well the way i see it:
1. DK's won't be able to auto avoid ranged dmg anymore. should help pet sorcs and magblades
2. magblades dmg is going to get further nerfed - should help pet sorcs and dk's
3. steel tornado is going to get nerfed - should help pet sorcs, dk's and magblades
4. pet sorcs are really strong - sounds like they're getting stronger indirectly
thank god for necromancers. we'll need them to combat these pet sorc overlords. of course, joke is on all of us. we're actually beta testing necro's right now... via pet sorcs... we just don't know it.
WHAAAAAAAAA????!!???
mind blown
Kidgangster101 wrote: »Knootewoot wrote: »Wings+block.... won't that then be 125% damage reduction for projectiles?
I think we need to know the full list of changes before we can know if it is to much of a nerf or not.
True but I bet anything NB doesn't lose cloak because so if they don't lose their ability to gank undetected why should we lose our only thing to help against ranged users especially if we don't get mobility. Catching people as a dk is already hard.
You literally have a gap closer that also increases your movement speed.
Sanguinor2 wrote: »I wonder how hard nightblades would rage if zos were to nerf their Damage abilities to only hit for 50% unless in melee because melee builds dont want to Slot counters. Or if, god forbid cloak would not turn invis anymore and only reduce dot Damage by 50%.
Ragnarock41 wrote: »Nerftheforums wrote: »The skill will certainly be more boring, but have you ever tried to play against wings with a ranged build? Let me tell you, if the dk has half a working brain, it's impossible. Literally. You are a parse dummy and nothing more (especially magnbs).
Wings will definitely not be useless, 50% damage mitigation is huge, they will simply allow you to play against them. And don't forget that you will have an actual 6s uptime and not only 4 projectiles.
Nightblades always had the option to walk away from a Dk fight, and DK had the tools neccessary to keep them at bay. Now the rules are chaned. But I like how this Wings change is defended by magblades more than Dk mains. I wonder how big of a riot there would be if the same treatment was applied to cloak.
Its a unique piece of class identity gone forever. Just like old inferno, it will be gone forever and you'll be left with a skill once powerful, now boring and bland.
Sanguinor2 wrote: »I wonder how hard nightblades would rage if zos were to nerf their Damage abilities to only hit for 50% unless in melee because melee builds dont want to Slot counters. Or if, god forbid cloak would not turn invis anymore and only reduce dot Damage by 50%.
Nightblade abilities already hit you for 50% or less even with melee builds b/c
1) no light attacks w/melee
2) every dk I’ve ever seen runs s&b & block mitigation is well over 50%
3) melee means you can hit me with ransack reducing my damage by what? 20%?
4) they are nerfing 8% of the already pathetic damage I’m attempting to deal to you
Jimmy_The_Fixer wrote: »Sanguinor2 wrote: »I wonder how hard nightblades would rage if zos were to nerf their Damage abilities to only hit for 50% unless in melee because melee builds dont want to Slot counters. Or if, god forbid cloak would not turn invis anymore and only reduce dot Damage by 50%.
Nightblade abilities already hit you for 50% or less even with melee builds b/c
1) no light attacks w/melee
2) every dk I’ve ever seen runs s&b & block mitigation is well over 50%
3) melee means you can hit me with ransack reducing my damage by what? 20%?
4) they are nerfing 8% of the already pathetic damage I’m attempting to deal to you
Hoo boy, wow, there’s a lot to unpack here. So much wrong.
1)What do you mean by “no light attacks with melee”? Weaving works just fine with melee weapons.
2)S&B is quite good on DKs but resto/Destro is also popular for magDK and plenty of sDKs are running 2h/DW
3)Ransack is not a 20% damage mitigation. It gives minor resolve, which is like 2% mitigation, you’re off by an order of magnitude. Plus it’s only really viable on stam variants of DK.
4) Fair enough, I don’t feel like it was necessary to remove minor berserk from relentless.
Knootewoot wrote: »Wings+block.... won't that then be 125% damage reduction for projectiles?
I think we need to know the full list of changes before we can know if it is to much of a nerf or not.
I think you messed up some numbers. You can not just add 50% of wings plus the mitigation numbers of block.
If you get normally hit by a 10k snipe and you got a 50% mitigation from whatever source you have, then ou will get hit by 5k snipe. If you also have wings active, then wings will reduce the damage from snipe first by 50% down to 5k and then will be reduced by the other 50% mitigation down to 2.5k. So two times 50% mitigation is not 100%, but 75%. Otherwise people would take zero damage in mistform
The devs let the wings stay ridiculously powerful for so long, magDKs feel pretty much entitled to being permanently immune to all ranged damage.
Not only immune, but we all deserve to get it back in the face.
Good job there ZOS. You should have fixed this when you finally buffed DK heals.
50 percent reduction for 6 seconds with no cap is overwhelmingly strong. I don't think half the people angry about it have done the math.
Kidgangster101 wrote: »What your really saying is it is good for us to walk to you at turtles pace while you pelt us for 50% dmg.... And with how high damage is in pvp that's fair? We are your personal target dummy? Lol
Kidgangster101 wrote: »The devs let the wings stay ridiculously powerful for so long, magDKs feel pretty much entitled to being permanently immune to all ranged damage.
Not only immune, but we all deserve to get it back in the face.
Good job there ZOS. You should have fixed this when you finally buffed DK heals.
50 percent reduction for 6 seconds with no cap is overwhelmingly strong. I don't think half the people angry about it have done the math.
Yeah do the math 100% ranged protection against a class that has no good speed buff or gap closer isn't as good as 50% dmg reduction for a class that has no good speed buff or gap closer.
What your really saying is it is good for us to walk to you at turtles pace while you pelt us for 50% dmg.... And with how high damage is in pvp that's fair? We are your personal target dummy? Lol
If I run at you I waste stamina for you to just CC me and kill. If I try to leave you alone you just follow me keeping yourself the max range possible.
Or better yet any range user could maybe not just use a bow and actually fight us with their rediculious damage output classes have now lol. The counter to wings again exists just like the counter to "cloak" exists. I really really really hope they Nerf cloak my tears will be all over this forum because cloak is so much more busted then wings will ever be. You can see we casted it and just leave us alone or change your fight style or cc us and burst us it's not hard. But a cloak user you never see coming and can kill you before you know they are there. 🤔🤔🤔🤔🤔
Kidgangster101 wrote: »What your really saying is it is good for us to walk to you at turtles pace while you pelt us for 50% dmg.... And with how high damage is in pvp that's fair? We are your personal target dummy? Lol
You mean like tanking every trial boss in the game...
DK is known as the “tank class” right?
I’m pretty sure a trial boss is putting out more dps than I am.
By the way, what’s the range on leap when the Cyrodiil math is done?
Kidgangster101 wrote: »The devs let the wings stay ridiculously powerful for so long, magDKs feel pretty much entitled to being permanently immune to all ranged damage.
Not only immune, but we all deserve to get it back in the face.
Good job there ZOS. You should have fixed this when you finally buffed DK heals.
50 percent reduction for 6 seconds with no cap is overwhelmingly strong. I don't think half the people angry about it have done the math.
Yeah do the math 100% ranged protection against a class that has no good speed buff or gap closer isn't as good as 50% dmg reduction for a class that has no good speed buff or gap closer.
What your really saying is it is good for us to walk to you at turtles pace while you pelt us for 50% dmg.... And with how high damage is in pvp that's fair? We are your personal target dummy? Lol
If I run at you I waste stamina for you to just CC me and kill. If I try to leave you alone you just follow me keeping yourself the max range possible.
Or better yet any range user could maybe not just use a bow and actually fight us with their rediculious damage output classes have now lol. The counter to wings again exists just like the counter to "cloak" exists. I really really really hope they Nerf cloak my tears will be all over this forum because cloak is so much more busted then wings will ever be. You can see we casted it and just leave us alone or change your fight style or cc us and burst us it's not hard. But a cloak user you never see coming and can kill you before you know they are there. 🤔🤔🤔🤔🤔
No, you'll have to use things like chains, that's in your bloody class kit ffs.
50 percent mitigation is going to stack with your armor, protective jewelry, and defensive set bonuses like maim and minor/major protection. Wear pirate skeleton or bloodspawn,, and slot the psijic ult on your off bar and you will take nearly zero ranged damage from any number of ranged attackers. The little tiny bit you do take you can easily outheal.
It means instead of getting instajibbed by a ranged Zerg, you can pull them to you and kill them one at a time.
I'm sorry you don't get amazing healing PLUS free reflect DPS anymore but what you're getting is actually pretty good. You'll figure out how to stay tanky, use LOS, and yank anyone into your range.
Kidgangster101 wrote: »Knootewoot wrote: »Wings+block.... won't that then be 125% damage reduction for projectiles?
I think we need to know the full list of changes before we can know if it is to much of a nerf or not.
True but I bet anything NB doesn't lose cloak because so if they don't lose their ability to gank undetected why should we lose our only thing to help against ranged users especially if we don't get mobility. Catching people as a dk is already hard.
Sanguinor2 wrote: »I wonder how hard nightblades would rage if zos were to nerf their Damage abilities to only hit for 50% unless in melee because melee builds dont want to Slot counters. Or if, god forbid cloak would not turn invis anymore and only reduce dot Damage by 50%.
The devs let the wings stay ridiculously powerful for so long, magDKs feel pretty much entitled to being permanently immune to all ranged damage.
Not only immune, but we all deserve to get it back in the face.
Good job there ZOS. You should have fixed this when you finally buffed DK heals.
50 percent reduction for 6 seconds with no cap is overwhelmingly strong. I don't think half the people angry about it have done the math.
No, you'll have to use things like chains, that's in your bloody class kit ffs.
50 percent mitigation is going to stack with your armor, protective jewelry, and defensive set bonuses like maim and minor/major protection. Wear pirate skeleton or bloodspawn,, and slot the psijic ult on your off bar and you will take nearly zero ranged damage from any number of ranged attackers. The little tiny bit you do take you can easily outheal.
It means instead of getting instajibbed by a ranged Zerg, you can pull them to you and kill them one at a time.
I'm sorry you don't get amazing healing PLUS free reflect DPS anymore but what you're getting is actually pretty good. You'll figure out how to stay tanky, use LOS, and yank anyone into your range.
Sanguinor2 wrote: »
Daily reminder that magblade can just Slot stuff that doesnt get reflected
Sanguinor2 wrote: »The other Options you have against wings being weaker doesnt mean that wings Need to be changed but rather that magblade Needs changes to make Building melee rewarding too.
Kidgangster101 wrote: »Knootewoot wrote: »Wings+block.... won't that then be 125% damage reduction for projectiles?
I think we need to know the full list of changes before we can know if it is to much of a nerf or not.
True but I bet anything NB doesn't lose cloak because so if they don't lose their ability to gank undetected why should we lose our only thing to help against ranged users especially if we don't get mobility. Catching people as a dk is already hard.
you have gapcloses and full access to mobility sets. I'm not sure what the issue is since templar doesn't have a lot of mobility built into it either, I'm assuming that most mobility comes from things other than class.
Every Magicka class that isn't a Sorcerer lacks mobility options - that's not a purely Mag DK issue. But, that lack of mobility is no more a valid justification for the current incarnation of Wings than it is the current incarnation of my Magicka Warden's Shimmering Shield; both are overpowered and need changes.
I don't think anyone with an ounce of objectivity is really against the concept of Magicka DKs having some active defensive abilities to use when closing the distance to their target. The issue comes about because of just how strong the ability is, and how it's not only used when closing the distance. You can sit on top of another Magicka build "spamming" your Wings, while keeping them perma-snared, wrecking their Stamina with Petrify, and potentially using Talons as well (try fighting a decent Mag DK as a Magicka Warden that isn't running an AOE proc set cheese build, it's an incredibly lopsided fight).
If most of the concern from Mag DK players legitimately centers around closing the distance, surely it would be better to offer more mobility options, and/or change Wings so that it's actually good for that purpose, rather than being a straight up hardcounter vs many other Magicka setups (not just Magblades). Maybe something like:
1) Add a major expedition buff and/or cost reduction for Sprint.
2) Leave the snare/root immunity and reflect in place, perhaps even with a larger number of charges and longer duration.
3) Drastically increase the cost.
Something like that could help with closing the distance (without having to use either morph of Chains), while still giving some benefit when trying to escape. However, it would no longer be something that you could spam while sitting on top of another immobile Magicka build in order to prevent them from fighting back.
Did you miss the part where I mentioned a drastic cost increase? I'm fine with Magicka DKs having some improved mobility and better methods to engage/escape (though I think the gap closer morph of chains is overlooked more than it should be). The main problem making Wings overpowered right now is having such an extended uptime.Every Magicka class that isn't a Sorcerer lacks mobility options - that's not a purely Mag DK issue. But, that lack of mobility is no more a valid justification for the current incarnation of Wings than it is the current incarnation of my Magicka Warden's Shimmering Shield; both are overpowered and need changes.
I don't think anyone with an ounce of objectivity is really against the concept of Magicka DKs having some active defensive abilities to use when closing the distance to their target. The issue comes about because of just how strong the ability is, and how it's not only used when closing the distance. You can sit on top of another Magicka build "spamming" your Wings, while keeping them perma-snared, wrecking their Stamina with Petrify, and potentially using Talons as well (try fighting a decent Mag DK as a Magicka Warden that isn't running an AOE proc set cheese build, it's an incredibly lopsided fight).
If most of the concern from Mag DK players legitimately centers around closing the distance, surely it would be better to offer more mobility options, and/or change Wings so that it's actually good for that purpose, rather than being a straight up hardcounter vs many other Magicka setups (not just Magblades). Maybe something like:
1) Add a major expedition buff and/or cost reduction for Sprint.
2) Leave the snare/root immunity and reflect in place, perhaps even with a larger number of charges and longer duration.
3) Drastically increase the cost.
Something like that could help with closing the distance (without having to use either morph of Chains), while still giving some benefit when trying to escape. However, it would no longer be something that you could spam while sitting on top of another immobile Magicka build in order to prevent them from fighting back.
What you are asking is to make wings multi tool that would allow not only to stay almost untouchable at distance, but also escape and engage tool, in general OP version of mist form without any drawbacks, thanks but no.
I still think that wings would be better if it would work only for skills casted from range greater than 8m, while changing it so 4 reflected projectiles are counted per player.
Every Magicka class that isn't a Sorcerer lacks mobility options - that's not a purely Mag DK issue. But, that lack of mobility is no more a valid justification for the current incarnation of Wings than it is the current incarnation of my Magicka Warden's Shimmering Shield; both are overpowered and need changes.
I don't think anyone with an ounce of objectivity is really against the concept of Magicka DKs having some active defensive abilities to use when closing the distance to their target. The issue comes about because of just how strong the ability is, and how it's not only used when closing the distance. You can sit on top of another Magicka build "spamming" your Wings, while keeping them perma-snared, wrecking their Stamina with Petrify, and potentially using Talons as well (try fighting a decent Mag DK as a Magicka Warden that isn't running an AOE proc set cheese build, it's an incredibly lopsided fight).
If most of the concern from Mag DK players legitimately centers around closing the distance, surely it would be better to offer more mobility options, and/or change Wings so that it's actually good for that purpose, rather than being a straight up hardcounter vs many other Magicka setups (not just Magblades). Maybe something like:
1) Add a major expedition buff and/or cost reduction for Sprint.
2) Leave the snare/root immunity and reflect in place, perhaps even with a larger number of charges and longer duration.
3) Drastically increase the cost.
Something like that could help with closing the distance (without having to use either morph of Chains), while still giving some benefit when trying to escape. However, it would no longer be something that you could spam while sitting on top of another immobile Magicka build in order to prevent them from fighting back.