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[PvP] mDK changes in 3.3.2

  • Quantum_V
    Quantum_V
    Class Representative
    DDuke wrote: »
    Quantum_V wrote: »
    DDuke wrote: »
    Quantum_V wrote: »
    DDuke wrote: »
    How are you going to outheal 15k tooltip power lashes, undodgeable embers, 20k tooltip leaps, FoB projectiles, Skoria procs?

    If you've got 15k whip tooltip you're most likely 1 shot material. Any decent stamblade will be able to kill you with a fear/incap combo. Moreover, with that high damage build, you should be able to relaibly kill medium armor targets, you're a glass cannon.

    You can't simultaneously be "1 shot material" and "be able to reliably kill medium armor targets". It's one or the other (you don't kill anything while dead).

    I have my build here: https://forums.elderscrollsonline.com/en/discussion/387047/video-decimus-magicka-dragonknight-pvp

    You tell me if I'm "getting one shot".
    Quantum_V wrote: »
    DDuke wrote: »
    How are you going to keep your distance when a mag DK has Empowering Chains slotted?

    Chains is a super glitchy skill when it comes to z-axis casting. I tried it too. Apart from that, it's almost impossible to be able to slot chains and have an mDK build that capable of competing in something apart from pug stomping, as DKs need other very important utility skills to perform properly.

    Never had a problem with Chains. If you don't slot them, you don't get to complain about medium armor builds. That skill is a must have for any serious magicka DK interested in 1v1 or 1vX.
    Quantum_V wrote: »
    DDuke wrote: »
    What is your Defile going to do against Healing Ward that's stronger than your Rev Slice/Killer's Blade?

    If you're using healing ward I can deduce you're running a decently squishy DK if you don't have shields up. Wait for the cooldown, come in, fear, incap and it's most likely over.

    That is the worst stamblade combo you could've come up with.

    All you get in terms of damage is one Incap (capped at 8371 damage against me even for the highest dmg gankblade), what you should be looking at is using the Incap as CC & comboing it with Relentless (which is capped at 19 473 dmg even for the highest dmg gankblade).

    I've calculated everything & built my character to withstand everything.
    Quantum_V wrote: »
    DDuke wrote: »
    If there's anyone with L2P issues it's you, complaining when mDKs are getting buffed against most builds in the game.
    This is a delusional claim. Making your main form of DPS, which is only granted after telling your opponent to rolldodge a dodgeable skill us by no means a buff.

    Have you been on PTS? If you have, you'll most likely agree with me that slotting whip on your bar is basically useless, as it's really, really, really rare to ever hit an opponent with it.

    Yes, I have.

    Currently dueling a heavy armor DW/2H stamblade & being very grateful for that extra Power Lash heal up time, it is working just as I thought it would.

    My in game @ is DDuke as well.

    Duke, when I say this I swear I mean no offense what so ever, I'm just trying to be transparent and blunt here. Your build is only useful for pug stomping.

    As far as the nb combo goes, I was just making it short, ofc throw in some surprise attacks and consider the DoTs ticking aswell.
    Can you come online?

    I am online, and you couldn't be more wrong about my build :smile:

    I always start every build from 1v1 perspective. If I stand no chance at surviving a certain build or class in 1v1, I start over - pointless to play such a build when your 1vX can be ruined by just one wrong opponent amongst the pugs.

    A dodge roll build cannot survive a mDK with gap closer slotted.

    Oh, damn... you play on EU...
    Quantum - Magicka DK

    Youtube Channel

  • Quantum_V
    Quantum_V
    Class Representative
    Well, this post is sadly drifting off the main topic here. Lets try to get back on track.
    Quantum - Magicka DK

    Youtube Channel

  • DDuke
    DDuke
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    Kilandros wrote: »
    DDuke wrote: »
    Quantum_V wrote: »
    DDuke wrote: »
    How are you going to outheal 15k tooltip power lashes, undodgeable embers, 20k tooltip leaps, FoB projectiles, Skoria procs?

    If you've got 15k whip tooltip you're most likely 1 shot material. Any decent stamblade will be able to kill you with a fear/incap combo. Moreover, with that high damage build, you should be able to relaibly kill medium armor targets, you're a glass cannon.

    You can't simultaneously be "1 shot material" and "be able to reliably kill medium armor targets". It's one or the other (you don't kill anything while dead).

    I have my build here: https://forums.elderscrollsonline.com/en/discussion/387047/video-decimus-magicka-dragonknight-pvp

    You tell me if I'm "getting one shot".
    Quantum_V wrote: »
    DDuke wrote: »
    How are you going to keep your distance when a mag DK has Empowering Chains slotted?

    Chains is a super glitchy skill when it comes to z-axis casting. I tried it too. Apart from that, it's almost impossible to be able to slot chains and have an mDK build that capable of competing in something apart from pug stomping, as DKs need other very important utility skills to perform properly.

    Never had a problem with Chains. If you don't slot them, you don't get to complain about medium armor builds. That skill is a must have for any serious magicka DK interested in 1v1 or 1vX.
    Quantum_V wrote: »
    DDuke wrote: »
    What is your Defile going to do against Healing Ward that's stronger than your Rev Slice/Killer's Blade?

    If you're using healing ward I can deduce you're running a decently squishy DK if you don't have shields up. Wait for the cooldown, come in, fear, incap and it's most likely over.

    That is the worst stamblade combo you could've come up with.

    All you get in terms of damage is one Incap (capped at 8371 damage against me even for the highest dmg gankblade), what you should be looking at is using the Incap as CC & comboing it with Relentless (which is capped at 19 473 dmg even for the highest dmg gankblade).

    I've calculated everything & built my character to withstand everything.
    Quantum_V wrote: »
    DDuke wrote: »
    If there's anyone with L2P issues it's you, complaining when mDKs are getting buffed against most builds in the game.
    This is a delusional claim. Making your main form of DPS, which is only granted after telling your opponent to rolldodge a dodgeable skill us by no means a buff.

    Have you been on PTS? If you have, you'll most likely agree with me that slotting whip on your bar is basically useless, as it's really, really, really rare to ever hit an opponent with it.

    Yes, I have.

    Currently dueling a heavy armor DW/2H stamblade & being very grateful for that extra Power Lash heal up time, it is working just as I thought it would.

    My in game @ is DDuke as well.

    That's an interesting build. What makes you prefer Mara over a more traditional sustain set like, say, Amber Plasm or even Lich if you wanted a back-bar proc set?

    Got it explained somewhere in the build video thread: https://forums.elderscrollsonline.com/en/discussion/387955/pyromancer-magicka-dk-pvp-build-destro-resto/p1

    But basically Mara is worth far more than Lich or Amber when Healing Ward is your main (and only) spammable defense. It reduces the base cost of the ability, resulting in 550 cheaper cost which essentially makes it spammable when you're on defensive (i.e. it's worth about 1k magicka regen when someone is trying to burst you down). Reducing the resto ulti cost is just icing on the cake.

    Elemental Drain is more than enough for the rest of the sustain.
  • FlamingBeard
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    Quantum_V wrote: »
    Well, this post is sadly drifting off the main topic here. Lets try to get back on track.

    After watching his recent magDK pvp video on youtube, a lot of his kills on those pugs are actually achieved while someone is dodgerolling out of his roots ironically... lol

    I guess all I can say is good luck next update, Duke.
  • Kilandros
    Kilandros
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    DDuke wrote: »
    Kilandros wrote: »
    DDuke wrote: »
    Quantum_V wrote: »
    DDuke wrote: »
    How are you going to outheal 15k tooltip power lashes, undodgeable embers, 20k tooltip leaps, FoB projectiles, Skoria procs?

    If you've got 15k whip tooltip you're most likely 1 shot material. Any decent stamblade will be able to kill you with a fear/incap combo. Moreover, with that high damage build, you should be able to relaibly kill medium armor targets, you're a glass cannon.

    You can't simultaneously be "1 shot material" and "be able to reliably kill medium armor targets". It's one or the other (you don't kill anything while dead).

    I have my build here: https://forums.elderscrollsonline.com/en/discussion/387047/video-decimus-magicka-dragonknight-pvp

    You tell me if I'm "getting one shot".
    Quantum_V wrote: »
    DDuke wrote: »
    How are you going to keep your distance when a mag DK has Empowering Chains slotted?

    Chains is a super glitchy skill when it comes to z-axis casting. I tried it too. Apart from that, it's almost impossible to be able to slot chains and have an mDK build that capable of competing in something apart from pug stomping, as DKs need other very important utility skills to perform properly.

    Never had a problem with Chains. If you don't slot them, you don't get to complain about medium armor builds. That skill is a must have for any serious magicka DK interested in 1v1 or 1vX.
    Quantum_V wrote: »
    DDuke wrote: »
    What is your Defile going to do against Healing Ward that's stronger than your Rev Slice/Killer's Blade?

    If you're using healing ward I can deduce you're running a decently squishy DK if you don't have shields up. Wait for the cooldown, come in, fear, incap and it's most likely over.

    That is the worst stamblade combo you could've come up with.

    All you get in terms of damage is one Incap (capped at 8371 damage against me even for the highest dmg gankblade), what you should be looking at is using the Incap as CC & comboing it with Relentless (which is capped at 19 473 dmg even for the highest dmg gankblade).

    I've calculated everything & built my character to withstand everything.
    Quantum_V wrote: »
    DDuke wrote: »
    If there's anyone with L2P issues it's you, complaining when mDKs are getting buffed against most builds in the game.
    This is a delusional claim. Making your main form of DPS, which is only granted after telling your opponent to rolldodge a dodgeable skill us by no means a buff.

    Have you been on PTS? If you have, you'll most likely agree with me that slotting whip on your bar is basically useless, as it's really, really, really rare to ever hit an opponent with it.

    Yes, I have.

    Currently dueling a heavy armor DW/2H stamblade & being very grateful for that extra Power Lash heal up time, it is working just as I thought it would.

    My in game @ is DDuke as well.

    That's an interesting build. What makes you prefer Mara over a more traditional sustain set like, say, Amber Plasm or even Lich if you wanted a back-bar proc set?

    Got it explained somewhere in the build video thread: https://forums.elderscrollsonline.com/en/discussion/387955/pyromancer-magicka-dk-pvp-build-destro-resto/p1

    But basically Mara is worth far more than Lich or Amber when Healing Ward is your main (and only) spammable defense. It reduces the base cost of the ability, resulting in 550 cheaper cost which essentially makes it spammable when you're on defensive (i.e. it's worth about 1k magicka regen when someone is trying to burst you down). Reducing the resto ulti cost is just icing on the cake.

    Elemental Drain is more than enough for the rest of the sustain.

    Ah cool ty, will watch that
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Hurika
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    Which sounds more biased:
    1. I have something you cannot dodge which is your primary means of surviving - you should l2p. Leave it as is.
    2. I can dodge some of your attacks and not others.One attack that should be dodgeable now is - you should l2p with the changes.
  • DDuke
    DDuke
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    Quantum_V wrote: »
    Well, this post is sadly drifting off the main topic here. Lets try to get back on track.

    After watching his recent magDK pvp video on youtube, a lot of his kills on those pugs are actually achieved while someone is dodgerolling out of his roots ironically... lol

    I guess all I can say is good luck next update, Duke.

    Exactly my point?

    A lot of those kills (practically ends up the same way regardless of which medium armor build/which player I'm fighting) will be harder next patch, while others (mag sorcs, block builds) will be easier.

    Double duration on Flame Lash will also help you stay on offensive longer (and thus get kills) in 1vX, and I'm actually running 75 Thauma even on Live, so I get to keep 10% damage after those Power Lashes next update.


    I think I'll be fine, especially having just tested my own mDK & watching other people fight medium armor builds right now on their mDK.

    There is no factual basis for the whole hysteria going on right now.
  • Zer0oo
    Zer0oo
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    I still do not understand why mag dks are crying about this change in pvp. Single target abilities should never be undodgeable unless it is an bashable channel. As for off-balance; it is now more easier than ever to keep an target permanent off balanced(excluding pve bosses :D which now have an s*** uptime ) which means you can get reliable flame lash procs up every 3 sec and think about that you now also got an cc on it. (It maybe even worth it to unlock cp tactician.)
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • Moglijuana
    Moglijuana
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    DDuke wrote: »
    Vesper_BR wrote: »
    Can someone post one screen of the power lash tooltip from this pts? So we can see what's going on about the healing... If it is 4s and the heals remains the same... We HAD A HUUUGE HIDDEN NERF!

    cq4wzrsktx36.png

    Is that healing tooltip halved after battle buff? So technically 14k over 4 seconds if it is...that seems like a slight nerf coupled with a 3 sec CD.

    I gota check my heal tooltip on live when I get home but I'm pretty sure its around the 12-14k mark as well...over 2 seconds.
    Ps4 - PSN:jdmaya
    Dårth Måul (AD- Dunmer Mag DK) Legate
    Latest Vid:https://youtu.be/WZp_IdyrL6Q
  • Kilandros
    Kilandros
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    Moglijuana wrote: »
    DDuke wrote: »
    Vesper_BR wrote: »
    Can someone post one screen of the power lash tooltip from this pts? So we can see what's going on about the healing... If it is 4s and the heals remains the same... We HAD A HUUUGE HIDDEN NERF!

    cq4wzrsktx36.png

    Is that healing tooltip halved after battle buff? So technically 14k over 4 seconds if it is...that seems like a slight nerf coupled with a 3 sec CD.

    I gota check my heal tooltip on live when I get home but I'm pretty sure its around the 12-14k mark as well...over 2 seconds.

    I'm in PvP right now and the heal on my Power Lash is 18,750 over 2 seconds, though technically I think it's closer to 2-3 seconds in reality since it ticks 3 times
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • Moglijuana
    Moglijuana
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    Kilandros wrote: »
    Moglijuana wrote: »
    DDuke wrote: »
    Vesper_BR wrote: »
    Can someone post one screen of the power lash tooltip from this pts? So we can see what's going on about the healing... If it is 4s and the heals remains the same... We HAD A HUUUGE HIDDEN NERF!

    cq4wzrsktx36.png

    Is that healing tooltip halved after battle buff? So technically 14k over 4 seconds if it is...that seems like a slight nerf coupled with a 3 sec CD.

    I gota check my heal tooltip on live when I get home but I'm pretty sure its around the 12-14k mark as well...over 2 seconds.

    I'm in PvP right now and the heal on my Power Lash is 18,750 over 2 seconds, though technically I think it's closer to 2-3 seconds in reality since it ticks 3 times

    So if it is actually a 28k heal in PvP, mDK will be fine (that seems op to me actually). Having a better HoT is all really mDK needs for pvp imo...well that and getting rid of mist... If it is 14k over 4 seconds. Someone should go jump into some lava irl.
    Edited by Moglijuana on January 23, 2018 9:00PM
    Ps4 - PSN:jdmaya
    Dårth Måul (AD- Dunmer Mag DK) Legate
    Latest Vid:https://youtu.be/WZp_IdyrL6Q
  • Jjitsuboy98
    Jjitsuboy98
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    I like this thread. I think dduke makes some good points. Although I wish that power lash could still hit Dodge rollers it will be more powerful on non Dodge roll builds if indeed two power lashes are available per petrify. I may have to fossilize, whip, chains then power lash now on Dodge rollers.
  • LonePirate
    LonePirate
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    DDuke wrote: »
    Quantum_V wrote: »
    Seriously, start coming up with actual arguments instead of "I want to play my stand your ground playstyle and therefore I will win while you lose" and start seeing the other side of the medal. I don't know anybody who doesn't play mag Dk and rates it as fun to play against this class.


    Change that for:

    I'd like to play mDK, which has a unique playstyle where their skills resonate with each other while still having counter play.

    As I said, stamblades have a hard encounter against mDKs. But in all honesty, if you can't outheal or OUTPLAY (and this is the important term) any mDK by keeping your distance, bursting when necessary, using your own dots, your access to defile and one of the most powerful ults in the game I am terribly sorry... but that's an L2P issue (not saying its your case)

    We can't nerf classes simply because people don't take their time to learn how to fight against it.

    I'm sorry if I sounded rude or agressive, that's not my objective here. I just can't put it better...

    How are you going to outheal 15k tooltip power lashes, undodgeable embers, 20k tooltip leaps.

    If only my Power Lash actually did 15K damage and my Leap did 20K damage in Cyrodiil! I’m overjoyed if they hit for half of those amounts. So few DKs equip a Resto Staff in Cyrodiil that I won’t even address those sky is falling concerns with Healing Ward.
  • DDuke
    DDuke
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    LonePirate wrote: »
    DDuke wrote: »
    Quantum_V wrote: »
    Seriously, start coming up with actual arguments instead of "I want to play my stand your ground playstyle and therefore I will win while you lose" and start seeing the other side of the medal. I don't know anybody who doesn't play mag Dk and rates it as fun to play against this class.


    Change that for:

    I'd like to play mDK, which has a unique playstyle where their skills resonate with each other while still having counter play.

    As I said, stamblades have a hard encounter against mDKs. But in all honesty, if you can't outheal or OUTPLAY (and this is the important term) any mDK by keeping your distance, bursting when necessary, using your own dots, your access to defile and one of the most powerful ults in the game I am terribly sorry... but that's an L2P issue (not saying its your case)

    We can't nerf classes simply because people don't take their time to learn how to fight against it.

    I'm sorry if I sounded rude or agressive, that's not my objective here. I just can't put it better...

    How are you going to outheal 15k tooltip power lashes, undodgeable embers, 20k tooltip leaps.

    If only my Power Lash actually did 15K damage and my Leap did 20K damage in Cyrodiil! I’m overjoyed if they hit for half of those amounts. So few DKs equip a Resto Staff in Cyrodiil that I won’t even address those sky is falling concerns with Healing Ward.

    Never claimed they would, that's why I wrote tooltip on my post. If you want the exact PvP numbers they're gonna hit for, you're gonna need to give me the opponent's build & CP allocation.

    Rest assured: if it's medium armor and no S&B (i.e. dodge roll build), it won't outheal mDK dmg. Not on Live and not on PTS.
    Edited by DDuke on January 23, 2018 10:08PM
  • FlamingBeard
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    Zer0oo wrote: »
    I still do not understand why mag dks are crying about this change in pvp. Single target abilities should never be undodgeable unless it is an bashable channel. As for off-balance; it is now more easier than ever to keep an target permanent off balanced(excluding pve bosses :D which now have an s*** uptime ) which means you can get reliable flame lash procs up every 3 sec and think about that you now also got an cc on it. (It maybe even worth it to unlock cp tactician.)

    Dive+morphs, Force Shock+morphs, Strife+morphs are all undodgeable spammable RANGED ablities. They pose no punishable risk to the users whatsoever and being hit repeatedly by these skills can get you killed rather easily without the user ever coming into melee-range.
  • DDuke
    DDuke
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    Zer0oo wrote: »
    I still do not understand why mag dks are crying about this change in pvp. Single target abilities should never be undodgeable unless it is an bashable channel. As for off-balance; it is now more easier than ever to keep an target permanent off balanced(excluding pve bosses :D which now have an s*** uptime ) which means you can get reliable flame lash procs up every 3 sec and think about that you now also got an cc on it. (It maybe even worth it to unlock cp tactician.)

    Dive+morphs, Force Shock+morphs, Strife+morphs are all undodgeable spammable RANGED ablities. They pose no punishable risk to the users whatsoever and being hit repeatedly by these skills can get you killed rather easily without the user ever coming into melee-range.

    Which game are you playing? Force Shock & Strife (and their morphs) are both dodgeable.
  • FlamingBeard
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    DDuke wrote: »
    Zer0oo wrote: »
    I still do not understand why mag dks are crying about this change in pvp. Single target abilities should never be undodgeable unless it is an bashable channel. As for off-balance; it is now more easier than ever to keep an target permanent off balanced(excluding pve bosses :D which now have an s*** uptime ) which means you can get reliable flame lash procs up every 3 sec and think about that you now also got an cc on it. (It maybe even worth it to unlock cp tactician.)

    Dive+morphs, Force Shock+morphs, Strife+morphs are all undodgeable spammable RANGED ablities. They pose no punishable risk to the users whatsoever and being hit repeatedly by these skills can get you killed rather easily without the user ever coming into melee-range.

    Which game are you playing? Force Shock & Strife (and their morphs) are both dodgeable.

    I could be wrong about Strife due to bad memory, but I'm pretty sure that beams like Force Shock cannot be dodged.
  • Zer0oo
    Zer0oo
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    Zer0oo wrote: »
    I still do not understand why mag dks are crying about this change in pvp. Single target abilities should never be undodgeable unless it is an bashable channel. As for off-balance; it is now more easier than ever to keep an target permanent off balanced(excluding pve bosses :D which now have an s*** uptime ) which means you can get reliable flame lash procs up every 3 sec and think about that you now also got an cc on it. (It maybe even worth it to unlock cp tactician.)

    Dive+morphs, Force Shock+morphs, Strife+morphs are all undodgeable spammable RANGED ablities. They pose no punishable risk to the users whatsoever and being hit repeatedly by these skills can get you killed rather easily without the user ever coming into melee-range.

    Wat? The only none dodgeable range spammable skill is dive and i would prefer if it would be made dodgeable but faster.
    Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
    - Update 23
  • DDuke
    DDuke
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    DDuke wrote: »
    Zer0oo wrote: »
    I still do not understand why mag dks are crying about this change in pvp. Single target abilities should never be undodgeable unless it is an bashable channel. As for off-balance; it is now more easier than ever to keep an target permanent off balanced(excluding pve bosses :D which now have an s*** uptime ) which means you can get reliable flame lash procs up every 3 sec and think about that you now also got an cc on it. (It maybe even worth it to unlock cp tactician.)

    Dive+morphs, Force Shock+morphs, Strife+morphs are all undodgeable spammable RANGED ablities. They pose no punishable risk to the users whatsoever and being hit repeatedly by these skills can get you killed rather easily without the user ever coming into melee-range.

    Which game are you playing? Force Shock & Strife (and their morphs) are both dodgeable.

    I could be wrong about Strife due to bad memory, but I'm pretty sure that beams like Force Shock cannot be dodged.

    Of course it can, else every magicka sorc & NB would be using that skill & reaping free kills on medium armor builds.
    Dodged, blocked & reflected.

    It's not a beam, it's 3x projectiles (one fire, one ice & one lightning).
    Zer0oo wrote: »
    Zer0oo wrote: »
    I still do not understand why mag dks are crying about this change in pvp. Single target abilities should never be undodgeable unless it is an bashable channel. As for off-balance; it is now more easier than ever to keep an target permanent off balanced(excluding pve bosses :D which now have an s*** uptime ) which means you can get reliable flame lash procs up every 3 sec and think about that you now also got an cc on it. (It maybe even worth it to unlock cp tactician.)

    Dive+morphs, Force Shock+morphs, Strife+morphs are all undodgeable spammable RANGED ablities. They pose no punishable risk to the users whatsoever and being hit repeatedly by these skills can get you killed rather easily without the user ever coming into melee-range.

    Wat? The only none dodgeable range spammable skill is dive and i would prefer if it would be made dodgeable but faster.

    Almost. There's also jbeam (28m) that's spammable & undodgeable, and a whole lot of "semi-spammables" (POTL/Purifying Light, Curse etc etc)
    Edited by DDuke on January 23, 2018 10:25PM
  • DKsUnite
    DKsUnite
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    DDuke wrote: »
    DDuke wrote: »
    Zer0oo wrote: »
    I still do not understand why mag dks are crying about this change in pvp. Single target abilities should never be undodgeable unless it is an bashable channel. As for off-balance; it is now more easier than ever to keep an target permanent off balanced(excluding pve bosses :D which now have an s*** uptime ) which means you can get reliable flame lash procs up every 3 sec and think about that you now also got an cc on it. (It maybe even worth it to unlock cp tactician.)

    Dive+morphs, Force Shock+morphs, Strife+morphs are all undodgeable spammable RANGED ablities. They pose no punishable risk to the users whatsoever and being hit repeatedly by these skills can get you killed rather easily without the user ever coming into melee-range.

    Which game are you playing? Force Shock & Strife (and their morphs) are both dodgeable.

    I could be wrong about Strife due to bad memory, but I'm pretty sure that beams like Force Shock cannot be dodged.

    Of course it can, else every magicka sorc & NB would be using that skill & reaping free kills on medium armor builds.
    Dodged, blocked & reflected.

    It's not a beam, it's 3x projectiles (one fire, one ice & one lightning).
    Zer0oo wrote: »
    Zer0oo wrote: »
    I still do not understand why mag dks are crying about this change in pvp. Single target abilities should never be undodgeable unless it is an bashable channel. As for off-balance; it is now more easier than ever to keep an target permanent off balanced(excluding pve bosses :D which now have an s*** uptime ) which means you can get reliable flame lash procs up every 3 sec and think about that you now also got an cc on it. (It maybe even worth it to unlock cp tactician.)

    Dive+morphs, Force Shock+morphs, Strife+morphs are all undodgeable spammable RANGED ablities. They pose no punishable risk to the users whatsoever and being hit repeatedly by these skills can get you killed rather easily without the user ever coming into melee-range.

    Wat? The only none dodgeable range spammable skill is dive and i would prefer if it would be made dodgeable but faster.

    Almost. There's also jbeam (28m) that's spammable & undodgeable, and a whole lot of "semi-spammables" (POTL/Purifying Light, Curse etc etc)

    Force pulse isn't 3 projectiles technically otherwise it could still be reflected by wings. It's a channel.
    Vyr Cor | Magicka Dragonknight | DC
    Vir Cor | Stamina Dragonknight | DC

    Latest Videos:
    Magicka Dragonknight: Vyr Cor | "A Dragon's Fury" | Magicka Dragonknight PvP
    Stamina Dragonknight: Vir Cor | "Heathen" | Stamina Dragonknight PvP

    Youtube: CorGaming
  • GreenSoup2HoT
    GreenSoup2HoT
    ✭✭✭✭✭
    ✭✭
    Quantum_V wrote: »
    Rickter wrote: »
    Quantum_V wrote: »
    it'd hit players that mindlessly rolldodges away from the mDKs grasp - requiring thought process behind fighting a DK and making the game more interestingly rich.

    I have to disagree with this statement, as a medium armor wearer, taking 5-6.7k whip dmg while dk passive snared, and having talons and fossilize stacked on me, what options could i consider besides "mindlessly roll dodging away"? stand my ground and shield up with my 9k mag? heal through the pain? no. mdks are given a lot of tools to effectively lock down and against anyone not in heavy or spamming shields, you'll get shredded to pieces.

    how would they have gotten around the power lash changes? lets think about this for a second: the problem was that power lash was not consuming unbalanced - this was for PvE. Obviously it proved OP for PvP - so if it consumed unbalanced it would wreck PvE. the cool down was the only other option.
    as far as whip being dodgeable - i could go either way but i can say as a med armor build, it would be nice to not get 5.3k whips that i cant dodge. but the same can be said about cliff racer. . .
    well the other option was to change its properties entirely. . . couple of things come to mind - get rid of its conditions dependecy and just make it the magicka morph and make the other whip morph the stamina version? heh

    5.3-6.7k flame lashes is excessive any way you cut it. and no its not a vamp thing (the actual increase in dmg is nominal at best) or a CP allocation thing, its a flame lash thing
    case in point: I reached out to a fellow stam dk that placed in the most recent Legend tournament on how he dealt with the magdks he fought and he confirmed he takes 5k whips and hes not a vamp. its a lot of dmg for anyone not spamming shields or in heavy. Granted, it came down to L2P for me, but at the same time not everyone is at a high skill level in this game (arguably one of its problems)
    maybe give it diminishing returns in dmg?
    that way youre guaranteed the big dmg first couple whips but spamming it hurts in the long run?
    and have this apply to like, cliff racer lul

    I hope i didnt come off too aggressive, I am not trying to be, just speaking from my perspective with my specific build.

    Hey, Rickter. Thanks for your input. Don't worry, you didn't come out as aggressive at all. I completely understand mDK v stamblade in medium is a very tough match up.

    That's the intersting part, if you sit in talons for half a second and block the whip you'll have a better time. Some stamblades I've seen do that and they even the odds a lot more. But even if it didn't, from pts testing, there were duels where I landed
    2 whips at most as roots provoke dodging which is counter inuitive, cause you want root to make your attacks hit. :P

    Without sword and board its not worth the stamina to block even for a second because we will loose regen ticks. Its more productive to just always roll out and avoid being talon'd again as a medium user (however medium is rare these days).

    As a dw/2h 7 medium stamblade, it is very hard to kill a mDK who spams talons and applies all their DoT's to me. The entire time as a medium stamblade you are on the defensive because of those DoTs; if they get applied. Only thing we can do is cloak nonestop and CC every 6 seconds like our life depends on it.

    I dont count heavy s+b stamblades as stamblades. They are wanna-be stam dk's in my opinion. These stamblades are usually duelers but it makes sense why you would be in heavy/s+b in this meta.

    Overall i think the undodgeable change is a welcome one because medium builds are currently in my opinion the most underperforming sustain wise (not regen but like survivability). Its far to easy to stack dots and use undodgeable things to kill them. Give us medium users a break xD. Also the 3 second cd isnt that bad either. Your argument not being able to powerlash in outnumber situations is just kind of greedy in my opinion.

    PS4 NA DC
  • KaiserKnight
    KaiserKnight
    ✭✭✭
    @Quantum_V

    Thank you for making this forum so that we can discuss these changes and I enjoyed your post is is very informative!

    I agree that powerlash should remain close to how it is on live and it should remain undodgeable. I think we can all agree that saying powerlash being undodgeable is a "bug" after years of it being that way is a poor way to nerf a feature of a skill without having to justify it. I'm sure if ZOS announced that defile on incap was a "bug" and they took it out without any justification many players would be upset since it is a feature of the ultimate they hold so dear. I see many players who play nightblades that have ill feelings towards magicka dragonknight are coming to the forum saying that it should be dodgeable. But lets consider the fact that nightblades are highly mobile, they have high burst, they can dodge a lot, and they can utilize cloak to get away or shade. Magicka dragonknights are not mobile, they have decent damage but it must be lined up perfectly to get a burst, their main defense is block and mist in most cases, and they have no execute. Nightblades can choose their fights but magicka dragonknights are committed to a fight once they are in them since they cannot get away. Medium armor builds are meant to be agile, highly mobile, and have high damage which is what is accomplished, skilled players can overcome magicka dragonknights fairly easy with bleeds, snares, and evasiveness because magicka dragonknights are as slow as a turtle. All that is needed is a little paitience to run them out of stamina (which happens very fast) then you can go in for a burst. Eternal hunt is perhaps the biggest example dodgeroll abuse and prevents targets from engaging (mostly) medium armor users. I do not think these changes are justified and I believe that adjustments must be made to make it close to how it is on LIVE.

    **Powerlash being undodgeable allowed skilled players of the class to be rewarded with high burst if they lined up their skills correctly and I do not think this should change**


    Suggestions:

    1) Make Powerlash Undodgeable (It is not a BUG, it was a feature that allowed skilled players to line up burst)
    ** Remember unlike most classes we do not have an execute **

    2) Put the powerlash cooldown on targets/enemy players (NOT ON THE USER OF THE SKILL)
    ** This is to prevent you from having it on endless cooldown if other players who are set off balance dodge**



    Edited by KaiserKnight on January 23, 2018 10:35PM
  • Vesper_BR
    Vesper_BR
    ✭✭✭
    DDuke wrote: »
    Vesper_BR wrote: »
    Can someone post one screen of the power lash tooltip from this pts? So we can see what's going on about the healing... If it is 4s and the heals remains the same... We HAD A HUUUGE HIDDEN NERF!

    cq4wzrsktx36.png

    Thanks... If it goes live as it is will be a great buff for mdks... Even with power lash being dodgeable... It's just a matter to try to not land it as it procs... do the dragon leap combo and lash to finish.

    I'm used to do it to get the advantages of exploiter passive in my leaps on live.
    (I play on Xbox)
    Edited by Vesper_BR on January 23, 2018 10:39PM
    VESPER BR - MAGICKA DRAGONKNIGHT - GRAND OVERLORD + FLAWLESS CONQUEROR (1070 CP / 01-01-2018)
    XBOX ONE - NA - EBONHEART PACT BRASIL
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Vesper_BR wrote: »
    DDuke wrote: »
    Vesper_BR wrote: »
    Can someone post one screen of the power lash tooltip from this pts? So we can see what's going on about the healing... If it is 4s and the heals remains the same... We HAD A HUUUGE HIDDEN NERF!

    cq4wzrsktx36.png

    Thanks... If it goes live as it is will be a great buff for mdks... Even with power lash being dodgeable... It's just a matter to try to not land it as it procs... do the dragon leap combo and lash to finish.

    I'm used to do it to get the advantages of exploiter passive in my leaps on live.
    (I play on Xbox)

    Yeah, exactly.

    Or if you don't have your ulti up you just modify your rotation a bit:
    Fossilize->Flame Lash(procs Off Balance for 5s)->not Power Lash, but Embers(or Chains if dodge roll happens here)->LA+Power Lash(since dodge roll is now over)->Flame Lash->Embers/Rebuff/Whatever->Power Lash


    I spent a decent amount of time on PTS today to see that mDK vs dodge roller is still an extremely one-sided match up. Dodgeable Power Lash is going to help balance those fights a bit, but there's a long way to go still.


    @KaiserKnight sounds like you have issues with DK mobility & people kiting you.

    You should probably slot the skill designed to remove that issue, it's called Empowering Chains and it's by far the best gap closer in the entire game. Flies over things like Eternal Hunt mines & by granting Major Expedition lets you keep up with those people running away from you.

    Try also to let go of the block key every now and then, it slows you down and you don't need it against someone running away from you.

    Here's another tip vs Eternal Hunt: Flame Lash & Power Lash have 8m range, this lets you stand slightly to the side of a medium build running away from you, so every time they dodge roll, you just walk past the mines instead of straight into them. Simple, right?

    If you really want more mobility, then I'd recommend Mist Form - though I haven't really found a justification to slot it on my own mDK (mDK doesn't have to [try to] escape as often as other classes).
    Edited by DDuke on January 23, 2018 11:12PM
  • Ragnaroek93
    Ragnaroek93
    ✭✭✭✭✭
    ✭✭✭
    Kilandros wrote: »
    Quantum_V wrote: »
    Seriously, start coming up with actual arguments instead of "I want to play my stand your ground playstyle and therefore I will win while you lose" and start seeing the other side of the medal. I don't know anybody who doesn't play mag Dk and rates it as fun to play against this class.


    Change that for:

    I'd like to play mDK, which has a unique playstyle where their skills resonate with each other while still having counter play.

    As I said, stamblades have a hard encounter against mDKs. But in all honesty, if you can't outheal or OUTPLAY (and this is the important term) any mDK by keeping your distance, bursting when necessary, using your own dots, your access to defile and one of the most powerful ults in the game I am terribly sorry... but that's an L2P issue (not saying its your case)

    We can't nerf classes simply because people don't take their time to learn how to fight against it.

    I'm sorry if I sounded rude or agressive, that's not my objective here. I just can't put it better...

    Refuses to play with a gapcloser and tells others to L2P. And here we go again. It's *** game design if you have a class which is rolls over other classes just because some people want to play their "stay your ground" (I prefer calling it "blockcast your opponent to death") playstyle. Try to play a medium armor build (for exmaple stamdk or stamsorc with a bow and you will realise how strong mag Dk actually is).

    So we went from a "constructive thread" down to: If you can't handle mag Dks you need to l2p. Yeah sure. If you can't handle a petsorc you need to l2p as well. Kappa.

    It's also your fault for choosing to play a squishy medium stamblade armor build. You don't get to have the highest burst in the game AND also being able to stand toe-to-toe with a tanky built DK. Get real. If you want to run a build capable of bursting someone down from 30k to 0 health before that person even knows you're in their vicinity then you also have to live with the consequences of being a full glass canon Stamblade. But you don't get to have insane damage with the same survivability of a S&B Magicka DK.

    There are plenty of people running heavy armor Stamblades with high but not extreme burst who are still tanky as hell. The compromise of running a glass canon build is you're squishy. Don't blame DK mechanics because your squishy build dies when it fails to properly execute its burst.

    You completely miss the point. There is zero difference in playing a medium armor build which utilizes dodgeroll as defense or playing a full damage med armor build with no regen at all because my defense is completely negated by a mag Dk (actually it's even better to not roll at all lol). It is simply not possible to build for more defense my medium armor build because medium doesn't have any defense against your class. This isn't about stamblades, nor is it about duels, it is about one class which is able to lock down the whole defense from a whole armor type. (Embers -> Skoria -> Fossilize -> Power Lash -> Leap: None of that is dodgeable and this has exactly nothing to do with duels nor stamblades, it would be similar to a whole burst combo which completely ignores block - would this be a "mechanically, well-thought, interesting general playstyles" as well in your opinion?).

    Instead of actually making suggestions which could improve the gaming experience overall the OP writes an essay about why Power Lash needs to be undodgeable. Seriously dude? Are you so afraid that medium armor builds (which are the easiest builds to kill for a mag Dk, PERIOD) will wreck you now after ONE of your abilities is dodgeable? Instead of trying to help the PvE mag Dk community which really needs some love you come up with that. I guess magicka Dk in PvP will never be balanced unless you get 1) complete imunity against all ranged builds 2) smash everyone who is meele and 3) are able to permablock and nuke 20 people again by smashing the ultimate button with dynamic ultgen.

    I wonder if you two also think that 5x Power Lash in a row and Zaan is balanced. Thanks a lot for making it clear that you think that I shouldn't be able to compete with your Dk in medium armor (even tho this wasn't always the case and I don't know why you think so). But yeah, duels doesn't matter unless some clowns want to expose someone, then duels suddenly matter everything.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • krathos
    krathos
    ✭✭✭✭✭

    MDK burst need to reduce and ZOS is on a right track!

    Funniest quote of the year to be honest.

    Flapjack Palmdale
    <ANIMOSITY>

    Grand Overlord - Magicka Dragonknight
  • Quantum_V
    Quantum_V
    Class Representative
    @Quantum_V

    Thank you for making this forum so that we can discuss these changes and I enjoyed your post is is very informative!

    I agree that powerlash should remain close to how it is on live and it should remain undodgeable. I think we can all agree that saying powerlash being undodgeable is a "bug" after years of it being that way is a poor way to nerf a feature of a skill without having to justify it. I'm sure if ZOS announced that defile on incap was a "bug" and they took it out without any justification many players would be upset since it is a feature of the ultimate they hold so dear. I see many players who play nightblades that have ill feelings towards magicka dragonknight are coming to the forum saying that it should be dodgeable. But lets consider the fact that nightblades are highly mobile, they have high burst, they can dodge a lot, and they can utilize cloak to get away or shade. Magicka dragonknights are not mobile, they have decent damage but it must be lined up perfectly to get a burst, their main defense is block and mist in most cases, and they have no execute. Nightblades can choose their fights but magicka dragonknights are committed to a fight once they are in them since they cannot get away. Medium armor builds are meant to be agile, highly mobile, and have high damage which is what is accomplished, skilled players can overcome magicka dragonknights fairly easy with bleeds, snares, and evasiveness because magicka dragonknights are as slow as a turtle. All that is needed is a little paitience to run them out of stamina (which happens very fast) then you can go in for a burst. Eternal hunt is perhaps the biggest example dodgeroll abuse and prevents targets from engaging (mostly) medium armor users. I do not think these changes are justified and I believe that adjustments must be made to make it close to how it is on LIVE.

    **Powerlash being undodgeable allowed skilled players of the class to be rewarded with high burst if they lined up their skills correctly and I do not think this should change**


    Suggestions:

    1) Make Powerlash Undodgeable (It is not a BUG, it was a feature that allowed skilled players to line up burst)
    ** Remember unlike most classes we do not have an execute **

    2) Put the powerlash cooldown on targets/enemy players (NOT ON THE USER OF THE SKILL)
    ** This is to prevent you from having it on endless cooldown if other players who are set off balance dodge**



    Agreed, Kaiser
    Quantum - Magicka DK

    Youtube Channel

  • Ragnaroek93
    Ragnaroek93
    ✭✭✭✭✭
    ✭✭✭
    **Powerlash being undodgeable allowed skilled players of the class to be rewarded with high burst if they lined up their skills correctly and I do not think this should change**

    Don't worry mate, next update you will be rewarded for being so gud to stay within 10 metres range during a Zaan proc.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Kilandros
    Kilandros
    ✭✭✭✭✭
    ✭✭✭
    Kilandros wrote: »
    Quantum_V wrote: »
    Seriously, start coming up with actual arguments instead of "I want to play my stand your ground playstyle and therefore I will win while you lose" and start seeing the other side of the medal. I don't know anybody who doesn't play mag Dk and rates it as fun to play against this class.


    Change that for:

    I'd like to play mDK, which has a unique playstyle where their skills resonate with each other while still having counter play.

    As I said, stamblades have a hard encounter against mDKs. But in all honesty, if you can't outheal or OUTPLAY (and this is the important term) any mDK by keeping your distance, bursting when necessary, using your own dots, your access to defile and one of the most powerful ults in the game I am terribly sorry... but that's an L2P issue (not saying its your case)

    We can't nerf classes simply because people don't take their time to learn how to fight against it.

    I'm sorry if I sounded rude or agressive, that's not my objective here. I just can't put it better...

    Refuses to play with a gapcloser and tells others to L2P. And here we go again. It's *** game design if you have a class which is rolls over other classes just because some people want to play their "stay your ground" (I prefer calling it "blockcast your opponent to death") playstyle. Try to play a medium armor build (for exmaple stamdk or stamsorc with a bow and you will realise how strong mag Dk actually is).

    So we went from a "constructive thread" down to: If you can't handle mag Dks you need to l2p. Yeah sure. If you can't handle a petsorc you need to l2p as well. Kappa.

    It's also your fault for choosing to play a squishy medium stamblade armor build. You don't get to have the highest burst in the game AND also being able to stand toe-to-toe with a tanky built DK. Get real. If you want to run a build capable of bursting someone down from 30k to 0 health before that person even knows you're in their vicinity then you also have to live with the consequences of being a full glass canon Stamblade. But you don't get to have insane damage with the same survivability of a S&B Magicka DK.

    There are plenty of people running heavy armor Stamblades with high but not extreme burst who are still tanky as hell. The compromise of running a glass canon build is you're squishy. Don't blame DK mechanics because your squishy build dies when it fails to properly execute its burst.

    You completely miss the point. There is zero difference in playing a medium armor build which utilizes dodgeroll as defense or playing a full damage med armor build with no regen at all because my defense is completely negated by a mag Dk (actually it's even better to not roll at all lol). It is simply not possible to build for more defense my medium armor build because medium doesn't have any defense against your class. This isn't about stamblades, nor is it about duels, it is about one class which is able to lock down the whole defense from a whole armor type. (Embers -> Skoria -> Fossilize -> Power Lash -> Leap: None of that is dodgeable and this has exactly nothing to do with duels nor stamblades, it would be similar to a whole burst combo which completely ignores block - would this be a "mechanically, well-thought, interesting general playstyles" as well in your opinion?).

    Instead of actually making suggestions which could improve the gaming experience overall the OP writes an essay about why Power Lash needs to be undodgeable. Seriously dude? Are you so afraid that medium armor builds (which are the easiest builds to kill for a mag Dk, PERIOD) will wreck you now after ONE of your abilities is dodgeable? Instead of trying to help the PvE mag Dk community which really needs some love you come up with that. I guess magicka Dk in PvP will never be balanced unless you get 1) complete imunity against all ranged builds 2) smash everyone who is meele and 3) are able to permablock and nuke 20 people again by smashing the ultimate button with dynamic ultgen.

    I wonder if you two also think that 5x Power Lash in a row and Zaan is balanced. Thanks a lot for making it clear that you think that I shouldn't be able to compete with your Dk in medium armor (even tho this wasn't always the case and I don't know why you think so). But yeah, duels doesn't matter unless some clowns want to expose someone, then duels suddenly matter everything.

    I don't think I'm missing the point at all. Many of your concerns RE: medium armor are well founded but they are entirely misdirected; mDK isn't the problem with medium armor, medium armor is the problem with medium armor.

    The fact is, medium armor is underperforming and virtually extinct in Cyrodiil outside of niche NB (read: Gankblades / Dodgeblades) and Stamplar builds who understand that running medium armor in the current meta means you need to be able to burst down whatever opponent you're fighting if you hope to win the fight. That's not just DKs--that's pretty much every class that you face if you're wearing medium armor. I spend a lot of time playing a medium armor Stamplar and I LOVE the class and the playstyle but I understand the tradeoffs I'm making to have that kind of insane damage. Presumably other stamblades and stamplars also understand the tradeoff. You seem to think that tradeoff shouldn't exist, that squishy class canon medium armor stam builds should also stand toe-to-toe with a tanky DK--I disagree, but that's kind of irrelevant here. The fact is, undodgeable Power Lash is neither breaking nor making the medium armor stamina playstyle. I understand that you feel Power Lash gives mDK a particular advantage when fighting someone who relies on dodge roll, but I can assure you medium armor users have various advantages that they also benefit from when fighting magicka DKs, like high burst and easy access to major defile. It's *** for tat.

    So yes, I understand many of your concerns about medium but your concerns about the medium-armor playstyle are not made nor broken by the existence of mDK. Sorry, but that's just a fact.

    Furthermore, you choose to run medium despite it being very underpowered right now when virtually every other stam build has moved on to heavy armor which is performing extremely well if not overperforming on stamina. If you want very high but not extreme burst and the ability to soak up considerable damage, I suggest you try some of the heavy armor stamblade builds that are currently tearing it up in Cyrodiil.

    Either way, your anger is unfounded. You can continue to pretend that mDK is the problem and in so doing medium armor will continue to be underpowered across the board. Or you could channel some of your energy into getting medium armor buffed so that that playstyle becomes viable again. Your call. I know what I'd be focusing on achieving.
    Invictus
    Kilandros - Dragonknight / Grand Overlord
    Deimos - Templar / Grand Warlord
    Sias - Sorcerer / Prefect
    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.

    DK IS NOT JUST A TANK CLASS. #PLAYTHEWAYYOUWANT
  • KaiserKnight
    KaiserKnight
    ✭✭✭
    @DDuke

    I appreciate the advice but I am fully aware of empowering chains, I do know how to avoid eternal hunt mines, and I do not need to be lectured how to play the class.

    Most Magicka Dragonknights slot mist form over empowering chains because it gives them a way to remove snares, protect themselves, and stay mobile. I'm sorry to say this but chains is perhaps the WORST gapcloser in the game it hasn't worked properly in a very long time. I believe Quantum discussed this in an earlier post, and @krathos can vouch that it is not a great skill and needs work.

    I would really like to ask how you deal with a rending slash snare or the abundence of snares present in PvP without mist form or forward momentum? Good OL' empowering chains gets you out of that? I highly doubt it. You can't even gapclose up a hill like normal gapcloser and it is a terrible excuse for a gapcloser.

    And you are saying you can keep up with a medium armor stam player with major expedition and eternal hunt mines just by stepping around them? I'd really like to see that, especially after you have been snared by 60% and petrify was nerfed to 8m. Good OL' empowering chains will only get you rooted in the eternal mine not past it.

    The points I brought up were to show various examples of advantages medium armor stam players (stamblades) have over magicka dragonknights, and I am not saying that it is not a tough fight.

    My points still stand: @ZOS_Wrobel @ZOS_GinaBruno @ZOS_RichLambert

    1) Make Powerlash Undodgeable (It is not a BUG, it was a feature that allowed skilled players to line up burst)
    ** Remember unlike most classes we do not have an execute **

    2) Put the powerlash cooldown on targets/enemy players (NOT ON THE USER OF THE SKILL)
    ** This is to prevent you from having it on endless cooldown if other players who are set off balance dodge**

    ^
    "EZ" Nothing is unfixable


    Edited by KaiserKnight on January 23, 2018 11:45PM
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