NightbladeMechanics wrote: »@LeifErickson I forgot that one! I've been enjoying my long ranged Impale snipes lately too. XD
@Subversus Do you find the game fun to play inside your bubble? I can't fathom how you don't consider these things buffs to mageblade, in duels or otherwise.
It's kind of a preemptive suggestion because I fear they are going to globally nerf roots due to encase spam which is far different than DK roots. They never take the time to do things right, they just do it the easiest way they can.
Sugaroverdose wrote: »Magdk who hate to be rooted and being vamp, you've chosen bad class to play
Princess_Asgari wrote: »Its not so much roots need a cooldown, its more so the amount of snaring that happens is atrocious. DK and Templar are the two classes on magicka that NEED roots. Otherwise they cant keep up with the other two magicka variants or any stamina players.
Instead of seeing root immunity id much rather see snares not stacking over 50% and when the 50% is reached you are immune to snares for 2.5 seconds. Also the gap closer snare needs to be removed if you have this immunity up as well which can be applied to mist form users.
Princess_Asgari wrote: »Its not so much roots need a cooldown, its more so the amount of snaring that happens is atrocious. DK and Templar are the two classes on magicka that NEED roots. Otherwise they cant keep up with the other two magicka variants or any stamina players.
Instead of seeing root immunity id much rather see snares not stacking over 50% and when the 50% is reached you are immune to snares for 2.5 seconds. Also the gap closer snare needs to be removed if you have this immunity up as well which can be applied to mist form users.
Why do you need roots when you can already snare an enemy and also have working gapclosers at your disposal?
I very much think being able to permanently limit the movement of an opponent is broken. That´s due to esos design though. You have dmg abilities also having root as a secondary effect.
Imo if you want to root or snare a target that should be the main effect of the ability. A prime example would be encase.
If you want to lock me down you shouldn´t be dealing dmg at the same time.
I agree on snares 100%! My solution would be different though.
Have a major + minor buff system for snares aswell (i mean they already have that in place for movement buffs - why not for impared movement???). Minor snare reduces movement speed by 15% major snare reduces speed by 35%. Minor and major can stack but thats it. You get a maximum of 50% snare when you can access both buffs.
Princess_Asgari wrote: »Princess_Asgari wrote: »Its not so much roots need a cooldown, its more so the amount of snaring that happens is atrocious. DK and Templar are the two classes on magicka that NEED roots. Otherwise they cant keep up with the other two magicka variants or any stamina players.
Instead of seeing root immunity id much rather see snares not stacking over 50% and when the 50% is reached you are immune to snares for 2.5 seconds. Also the gap closer snare needs to be removed if you have this immunity up as well which can be applied to mist form users.
Why do you need roots when you can already snare an enemy and also have working gapclosers at your disposal?
I very much think being able to permanently limit the movement of an opponent is broken. That´s due to esos design though. You have dmg abilities also having root as a secondary effect.
Imo if you want to root or snare a target that should be the main effect of the ability. A prime example would be encase.
If you want to lock me down you shouldn´t be dealing dmg at the same time.
I agree on snares 100%! My solution would be different though.
Have a major + minor buff system for snares aswell (i mean they already have that in place for movement buffs - why not for impared movement???). Minor snare reduces movement speed by 15% major snare reduces speed by 35%. Minor and major can stack but thats it. You get a maximum of 50% snare when you can access both buffs.
Sure take what i just said and word it better. stealing my idea huh?
Princess_Asgari wrote: »Princess_Asgari wrote: »Its not so much roots need a cooldown, its more so the amount of snaring that happens is atrocious. DK and Templar are the two classes on magicka that NEED roots. Otherwise they cant keep up with the other two magicka variants or any stamina players.
Instead of seeing root immunity id much rather see snares not stacking over 50% and when the 50% is reached you are immune to snares for 2.5 seconds. Also the gap closer snare needs to be removed if you have this immunity up as well which can be applied to mist form users.
Why do you need roots when you can already snare an enemy and also have working gapclosers at your disposal?
I very much think being able to permanently limit the movement of an opponent is broken. That´s due to esos design though. You have dmg abilities also having root as a secondary effect.
Imo if you want to root or snare a target that should be the main effect of the ability. A prime example would be encase.
If you want to lock me down you shouldn´t be dealing dmg at the same time.
I agree on snares 100%! My solution would be different though.
Have a major + minor buff system for snares aswell (i mean they already have that in place for movement buffs - why not for impared movement???). Minor snare reduces movement speed by 15% major snare reduces speed by 35%. Minor and major can stack but thats it. You get a maximum of 50% snare when you can access both buffs.
Sure take what i just said and word it better. stealing my idea huh?
Already brought major + minor snares up a couple of weeks ago
If you want to look at it that way: It improves the idea in the way that maybe not all builds can access all forms of snares and getting snare to 50% might be less likely to happen.
Talons isn´t thaaat much of an issue. The top offenders for roots imo are cripple, icy reach and petrify.
Here is the part that really gets me and leaves with little faith for the future. It's basically this...DK wouldn't be "back" at all if it wasn't for the community. If it were left to those in charge we wouldn't be "back." If the community didn't spend all their time and effort on the PTS explaining why the initial DB buff was absurd then we wouldn't be "back" at all. And just to get to that point it took ~2years of DK's fighting to convince Wrobel to fix dragonsblood even though it was bad in PvE and PvP; it isn't even used in trial tanking. It took 2 years to convince them it was a bad skill for every part of the game.
Are we going to have to fight and dedicate huge chunks of our time for everything on the DK? Some of us were fighting for a better wings before the update but now, after the nerf, its only in a slightly better situation then frag shield. So the fighting isn't even over yet. This game is suppose to be recreation, you go to the park and get on the slide, but instead you have to spend years in city hall cause the slide has splinters and doesn't even reach the ground.

PainfulFAFA wrote: »
PainfulFAFA wrote: »
You know the BEST part about MDK's coming back?
There is now a real downside to being a vampire. Finally.
Fire leaps and lava whips everywhere.
NightbladeMechanics wrote: »Also have all you magicka dks mentioning sustain discovered ele drain yet?
*cough*
NightbladeMechanics wrote: »You know the BEST part about MDK's coming back?
There is now a real downside to being a vampire. Finally.
Fire leaps and lava whips everywhere.
Too bad mist form is necessary to survive in open world as a nonsorc magicka class.
So there isn't really more decision making to be done, just greater punishment for a still mandatory condition.
Yay..