I have NB , DK and Sorc DPS , but I rare to play NB now , it's more difficult to me .
I like to play StamDK , easy rotation and high sustain , I like to play Pet Sorc for dungeon achievement , easy rotation , powerful and high survivability .
What I wanna say is no pain and no gain .
This is wrong that you request to nerf a class which requires to play hard .
How would you change it?
Personally I find the skill-lines to be fairly challenging since most of it revolves around debuffs & DOT's.....I have yet to experience this meta OP burst damage everyone talks about.
Granted I never really do any PVP so its purely from a PvE perspective
John_Falstaff wrote: »@SmellyUnlimited , some suggestions are actually good, but I frankly don't believe in any form of Evasion being ever useful in PvE, and don't think any tweaks to it will help. The core issue is that it's a random defense, and in PvE content, no way one can possibly rely on not being one-shot one time out of seven. I'm beginning to think that Evasion on medium armor has to go, it will never approach light armor's shields in usefulness.
Thing is, when stamina melee player stands next to the boss, he'll have to roll away from a potential one-shot anyway - unlike with light armor, it's not "shield up and survive" guaranteed defense. Using Shuffle does not provide the defense it subversively promises to provide - if player remain in place, he's dead with probabily of 85%, so he has to dodge not to cause a wipe. As a result, bad players who don't dodge, will keep dying; good players who always dodge, won't know the difference. A good player who dies, on average, in one dungeon run out of five, can pay the cost of Shuffle (skill slot, stamina and necessity to keep defense up all the time while in combat) to boost his results to one death in not quite six runs on average. Bad player who dies ten times during a fight will start averaging eight to nine deaths per fight. Considering one is often enough for a wipe, the skill doesn't worth the stamina spent: investing in learning to roll-dodge from the red faster is both still necessary, and brings incomparably better results.
Shields, on another hand, provide on-demand guaranteed defense. Mechanics comes, damage shoots; magicka brings up shields, stamina rolls out of red. Shuffle does not enter this picture. It doesn't save the party when players are bad, and it's redundant when players are good; it doesn't live up to the title of defensive skill. I think it has to go.