DisgracefulMind wrote: »If we have a DK in group, we literally just make him get on oils or siege when we're defending objectives )':
Puglandros has been doing a lot of that lately.
Drakkdjinn wrote: »Wrong. All good tanks (Stam or mag) have a place in group PvP not to mention any swinging dude with a pulse that can equip destro ult will be gewd in this Zerg meta - MagDK
None of the top PvP groups on NA run pure tanks right now. So I don't really know what you're talking about. Even if they did run a purebred Tank, why DK? Just made a tank Warden that can offheal and drop permafrost.
Making Unrelenting Grip more reliable would vastly help DK out.
Remove the ministun on chains, remove the snare immunity on dodge-roll (it was dumb to begin with. It only impacted people foolish enough to not run Forward momentum/shuffle anyway), adjust the height restrictions on unrelenting grip. Let the disruption class actually... disrupt the enemy.
Making Unrelenting Grip more reliable would vastly help DK out.
Remove the ministun on chains, remove the snare immunity on dodge-roll (it was dumb to begin with. It only impacted people foolish enough to not run Forward momentum/shuffle anyway), adjust the height restrictions on unrelenting grip. Let the disruption class actually... disrupt the enemy.
Remove the auto CC immunity from chains, instead allow players to break free from it.
Making Unrelenting Grip more reliable would vastly help DK out.
Remove the ministun on chains, remove the snare immunity on dodge-roll (it was dumb to begin with. It only impacted people foolish enough to not run Forward momentum/shuffle anyway), adjust the height restrictions on unrelenting grip. Let the disruption class actually... disrupt the enemy.
Remove the auto CC immunity from chains, instead allow players to break free from it.
Tbh chains should do the pull and stun the opponent for 2 seconds. Have them wrapped up in chains.
GreenSoup2HoT wrote: »Making Unrelenting Grip more reliable would vastly help DK out.
Remove the ministun on chains, remove the snare immunity on dodge-roll (it was dumb to begin with. It only impacted people foolish enough to not run Forward momentum/shuffle anyway), adjust the height restrictions on unrelenting grip. Let the disruption class actually... disrupt the enemy.
Remove the auto CC immunity from chains, instead allow players to break free from it.
Tbh chains should do the pull and stun the opponent for 2 seconds. Have them wrapped up in chains.
What would the dk do after he wraps them up in chains?
Please make chains reliable again.
Please give cinder storm a disorient like what the old eruption had.
Increase the range of talons
Make frag shield do damage on break for all people with it on (reduce damage though obviously)
Change corrupting pollen from warden to minor defile. Make standard useful in group pvp again.
I guess it was Ethaniel ...go you tube watch him and learn how to play DK and kill al people infront of you... PLS dont offence ...If a one guy can make it thats mean u dont know how to play. And BlobESO was killing with DK to...And Since more than 3 years i play this game DK always good in PVP
DK is back with a vengeance for smaller groups though.
What role do you think they could fill without becoming completely OP for smaller groups again?
thankyourat wrote: »thankyourat wrote: »Chilly-McFreeze wrote: »And what stops your mNB from running the destro Ult? Honestly, almost everytime I get run over by a pain train some nb skills are in the mix form the destro ulter.
Nothing stops a mnb from running the destro ult same with magdk nothing stops them from using the destro ultimate, but sorc is an overall stronger choice. You can dealt for any magicka build into a raid and the raid will still be strong but mag sorc would be the best choice which is my point. Why run a mag dk or a magblade instead of a mag sorc from a large scale pvp perspective
Magsorc or mDK with destro doesn't come anywhere near the damage output of a bomblade.
That's only because bombblades build that way they usually wear all damage sets and divine armor pieces. They really are best at bombing unaware players It's more of a bomb and run away playstyle as well. A magblade in a raid would be much better in a support role than a bomber role because everyone will have destro ultimate, a bomber is completely unnecessary.
@Derra genuine question - what exactly makes you say that DK is so good in small group (≤4), to make it so that the same player, on another class, wouldn't bring more to the table?
It's something that often comes up in our discussions when we think what to run. And we cannot find a good reason other than that we play for fun and of course ppl will run what they enjoy.
Especially now with Warden that has sooooo easy access to Major Defile, sorc being a much better controller, sets like Wizard's Riposte (if we consider the utility of Maim) etc. etc.
So where does DK stand in all of this?
@Derra - yes, I mentioned "≤4" (equal or smaller than)
That is pretty much the grp size I usually play in.
I know you can't afford specific roles like in a larger group, but I still think a sorc is a better controller because damn, you can tell the difference when you even only add in Negate.
AoE pressure? We've been running with stam warden and I can tell you it feels good to have AoE MAJOR Breach AND Fracture (unblockable BTW)on top of a very good AoE ulti with a CC + on demand Major Defile. Oh and Warden can even support other grp members better via heals if needed.
Haven't tried with Mag Warden yet, but I'm sure it can work pretty well.
The argument that you can't go dedicated in something works both ways - all members must be self reliant, but must also be able to provide support for team-mates.
DK is back with a vengeance for smaller groups though.
What role do you think they could fill without becoming completely OP for smaller groups again?
I feel like their role has and will always be CC + debuff. So to expand upon what i suggest earlier...
Make banner more desireable. Reduce might's cost to 200 again. Change warden's corrupting pollen to minor defile. Major defile on an aoe spammable is a bit much but it makes sense on banner.
Make chains more desireable (wont effect small scale alot but would be nice for large scale).
Give cinder storm a disorient like what the old eruption had. It makes them stronger in both applications because it exposes templars and people generally holding block but its something unique that only the DK has.
Most of these things wouldn't make them gods in small scale but would give them uniqueness and utility in large scale
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.