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Bug, or Magicka Dragonknight Stealth Nerf?

vortexman11
vortexman11
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Any mDK that has played this game within the past 2 years has come to learn one basic thing when playing their class. When you root an enemy you then proceed to get behind them while DPSing in order to avoid damage and other things. Yet there has always been counters to this, a few select skills such as Burning Breath for example, and heavy attacks have had the ability to turn you around while in this root. Now it seems after some quick testing that almost all skills have the ability to turn a player around to face their target while in talons. As I tested this with my sorc I can only list these for now...
  • Light Attacks
  • Bashes
  • Heavy Attacks
  • Curse
  • Frags
  • Crushing Shock
  • Healing Ward
  • Daedric Mines

My question to the ZOS is if this is intended or a bug @ZOS_GinaBruno @Wrobel @ZOS_JessicaFolsom . While my question to the ESO community is if you think that it should remain like this. Players have always seemed split in their opinion on talons being overpowered or not which made me not want to make this post at first, but you have to understand that Dragonknights are meant to excel at controlling the movement of people on the battlefield with the use of CCs, changes like this are pretty much a direct nerf to that.
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Învictus ~Council~

EP | Vortexman | Dunmer DragonKnight | LvL 50 | Rank 50 | Former Emperor of Haderus & Chillrend |
EP | Phobos | Altmer Nightblade | LvL 50 | Rank 26 |
EP | Cheezus Sliced | Argonian Templar | LvL 50 | Rank 30 |
EP | Eterno Tempesta | Altmer Sorcerer | LvL 50 | Rank 33 |
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DC | Divine Storm | Altmer Sorcerer | LvL 50 | Rank 04 |
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EP | Vortexman | Redguard DragonKnight | LvL 50 | Rank 28 |
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and a few other random toons

Teaching by example > https://forums.elderscrollsonline.com/en/discussion/comment/5479085#Comment_5479085
  • Kilandros
    Kilandros
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    Immobilize needs to prevent players from turning, or else what's the point? DK skills require us to remain in melee range so it doesn't help us much to immobilize an enemy who can continue attacking us as if nothing happened.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Skyy
    Skyy
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    I noticed it too, thought maybe I was just mis-remembering not being able to turn around.
  • NBrookus
    NBrookus
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    I've noticed even NPCs do this. Like they aren't there. Really, what's the point of talons if they don't hold someone?
  • Master_Kas
    Master_Kas
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    Kilandros wrote: »
    Immobilize needs to prevent players from turning, or else what's the point? DK skills require us to remain in melee range so it doesn't help us much to immobilize an enemy who can continue attacking us as if nothing happened.

    Because spending time permanently rooted is fun. Right.

    Not everybody plays shufflemonkey builds with free immunity.
    EU | PC
  • Alucardo
    Alucardo
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    Having the ability to perma root someone, and in essence, removing control of their own character, it should have some limitations. All immobilizations should work like this, not just talons. Trap beast, bombard, encase, frost clench, etc.
    It's god damn annoying when I can't control my own player just because I refuse to run shuffle. Even on my templar when I purge a root, they just place it back on me again.
    You want a CC that renders them unable to face you? Then use a knock down, like stonefist, or use one of the best CCs in the game that you have at your disposal - fossilze. Unfortunately they do have an immunity cooldown and can't spam it every second to hold someone down. I'm really sorry about that.
  • arkansas_ESO
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    It's been this way for a long time, I remember being able to turn in Talons with heavy resto attacks way back in 1.2 or 1.3.

    Also, probably shouldn't buff immobilizes until we give them some sort of cooldown. Nobody likes being permanently rooted the entire fight, and DKs shouldn't lean so heavily on Talons as they do now.


    Grand Overlord 25/8/17
  • Kartalin
    Kartalin
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    I could never NOT turn and fight when I played in first person.
  • Kilandros
    Kilandros
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    It's been this way for a long time, I remember being able to turn in Talons with heavy resto attacks way back in 1.2 or 1.3.

    Also, probably shouldn't buff immobilizes until we give them some sort of cooldown. Nobody likes being permanently rooted the entire fight, and DKs shouldn't lean so heavily on Talons as they do now.

    It's pretty much all mDK has. mDK has no strong self heal; no execute; no escape other than mist form. We have DoTs which can be purged and one burst skill that generally feels weak because we're forced to spec so heavily into defense. The ability to keep opponents controlled/CC'd is literally the ONLY strength mDK really has right now. So please tell me more about how we shouldn't lean on that.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • NBrookus
    NBrookus
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    Kilandros wrote: »
    It's been this way for a long time, I remember being able to turn in Talons with heavy resto attacks way back in 1.2 or 1.3.

    Also, probably shouldn't buff immobilizes until we give them some sort of cooldown. Nobody likes being permanently rooted the entire fight, and DKs shouldn't lean so heavily on Talons as they do now.

    It's pretty much all mDK has. mDK has no strong self heal; no execute; no escape other than mist form. We have DoTs which can be purged and one burst skill that generally feels weak because we're forced to spec so heavily into defense. The ability to keep opponents controlled/CC'd is literally the ONLY strength mDK really has right now. So please tell me more about how we shouldn't lean on that.

    This. And no functioning gap closer. If we can't keep our opponents in one place, we usually can't kill them.
  • Magus
    Magus
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    Kilandros wrote: »
    It's been this way for a long time, I remember being able to turn in Talons with heavy resto attacks way back in 1.2 or 1.3.

    Also, probably shouldn't buff immobilizes until we give them some sort of cooldown. Nobody likes being permanently rooted the entire fight, and DKs shouldn't lean so heavily on Talons as they do now.

    It's pretty much all mDK has. mDK has no strong self heal; no execute; no escape other than mist form. We have DoTs which can be purged and one burst skill that generally feels weak because we're forced to spec so heavily into defense. The ability to keep opponents controlled/CC'd is literally the ONLY strength mDK really has right now. So please tell me more about how we shouldn't lean on that.

    Agree with most of this. Only contention is the heal. Power lash is close to vigor, burning embers functions like a rally but can be purged off, and deep breath is a great burst heal assuming you have 3+ targets on you. Main issue is lack of an execute and spell cost for sustain. Dragonblood is useless unless you are using it for the minor vitality buff. If they ever buff dragonblood to a breath of life equivalent, good luck killing dragon knights if they build correctly and use the 1h and shield ultimate.

    Edit: which is basically the stamina kit with less damage lol
    Edited by Magus on October 21, 2016 5:21PM
    Duraeon / Maoh
    Former Emperor of Haderus, Trueflame, and Azura's Star
    PC/NA
  • Derra
    Derra
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    All singletargetted abilities i could use as a sorc always turned your character towards the desired target - or atleast could always be used even when the character model did not turn. The only exception i can think of personally would be jabs which is a nontargetted channeled aoe...
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • vortexman11
    vortexman11
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    Derra wrote: »
    All singletargetted abilities i could use as a sorc always turned your character towards the desired target - or atleast could always be used even when the character model did not turn. The only exception i can think of personally would be jabs which is a nontargetted channeled aoe...

    From what I've experienced in the past, most/all ranged abilities could target them no matter which direction you faced in a root, but it never physically turned your character towards them, this was only possible with heavy attacks and a few other skills. Now it seems almost all abilities are physically turning your character towards the desired target, this includes skills such as jabs which is a channeled AoE that doesn't even need a target as you said, and healing ward which doesn't even make sense to turn your character around with....
    Alucardo wrote: »
    Having the ability to perma root someone, and in essence, removing control of their own character, it should have some limitations. All immobilizations should work like this, not just talons. Trap beast, bombard, encase, frost clench, etc.

    Rooting someone DOES NOT remove total control of their character, as I said above there were still ways to turn around while in roots, but the fact that you can simply use any ability now and turn to face your target removes any skillful counterplay to roots, and I know ZOS is slowly trying to remove all forms of skillful counterplay so Im starting to think this might be intended
    It's been this way for a long time, I remember being able to turn in Talons with heavy resto attacks way back in 1.2 or 1.3.

    I know, I said you've almost always been able to turn with heavy attacks.
    Edited by vortexman11 on October 21, 2016 8:50PM
    Guild of Shadows ~Elite~
    Învictus ~Council~

    EP | Vortexman | Dunmer DragonKnight | LvL 50 | Rank 50 | Former Emperor of Haderus & Chillrend |
    EP | Phobos | Altmer Nightblade | LvL 50 | Rank 26 |
    EP | Cheezus Sliced | Argonian Templar | LvL 50 | Rank 30 |
    EP | Eterno Tempesta | Altmer Sorcerer | LvL 50 | Rank 33 |
    DC | Vortexman | Dunmer DragonKnight | LvL 50 | Rank 12 |
    DC | Divine Storm | Altmer Sorcerer | LvL 50 | Rank 04 |
    EP | Pocket Vortex | Bosmer Templar | LvL 50 | Rank 24 |
    EP | Vortexman | Redguard DragonKnight | LvL 50 | Rank 28 |
    EP | Fungal Growth | Argonian Warden | LvL 50 | Rank 26 |
    EP | Eternal Guardian | Bosmer Warden | LvL 50 | Rank 13 |
    and a few other random toons

    Teaching by example > https://forums.elderscrollsonline.com/en/discussion/comment/5479085#Comment_5479085
  • arkansas_ESO
    arkansas_ESO
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    Kilandros wrote: »
    It's been this way for a long time, I remember being able to turn in Talons with heavy resto attacks way back in 1.2 or 1.3.

    Also, probably shouldn't buff immobilizes until we give them some sort of cooldown. Nobody likes being permanently rooted the entire fight, and DKs shouldn't lean so heavily on Talons as they do now.

    It's pretty much all mDK has. mDK has no strong self heal; no execute; no escape other than mist form. We have DoTs which can be purged and one burst skill that generally feels weak because we're forced to spec so heavily into defense. The ability to keep opponents controlled/CC'd is literally the ONLY strength mDK really has right now. So please tell me more about how we shouldn't lean on that.

    I'm saying that permanently rooting somebody is boring to watch, boring to fight against, and makes magic DK boring to play. If the class needs a rework, then so be it.


    Grand Overlord 25/8/17
  • Kilandros
    Kilandros
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    Kilandros wrote: »
    It's been this way for a long time, I remember being able to turn in Talons with heavy resto attacks way back in 1.2 or 1.3.

    Also, probably shouldn't buff immobilizes until we give them some sort of cooldown. Nobody likes being permanently rooted the entire fight, and DKs shouldn't lean so heavily on Talons as they do now.

    It's pretty much all mDK has. mDK has no strong self heal; no execute; no escape other than mist form. We have DoTs which can be purged and one burst skill that generally feels weak because we're forced to spec so heavily into defense. The ability to keep opponents controlled/CC'd is literally the ONLY strength mDK really has right now. So please tell me more about how we shouldn't lean on that.

    I'm saying that permanently rooting somebody is boring to watch, boring to fight against, and makes magic DK boring to play. If the class needs a rework, then so be it.

    I don't think a class that is designed around attrition damage and CC is boring at all.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • arkansas_ESO
    arkansas_ESO
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    Kilandros wrote: »
    Kilandros wrote: »
    It's been this way for a long time, I remember being able to turn in Talons with heavy resto attacks way back in 1.2 or 1.3.

    Also, probably shouldn't buff immobilizes until we give them some sort of cooldown. Nobody likes being permanently rooted the entire fight, and DKs shouldn't lean so heavily on Talons as they do now.

    It's pretty much all mDK has. mDK has no strong self heal; no execute; no escape other than mist form. We have DoTs which can be purged and one burst skill that generally feels weak because we're forced to spec so heavily into defense. The ability to keep opponents controlled/CC'd is literally the ONLY strength mDK really has right now. So please tell me more about how we shouldn't lean on that.

    I'm saying that permanently rooting somebody is boring to watch, boring to fight against, and makes magic DK boring to play. If the class needs a rework, then so be it.

    I don't think a class that is designed around attrition damage and CC is boring at all.

    A CC with no cooldown isn't fun gameplay. There's a reason I can only CC somebody with fear every six seconds, roots need a similar cooldown.


    Grand Overlord 25/8/17
  • Lava_Croft
    Lava_Croft
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    I would just cast Healing Ward and turn around in the Talon spam.

    Besides, any nerf to any snare/root/stun is a welcome change.
  • Kilandros
    Kilandros
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    Kilandros wrote: »
    Kilandros wrote: »
    It's been this way for a long time, I remember being able to turn in Talons with heavy resto attacks way back in 1.2 or 1.3.

    Also, probably shouldn't buff immobilizes until we give them some sort of cooldown. Nobody likes being permanently rooted the entire fight, and DKs shouldn't lean so heavily on Talons as they do now.

    It's pretty much all mDK has. mDK has no strong self heal; no execute; no escape other than mist form. We have DoTs which can be purged and one burst skill that generally feels weak because we're forced to spec so heavily into defense. The ability to keep opponents controlled/CC'd is literally the ONLY strength mDK really has right now. So please tell me more about how we shouldn't lean on that.

    I'm saying that permanently rooting somebody is boring to watch, boring to fight against, and makes magic DK boring to play. If the class needs a rework, then so be it.

    I don't think a class that is designed around attrition damage and CC is boring at all.

    A CC with no cooldown isn't fun gameplay. There's a reason I can only CC somebody with fear every six seconds, roots need a similar cooldown.

    Comparing Talons to Fear is a losing argument. Talons doesn't drop block and leave players vulnerable to burst. Notice I'm not advocating for a change to the way Fossilize works. Talons, however, has traditionally worked a certain way and now no longer does for no apparent reason.
    Edited by Kilandros on October 22, 2016 2:19PM
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Kaghei
    Kaghei
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    when 1.6 first hit we had a discussion with eric wroble about this. we said that you cannot pivot whilst rooted and you should be able to.
    So they fixed it in 1.7, i dunno if they reverted the change but keeping it in the game would be far far worse for MDK.

    We lack mobility and stamina, we cant always afford to break the root and with all our skills being melee we are useless if say a sorc roots us with trap beasts and streaks behind us. We literally cant do anything, we have to break a cc, then roll dodge.
    Edited by Kaghei on October 23, 2016 11:45AM
    Alacrity
    World's Fastest AA
    World's First claimer of Bleakers
    First Grand Overlord Slayer
  • Astanphaeus
    Astanphaeus
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    Kaghei wrote: »
    when 1.6 first hit we had a discussion with eric wroble about this. we said that you cannot pivot whilst rooted and you should be able to.
    So they fixed it in 1.7, i dunno if they reverted the change but keeping it in the game would be far far worse for MDK.

    We lack mobility and stamina, we cant always afford to break the root and with all our skills being melee we are useless if say a sorc roots us with trap beasts and streaks behind us. We literally cant do anything, we have to break a cc, then roll dodge.

    As an mDK, I've never really had a problem with snares focusing you in one direction; it has always benefited me when fighting WB spammers and sorcs (you point them at a all and they can't streak away).
  • Kilandros
    Kilandros
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    Kaghei wrote: »
    when 1.6 first hit we had a discussion with eric wroble about this. we said that you cannot pivot whilst rooted and you should be able to.
    So they fixed it in 1.7, i dunno if they reverted the change but keeping it in the game would be far far worse for MDK.

    We lack mobility and stamina, we cant always afford to break the root and with all our skills being melee we are useless if say a sorc roots us with trap beasts and streaks behind us. We literally cant do anything, we have to break a cc, then roll dodge.

    Just CC break and mist out man
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • danno8
    danno8
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    Derra wrote: »
    All singletargetted abilities i could use as a sorc always turned your character towards the desired target - or atleast could always be used even when the character model did not turn. The only exception i can think of personally would be jabs which is a nontargetted channeled aoe...

    From what I've experienced in the past, most/all ranged abilities could target them no matter which direction you faced in a root, but it never physically turned your character towards them, this was only possible with heavy attacks and a few other skills. Now it seems almost all abilities are physically turning your character towards the desired target, this includes skills such as jabs which is a channeled AoE that doesn't even need a target as you said, and healing ward which doesn't even make sense to turn your character around with....
    Alucardo wrote: »
    Having the ability to perma root someone, and in essence, removing control of their own character, it should have some limitations. All immobilizations should work like this, not just talons. Trap beast, bombard, encase, frost clench, etc.

    Rooting someone DOES NOT remove total control of their character, as I said above there were still ways to turn around while in roots, but the fact that you can simply use any ability now and turn to face your target removes any skillful counterplay to roots, and I know ZOS is slowly trying to remove all forms of skillful counterplay so Im starting to think this might be intended
    It's been this way for a long time, I remember being able to turn in Talons with heavy resto attacks way back in 1.2 or 1.3.

    I know, I said you've almost always been able to turn with heavy attacks.

    If you see a Templar turning during Jabs/Sweeps it's probably because they switched to first-person view as soon as they realized the DK they were facing spam Talons non-stop. At least that's what I do.

    In first person view you can always turn no matter if immobilized.
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