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Snare/Immobilizer Immunity: Time to Adjust DKs

  • StShoot
    StShoot
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    @Aedaryl Funny how most of the main dks consider this a nerf even in 1vX situations, also as i allready stated you only mitigate the projectile dmg, you still get all the debuffs, thats only a buff on the paper

    Higher uptime ? thats a bad joke because you need to use the wings for the snare immuntey all 2/3 seconds


    Also i read some of your other posts and you seem pretty biased against dks. Could i ask you what class you play ? i guess its a magblade ( in that case i think you hate against wings is understandable, but its still a bad way to fix it, i would prefere 2 projectiles per target or only reflect abilitys if they are more than xyz m away from you)
  • Aedaryl
    Aedaryl
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    StShoot wrote: »
    @Aedaryl Funny how most of the main dks consider this a nerf even in 1vX situations, also as i allready stated you only mitigate the projectile dmg, you still get all the debuffs, thats only a buff on the paper

    Higher uptime ? thats a bad joke because you need to use the wings for the snare immuntey all 2/3 seconds


    Also i read some of your other posts and you seem pretty biased against dks. Could i ask you what class you play ? i guess its a magblade ( in that case i think you hate against wings is understandable, but its still a bad way to fix it, i would prefere 2 projectiles per target or only reflect abilitys if they are more than xyz m away from you)

    This is not only a buff on paper.

    2 ranged player take down live wings in a single second. Now, you gain 50% mitigation, aka the base block mitigation VS all projectiles, even the ones that wasn't reflectable for 6s.

    You also don't use wings every 2s. If you do, then you have nothing to do here.

    It's not because I don't find Corrosive armor "weak", or because I don't find wings "crap counter" than I'm "biased".

    If u have trouble to get in melee range, slot ur class gapcloser, it's also a DK skills that took a buff from the 5.0.2 general gap closer change.
  • BlackMadara
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    Aedaryl wrote: »
    StShoot wrote: »
    @Aedaryl Funny how most of the main dks consider this a nerf even in 1vX situations, also as i allready stated you only mitigate the projectile dmg, you still get all the debuffs, thats only a buff on the paper

    Higher uptime ? thats a bad joke because you need to use the wings for the snare immuntey all 2/3 seconds


    Also i read some of your other posts and you seem pretty biased against dks. Could i ask you what class you play ? i guess its a magblade ( in that case i think you hate against wings is understandable, but its still a bad way to fix it, i would prefere 2 projectiles per target or only reflect abilitys if they are more than xyz m away from you)

    This is not only a buff on paper.

    2 ranged player take down live wings in a single second. Now, you gain 50% mitigation, aka the base block mitigation VS all projectiles, even the ones that wasn't reflectable for 6s.

    You also don't use wings every 2s. If you do, then you have nothing to do here.

    It's not because I don't find Corrosive armor "weak", or because I don't find wings "crap counter" than I'm "biased".

    If u have trouble to get in melee range, slot ur class gapcloser, it's also a DK skills that took a buff from the 5.0.2 general gap closer change.

    Have you tested the 50% reduction to previously unreflectable ranged skills, or are you making an assumption? From what I've seen, the reduction only applies to "projectiles."
  • Savos_Saren
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    So where’s the speed and damage increase for our only 28 meter ranged skill to put it on par with Frags, Spectral Bow, and Blight Bones?

    Again- these abilities hit very hard and are combined with some form of execute.

    Since we don’t have an execute- can our one class ability that can actually reach ranged builds hit harder?
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • Tendoshii
    Tendoshii
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    A counter for magicka builds for talons that doesn't require us to rng purge spam them off or dodge roll or sit there and eat all the damage, and mDKs want more buffs -_-

    A lot more ways for you to mitigate that damage than there is for magDKs to fight range builds after the wings nerf. A lot more ways to counter talons than there is for magDKs to get a burst that you can’t heal through even if eating said all the damage.
  • soynegroyque
    soynegroyque
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    StShoot 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

    Chains grant CC imunety NOT root immunety, Nothing will change for tanks, (i also highly doubt that npcs will get root immunety, but it would be nice if someone could confirm it on pts)

    No one every said anything about chains here or the chains+talons interaction, everyone above you knows the difference.

    This change is a game mechanic change and it WILL affect npcs as any other game mechanic. Off balance, CC etc have CDs and immunities why would roots be an exception?
  • Emma_Overload
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    OP's suggestion sounds fair enough, considering what they've lost. i would much rather see DK damage get buffed than see other classes get nerfed to compensate.
    #CAREBEARMASTERRACE
  • Kruwos
    Kruwos
    Soul Shriven
    @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.

    Keep in mind a ranged stamblade does not get its class execute with spectral bow at 28m. Only ranged magblade does as the ranged variant of assassin's blade (impale) does almost no damage as stamblade.
  • CatchMeTrolling
    CatchMeTrolling
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    Just means you’ll have to actually put some thought into using snares, roots and ccs next update.
  • Savos_Saren
    Savos_Saren
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    Kruwos 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.

    Keep in mind a ranged stamblade does not get its class execute with spectral bow at 28m. Only ranged magblade does as the ranged variant of assassin's blade (impale) does almost no damage as stamblade.

    While that's somewhat true- you still can use the 28 meter Poison Injection (considering it's a ranged stamblade) as your execute. Unfortunately there is no form, whatsoever, of a ranged/melee execute for a MagDK- not even in weapon skills.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • frostz417
    frostz417
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    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

    Probably the dumbest comment ever.
    Talons aren’t getting nerfed at all. Only PLAYERS get root immunity. Says nothing about enemy NPC’s. Read before you make such moronic comments
    Edited by frostz417 on April 30, 2019 1:16AM
  • Savos_Saren
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    Whoah there. Let’s take it down a notch and get refocused.
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
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