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.
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.
arkansas_ESO 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.
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.
arkansas_ESO 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.
arkansas_ESO 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.
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...
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.
arkansas_ESO 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.
arkansas_ESO 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.
arkansas_ESO wrote: »arkansas_ESO 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.
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.
arkansas_ESO wrote: »arkansas_ESO 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.
arkansas_ESO wrote: »arkansas_ESO wrote: »arkansas_ESO 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.
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.
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.
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.
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.
vortexman11 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....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 intendedarkansas_ESO 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.
I know, I said you've almost always been able to turn with heavy attacks.