xxthir13enxx wrote: »The real L2P thing I see is people needing to learn to play without removing other people’s ability to play....
If your relying on Nb-Fear Sorc-Runecage Dk-fossilize to get kills...your not Beating anyone...your simply beating on someone who may aswell be AFK
UppGRAYxDD wrote: »They should have just made rune cage a 8m cast range like fossilize imo...
Can everyone stop asking for nerfs please on every skill/ class/ playstyle...just stop. Also try playing DK, then come back and talk about nerfs if you must.
Fossilize being unblockable and undodgeable is fine. What's not fine is the immobilization attached to it, especially vs. magicka chars. But well, it's not a Sorc skill, so people will say it's absolutely ok.
Can everyone stop asking for nerfs please on every skill/ class/ playstyle...just stop. Also try playing DK, then come back and talk about nerfs if you must.
DK is the stronger class for BGs atm? and it's extremly easy too play, whats your point?
Sure a DKs in your face playstyle plays alot diffrently than a sorcs ranged style. But still, easy.
also, for DKs screaming that Fossilize is a melee skill, and has too be used in melee.
WELL! The ENTIRE DK class in designed around melee. You have chains that can bring YOU too the sorc, or the sorc too you. You have the most relient and spammable roots in the game. You are kings of stand your ground PvP fighting WITH the most broken CC in the game.
But dont worry!
DKs are the worst players in this game, so they wont know what they even have before it's gone.
Thestephenmcraeub17_ESO wrote: »
Artemiisia wrote: »Thestephenmcraeub17_ESO wrote: »
Thats the problem, the tool tip did say many things on rune cage too, they removed 90% of it
now its time for DKs fossilize to get same treatment, since its the hardest hitting cc in the game now, and the cc that requires most resources to get away from
Thestephenmcraeub17_ESO wrote: »Fossilize being unblockable and undodgeable is fine. What's not fine is the immobilization attached to it, especially vs. magicka chars. But well, it's not a Sorc skill, so people will say it's absolutely ok.
It actually makes a lot of sense in the DK toolkit to have an immobilize attached to the skill. Our main spammable (whip) is dodgeable, and dodge rolling is the way to break out of an immobilize. If you blame it's effectiveness on mag toons, then you aren't building your character right. You should have AT LEAST 15k stam in any PvP situation, lower than that is l2p suicide. It's not broken, it's easy to counter as long as you have responsible management of your stamina.
This victim-mentality of sorcs is absolutely ridiculous. You have one of the most powerful burst combos in PvP that can be performed at range. You have an execute that does not need to be cast in execute range. You have incredibly powerful shields. You have one of the best class mobilities in game. DKs get one nice CC, no execute, weak DOTs, and objectively the most useless passives in the game. If you really think it's unfair, roll a magDK and play that for a while, you'll see how nice sorcs have it.
The Nerfpocalypse needs to end. Go Main a Templar. I have mained one since beta. Then and now are two different classes. Templar feels like it is in a perma-debuff state.
Many posters on here have said be careful of what you ask for. And those who wanted to be squeaky meals are getting what you asked for now.
It is as if the Morrowind Chapter/DLC wakeup call was ignored by the players.
Prediction: Since that chapter release, we have had CP caps lifted. Players have adjusted and the Cap lifts have eased the burden people are back to not having to make the harsh choices that ESO is supposed to be about. Thus another round of raise the floor and lower the ceiling is due from the most munificent and all-seeing Lord Wrobel.
Normal dungeons are very easy, mechanics can be ignored with sheer DPS. Can you see where this is going? Rather than adjust the environment the players are adjusted.
ESO = Actions have consequences.
Nerfs are branching effects, and circular.
Beta Monkeys look at your class now. Look at what it was six years ago. Early access people do the same. Anyone who has played since 1.1.2 look at the image of what you were. Gutted out hollow shells of greatness. Destined to be reduced to the Aetheruis the same as the Aedra.
Next, it will be Morrowind revamp II but now with 500% moar nerf. Sheild management will be super easy since they will be removed.
coplannb16_ESO wrote: »sorc <-> dk
effective range: 41m <-> 8m
hard CC: 5 sec stun <-> 3 sec stun
damage on stun versus short root
archetype: high delayed burst <-> no burst/DOT class (purge is your friend)
high mobility for offense AND defense (streak + on demand 8.x sec major expedition) <-> chains only useful on offense, no escape mechanism, only 6 sec speed if you hit a target by chains...
shield stacking <-> 10% better blocking than other classes
...
...
...
so um, yeah...
Sure. Give us shieldstacking and give us 41m range on fossilize.
I mean this. Stand your ground playstyle died really with sloads/stuns. You can no longer stand in heavy and heal/block. Its just not possible.also, for DKs screaming that Fossilize is a melee skill, and has too be used in melee.
WELL! The ENTIRE DK class in designed around melee. You have chains that can bring YOU too the sorc, or the sorc too you. You have the most relient and spammable roots in the game. You are kings of stand your ground PvP fighting WITH the most broken CC in the game.
But dont worry!
DKs are the worst players in this game, so they wont know what they even have before it's gone.
Foss with range was good for catching those escaping or being a defacto gap closer. It's a nice stun but the fact that chains is even needed is problematic.
You know that stand your ground isn't viable yes? And even less so on a MagDK, no fury like super high dmg sets, weaker weaves, low mobility no heavy for main stay regen, heavy is poor mag sustain, and then the defile/bleeds issues.
DKs have to spec for damage shields now, the meta is destro resto. Hell, I use a 2h for mobility else id be ripped in heavy.
Chilly-McFreeze wrote: »coplannb16_ESO wrote: »sorc <-> dk
effective range: 41m <-> 8m
hard CC: 5 sec stun <-> 3 sec stun
damage on stun versus short root
archetype: high delayed burst <-> no burst/DOT class (purge is your friend)
high mobility for offense AND defense (streak + on demand 8.x sec major expedition) <-> chains only useful on offense, no escape mechanism, only 6 sec speed if you hit a target by chains...
shield stacking <-> 10% better blocking than other classes
...
...
...
so um, yeah...
Not saying that DKs need a nerf, no, but which patch do you live in?
Rune Cage 5s stun + damage on stun? Do you even read patch notes?
41m range when near a keep, but nowhere else.
Nobody besides Templars can effectively use a purge, be it from mag costs (on stam toons) or due to bar space restrictions.
What stops a mDK from stacking Annulment/ Healing Ward? How many sorcs do you see triplstack anyway?
so um, yeah... thanks for trying.
What_In_Tarnation wrote: »Sure. Give us shieldstacking and give us 41m range on fossilize.
Imagine if they're going to nerf Fossilize and increase Fossilize's range. And then most of DK's class abilities are still melee range... It will be hilarious to see DK cc and run to its enemy for few seconds, then still can't land any whip cause your opponent has break free and run away lol