The one that has:
1) an execute that is reflectable
2) has its burst skill that is reflectable
3) has its primary DOT that is reflectable.
But having a unreflectable spammable is all that one needs to counter wings. /s
Sanguinor2 wrote: »
The one that has:
1) an execute that is reflectable
2) has its burst skill that is reflectable
3) has its primary DOT that is reflectable.
But having a unreflectable spammable is all that one needs to counter wings. /s
Might be biased me, but when I played melee magblade (not in the most recent Patches but some Patches ago) I was able to Play around wings because many dks didnt spam them when getting hit by concealed weaves, with fear Timing thats def killable, then again nb had stronger healing then.
exeeter702 wrote: »Kidgangster101 wrote: »Let's talk about that increased movement speed. So if I'm trying to run you mean I need to use a move to pull someone close to me to get a speed buff?Sanguinor2 wrote: »
You literally have a gap closer that also increases your movement speed.
And you have multiple class abilities that ignore wings and can endlessly kite Evil wing Spammers. Just because something exists in the class skill tree doesnt mean its good and/or People have bar space for it.
I have started using chains to lock down healers that are far away or other ranged Targets for smallscale pvp and let me tell you dropping stuff like engulfing or ele drain for it feels really really bad.
Not to Mention that chains still sometimes dont work depending on altitude of the target and sometimes just doesnt pull you to them when your target dodges or cloaks despite chains being "undodgeable".
I know finding space on your bar is hard for a mdk, and it is for some other classes too. I'm simply saying that you have options for mobility, so complaining that you have none is simply untrue. If you want more sustain and damage, then you forgo some mobility, if you want mobility then you lose out on some damage or sustain. It's just the way this game works - you can't have your cake and eat it too.
And yes, I'm aware chains is buggy. That doesn't mean it's a bad skill, it just needs to be fixed.Kidgangster101 wrote: »It makes us get pulled to the enemy or pull them to us for a speed buff. If we do not meet one of those conditions we don't get a speed buff. If we do try to run away also why do we want the enemy to get near us? Logic.........Lol at magdks "bUt chAIn iS bUgGEd" it is a gap close with frigging major expedition and your class have a snare immunity with wings. It works like every other gap close, know how many times I've hit a no cast lotus fan or pop shadow image to get "invalid location"?
Magdks....
Twice now you have innacurately explained the skill in favor of your point. At least understand how the ability works before trying to shoot people down for suggesting it to you.
Empowering chains no matter what, provides the speed buff when you gap close and does not trigger CC immunity on the target. Many claim the chain is buggy but that is no different than similar pathed gap closers like toppling, crit rush and snb charge. Its not a unique weakness to dks and frankly in my personal and long tested expeirence, empowering chains works far more often than it doesnt.
Sanguinor2 wrote: »
The one that has:
1) an execute that is reflectable
2) has its burst skill that is reflectable
3) has its primary DOT that is reflectable.
But having a unreflectable spammable is all that one needs to counter wings. /s
Might be biased me, but when I played melee magblade (not in the most recent Patches but some Patches ago) I was able to Play around wings because many dks didnt spam them when getting hit by concealed weaves, with fear Timing thats def killable, then again nb had stronger healing then.
Leaving aside the fact that melee magblade is unviable in todays patch (because if you get snared, you're dead), wings have been buffed to 6s. As melee magblade you can not peel that off unless you go on your backbar and light attack 4 times, which takes about 3~4s (4~5 seconds if you add the barswaps) and a fair bit of damage.
As a melee magblade you may feel like you can 'play around' wings and that's because you're comparing melee magblade to ranged magblade that does jack *** to wing users. There is no other melee class that needs to play around wings, they can simply ignore it.
So playing the weakest melee class (that's unviable in snare meta), just so you have a chance to 'play around' wings is a ridiculous counter-argument that many DKs present.
Sanguinor2 wrote: »
Leaving aside the fact that melee magblade is unviable in todays patch (because if you get snared, you're dead), wings have been buffed to 6s. As melee magblade you can not peel that off unless you go on your backbar and light attack 4 times, which takes about 3~4s (4~5 seconds if you add the barswaps) and a fair bit of damage.
As a melee magblade you may feel like you can 'play around' wings and that's because you're comparing melee magblade to ranged magblade that does jack *** to wing users. There is no other melee class that needs to play around wings, they can simply ignore it.
So playing the weakest melee class (that's unviable in snare meta), just so you have a chance to 'play around' wings is a ridiculous counter-argument that many DKs present.
I agree with melee magblade being really weak this patch (outside of ganking and even there you are better of with a destro), I just really dont want to loose one of the last iconic dk abilities because it hard counters one Sub class, thats why I am so against the wings Change.
I would much rather something like wings not reflecting inside a certain range anymore or magblade being buffed accordingly to not get negated by wings entirely anymore happened….
Sanguinor2 wrote: »
Leaving aside the fact that melee magblade is unviable in todays patch (because if you get snared, you're dead), wings have been buffed to 6s. As melee magblade you can not peel that off unless you go on your backbar and light attack 4 times, which takes about 3~4s (4~5 seconds if you add the barswaps) and a fair bit of damage.
As a melee magblade you may feel like you can 'play around' wings and that's because you're comparing melee magblade to ranged magblade that does jack *** to wing users. There is no other melee class that needs to play around wings, they can simply ignore it.
So playing the weakest melee class (that's unviable in snare meta), just so you have a chance to 'play around' wings is a ridiculous counter-argument that many DKs present.
I agree with melee magblade being really weak this patch (outside of ganking and even there you are better of with a destro), I just really dont want to loose one of the last iconic dk abilities because it hard counters one Sub class, thats why I am so against the wings Change.
I would much rather something like wings not reflecting inside a certain range anymore or magblade being buffed accordingly to not get negated by wings entirely anymore happened….
I'd personally be fine if they made swallow soul unreflectable and left wings as they are.
Back when they made force pulse unreflectable, swallow soul was 1/2 the cost of force pulse, and magblade was less reliant on swallow soul to survive. Back then, it was a fair choice.
Now, they made swallow soul the same cost as force pulse, and nerfed magblade in healing, there is really no reason for it to be reflectable anymore.
I presented this argument a few months back as well during Murkmire PTS, but DKs vehemently shot it down. Just use force pulse... they said, except that they were serious. Really shows how out of touch these DKs are, and how little they care for balance.
As for melee magblade, they need to really overhaul the playstyle. It was already subpar to ranged magblade 2 years ago. Since then, they have managed to nerf melee magblade almost every patch. No one complains about it, because no one plays it anymore. I play BGs regularly at a high MMR, and have never seen a melee magblade, let alone a melee magblade that played well. It just doesn't work.
Without some form of snare removal, melee magblade will never be viable. Mag DKs probably know this best, since the class was really rejuvenated once they added snare removal to Mag DKs. They know that no melee magicka class can really be effective without snare removal, but they will still vote against it because like I said, they don't give a damn about magicka nightblade PVP viability, they've made that clear with the swallow soul being reflectable debate.
exeeter702 wrote: »Kidgangster101 wrote: »Let's talk about that increased movement speed. So if I'm trying to run you mean I need to use a move to pull someone close to me to get a speed buff?Sanguinor2 wrote: »
You literally have a gap closer that also increases your movement speed.
And you have multiple class abilities that ignore wings and can endlessly kite Evil wing Spammers. Just because something exists in the class skill tree doesnt mean its good and/or People have bar space for it.
I have started using chains to lock down healers that are far away or other ranged Targets for smallscale pvp and let me tell you dropping stuff like engulfing or ele drain for it feels really really bad.
Not to Mention that chains still sometimes dont work depending on altitude of the target and sometimes just doesnt pull you to them when your target dodges or cloaks despite chains being "undodgeable".
I know finding space on your bar is hard for a mdk, and it is for some other classes too. I'm simply saying that you have options for mobility, so complaining that you have none is simply untrue. If you want more sustain and damage, then you forgo some mobility, if you want mobility then you lose out on some damage or sustain. It's just the way this game works - you can't have your cake and eat it too.
And yes, I'm aware chains is buggy. That doesn't mean it's a bad skill, it just needs to be fixed.Kidgangster101 wrote: »It makes us get pulled to the enemy or pull them to us for a speed buff. If we do not meet one of those conditions we don't get a speed buff. If we do try to run away also why do we want the enemy to get near us? Logic.........Lol at magdks "bUt chAIn iS bUgGEd" it is a gap close with frigging major expedition and your class have a snare immunity with wings. It works like every other gap close, know how many times I've hit a no cast lotus fan or pop shadow image to get "invalid location"?
Magdks....
Twice now you have innacurately explained the skill in favor of your point. At least understand how the ability works before trying to shoot people down for suggesting it to you.
Empowering chains no matter what, provides the speed buff when you gap close and does not trigger CC immunity on the target. Many claim the chain is buggy but that is no different than similar pathed gap closers like toppling, crit rush and snb charge. Its not a unique weakness to dks and frankly in my personal and long tested expeirence, empowering chains works far more often than it doesnt.
Nah it really is the worse one as it's shorter range than average range abilities and the delay for the chain animation gives a moment where the target still can kite out. and as mentioned, the speed buff is weird on a gap closer which implies you want to be right next to them. You could argue it helps stay on top of them but on offensive, Dk already has talons to take care of that and the real struggle is getting away or getting within chains range to begin with.
Sanguinor2 wrote: »Yeah agree with what you say here, while technically melee magblade could use Forward Momentum its gonna suck real hard to Sustain that and be forced into 2h so not really a good Option either.
Tbh best thing that could happen to magblade imo would be to separate pve and pvp balancing because from a pve stand Point the recent magblade nerfs were necessary to create atleast some semblance of diversity among mag dps but they definitely were Overkill for pvp.
Sanguinor2 wrote: »Yeah agree with what you say here, while technically melee magblade could use Forward Momentum its gonna suck real hard to Sustain that and be forced into 2h so not really a good Option either.
Tbh best thing that could happen to magblade imo would be to separate pve and pvp balancing because from a pve stand Point the recent magblade nerfs were necessary to create atleast some semblance of diversity among mag dps but they definitely were Overkill for pvp.
There’s an easier way..
NO ONE uses concealed weapon in pve, how about we buff that?!?
Kidgangster101 wrote: »exeeter702 wrote: »Kidgangster101 wrote: »Let's talk about that increased movement speed. So if I'm trying to run you mean I need to use a move to pull someone close to me to get a speed buff?Sanguinor2 wrote: »
You literally have a gap closer that also increases your movement speed.
And you have multiple class abilities that ignore wings and can endlessly kite Evil wing Spammers. Just because something exists in the class skill tree doesnt mean its good and/or People have bar space for it.
I have started using chains to lock down healers that are far away or other ranged Targets for smallscale pvp and let me tell you dropping stuff like engulfing or ele drain for it feels really really bad.
Not to Mention that chains still sometimes dont work depending on altitude of the target and sometimes just doesnt pull you to them when your target dodges or cloaks despite chains being "undodgeable".
I know finding space on your bar is hard for a mdk, and it is for some other classes too. I'm simply saying that you have options for mobility, so complaining that you have none is simply untrue. If you want more sustain and damage, then you forgo some mobility, if you want mobility then you lose out on some damage or sustain. It's just the way this game works - you can't have your cake and eat it too.
And yes, I'm aware chains is buggy. That doesn't mean it's a bad skill, it just needs to be fixed.Kidgangster101 wrote: »It makes us get pulled to the enemy or pull them to us for a speed buff. If we do not meet one of those conditions we don't get a speed buff. If we do try to run away also why do we want the enemy to get near us? Logic.........Lol at magdks "bUt chAIn iS bUgGEd" it is a gap close with frigging major expedition and your class have a snare immunity with wings. It works like every other gap close, know how many times I've hit a no cast lotus fan or pop shadow image to get "invalid location"?
Magdks....
Twice now you have innacurately explained the skill in favor of your point. At least understand how the ability works before trying to shoot people down for suggesting it to you.
Empowering chains no matter what, provides the speed buff when you gap close and does not trigger CC immunity on the target. Many claim the chain is buggy but that is no different than similar pathed gap closers like toppling, crit rush and snb charge. Its not a unique weakness to dks and frankly in my personal and long tested expeirence, empowering chains works far more often than it doesnt.
Nah it really is the worse one as it's shorter range than average range abilities and the delay for the chain animation gives a moment where the target still can kite out. and as mentioned, the speed buff is weird on a gap closer which implies you want to be right next to them. You could argue it helps stay on top of them but on offensive, Dk already has talons to take care of that and the real struggle is getting away or getting within chains range to begin with.
Exactly the point I have been saying. Thanks
Sanguinor2 wrote: »Yeah agree with what you say here, while technically melee magblade could use Forward Momentum its gonna suck real hard to Sustain that and be forced into 2h so not really a good Option either.
Tbh best thing that could happen to magblade imo would be to separate pve and pvp balancing because from a pve stand Point the recent magblade nerfs were necessary to create atleast some semblance of diversity among mag dps but they definitely were Overkill for pvp.
There’s an easier way..
NO ONE uses concealed weapon in pve, how about we buff that?!?
LoveForElderScrolls wrote: »Remember those times that Dragonknights killed snipers with their own snipe? Next patch Dragonknights can't do that anymore and instead, wings will reduce the damage of the incoming projectiles by 50% which will make it a boring skill. Do you think Dragonknights will be fun to play next patch?
Kidgangster101 wrote: »exeeter702 wrote: »Kidgangster101 wrote: »Let's talk about that increased movement speed. So if I'm trying to run you mean I need to use a move to pull someone close to me to get a speed buff?Sanguinor2 wrote: »
You literally have a gap closer that also increases your movement speed.
And you have multiple class abilities that ignore wings and can endlessly kite Evil wing Spammers. Just because something exists in the class skill tree doesnt mean its good and/or People have bar space for it.
I have started using chains to lock down healers that are far away or other ranged Targets for smallscale pvp and let me tell you dropping stuff like engulfing or ele drain for it feels really really bad.
Not to Mention that chains still sometimes dont work depending on altitude of the target and sometimes just doesnt pull you to them when your target dodges or cloaks despite chains being "undodgeable".
I know finding space on your bar is hard for a mdk, and it is for some other classes too. I'm simply saying that you have options for mobility, so complaining that you have none is simply untrue. If you want more sustain and damage, then you forgo some mobility, if you want mobility then you lose out on some damage or sustain. It's just the way this game works - you can't have your cake and eat it too.
And yes, I'm aware chains is buggy. That doesn't mean it's a bad skill, it just needs to be fixed.Kidgangster101 wrote: »It makes us get pulled to the enemy or pull them to us for a speed buff. If we do not meet one of those conditions we don't get a speed buff. If we do try to run away also why do we want the enemy to get near us? Logic.........Lol at magdks "bUt chAIn iS bUgGEd" it is a gap close with frigging major expedition and your class have a snare immunity with wings. It works like every other gap close, know how many times I've hit a no cast lotus fan or pop shadow image to get "invalid location"?
Magdks....
Twice now you have innacurately explained the skill in favor of your point. At least understand how the ability works before trying to shoot people down for suggesting it to you.
Empowering chains no matter what, provides the speed buff when you gap close and does not trigger CC immunity on the target. Many claim the chain is buggy but that is no different than similar pathed gap closers like toppling, crit rush and snb charge. Its not a unique weakness to dks and frankly in my personal and long tested expeirence, empowering chains works far more often than it doesnt.
Nah it really is the worse one as it's shorter range than average range abilities and the delay for the chain animation gives a moment where the target still can kite out. and as mentioned, the speed buff is weird on a gap closer which implies you want to be right next to them. You could argue it helps stay on top of them but on offensive, Dk already has talons to take care of that and the real struggle is getting away or getting within chains range to begin with.
Exactly the point I have been saying. Thanks
Im just trying to show that this doesnt need to be an us vs them. I play both classes. I surely know how it feels as a DK to lose something that is pretty iconic, especially on stupid assed snipe spammers. I also can see the magblade side where they have gotten worse and worse over the past year.Sanguinor2 wrote: »Yeah agree with what you say here, while technically melee magblade could use Forward Momentum its gonna suck real hard to Sustain that and be forced into 2h so not really a good Option either.
Tbh best thing that could happen to magblade imo would be to separate pve and pvp balancing because from a pve stand Point the recent magblade nerfs were necessary to create atleast some semblance of diversity among mag dps but they definitely were Overkill for pvp.
There’s an easier way..
NO ONE uses concealed weapon in pve, how about we buff that?!?
What about Sap Essence? Is anyone using that? I would like to see it come back a bit as well.
Kidgangster101 wrote: »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.
What gap closer is this? Lol my ultimate leap? Chain isn't a good gap closer and is a very situational move to use.
Yes, empowering chains. And what do you mean by "situational"? It works like any other gap closer, except yours grans major expedition for 4 seconds.
Let's also not forget that reflective plate removes snares, which helps your mobility even more.
Yes, DKs were once stunted in terms of mobility, but now magblades are worse off.
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.
Your suggestion would help in some cases, but it'd basically make their escape from other Magicka builds a 100% guaranteed success, unless being zerged with mass Force Pulse and/or Cliff Racers. 'Course, my off-the-top-of-my-head suggestion isn't perfect, either, since they'd still generally hard counter other Magicka builds in objective-mode Battlegrounds.
But even ZOS' (supposed) upcoming change isn't what's needed, IMO. A flat 50% damage reduction from projectiles, if it's anywhere near as spammable as the Wings are now, is going to be absurdly overpowered vs most other Magicka setups. Which means that we'll continue to have a situation where Magicka builds get hard countered by numerous different things, while Stam remains the king of small scale fights and Battlegrounds.
TrinityBreaker wrote: »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.
Your suggestion would help in some cases, but it'd basically make their escape from other Magicka builds a 100% guaranteed success, unless being zerged with mass Force Pulse and/or Cliff Racers. 'Course, my off-the-top-of-my-head suggestion isn't perfect, either, since they'd still generally hard counter other Magicka builds in objective-mode Battlegrounds.
But even ZOS' (supposed) upcoming change isn't what's needed, IMO. A flat 50% damage reduction from projectiles, if it's anywhere near as spammable as the Wings are now, is going to be absurdly overpowered vs most other Magicka setups. Which means that we'll continue to have a situation where Magicka builds get hard countered by numerous different things, while Stam remains the king of small scale fights and Battlegrounds.
Bro, wings are 3780 magicka. Unless you have hella recov, who can sustain that? Mag DK sustain is already ass because 90% of its skills are expensive AF. Not to mention stam DK can use wings literally twice and be out of magicka.
Knootewoot wrote: »TrinityBreaker wrote: »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.
Your suggestion would help in some cases, but it'd basically make their escape from other Magicka builds a 100% guaranteed success, unless being zerged with mass Force Pulse and/or Cliff Racers. 'Course, my off-the-top-of-my-head suggestion isn't perfect, either, since they'd still generally hard counter other Magicka builds in objective-mode Battlegrounds.
But even ZOS' (supposed) upcoming change isn't what's needed, IMO. A flat 50% damage reduction from projectiles, if it's anywhere near as spammable as the Wings are now, is going to be absurdly overpowered vs most other Magicka setups. Which means that we'll continue to have a situation where Magicka builds get hard countered by numerous different things, while Stam remains the king of small scale fights and Battlegrounds.
Bro, wings are 3780 magicka. Unless you have hella recov, who can sustain that? Mag DK sustain is already ass because 90% of its skills are expensive AF. Not to mention stam DK can use wings literally twice and be out of magicka.
Cloak also cost 3780 magicka and only lasts 3 secs, yet according to other classes all NB are perma cloaked
There’s an easier way..
NO ONE uses concealed weapon in pve, how about we buff that?!?
Trancestor wrote: »Magdks complaining about having bad mobility when theyre the only mag class that has a snare removal in their kit lul, try playing a magplar or magden without mistform or worst of all a magblade.
Knootewoot wrote: »TrinityBreaker wrote: »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.
Your suggestion would help in some cases, but it'd basically make their escape from other Magicka builds a 100% guaranteed success, unless being zerged with mass Force Pulse and/or Cliff Racers. 'Course, my off-the-top-of-my-head suggestion isn't perfect, either, since they'd still generally hard counter other Magicka builds in objective-mode Battlegrounds.
But even ZOS' (supposed) upcoming change isn't what's needed, IMO. A flat 50% damage reduction from projectiles, if it's anywhere near as spammable as the Wings are now, is going to be absurdly overpowered vs most other Magicka setups. Which means that we'll continue to have a situation where Magicka builds get hard countered by numerous different things, while Stam remains the king of small scale fights and Battlegrounds.
Bro, wings are 3780 magicka. Unless you have hella recov, who can sustain that? Mag DK sustain is already ass because 90% of its skills are expensive AF. Not to mention stam DK can use wings literally twice and be out of magicka.
Cloak also cost 3780 magicka and only lasts 3 secs, yet according to other classes all NB are perma cloaked
Kidgangster101 wrote: »Sanguinor2 wrote: »
You literally have a gap closer that also increases your movement speed.
And you have multiple class abilities that ignore wings and can endlessly kite Evil wing Spammers. Just because something exists in the class skill tree doesnt mean its good and/or People have bar space for it.
I have started using chains to lock down healers that are far away or other ranged Targets for smallscale pvp and let me tell you dropping stuff like engulfing or ele drain for it feels really really bad.
Not to Mention that chains still sometimes dont work depending on altitude of the target and sometimes just doesnt pull you to them when your target dodges or cloaks despite chains being "undodgeable".
I know finding space on your bar is hard for a mdk, and it is for some other classes too. I'm simply saying that you have options for mobility, so complaining that you have none is simply untrue. If you want more sustain and damage, then you forgo some mobility, if you want mobility then you lose out on some damage or sustain. It's just the way this game works - you can't have your cake and eat it too.
And yes, I'm aware chains is buggy. That doesn't mean it's a bad skill, it just needs to be fixed.
Chains Grant cc immunity so if I pull in they can still escape. It works great in big group play where my group will pounce the person but if I'm alone the person now knows I can't cc then and starts to go ham maybe cc me. And this move is no different then silver leash.
Let's talk about that increased movement speed. So if I'm trying to run you mean I need to use a move to pull someone close to me to get a speed buff? Lol sorcs and major expedition and stread, NB can escape through cloak, warden gas bird of prey, so yeah we lack mobility.
Another thing that makes chains situational is the fact that along with our wing Nerf all those NB spamming snipe from 28m away can watch us move to them as they keep walking back as we try to close the gap because chains isn't 28m. So now I'm taking huge damage and will be almost dead by the time I get him in chain range, but my movement speed from chains was so good and worth me slotting right?
TrinityBreaker wrote: »Knootewoot wrote: »TrinityBreaker wrote: »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.
Your suggestion would help in some cases, but it'd basically make their escape from other Magicka builds a 100% guaranteed success, unless being zerged with mass Force Pulse and/or Cliff Racers. 'Course, my off-the-top-of-my-head suggestion isn't perfect, either, since they'd still generally hard counter other Magicka builds in objective-mode Battlegrounds.
But even ZOS' (supposed) upcoming change isn't what's needed, IMO. A flat 50% damage reduction from projectiles, if it's anywhere near as spammable as the Wings are now, is going to be absurdly overpowered vs most other Magicka setups. Which means that we'll continue to have a situation where Magicka builds get hard countered by numerous different things, while Stam remains the king of small scale fights and Battlegrounds.
Bro, wings are 3780 magicka. Unless you have hella recov, who can sustain that? Mag DK sustain is already ass because 90% of its skills are expensive AF. Not to mention stam DK can use wings literally twice and be out of magicka.
Cloak also cost 3780 magicka and only lasts 3 secs, yet according to other classes all NB are perma cloaked
Unless you are 1v1ing, wings won't even last a second if there is more than one enemy. That *** will legit drop the moment the skill is cast. As for the perma cloak thing, they are.