I'm behind all of these except the "give DKs fear" part. Can you give some more details on how you want that to work? I'm all for giving DKs a new cc, but I have 3 reasons for not wanting a straight up AoE cc that goes through block of any kind. One, that's an iconic nightblade class mechanic. Two, DKs have talons, which alone gives them excellent AoE group utility. Combined with standard, and their group strength is massive. Three, they already have Fossilize with which to cc through block. Again, I view an AoE cc that goes through block as being a nightblade unique mechanic, of which I am biased and possessive.
That Inferno toggle thing could be rigged to pop an immediate tick doing triple damage to any target nearby who falls below 25% health. It could be mDK's execute, but then we'd be asking mDKs to fit yet another skill on their already competitive bars...
Do DKs need another cc, especially an AoE one? Maybe an AoE cc that doesn't go through block? Like a blockable AoE roar thing that knocks 3 nearby people down? That'd be unique. I think Minor Maim would be cool for that.
caeliusstarbreaker wrote: »Make it fear make it knock down.. I don't care it should go through dodge though.. No reason nb alone should have that capability.
LeifErickson wrote: »caeliusstarbreaker wrote: »Make it fear make it knock down.. I don't care it should go through dodge though.. No reason nb alone should have that capability.
The reason why ZOS didn't make all gap closers act like a teleport to help fix the gap closer issues is the same reason why only NBs have an AOE unblockable fear/stun (other than WWs and that one weird Fighter's Guild skill).
In other words: class identity
caeliusstarbreaker wrote: »
Double all resistance values, increase resist cap to 65%.
caeliusstarbreaker wrote: »
Double all resistance values, increase resist cap to 65%.
Are you talking fire/frost/poison/shock only
Or physical and spell too?
I don't know that I would want a doubling of the physical and spell resistance cap at the same time damage across the board goes down slightly (with the other changes).
Most of the other changes are very sensible, but I don't think mDK's need an AoE fear, I think they could do with some tweaks to spell cost, GDB working via the current small burst heal at low health (15-20% total health) and then a magica scaling vigor like tick, some increased tooltip on whip (even 1k harder hitting whips would make a big difference) and a class execute like all other magica classes have.
OH, and iron out the bugs that persist into their second year and the new ones that come every update.
caeliusstarbreaker wrote: »I'm behind all of these except the "give DKs fear" part. Can you give some more details on how you want that to work? I'm all for giving DKs a new cc, but I have 3 reasons for not wanting a straight up AoE cc that goes through block of any kind. One, that's an iconic nightblade class mechanic. Two, DKs have talons, which alone gives them excellent AoE group utility. Combined with standard, and their group strength is massive. Three, they already have Fossilize with which to cc through block. Again, I view an AoE cc that goes through block as being a nightblade unique mechanic, of which I am biased and possessive.
That Inferno toggle thing could be rigged to pop an immediate tick doing triple damage to any target nearby who falls below 25% health. It could be mDK's execute, but then we'd be asking mDKs to fit yet another skill on their already competitive bars...
Do DKs need another cc, especially an AoE one? Maybe an AoE cc that doesn't go through block? Like a blockable AoE roar thing that knocks 3 nearby people down? That'd be unique. I think Minor Maim would be cool for that.
Dk's ... More specifically magicka since this skill would cost that.. Heals basically only function based off enemies around them. Their only cc are a projectile and a st. This would give them an ability to manage the pressure on them by being able to fluctuate the numbers of attackers they want around them. All their skills cost so much, they have to use all 3 resource pools more than any class and since inherently they would be the tankier class it makes sense to have a push pull mechanic to how they fight.. Keep enemies close to dmg and heal... I db gets really hot you can fear 3 away. I don't know why nb has to have the only ownership of this. I assure you I would be just as afraid of man-dragon as I would some random knife toting boogey man popping out of thin air.
Push out TTK and you just make each fight a resource battle and with the current ability to self heal and the slight damage decreases you propose, most 1 v 1 vs skilled opponents would last forever.
Whilst the TTK at the moment is short, I don't find it to a level where I don't feel like I can react to being jumped.
I think I would try the damage reductions you have proposed first, then increase resistances incrementally if there appeared to be a problem.
Taking out perma blockers with 65% resistance would be about as fun as seiging a keep.
Joy_Division wrote: »A lot of these suggestions are decent and correctly identify balance issues that should be obvious to anyone objective that PvPs. They more alleviate rather than address what I believe are the root issues plaguing PvP balance, but I could get behind most of them.
I'm not quite sure why you believe Templar Sweeps, an AOE, should be dodgeable though. AoEs are not intended to be dodged. As it is, people simple just have to walk away from the templar to avoid it since it renders the caster immobile. Since it is hard to actually hit people with this ability and making it dodgeable would mean the main templar attack abilities (flare, RD, sweeps) would require ideal circumstances to actually hit people.
caeliusstarbreaker wrote: »I'm behind all of these except the "give DKs fear" part. Can you give some more details on how you want that to work? I'm all for giving DKs a new cc, but I have 3 reasons for not wanting a straight up AoE cc that goes through block of any kind. One, that's an iconic nightblade class mechanic. Two, DKs have talons, which alone gives them excellent AoE group utility. Combined with standard, and their group strength is massive. Three, they already have Fossilize with which to cc through block. Again, I view an AoE cc that goes through block as being a nightblade unique mechanic, of which I am biased and possessive.
That Inferno toggle thing could be rigged to pop an immediate tick doing triple damage to any target nearby who falls below 25% health. It could be mDK's execute, but then we'd be asking mDKs to fit yet another skill on their already competitive bars...
Do DKs need another cc, especially an AoE one? Maybe an AoE cc that doesn't go through block? Like a blockable AoE roar thing that knocks 3 nearby people down? That'd be unique. I think Minor Maim would be cool for that.
Dk's ... More specifically magicka since this skill would cost that.. Heals basically only function based off enemies around them. Their only cc are a projectile and a st. This would give them an ability to manage the pressure on them by being able to fluctuate the numbers of attackers they want around them. All their skills cost so much, they have to use all 3 resource pools more than any class and since inherently they would be the tankier class it makes sense to have a push pull mechanic to how they fight.. Keep enemies close to dmg and heal... I db gets really hot you can fear 3 away. I don't know why nb has to have the only ownership of this. I assure you I would be just as afraid of man-dragon as I would some random knife toting boogey man popping out of thin air.
So reduce their magicka costs across the board and give them something unique, like an aoe knockdown that can be blocked, or an aoe push back that can't be blocked but doesn't hard cc. Fear is an iconic nb ability. Just because you don't appreciate that doesn't mean we nightblades don't either. I'm serious -- putting Fear on magicka DK will make it outperform nightblades in group to the point where no one wants nightblades in groups anymore.
Also hard ccs are quickly broken free from. If you want a tool to fluctuate pressure from greater numbers piling on a magicka dk, a circular or conal push back that doesn't hard cc, or heck, which pushes people back to ~10m and knocks them down, would be not only more useful, but more unique in the game as well.
I agree with everything except the shuffle snare removal. Snares have been so op since 1.7 because zos, keep the snare removal but change the dodge chance somehow.
Push out TTK and you just make each fight a resource battle and with the current ability to self heal and the slight damage decreases you propose, most 1 v 1 vs skilled opponents would last forever.
Whilst the TTK at the moment is short, I don't find it to a level where I don't feel like I can react to being jumped.
I think I would try the damage reductions you have proposed first, then increase resistances incrementally if there appeared to be a problem.
Taking out perma blockers with 65% resistance would be about as fun as seiging a keep.
caeliusstarbreaker wrote: »Instead of spell pen, light armor should give 6% spell damage boost.
caeliusstarbreaker wrote: »Instead of spell pen, light armor should give 6% spell damage boost.
Um, for most magicka builds, that'll be a nerf.
caeliusstarbreaker wrote: »caeliusstarbreaker wrote: »Instead of spell pen, light armor should give 6% spell damage boost.
Um, for most magicka builds, that'll be a nerf.
You're getting 6% spell dmg