DanteMR1995 wrote: »As it stands, dragon knights hard counter any projectile builds limiting options for ranged casters and archers. Not only can they negate a large number of combat abilities, they're free to engage, spamming talons and lava whip you to death (which also heals them significantly). This single ability limits build diversity as everyone is forced to drop projectile abilities in favor of DoTs and AoEs. For abilities like destructive reach, not only do they have to replace it with another damaging ability, they also have to add a hard CC ability to their bar. This breaks many builds as there are many important skills, and only a few available slots. Additionally, those with a bow or staff are unable to light attack weave, which further reduces damage and ultimate regeneration.
To summarize:
It's a spammable self buff that nullifies builds using projectiles, light attack weaving on staffs and bows, and allows the caster to fight while being, in some cases, invincible. All of this makes it a broken mechanic.
- Will not reflect anything cast from an 8m range or nearer
- Will have infinite reflects for the 6s duration
1) means it no longer shuts-down ranged builds with no counterplay, and gives them the option to close into melee range if they want to engage the DK—a fair tradeoff since they lose the advantages of range/kiting, and take a big risk as the DK is already one of the most dominant classes within melee range even without reflects. DKs will still get to leverage on the strong points of their class design, ranged builds no longer have to flee on-sight, everyone has more fun.
2) Wings will scale better when outnumbered (they currently drop too fast if multiple zerglings are spamming projectiles at you). It also disincentivises unhealthy low-risk/high-reward gameplay like snipe-spamming NBs.
In summary, the OP aspects of wings will be toned-down, while the underperforming aspects will be buffed to compensate. It's win-win. Credits to @ak_pvp for this idea, btw.
The Uninvited wrote: »You know what's a broken mechanic? Implosion.
It's an execute that doesn't cost anything and doesn't even require a slot on your skill bar.
dwemer_paleologist wrote: »heres a hint tho
1
they cant reflect the bow ult turret
2
count to 3 after they flap wing, and the reflect is over (unless they spam it)
3
when they are near death, it wont matter if they spam wings, just unload all u got on them because their health will go down faster then yours, they'll die.
dwemer_paleologist wrote: »heres a hint tho
1
they cant reflect the bow ult turret
2
count to 3 after they flap wing, and the reflect is over (unless they spam it)
3
when they are near death, it wont matter if they spam wings, just unload all u got on them because their health will go down faster then yours, they'll die.
Let's be real you're not killing anyone with or without wings.
I would like to add major expedition and remove it from chains. So we can use it without and enemy just like all the other class can outside of combat. Really who thanks of speed and chains. Wings and speed yes. I don't think wings are nearly as good as you think they are. Very expensive to cast
- Will not reflect anything cast from an 8m range or nearer
- Will have infinite reflects for the 6s duration
1) means it no longer shuts-down ranged builds with no counterplay, and gives them the option to close into melee range if they want to engage the DK—a fair tradeoff since they lose the advantages of range/kiting, and take a big risk as the DK is already one of the most dominant classes within melee range even without reflects. DKs will still get to leverage on the strong points of their class design, ranged builds no longer have to flee on-sight, everyone has more fun.
2) Wings will scale better when outnumbered (they currently drop too fast if multiple zerglings are spamming projectiles at you). It also disincentivises unhealthy low-risk/high-reward gameplay like snipe-spamming NBs.
In summary, the OP aspects of wings will be toned-down, while the underperforming aspects will be buffed to compensate. It's win-win. Credits to @ak_pvp for this idea, btw.
I would like to add major expedition and remove it from chains. So we can use it without and enemy just like all the other class can outside of combat. Really who thanks of speed and chains. Wings and speed yes. I don't think wings are nearly as good as you think they are. Very expensive to cast
Yeah, makes no sense to add Major Expedition on a gapcloser. Don't think adding it to wings is a good idea, though, given the snare immunity. Might overload it a tad.
And to put it into perspective for the cost of wings compared to Crystallized Shield, the most comparable projectile immunity skill to wings IMO, with the full magicka return from 3 projectiles taken into account, Crystallized Shield costs less than half as much magicka to cast as wings does.
Illuvatarr wrote: »The only change that needs to be made to it is it needs to not reflect ultimate abilities. Only ultimates should counter ultimates. The main issue I do have with it is it encourages more people to use cheese proc sets. It should reflect those.
Illuvatarr wrote: »The only change that needs to be made to it is it needs to not reflect ultimate abilities. Only ultimates should counter ultimates. The main issue I do have with it is it encourages more people to use cheese proc sets. It should reflect those.
Does it reflect ultimates? Last I checked, it only absorbed them, and even then that was a tough call.