Joy_Division wrote: »Joy_Division wrote: »caeliusstarbreaker wrote: »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.
Joy, its just cause not all aoe's are undodgeable. Sweeps should be dodgeable, same as jabs are currently. I think you should at least have some measurable accountability, on magplar hands, of how to apply the dark flare heal debuff, wildly flinging into a group without a chance to miss on the debuff is a bit shaky. I am not opposed to it having an instant/near instant cast time however, or a crystal frag like proc chance. But sweeps, Dark flare debuff, and radiant as undodgeable should go imo. Then again, these are all just my opinions.
I am very accountable thank you. I never said the the a dark flare miss should apply the debuff. In fact I think it's dumb that it does.
It's fine that you think every single templar skill in the game should keep their awkward cast mechanics and be dodgeable. There is zero chance the Wrobel will make such a change so it's not like I am worried that I will wake up tomorrow and read that in a patch notes. You have decided to deem one particular class's AoE attack ought to be dodgable and not Sap essence, steel tornado, Draw essence, bombard, etc, and it's a legit question to ask why.
I can't use sap or steel tornado or bombard or draw essence as my spam dps ability to kill you either. Advocate reducing sweeps' damage to their level, and your argument would hold up. Sweeps being undodgeable is hardly a significant issue in the larger picture of PvP, but Rhage is right that it stands out among class dps abilities simply for this reason.
I see. My argument would "hold up" if we lower sweeps damage to that of Sap or Deep Breath, even though the later two hit things in a 180 degree circle, allow the caster unimpeded movement, the ability to block-cast, and an instant-cast which guaranteed 100% of that damage. Jabs also stands out among class DPS abilities in that the target can simply move to the side or backward and completely avoid the attack.
So keep the worst aspects of the ability (locking the templar into place, multiple attacks, and hitting only the immediate frontal arc), while reducing the damage to that of skills that do not have these disadvantages. Go ahead and keep telling others that their arguments don't "hold up."
You really do live in a bubble where Templars are victimized, performing horribly, and in dire need of buffs aren't you?
Joy is right though. Can't block cast jabs like the other abilities with a 360 radius. I'm surprised I don't see more sap tanks these days since heavy armor tanks are all the rage now. I may bring mine back from years past to see how it performs with black rose.
Joy_Division wrote: »Joy_Division wrote: »caeliusstarbreaker wrote: »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.
Joy, its just cause not all aoe's are undodgeable. Sweeps should be dodgeable, same as jabs are currently. I think you should at least have some measurable accountability, on magplar hands, of how to apply the dark flare heal debuff, wildly flinging into a group without a chance to miss on the debuff is a bit shaky. I am not opposed to it having an instant/near instant cast time however, or a crystal frag like proc chance. But sweeps, Dark flare debuff, and radiant as undodgeable should go imo. Then again, these are all just my opinions.
I am very accountable thank you. I never said the the a dark flare miss should apply the debuff. In fact I think it's dumb that it does.
It's fine that you think every single templar skill in the game should keep their awkward cast mechanics and be dodgeable. There is zero chance the Wrobel will make such a change so it's not like I am worried that I will wake up tomorrow and read that in a patch notes. You have decided to deem one particular class's AoE attack ought to be dodgable and not Sap essence, steel tornado, Draw essence, bombard, etc, and it's a legit question to ask why.
I can't use sap or steel tornado or bombard or draw essence as my spam dps ability to kill you either. Advocate reducing sweeps' damage to their level, and your argument would hold up. Sweeps being undodgeable is hardly a significant issue in the larger picture of PvP, but Rhage is right that it stands out among class dps abilities simply for this reason.
I see. My argument would "hold up" if we lower sweeps damage to that of Sap or Deep Breath, even though the later two hit things in a 180 degree circle, allow the caster unimpeded movement, the ability to block-cast, and an instant-cast which guaranteed 100% of that damage. Jabs also stands out among class DPS abilities in that the target can simply move to the side or backward and completely avoid the attack.
So keep the worst aspects of the ability (locking the templar into place, multiple attacks, and hitting only the immediate frontal arc), while reducing the damage to that of skills that do not have these disadvantages. Go ahead and keep telling others that their arguments don't "hold up."
You really do live in a bubble where Templars are victimized, performing horribly, and in dire need of buffs aren't you?
Joy is right though. Can't block cast jabs like the other abilities with a 360 radius. I'm surprised I don't see more sap tanks these days since heavy armor tanks are all the rage now. I may bring mine back from years past to see how it performs with black rose.
Block casting sap or deep breath or steel tornado outside of execute range is not a threat though. You ignore those types of builds. Sweeps may be a conal channel, but that's its drawback for having so much more damage and comparable healing despite still being undodgeable. Magplars merely need to point it in the direction of the enemy, and there's no more thought to it.That said, I think Joy latching onto this tiny detail of the post is derailing the thread... Sweeps is by no means distorting PvP like some other imbalanced are.
As for sap tanks, yea they're really strong right now, except that they are highly susceptible to heal debuffs like Fasalla's. Recall that the Magplar tanks that you see everywhere are immune to debuffs due to their purge. Nightblades have to run the vastly inferior and costly Purge skill to access a cleanse. One good heal debuff, and they go downhill quickly. If the enemy group doesn't debuff though, a properly built one is really hard to take down.
Ara_Valleria wrote: »I'm sorry but giving DK's more CC abilities like fear or Knockback or some other form of hard unblockable CC will be a huge mistake.
Main Reasons :General Reasons :
- Stam dks are already super effective.
- Doesn't solve the core issue of Magicka dks. (GDB)
- DKs are already one the best for group play, in terms of AoE, CC and debuff.
As for the disparity between Stamina and Magicka ~
- Fear CC or hard CC in general, has break free issues which ZoS has failed to solve for a long time. Introducing more CC doesn't help.
- Fear is unique to NB like Wings are to DKs, Streak is to Sorc and Bol is to Templar. Giving ones unique ability to another will dilute class identity and ruin whatever balance is left in this game.
A lot needs to be changed to achieve balance between the two.
The fact that as a stam build you can achieve double or triple the dmg [with ease] than that of a mag build, while having access to dot heal, burst heal, major mending, major vitality, snare immunity and dodge chance; is truly the Embodiment of Imbalance. IMO, to achieve proper balance between magikca and stamina builds, we need to not only equalize damage and sustain but also critically assess the buffs and defensive capabilities available to both.
Ara_Valleria wrote: »I'm sorry but giving DK's more CC abilities like fear or Knockback or some other form of hard unblockable CC will be a huge mistake.
Main Reasons :General Reasons :
- Stam dks are already super effective.
- Doesn't solve the core issue of Magicka dks. (GDB)
- DKs are already one the best for group play, in terms of AoE, CC and debuff.
As for the disparity between Stamina and Magicka ~
- Fear CC or hard CC in general, has break free issues which ZoS has failed to solve for a long time. Introducing more CC doesn't help.
- Fear is unique to NB like Wings are to DKs, Streak is to Sorc and Bol is to Templar. Giving ones unique ability to another will dilute class identity and ruin whatever balance is left in this game.
A lot needs to be changed to achieve balance between the two.
The fact that as a stam build you can achieve double or triple the dmg [with ease] than that of a mag build, while having access to dot heal, burst heal, major mending, major vitality, snare immunity and dodge chance; is truly the Embodiment of Imbalance. IMO, to achieve proper balance between magikca and stamina builds, we need to not only equalize damage and sustain but also critically assess the buffs and defensive capabilities available to both.
+1. Just make dragonblood ignore battle spirit like take flight does now. That's the only change I would make to DK. Though DK tanks would be even harder to kill as they spam talons on you for their buddies. I've noticed a lot of the mDKs of today aren't the same ones from yesteryear, so they are new to the class. They will get bored of spamming talons eventually but I view it as them exploring and enjoying every class, that they may have not played much of before.
Ara_Valleria wrote: »I'm sorry but giving DK's more CC abilities like fear or Knockback or some other form of hard unblockable CC will be a huge mistake.
Main Reasons :General Reasons :
- Stam dks are already super effective.
- Doesn't solve the core issue of Magicka dks. (GDB)
- DKs are already one the best for group play, in terms of AoE, CC and debuff.
As for the disparity between Stamina and Magicka ~
- Fear CC or hard CC in general, has break free issues which ZoS has failed to solve for a long time. Introducing more CC doesn't help.
- Fear is unique to NB like Wings are to DKs, Streak is to Sorc and Bol is to Templar. Giving ones unique ability to another will dilute class identity and ruin whatever balance is left in this game.
A lot needs to be changed to achieve balance between the two.
The fact that as a stam build you can achieve double or triple the dmg [with ease] than that of a mag build, while having access to dot heal, burst heal, major mending, major vitality, snare immunity and dodge chance; is truly the Embodiment of Imbalance. IMO, to achieve proper balance between magikca and stamina builds, we need to not only equalize damage and sustain but also critically assess the buffs and defensive capabilities available to both.
+1. Just make dragonblood ignore battle spirit like take flight does now. That's the only change I would make to DK. Though DK tanks would be even harder to kill as they spam talons on you for their buddies. I've noticed a lot of the mDKs of today aren't the same ones from yesteryear, so they are new to the class. They will get bored of spamming talons eventually but I view it as them exploring and enjoying every class, that they may have not played much of before.
Stamina DK would be op. Needs smarter changes.
Joy_Division wrote: »Joy_Division wrote: »caeliusstarbreaker wrote: »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.
Joy, its just cause not all aoe's are undodgeable. Sweeps should be dodgeable, same as jabs are currently. I think you should at least have some measurable accountability, on magplar hands, of how to apply the dark flare heal debuff, wildly flinging into a group without a chance to miss on the debuff is a bit shaky. I am not opposed to it having an instant/near instant cast time however, or a crystal frag like proc chance. But sweeps, Dark flare debuff, and radiant as undodgeable should go imo. Then again, these are all just my opinions.
I am very accountable thank you. I never said the the a dark flare miss should apply the debuff. In fact I think it's dumb that it does.
It's fine that you think every single templar skill in the game should keep their awkward cast mechanics and be dodgeable. There is zero chance the Wrobel will make such a change so it's not like I am worried that I will wake up tomorrow and read that in a patch notes. You have decided to deem one particular class's AoE attack ought to be dodgable and not Sap essence, steel tornado, Draw essence, bombard, etc, and it's a legit question to ask why.
I can't use sap or steel tornado or bombard or draw essence as my spam dps ability to kill you either. Advocate reducing sweeps' damage to their level, and your argument would hold up. Sweeps being undodgeable is hardly a significant issue in the larger picture of PvP, but Rhage is right that it stands out among class dps abilities simply for this reason.
I see. My argument would "hold up" if we lower sweeps damage to that of Sap or Deep Breath, even though the later two hit things in a 180 degree circle, allow the caster unimpeded movement, the ability to block-cast, and an instant-cast which guaranteed 100% of that damage. Jabs also stands out among class DPS abilities in that the target can simply move to the side or backward and completely avoid the attack.
So keep the worst aspects of the ability (locking the templar into place, multiple attacks, and hitting only the immediate frontal arc), while reducing the damage to that of skills that do not have these disadvantages. Go ahead and keep telling others that their arguments don't "hold up."
You really do live in a bubble where Templars are victimized, performing horribly, and in dire need of buffs aren't you?
Joy is right though. Can't block cast jabs like the other abilities with a 360 radius. I'm surprised I don't see more sap tanks these days since heavy armor tanks are all the rage now. I may bring mine back from years past to see how it performs with black rose.
Block casting sap or deep breath or steel tornado outside of execute range is not a threat though. You ignore those types of builds. Sweeps may be a conal channel, but that's its drawback for having so much more damage and comparable healing despite still being undodgeable. Magplars merely need to point it in the direction of the enemy, and there's no more thought to it.That said, I think Joy latching onto this tiny detail of the post is derailing the thread... Sweeps is by no means distorting PvP like some other imbalanced are.
As for sap tanks, yea they're really strong right now, except that they are highly susceptible to heal debuffs like Fasalla's. Recall that the Magplar tanks that you see everywhere are immune to debuffs due to their purge. Nightblades have to run the vastly inferior and costly Purge skill to access a cleanse. One good heal debuff, and they go downhill quickly. If the enemy group doesn't debuff though, a properly built one is really hard to take down.
I agree with your assessment but a tank build running puncturing sweep is not a threat really either and they are open to hard cc while channeling it. I do love the purge of templar. I would totally support a buff to the efficient purge, either cost reduction or more effect removal. Heavy armor templar do not have endless magicka like a light armor one though, and if they get lazy casting their purge then RIP. That's a good way to tell how skilled the templar tank is, how they manage resources and keep debuffs off. That said, best way to defeat one is lethal arrow spam so they have to keep purging and burning their magicka or die to the debuffs just like your other examples.
Side note, I think a good way to tell how well someone is performing 1v1 vs in a small group would to bring back the animation to breath of life that made those line healing lines sort of like mutagen, so you would see if that tank is receiving heals from somewhere or not that is making them so tanky. It also made it really easy to identify healers back in the day lol.
SourishWhale wrote: »
Reduce health of mobs accordingly.
Who the *** cares? This "what about PvE" bull*** has got to stop. You balance mixed games around PvP first because you can't control players, and then you balance PvE mobs and encounters accordingly. In the end, everything is balanced, and everyone is happy. This mixed priority bs is only making the game more imbalanced over time.
0SourishWhale wrote: »
Reduce health of mobs accordingly.
Who the *** cares? This "what about PvE" bull*** has got to stop. You balance mixed games around PvP first because you can't control players, and then you balance PvE mobs and encounters accordingly. In the end, everything is balanced, and everyone is happy. This mixed priority bs is only making the game more imbalanced over time.
Who cares? The PvErs care. Unfortunately for all of you, PvE is pretty much running the show right now. Zenimax has all but abandoned PvP (like, seriously, they're not even going to talk about battlegrounds until next year) and is catering to casual players with jobs, families, school, social lives, etc. instead of the hardcore 8-hour-a-day PvPers. This is what's making Zenimax money, so are you really surprised they are balancing with PvE as a priority?
This is why I find it pretty difficult to troll PvErs. It's hard to troll people who are actually happy with the state of the game. PvPers on the other hand...
LeifErickson wrote: »You mean to tell me that pvers like to do the same content over and over again?
LeifErickson wrote: »0SourishWhale wrote: »
Reduce health of mobs accordingly.
Who the *** cares? This "what about PvE" bull*** has got to stop. You balance mixed games around PvP first because you can't control players, and then you balance PvE mobs and encounters accordingly. In the end, everything is balanced, and everyone is happy. This mixed priority bs is only making the game more imbalanced over time.
Who cares? The PvErs care. Unfortunately for all of you, PvE is pretty much running the show right now. Zenimax has all but abandoned PvP (like, seriously, they're not even going to talk about battlegrounds until next year) and is catering to casual players with jobs, families, school, social lives, etc. instead of the hardcore 8-hour-a-day PvPers. This is what's making Zenimax money, so are you really surprised they are balancing with PvE as a priority?
This is why I find it pretty difficult to troll PvErs. It's hard to troll people who are actually happy with the state of the game. PvPers on the other hand...
You mean to tell me that pvers like to do the same content over and over again? Especially considering almost all the content in pve is stupid easy. And the content that isn't easy never changes so if you beat it once it's not going to be harder the second time.
Ara_Valleria wrote: »Why are we trying to derail this thread by talking about Zenimax and their priorities/business model/favorite child ?
Please get back on topic and discuss about the tweaks proposed by OP.
caeliusstarbreaker wrote: »Disclaimer: not trying to kill anyone's class. Just trying to tone us down a little, a little more toning on stam.. A little buffing in magicka areas.
The heavy weapons passive should only work for two handed abilities.
== Yes, agreed, this should be considered a bug.
Instead of spell pen, light armor should give 6% spell damage boost.
== Small nerf, magicka damage mostly not out of control, but sure.
Medium armor passive should be reduced to 6%.
== Small nerf, sure
DBoS needs its dot removed and potentially a cost equal to ferocious leap.
If you wanna keep the dot, give it to flawless dawnbreaker.
== 100% agree, DBoS is absurdly overperforming with the DoT
Shuffle needs its snare immunity removed. If it's gonna give 20% dodge chance.. It's gotta drop to 10% after 5--6 seconds and function like immoveable.
== Yes, I suggested this to be a jerk before but combined with minor and major snare system, yes good change. Without changing to minor/major snare system, no don't touch it.
All snares need to be made major and minor snares where combined cannot stack to 10% more, additive, to major and minor expedition. So.. Snare hard cap.
== Agreed, way too many snares.
NBs need 1 negative effect removed from their several negative effect abilities. If Wrobel wants them to be the down and dirty debuffing class like he mentioned in the last meeting, and you really want to keep all that... Then they have to stop having so many ways to buff themselves on top of all that.
== Incap strike and surprise attack likely suspects here, they do too much for how hard they hit. Lower damage and keep effects, or keep damage where it is and some remove effects.
Fragmented shield, should scale of magicka. Changes that worthless flame thing that used to be a toggle, to something worthwhile. Honestly I would just say a dragon roar, which would function the same as fear.. Give minor main, and increase fire dmg done by like 2-4% reduce the cost of abilities by like 4% too. Eruption damage should scale up to good dmg over time. Cinder storm should have its radius buffed.
== Frag shield would be strong but fine. Flame toggle bad yep. No dragon roar, no more CC abilities needed, have talons and fossilize. One morph of talons gives minor maim. Engulfing flames increases fire damage done already. Yes, magicka costs need to be reduced for like every ability, they are very expensive compared to other classes. Good suggestions to buff cinder storm and eruption.
Give Sorcs 4 more seconds on their shields, scale back the streak cost increase nonsense a little. Lower resources returned by dark deal by 10%
== Caution on streak cost increase change but with gap close mini-stun it's fine. Shield change to 10 secs is fine, they don't last that long anyway in PVP. Nerf to dark deal ambivalent about.
Change radiant a damage scaling to be 20-30% instead of 50. Remove minor protection or minor vitality from restoring focus. Reduce cost of javelin. Remove non dodgeable dark flare trauma, if it's reflected, don't have trauma persist. Make puncturing sweeps dodgeable, remove that snare in ritual stuff. Make damage of retribution scale up more time spent inside, decrease its radius.
== It doesn't really scale that hard at 50%, it's not really worth using until about 39%, so 30% isn't majorly different so okay with this. Restoring focus sure, remove minor vitality. If it doesn't land by dodge or reflected, no trauma agreed. Sweeps don't need to be dodgeable, the snare only affects on the damage morph, extended ritual isn't snaring anymore - might be a bug if it's meant to. No to sweeps being dodgeable. Smaller radius and 1 or .5 sec damage ticks on that morph only would be good, leave the bigger radius on extended ritual.
Mag nb.. I'm sorry.. I don't really know much about you. I know you would be fun and interesting to play one day. But until then I don't know what to say.
== They are sort of okay. Cloak breaks a lot. If I was being mean, say give it the increased cost treatment if spammed but it's fine how it is now. You could remove some of the negative effects from mass hysteria. It's already the best cc in the game, not sure it needs minor maim too.
Double all resistance values, increase resist cap to 65%.
== No complaint here, damage doesn't have cap, mitigation does. Don't see any issue raising that cap.
Lower vigor heals by 6%
== No issue here, it's very strong.
Reduce dodge roll cost reduction in medium armor 4%
== Get's a bit iffy here, with the damage reduction to 6% combined with this and shuffle not an immunity in your suggestions, you are better off just running heavy armor.
Uhhhhhh... I'll come back when I remember the others.
== Okay, me too
Ara_Valleria wrote: »Why are we trying to derail this thread by talking about Zenimax and their priorities/business model/favorite child ?
Please get back on topic and discuss about the tweaks proposed by OP.
Ara_Valleria wrote: »Why are we trying to derail this thread by talking about Zenimax and their priorities/business model/favorite child ?
Please get back on topic and discuss about the tweaks proposed by OP.
I think because it's actually the core issue. I don't think ZOS devs are idiots. They most likely see the same things we do. The true issue is that they have the impossible task of creating systems for disparate groups from ultra-casual players who want to 'play how they want' to PVE raiders to PVP players of all shapes and sizes. I would guess there are also senior Bethesda designers/execs in the background who might have some say about their treasured IP as well.
I think it is impossible to balance a game for static, scripted 4-12 player PVE instances and also dynamic, open world, large scale AvA -- and the other styles that fit into PVP.
I think the PVP community needs to demand that PVP be given its own design lead who has the authority to adjust/exclude/add abiilities according to only PVP balance.
I agree with most of your previous post, but the OP is a bit.. Arbitrary with no methodology behind suggestions.
I agree for the most part, but wtf is thisAre you nuts?? Tanks are crazy op already.caeliusstarbreaker wrote: »Double all resistance values, increase resist cap to 65%.
There is no way to tank on a magplar. Your only option is to stand there and die to WB spam.
Please bring Blinding Flashes back :'(
Ara_Valleria wrote: »I'm sorry but giving DK's more CC abilities like fear or Knockback or some other form of hard unblockable CC will be a huge mistake.
Main Reasons :General Reasons :
- Stam dks are already super effective.
- Doesn't solve the core issue of Magicka dks. (GDB)
- DKs are already one of the best for group play, in terms of AoE, CC and debuff.
As for the disparity between Stamina and Magicka ~
- Fear CC or hard CC in general, has break free issues which ZoS has failed to solve for a long time. Introducing more CC doesn't help.
- Fear is unique to NB like Wings are to DKs, Streak is to Sorc and Bol is to Templar. Giving ones unique ability to another will dilute class identity and ruin whatever balance is left in this game.
A lot needs to be changed to achieve balance between the two.
The fact that as a stam build you can achieve double or triple the dmg [with ease] than that of a mag build, while having access to dot heal, burst heal, major mending, major vitality, snare immunity and dodge chance; is truly the Embodiment of Imbalance. IMO, to achieve proper balance between magikca and stamina builds, we need to not only equalize damage and sustain but also critically assess the buffs and defensive capabilities available to both.
Ara_Valleria wrote: »I'm sorry but giving DK's more CC abilities like fear or Knockback or some other form of hard unblockable CC will be a huge mistake.
Main Reasons :General Reasons :
- Stam dks are already super effective.
- Doesn't solve the core issue of Magicka dks. (GDB)
- DKs are already one of the best for group play, in terms of AoE, CC and debuff.
As for the disparity between Stamina and Magicka ~
- Fear CC or hard CC in general, has break free issues which ZoS has failed to solve for a long time. Introducing more CC doesn't help.
- Fear is unique to NB like Wings are to DKs, Streak is to Sorc and Bol is to Templar. Giving ones unique ability to another will dilute class identity and ruin whatever balance is left in this game.
A lot needs to be changed to achieve balance between the two.
The fact that as a stam build you can achieve double or triple the dmg [with ease] than that of a mag build, while having access to dot heal, burst heal, major mending, major vitality, snare immunity and dodge chance; is truly the Embodiment of Imbalance. IMO, to achieve proper balance between magikca and stamina builds, we need to not only equalize damage and sustain but also critically assess the buffs and defensive capabilities available to both.
Glad to see that someone gets it! What you wrote pretty much covers a significant portion of the current class spec imbalances of PvP.
I bet that hundreds of the really biased Stamina players cringed reading that as well
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
Burning_Talons wrote: »You forgot #FixDragonBlood
Amdar_Godkiller wrote: »
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
caeliusstarbreaker wrote: »Burning_Talons wrote: »You forgot #FixDragonBlood
Haha unfortunately I've been in one too many meetings with ZoS to know that they aren't particularly keen on fixing dragons blood.
Ara_Valleria wrote: »caeliusstarbreaker wrote: »Burning_Talons wrote: »You forgot #FixDragonBlood
Haha unfortunately I've been in one too many meetings with ZoS to know that they aren't particularly keen on fixing dragons blood.
If ZOS has no intention of fixing what irrefutable is the fundamental issue with (PvP) mDK, then imo its a waste of time and energy talking about "fixing" mDK.
No amount of knockback, stun, fear or dmg buff will ever truly fix mDK.
This whole situation is like going to a doctor to treat a curable strain of blood cancer but the doctor gives you bionic hands instead. You don't have much energy to lift your arms or live for long but HEYY atleast you can knockout people with your new cyborg hands !! Woo !!
#DR.ZOSEinTheHaus