Corrosive armor is strong, don't get me wrong but a lot of folks think it makes them invulnerable. It doesn't. Let's do some math
At 100k hp that would reduce the max damage they can take to 3k. Your average DK is probbaly going to have something much closer to 33k hp though, which means the max damage they can take is 1k. 20 pvers light attacking from the roof could kill that Dk in 2 seconds easily even with corrosive active because they will certainly each be dealing 1k. Believe me, I know because it has happened to me.
The big problem that some builds have against corrosive is that they build into huge one-shot attacks that are supposed to deal a lot of damage. The problem with this is that it's a huge setup with a single point of failure. If the enemy dodges, or cloaks, or corrosives, or whatever they completely negate that big attack. Personally I've noticed almost every class out there runs a lot of mitigation which means I *rarely* see attacks that go much above 1k against anyone. The problem is that the more I stacked into big tooltips the more the damage I am actually losing due to percentage mitigations
My solution to this was to start layering many many small attacks that all go off simultaneously. So for example my opening will be about 8, 9, or 10 attacks, all of which deal about 500-1k damage each. Its actually kinda cute to see a DK pop a corrosive after I open on them because they want to slow down the damage. Essentially unless they go all out on offense they have wasted their ultimate. None of my attacks will hit the cap but every burst I do will still be dealing 8k-10k damage. if anyone is wondering why rending slashes and crushing shock have been getting really popular lately, this is why. They smash right through things like warden's shimmering shield and the dk's corrosive ultimate. The numbers may look small but when you didn't have to invest as much into damage to get them and you have many numerous sources of them they really add up and percentage mitigations and damage caps have a much smaller impact on them.
Which is why passiv heal sets are better imo than mitigation sets..
Corrosive armor is strong, don't get me wrong but a lot of folks think it makes them invulnerable. It doesn't. Let's do some math
At 100k hp that would reduce the max damage they can take to 3k. Your average DK is probbaly going to have something much closer to 33k hp though, which means the max damage they can take is 1k. 20 pvers light attacking from the roof could kill that Dk in 2 seconds easily even with corrosive active because they will certainly each be dealing 1k. Believe me, I know because it has happened to me.
The big problem that some builds have against corrosive is that they build into huge one-shot attacks that are supposed to deal a lot of damage. The problem with this is that it's a huge setup with a single point of failure. If the enemy dodges, or cloaks, or corrosives, or whatever they completely negate that big attack. Personally I've noticed almost every class out there runs a lot of mitigation which means I *rarely* see attacks that go much above 1k against anyone. The problem is that the more I stacked into big tooltips the more the damage I am actually losing due to percentage mitigations
My solution to this was to start layering many many small attacks that all go off simultaneously. So for example my opening will be about 8, 9, or 10 attacks, all of which deal about 500-1k damage each. Its actually kinda cute to see a DK pop a corrosive after I open on them because they want to slow down the damage. Essentially unless they go all out on offense they have wasted their ultimate. None of my attacks will hit the cap but every burst I do will still be dealing 8k-10k damage. if anyone is wondering why rending slashes and crushing shock have been getting really popular lately, this is why. They smash right through things like warden's shimmering shield and the dk's corrosive ultimate. The numbers may look small but when you didn't have to invest as much into damage to get them and you have many numerous sources of them they really add up and percentage mitigations and damage caps have a much smaller impact on them.
Dragonknight is totally overpowered and is too easy to play for what it can achieve in PvP (compared to magsorc for exemple)
Dragonknight is totally overpowered and is too easy to play for what it can achieve in PvP (compared to magsorc for exemple)
Magsorcs are strong, but not stupidly overpowered like DK, hance why 60% of all players in PvP is DK and other 40% is divided between other classes in game, no real diversity, it's sad. PvP in ESO is dead for me, I'll keep playing PvP in GW2 it's a night and day difference, developers actually put some effort in balancing classes for PvP in GW2 unlike in ESO where developers just take the money and sit all day doing nothing about balance in game for the PvP, they just make new bugs each update.
Dragonknight is totally overpowered and is too easy to play for what it can achieve in PvP (compared to magsorc for exemple)
Magsorcs are strong, but not stupidly overpowered like DK, hance why 60% of all players in PvP is DK and other 40% is divided between other classes in game, no real diversity, it's sad. PvP in ESO is dead for me, I'll keep playing PvP in GW2 it's a night and day difference, developers actually put some effort in balancing classes for PvP in GW2 unlike in ESO where developers just take the money and sit all day doing nothing about balance in game for the PvP, they just make new bugs each update.
El_Borracho wrote: »Dragonknight is totally overpowered and is too easy to play for what it can achieve in PvP (compared to magsorc for exemple)
Magsorcs are strong, but not stupidly overpowered like DK, hance why 60% of all players in PvP is DK and other 40% is divided between other classes in game, no real diversity, it's sad. PvP in ESO is dead for me, I'll keep playing PvP in GW2 it's a night and day difference, developers actually put some effort in balancing classes for PvP in GW2 unlike in ESO where developers just take the money and sit all day doing nothing about balance in game for the PvP, they just make new bugs each update.
This is how it is all the time in PVP. Its a rotating meta. Wardens, necros, nightblades, etc. all take their turn at the top then get knocked off. You should have been here for the Zaan + Elf Bane sorc builds.
The funny part about the DK hate is that this is the first time since I started playing in 2017 that DKs have been this powerful. Yes, there was that short stint 2 years ago when Mag DKs rose to power, but not like this. I love it. The DK is actually super fun to play.
El_Borracho wrote: »Dragonknight is totally overpowered and is too easy to play for what it can achieve in PvP (compared to magsorc for exemple)
Magsorcs are strong, but not stupidly overpowered like DK, hance why 60% of all players in PvP is DK and other 40% is divided between other classes in game, no real diversity, it's sad. PvP in ESO is dead for me, I'll keep playing PvP in GW2 it's a night and day difference, developers actually put some effort in balancing classes for PvP in GW2 unlike in ESO where developers just take the money and sit all day doing nothing about balance in game for the PvP, they just make new bugs each update.
This is how it is all the time in PVP. Its a rotating meta. Wardens, necros, nightblades, etc. all take their turn at the top then get knocked off. You should have been here for the Zaan + Elf Bane sorc builds.
The funny part about the DK hate is that this is the first time since I started playing in 2017 that DKs have been this powerful. Yes, there was that short stint 2 years ago when Mag DKs rose to power, but not like this. I love it. The DK is actually super fun to play.
Fun yes rewarding I'm not sure, when you win fights it's mostly due to the class being massively op in comparison l, they literally don't have a weakness right now, along with the best dots, best burst, best cc, best ults, best sustain
Everyone can slap dw+frost staff as a vampire and do the exact same thing, the only difference is Corrosive Armor.
Nothing to do whatsoever with DK. Just nerf Corrosive into the ground and be done with it.
Mind you, the exact same problem builds will remain. Except it's going to be stamsorcs that are the top dog instead.
pedrogonzalez wrote: »And again my suggestion to fix dk:
Corrosive armor: gives you full pen, but you also get 20% incoming damage more
Magma armor (or what that useless morph named): all incoming damage reduced to 3% of you health, but while active you deal 20% damage less.
Fossilize: now only applies roots
Shattering rocks: as it is.
With changes like this we just have a strong balanced class
pedrogonzalez wrote: »And again my suggestion to fix dk:
Corrosive armor: gives you full pen, but you also get 20% incoming damage more
Magma armor (or what that useless morph named): all incoming damage reduced to 3% of you health, but while active you deal 20% damage less.
Fossilize: now only applies roots
Shattering rocks: as it is.
With changes like this we just have a strong balanced class
Lack of knowledge about magma armor aside, why would anyone ever use Fossilize over Talons if it's just a root lmao? To trigger Helping Hands and Mountain's Blessing?
1k more magicka, single target, no synergy, no maim/dot, less damage, less duration.
If you are going to suggest changes, at least read the kit available to the class before doing so.
Corrosive armor is strong, don't get me wrong but a lot of folks think it makes them invulnerable. It doesn't. Let's do some math
At 100k hp that would reduce the max damage they can take to 3k. Your average DK is probbaly going to have something much closer to 33k hp though, which means the max damage they can take is 1k. 20 pvers light attacking from the roof could kill that Dk in 2 seconds easily even with corrosive active because they will certainly each be dealing 1k. Believe me, I know because it has happened to me.
The big problem that some builds have against corrosive is that they build into huge one-shot attacks that are supposed to deal a lot of damage. The problem with this is that it's a huge setup with a single point of failure. If the enemy dodges, or cloaks, or corrosives, or whatever they completely negate that big attack. Personally I've noticed almost every class out there runs a lot of mitigation which means I *rarely* see attacks that go much above 1k against anyone. The problem is that the more I stacked into big tooltips the more the damage I am actually losing due to percentage mitigations
My solution to this was to start layering many many small attacks that all go off simultaneously. So for example my opening will be about 8, 9, or 10 attacks, all of which deal about 500-1k damage each. Its actually kinda cute to see a DK pop a corrosive after I open on them because they want to slow down the damage. Essentially unless they go all out on offense they have wasted their ultimate. None of my attacks will hit the cap but every burst I do will still be dealing 8k-10k damage. if anyone is wondering why rending slashes and crushing shock have been getting really popular lately, this is why. They smash right through things like warden's shimmering shield and the dk's corrosive ultimate. The numbers may look small but when you didn't have to invest as much into damage to get them and you have many numerous sources of them they really add up and percentage mitigations and damage caps have a much smaller impact on them.
pedrogonzalez wrote: »pedrogonzalez wrote: »And again my suggestion to fix dk:
Corrosive armor: gives you full pen, but you also get 20% incoming damage more
Magma armor (or what that useless morph named): all incoming damage reduced to 3% of you health, but while active you deal 20% damage less.
Fossilize: now only applies roots
Shattering rocks: as it is.
With changes like this we just have a strong balanced class
Lack of knowledge about magma armor aside, why would anyone ever use Fossilize over Talons if it's just a root lmao? To trigger Helping Hands and Mountain's Blessing?
1k more magicka, single target, no synergy, no maim/dot, less damage, less duration.
If you are going to suggest changes, at least read the kit available to the class before doing so.
If you can’t propose something yourself, then stop spaying poison around at first.
Dragon knight now at that position, that if zos delete this class 90% of players would be glad of that change.
pedrogonzalez wrote: »And again my suggestion to fix dk:
Corrosive armor: gives you full pen, but you also get 20% incoming damage more
Magma armor (or what that useless morph named): all incoming damage reduced to 3% of you health, but while active you deal 20% damage less.
Fossilize: now only applies roots
Shattering rocks: as it is.
With changes like this we just have a strong balanced class
pedrogonzalez wrote: »And again my suggestion to fix dk:
Corrosive armor: gives you full pen, but you also get 20% incoming damage more
Magma armor (or what that useless morph named): all incoming damage reduced to 3% of you health, but while active you deal 20% damage less.
Fossilize: now only applies roots
Shattering rocks: as it is.
With changes like this we just have a strong balanced class