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.
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.
You understand that mDK is a melee class unlike magplar, magden and magblade, right? mDK cannot use range the same way other magika users can so they need the extra mobility.
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.
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.
You understand that mDK is a melee class unlike magplar, magden and magblade, right? mDK cannot use range the same way other magika users can so they need the extra mobility.
That’s not entirely correct.
Dk can use force pulls & flame staff weave just like everyone else.
Also, any of those magic classes can equip a 2h sword for forward momentum & become “a melee class”.
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
Savos_Saren 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.
For those of you that think out gap closer (22m range) will help us get to a target that can hit us from 28m- you probably missed the math somewhere.
Oh! And let’s not forget that DKs can be pewpewed from a wall or rock within 28m... and chains won’t pull us too you. “Target is too high/low.”
Oh- and that major expetition is useless if you can hit anyone with your chains.
Sounds like ranged builds are at a clear advantage.
Just use force pulse.
You might have to give up your main spammable, which also heals you, and without it you might not be able to survive, but just use force pulse.
It's totally not unreasonable to tell a melee build to use force pulse, therefore just use force pulse. Everyone has to make sacrifices. I'm totally not going to admit that a total playstyle shift is an unreasonable sacrifice for anyone to make.
Let's not even go in the loss of class identity by using force pulse, but suck it up and just use force pulse.
Spamming force pulse without any other skills will also not kill any competent player, but who cares right? Just use force pulse.
Counters exist bro, just use force pulse.
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.
You understand that mDK is a melee class unlike magplar, magden and magblade, right? mDK cannot use range the same way other magika users can so they need the extra mobility.
That’s not entirely correct.
Dk can use force pulls & flame staff weave just like everyone else.
Also, any of those magic classes can equip a 2h sword for forward momentum & become “a melee class”.
Chilly-McFreeze wrote: »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.
Well, then you appreciate the change since wings will last the full duration then, right?
@Xvorg
Your argument is “a non-class specific skill doesn’t synergize with my class specific passives”..,
Are you serious???? LOL
usmcjdking wrote: »If damage immunity is frowned upon then I see no reason as to why DOT damage should still be entirely mitigated by cloak.
RIP in every change:
RIP Stamblades with ultimate change
RIP Magsorc with shield change
RIP Stamsorc with implosion removal
RIP DK with Lash changes
RIP Altmer and Bosmer
RIP
RIP
RIP
Ragnarock41 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
Magicka upkeep of a Dk and Nb aren't the same. Dk has to keep up spiked armor+fragmented shield and those two are just minimum. Stuff like petrify, FoO, wings are only adding to this.
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?
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?
This is one of the reasons why I want the major expedition to be on wings and not chains.
Chilly-McFreeze wrote: »
So 1 skill should give you
- 50% ranged mitigation
- snare removal + immunity
- major expedition
- 12% healing recieved
- 5% health regen
Do I get this right?
The problem here is the outcome.
If you guys can add up all of the abilities & passives & your stance is that on paper nightblade has more advantages/is better...
Then why are there close to 0 magblades running in Cyrodiil, why is a good 30% of players in Cyrodiil a DK, & why does DK win 90%+ fights against magblade.
I’m just saying if magblades have “ALL THE ABOVE” & can’t win a fight either it’s not enough or something’s broken.
Chilly-McFreeze wrote: »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?
This is one of the reasons why I want the major expedition to be on wings and not chains.
So 1 skill should give you
- 50% ranged mitigation
- snare removal + immunity
- major expedition
- 12% healing recieved
- 5% health regen
Do I get this 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.
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.
You understand that mDK is a melee class unlike magplar, magden and magblade, right? mDK cannot use range the same way other magika users can so they need the extra mobility.
That’s not entirely correct.
Dk can use force pulls & flame staff weave just like everyone else.
Also, any of those magic classes can equip a 2h sword for forward momentum & become “a melee class”.
You could even argue that Magdks has the best options for ranged heavy attacks with their weapon buff
Maybe you need to change your build up, or look at using different potions or something? I've seen a substantial amount of Wings spam in no-CP Battlegrounds (and Cyrodiil), including a pretty fair amount from some Stamina builds - certainly enough to put their target on the back foot, and usually keep them there. And that's why I made the suggestion that I did.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.
Wings are not nearly as easily countered as Cloak is. If I could drop a Wall of Elements on you to cancel out your Wings, you'd have a point. But no one is going to kill you with just Force Pulse or Cliff Racer spam. Imagine trying to kill people with only your Whip; no light attacks, no enchant or poison procs, no DOTs, and no +25% damage from your target being a Vampire. If that's your restriction, and your opponent is free to use their entire toolkit against you, what do you think your chances of coming out on top are?usmcjdking wrote: »If damage immunity is frowned upon then I see no reason as to why DOT damage should still be entirely mitigated by cloak.
I tend not to say anything about cloak, but wings are useless against any enemy with half a brain in the same way cloak is useless against any enemy with half a brain. The treatment ZoS is giving both skills amazes me, because one must be changed, while the other, despite the countless nerfs it has received, is still the same.
By the way, thinking about Necrosheet, they have some nasty options to feck any mDK in their kits. The only thing I think it could be reflectable is the skull and even that I doubt it... maybe it receives the racer's treatment. So there's no way DK wings will give any problem to ZoS new biutch
Sanguinor2 wrote: »
You could even argue that Magdks has the best options for ranged heavy attacks with their weapon buff
While magdk having the strongest ranged heavy attacks with armaments cast is true, what exactly does a ranged heavy attack build magdk do again in a pvp fight? Hope your enemy disconnects because otherwise no one is bad enough to die to one fire heavy attack every 3 seconds? Become a famous magdk ganker because one heavy attack from Stealth will totally oneshot People?
Lightning heavies with skoria and double dot poison with a stonefist meteor combo? I mean this thread likes to compare to magna so much so what does ranged do for maagnb? I have to get close to fear/soul harvest...
Edit, BTW I hate how this thread ties magnb to this conversation