DKs are overpreforming and probably always will, might as well make them over preform in a less toxic way
Nelson_Rebel wrote: »DKs are overpreforming and probably always will, might as well make them over preform in a less toxic way
Are you [snip] kidding me? The most nerfed and gutted class?
DK's, Mag Dk in particular, Already have these issues
•Worst sustainability of ALL classes, made even worse with the nerf to battle roar the classes only saving grace to resources
•In addition to our worst sustainability we have the HIGHEST COSTING abilities in the game! Where are we supposed to balance at?
•Absolutely awful burst damage in any capacity, and INFERIOR AoE damage and DoT damage to both MagSorcs and Templars alike on every parse that I've seen since the updates. Not only that but in pvp our "dot damage" is useless! It's alll just cleansed or shielded through. POINTLESS
•Wings completely bugged and unreliable for encounters.
•No mobility capabilities, No access to an execute (Never mind sorcs having both a active execute AND a passive Overperforming execute)
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.
Avran_Sylt wrote: »@Kilandros
Should DK's be more about Zone Control or bringing themselves into the Zone.
I.E: I will bring everything here, and buff up this area. Or, You cannot escape me.
Avran_Sylt wrote: »@Kilandros
Should DK's be more about Zone Control or bringing themselves into the Zone.
I.E: I will bring everything here, and buff up this area. Or, You cannot escape me.
Given how potent DKs are when they can actually attack you - no i would not like to see them being able to gapclose/control an enemy better.
I always saw DK's as more of a "Nice Try!" kind of class.
You set up a house over there? Nice try! *Chains them in*
You want to run back to your safe house? Nice try! *talons*
You think you got away? Nice try! *chains them back*
You think you're going to kill me? Nice try! *lets out a battle roar and leaps back into the fray*
You think you're going to frag me to the face? Nice Try! *Flexes wings*
etc. etc.
I feel DK was built largely around their chain pull as it is one of their iconic and class defining skills. Unfortunately it's a bust right now. Give chains there own immunity cooldown (8 seconds) , have it pull after a small delay (0.5 seconds) and make the target immune to damage (not cc/debuffs) during the pull and for a short time frame (0.1 seconds) afterwards and the skill just might be useable.
If chains was a usable skill, the DK kit would become far more useful.