DosPanchos wrote: »
MagDK using 5x powerlash in a row will not be good for pvp.
Omg right!
I think the powerlash move is just bad. Magdks are gonna be even nastier in pvp. Lol.
Crowd control immunity should not last 7 seconds either. If its 3 seconds to cast again after a ability was interrupted it should be 3 seconds of uninterruptible abilities. 7 seconds?? Thats like a complete fight reset for stam sorcs.
MagDK using 5x powerlash in a row will not be good for pvp.
Omg right!
I think the powerlash move is just bad. Magdks are gonna be even nastier in pvp. Lol.
Crowd control immunity should not last 7 seconds either. If its 3 seconds to cast again after a ability was interrupted it should be 3 seconds of uninterruptible abilities. 7 seconds?? Thats like a complete fight reset for stam sorcs.
I personally think the healing on dark deal/conversion should be reduced but otherwise the interrupt changes go in the right direction.
Interruptable skills are currently absolutely undesireable/unusable and this changes will put them in a better spot.
DosPanchos wrote: »
I´ve tested it on the pts.
I petrify whip powerlash x5
There is no cooldown on off balance and the effect is not consumed when the target is cc immune. Whip sets a stunned or rooted enemy off balance - which means it will 100% guarantee off balance with petrify (you can avoid talons with preemptive dodge).
DosPanchos wrote: »
Chilly-McFreeze wrote: »From Bone Shield:
"If an ally uses the synergy and applies the damage shield to you, you will now also be placed on cooldown for that synergy."
I always thought the synergy applies the shield only on them, not on the caster. Am I wrong or is that changed?
Also, from Atronach:
"This will result in higher damage done for Magicka or Stamina builds, but may result in less damage done for hybrid builds."
I'm a bit split on this one. It's nice that the Atronach gets a little boost but less damage done on hybrids... yes, exactly what this game needs...
usmcjdking wrote: »DosPanchos wrote: »
And the whip right after puts them offbalance again.
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.
Thecsolution here is simple, there needs to be an off-balance immunity, just like bosses have. Make it seven seconds for players, individual from CC immunity.
That also puts an end to that ridiculous Truth set.
Savos_Saren wrote: »@usmcjdkingusmcjdking wrote: »Powerlash and offbalance is utterly broken on PTS @ZOS_GinaBruno
I am having a hard time landing a regular whip between the infinite power lashes. On a stamina dragonknight I might add.
Are you achieving multiple power lashes on a player or on a test dummy?
If you’re testing on a dummy- try dueling someone to see if it works and if breakfree will grant them an immunity to offbalance.
DosPanchos wrote: »
usmcjdking wrote: »Joy_Division wrote: »usmcjdking wrote: »The only gap closer of the bunch that you could argue against nerfing is the WW gap closer.
WW is in such bad shape that any nerf in it's direction makes it even less usable than it currently is.
Templar Focus Charge is both bad and buggy.
@Joy_Division
I haven't noticed anything spectacularily bad about toppling charge but then again I don't play much magplar. It seems to work like any other gap closer with maybe a few more Z axis restrictions.
jasonthorpeb14_ESO wrote: »DosPanchos wrote: »
You can set them off balance AFTER they have CC immunity making it get x4 free power lashes, I tested and confirmed it works.
Moglijuana wrote: »jasonthorpeb14_ESO wrote: »DosPanchos wrote: »
You can set them off balance AFTER they have CC immunity making it get x4 free power lashes, I tested and confirmed it works.
While that sounds awesome...it probably needs to be looked at. Last thing everyone would want in pvp is a bunch of newb MDK's getting a bunch of free damage + heals throughout the entirety of a fight. Maybe increase the GCD of power lash so you can only get 2 off?
Thecsolution here is simple, there needs to be an off-balance immunity, just like bosses have. Make it seven seconds for players, individual from CC immunity.
That also puts an end to that ridiculous Truth set.
7 is big nerf for MDK.
2.5s would be best, whip has its own icd on off-balance per 5s, so then you could also interrupt off-balance someone after the OB cool down, but before the whip cool down.
Max 5s cool down though.
Moglijuana wrote: »jasonthorpeb14_ESO wrote: »DosPanchos wrote: »
You can set them off balance AFTER they have CC immunity making it get x4 free power lashes, I tested and confirmed it works.
While that sounds awesome...it probably needs to be looked at. Last thing everyone would want in pvp is a bunch of newb MDK's getting a bunch of free damage + heals throughout the entirety of a fight. Maybe increase the GCD of power lash so you can only get 2 off?
Please think objectivly. MagDKs might be dead in PvE due to upcoming off balance changes. Your suggestion puts the nail in the coffin. The game should not be balanced around the minority that is PvP.
I don't have a solution, but CD to Whip is not the answer.
the difference between a no shieldplay glyph setup and a shieldplay glyph setup is too small now.
with this small difference shieldplay glyphs are not worth it.
buff shieldplay glyphs, so it does make a notable difference if you use them or not.
a 400% block cost increase is too much, going from 88 to 336.
try to test it with 200, and go from there.
Moglijuana wrote: »Moglijuana wrote: »jasonthorpeb14_ESO wrote: »DosPanchos wrote: »
You can set them off balance AFTER they have CC immunity making it get x4 free power lashes, I tested and confirmed it works.
While that sounds awesome...it probably needs to be looked at. Last thing everyone would want in pvp is a bunch of newb MDK's getting a bunch of free damage + heals throughout the entirety of a fight. Maybe increase the GCD of power lash so you can only get 2 off?
Please think objectivly. MagDKs might be dead in PvE due to upcoming off balance changes. Your suggestion puts the nail in the coffin. The game should not be balanced around the minority that is PvP.
I don't have a solution, but CD to Whip is not the answer.
They made these off balance changes for PvE in the first place...so uh... Regardless, a bunch of free power lashes in PvE seems broken too. Giving a small window to use as many power lashes seems fine for now, it just depends on how long a target stays off balance. If it is too long, than every single MagDD will switch to magDK which will just end up getting the class gutted all over again. Put it this way...I have a 14k Power Lash tooltip (on a PvP build mind you)...do you REALLY think it would be fair if I can get 4 off in a row leading to another stun to get another 4 off? Yea that's broken...even in PvE that would be broken.
These changes to combat are horrible.
Adding a 7 second immunity to interrupts is completely out of hand:
All cast abilities have high damage like Snipe, Dark Flare, crystal explosion, Beam.
Or they offer abilities which were always critical in what they do and where only balanced with the reason that you could interrupt every single cast of the enemy like dark deal.
The high burst abilities need to be interrupteable they already deal absurd burst damage and when you can't even interrupt them anymore the stam and health drain for outnumbered people goes up as they have to block or dodge the skills which means you go up from eating 0 damage because your interrupts where on point. Now you have to dodge which means the cost penalty wrecks your stamina or you block it waste another huge amount of stam and still eat damage + secondary effects
Uninterruptable Dark Deal Sorcs have infinite sustain and especially Stamsorcs would be way too strong.
They already have less counterplay to Dark Deal as individuals of the main interrupts in the game is ignored by the way too powerful BoL.
There should never be a 7 second interrupt immunity this has to be changed
These changes to combat are horrible.
Adding a 7 second immunity to interrupts is completely out of hand:
All cast abilities have high damage like Snipe, Dark Flare, crystal explosion, Beam.
Or they offer abilities which were always critical in what they do and where only balanced with the reason that you could interrupt every single cast of the enemy like dark deal.
The high burst abilities need to be interrupteable they already deal absurd burst damage and when you can't even interrupt them anymore the stam and health drain for outnumbered people goes up as they have to block or dodge the skills which means you go up from eating 0 damage because your interrupts where on point. Now you have to dodge which means the cost penalty wrecks your stamina or you block it waste another huge amount of stam and still eat damage + secondary effects
Uninterruptable Dark Deal Sorcs have infinite sustain and especially Stamsorcs would be way too strong.
They already have less counterplay to Dark Deal as individuals of the main interrupts in the game is ignored by the way too powerful BoL.
There should never be a 7 second interrupt immunity this has to be changed
Can you explain what ability you feel exactly needs to be always interruptable?
I can´t really think of anything apart from dark deal on stamsorc (conversion on mag does not heal enough and is easily outdmged).
Moglijuana wrote: »Moglijuana wrote: »jasonthorpeb14_ESO wrote: »DosPanchos wrote: »
You can set them off balance AFTER they have CC immunity making it get x4 free power lashes, I tested and confirmed it works.
While that sounds awesome...it probably needs to be looked at. Last thing everyone would want in pvp is a bunch of newb MDK's getting a bunch of free damage + heals throughout the entirety of a fight. Maybe increase the GCD of power lash so you can only get 2 off?
Please think objectivly. MagDKs might be dead in PvE due to upcoming off balance changes. Your suggestion puts the nail in the coffin. The game should not be balanced around the minority that is PvP.
I don't have a solution, but CD to Whip is not the answer.
They made these off balance changes for PvE in the first place...so uh... Regardless, a bunch of free power lashes in PvE seems broken too. Giving a small window to use as many power lashes seems fine for now, it just depends on how long a target stays off balance. If it is too long, than every single MagDD will switch to magDK which will just end up getting the class gutted all over again. Put it this way...I have a 14k Power Lash tooltip (on a PvP build mind you)...do you REALLY think it would be fair if I can get 4 off in a row leading to another stun to get another 4 off? Yea that's broken...even in PvE that would be broken.
Do you play PvE? MagDKs have the worst sustain out of all classes. Right now, the class is tolerated only by few guilds and is only viable with 80% off balance (we do hit 4+ flame leashes in a row in PvE).
If the current state of perma offbalance bosses from PTS doesn't stay, the new changes will lead to around 25% offbalance. This is a direct death wish to magdk.
You could think for a better way? Go ahead, but don't let PvP overtake all the balance decisions. It's a niche.
Someone suggested letting Power lash proc off the burning effect instead. that would be a Way, maybe. Burning could be purged at least.
beetleklee wrote: »@ZOS_GinaBruno
Can we rework MagDK a bit? I think testing the Flame Lash proc on burning instead of off balance would help. MagDK has awful sustain and the nerf to off balance uptime hurts it the most because this is the only build that really relies on off balance for damage and sustain. This would also let it not overperform in PVP where DOTs/burning can be purged.
Molten Whip can't be sustained either, same with Force Pulse. It'll probably dip to being completely bottom tier for DPS if this change goes live.
It's just disheartening to have a playstyle I enjoy so much and a character I've worked hard on keep getting indirectly nerfed each update when it needs help more than anything.
Also wouldn't mind some cost reduction on skills or a buff to Eruption (it costs a ton and could do more damage.) MagDK's sustain is so bad and this is the final nail in the coffin.