I'm guessing because every class will have access to snare removal next patch.I like these suggestions.
Help me out, though. How are Talons useless? I didn't see any nerf.
I'm guessing because every class will have access to snare removal next patch.I like these suggestions.
Help me out, though. How are Talons useless? I didn't see any nerf.
I think people are overstating the impact the new RAT will have though. Nobody will have a 100% (or even anywhere near 50%) uptime on snare immunity so Talons will still work most of the time, except now magicka toons have an option to spend magicka instead of stamina to get out of the soft CC.
Savos_Saren wrote: »With all the Snare/Immobilizer immunity popping up- please consider adjusting some of the DK's passives and skills. One particular reason we don't have an execute is that we're supposed to whittle away our opponents with melee attacks. Our abilities rely on snares and immobilizers to do so. Our passive, "Warmth", is supposed to slow enemies down enough to allow us to engage them at melee.
With the change to Wings and the prevalence of Snare/Immobilizer immunity- I'd suggest readjusting our Ardent Flame passives (Warmth and World in Ruin). Perhaps change World in Ruin to increase Fire and Poison damage. It would put DKs on par with other classes that get straight damage buffs to Lightning, Frost, Physical, Crit, Magic, etc.
Furthermore, our only "truly ranged" (28+ meters) class ability, Stone Fist, needs to be slightly adjusted. The damage isn't comparable to Spectral Bow or Crystal Frags which can be cast at a 28+ meter range AND stacked with a 28+ meter ranged execute. We need an ability that can hit hard at range in order to dissuade enemies from spamming ranged attacks on top of keep walls, rocks, etc. Our gap closers (Chains/Leap) cannot close the gap to enemies that are higher/lower than us because of the Y-Axis bug and because we cannot Leap into keeps (obviously).
LOL, aoe maim is useless?
Savos_Saren wrote: »@Quantum_V Could you please bring up some of these concerns to @ZOS_GinaBruno and @ZOS_BrianWheeler ?
It seems like it will be harder and harder to secure kills and defend/attack ranged builds with a DK's current passives and abilities. While I think some of the changes were in the right direction- I'm still wary of having a single (somewhat subpar) class skill that can only reach out to 28meters.
Perhaps the Devs could consider making Stone Fist (and it's morphs) to increased damage to higher health targets {pseudo execute} so that it can compete with Frags/Spectral Bow.. both skills are accompanied by their respective class executes.
Savos_Saren wrote: »With all the Snare/Immobilizer immunity popping up- please consider adjusting some of the DK's passives and skills. One particular reason we don't have an execute is that we're supposed to whittle away our opponents with melee attacks. Our abilities rely on snares and immobilizers to do so. Our passive, "Warmth", is supposed to slow enemies down enough to allow us to engage them at melee.
With the change to Wings and the prevalence of Snare/Immobilizer immunity- I'd suggest readjusting our Ardent Flame passives (Warmth and World in Ruin). Perhaps change World in Ruin to increase Fire and Poison damage. It would put DKs on par with other classes that get straight damage buffs to Lightning, Frost, Physical, Crit, Magic, etc.
Furthermore, our only "truly ranged" (28+ meters) class ability, Stone Fist, needs to be slightly adjusted. The damage isn't comparable to Spectral Bow or Crystal Frags which can be cast at a 28+ meter range AND stacked with a 28+ meter ranged execute. We need an ability that can hit hard at range in order to dissuade enemies from spamming ranged attacks on top of keep walls, rocks, etc. Our gap closers (Chains/Leap) cannot close the gap to enemies that are higher/lower than us because of the Y-Axis bug and because we cannot Leap into keeps (obviously).
Are you gonna play next patch? I Highly doubt it...
BTW the development team should have take a look to passives BEFORE active skills. We have now a bunch of passives that are useless due to the changes to skills and i doubt they are gonna do anything before lauching their new By.tch
Twohothardware wrote: »They need to just get over the stupid idea of DK not having an execute and give DK back some form of increased damage to targets with low health. Damage in Cyrodiil is all about burst, not slow whittling down.
The skill Molten Armaments should be changed back to the old DK skill that worked as an execute. Right now nobody is running that stupid expensive skill.
I like these suggestions.
Help me out, though. How are Talons useless? I didn't see any nerf.
John_Falstaff wrote: »Speaking of the change in question - does that mean that DK tanks (and tanks in general) will now have harder time keeping mobs together after chaining them in? Should I expect stuff to be immune for 3 seconds after first cast to Talons have expired? Somehow I'm not looking forward to that change. Once again, PvP-driven headache, this time for PvE tanks.
Kidgangster101 wrote: »
soynegroyque wrote: »John_Falstaff wrote: »Speaking of the change in question - does that mean that DK tanks (and tanks in general) will now have harder time keeping mobs together after chaining them in? Should I expect stuff to be immune for 3 seconds after first cast to Talons have expired? Somehow I'm not looking forward to that change. Once again, PvP-driven headache, this time for PvE tanks.
Nerf to Stop Time
Nerf to 1H Enchants
Nerf to Talons
PVE tanks can never have nice things
BlackMadara wrote: »Kidgangster101 wrote: »
When is the last time y'all actually used Empowering Chains? I have used it for the last month and have not had a single instance of the Y-axis bug. You can actually gapclose up the scaffolding in BG maps. The main issue is the second you stated. It does seem to bug when it "misses" and the you don't actually move. The skill is fine however, if one is seeking to use a gapcloser.
BlackMadara wrote: »Kidgangster101 wrote: »
When is the last time y'all actually used Empowering Chains? I have used it for the last month and have not had a single instance of the Y-axis bug. You can actually gapclose up the scaffolding in BG maps. The main issue is the second you stated. It does seem to bug when it "misses" and the you don't actually move. The skill is fine however, if one is seeking to use a gapcloser.
The problem i have with the chains is that they are extreeeemly slow, im not sure but it always felt slower than other gapclosers (maybe because you cast the skill first and than charge to the target? but it could just be imagination)
Also what do you skip for chains ?
Whip/Entropie/Embers/tallons(will remove them for deep breath)/wings(gone for RAT)/amorbuff/ Englufing flames/Coag+obsidian shield(or shield+ cauterize if you prefare that)/foss ? i know every class has to sacrefice something in order to slot a gapcloser ( seems fair right? To chase down some pew pew builds) BUT every melee class has a more or less reliable counter against ranged builds besides a gapcloser, lets take a look ok ?
Stamsorc: High speed and Mobility +streak to close the gap to ranged builds
Stamnb: Cloak. Do i have to say anything else ? xD
Magplar: Eclipse, you can break free but most of the player seem to forget that(still maybe the most unreliable counter)
Stamplar: Eclipse, you can use it but it costs magica sooo meh have fun
Stamden: Shimmering Shield
Stamnecro: That nice little inbuild chain (which is unavoidable if you do range dmg)
Stam/Magdk: Wings...... with the new changes you can get poisoned, debuffed, CCed before you can even reach the enemy (its the most unreliable counter besides eclipse)
I realy hate that mentalety you ranged counter is crap slot a gapcloser ! every melee class should have a counter against pew pew builds, we are allready at a disadvantage when it comes to our openworld playstyle (Moving INTO the zerg to secure kills), while range builds just stay on walls and behind large groups.
I mean... Swarm Mother exists.BlackMadara wrote: »Kidgangster101 wrote: »
When is the last time y'all actually used Empowering Chains? I have used it for the last month and have not had a single instance of the Y-axis bug. You can actually gapclose up the scaffolding in BG maps. The main issue is the second you stated. It does seem to bug when it "misses" and the you don't actually move. The skill is fine however, if one is seeking to use a gapcloser.
The problem i have with the chains is that they are extreeeemly slow, im not sure but it always felt slower than other gapclosers (maybe because you cast the skill first and than charge to the target? but it could just be imagination)
Also what do you skip for chains ?
Whip/Entropie/Embers/tallons(will remove them for deep breath)/wings(gone for RAT)/amorbuff/ Englufing flames/Coag+obsidian shield(or shield+ cauterize if you prefare that)/foss ? i know every class has to sacrefice something in order to slot a gapcloser ( seems fair right? To chase down some pew pew builds) BUT every melee class has a more or less reliable counter against ranged builds besides a gapcloser, lets take a look ok ?
Stamsorc: High speed and Mobility +streak to close the gap to ranged builds
Stamnb: Cloak. Do i have to say anything else ? xD
Magplar: Eclipse, you can break free but most of the player seem to forget that(still maybe the most unreliable counter)
Stamplar: Eclipse, you can use it but it costs magica sooo meh have fun
Stamden: Shimmering Shield
Stamnecro: That nice little inbuild chain (which is BTW unavoidable if you do range dmg)
Stam/Magdk: Wings...... with the new changes you can get poisoned, debuffed, CCed before you can even reach the enemy (its the most unreliable counter besides eclipse)
I realy hate that mentalety you ranged counter is crap slot a gapcloser ! every melee class should have a counter against pew pew builds, we are allready at a disadvantage when it comes to our openworld playstyle (Moving INTO the zerg to secure kills), while range builds just stay on walls and behind large groups.