my ult does the longer I stay alive in a fight. Therefore we get rewarded for doing things right and still keep the DK identity. It's way too hard to finish off a player as a mag dk you whether die fast or die after a 10 min fight, finishing is too tough. Look at all the assist a mag dk gets bg's that says it all.
2. Sustaining magic and health is tough.
I think we can improve sustaining on a dk by improving certain passives and that way we still keep our identity . Dk passives just don't reward us enough for the hard work to stay alive or finish the fight.