Oh no. An ability works like the rest of the abilities like it. Shooketh.
I will say that whip has a case, since it requires setup of two prior counterable abilities. But an increase to the general amount of whips is nice, so is the stun. Strikes should have been dodgable anyway. My only thoughts is to increase the range to 10m, because it gets clunky fast when against a mobile opponent, same with foss. Its annoying when some skills can work, but others are a greyed out "*** you."
Haha, this is great!!
Now can people stop getting triggered at jokes. He's not QQing, he's not complaining, he's just being satirical about it. If you feel the urge to complain about a joke poem I seriously suggest you take a deep breath (no pun intended) and chill out. Thank you for your comprehension. Much love to all.
Oh no. An ability works like the rest of the abilities like it. Shooketh.
I will say that whip has a case, since it requires setup of two prior counterable abilities. But an increase to the general amount of whips is nice, so is the stun. Strikes should have been dodgable anyway. My only thoughts is to increase the range to 10m, because it gets clunky fast when against a mobile opponent, same with foss. Its annoying when some skills can work, but others are a greyed out "*** you."
Oh no. An ability works like the rest of the abilities like it. Shooketh.
I will say that whip has a case, since it requires setup of two prior counterable abilities. But an increase to the general amount of whips is nice, so is the stun. Strikes should have been dodgable anyway. My only thoughts is to increase the range to 10m, because it gets clunky fast when against a mobile opponent, same with foss. Its annoying when some skills can work, but others are a greyed out "*** you."
Savos_Saren wrote: »Oh no. An ability works like the rest of the abilities like it. Shooketh.
I will say that whip has a case, since it requires setup of two prior counterable abilities. But an increase to the general amount of whips is nice, so is the stun. Strikes should have been dodgable anyway. My only thoughts is to increase the range to 10m, because it gets clunky fast when against a mobile opponent, same with foss. Its annoying when some skills can work, but others are a greyed out "*** you."
I love it when people point out stuff like this... and then if we ask for an execute or functional form of expedition- they’re quick to say “not everyone needs the same skills...”
Savos_Saren wrote: »Oh no. An ability works like the rest of the abilities like it. Shooketh.
I will say that whip has a case, since it requires setup of two prior counterable abilities. But an increase to the general amount of whips is nice, so is the stun. Strikes should have been dodgable anyway. My only thoughts is to increase the range to 10m, because it gets clunky fast when against a mobile opponent, same with foss. Its annoying when some skills can work, but others are a greyed out "*** you."
I love it when people point out stuff like this... and then if we ask for an execute or functional form of expedition- they’re quick to say “not everyone needs the same skills...”
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.
KhajiitHasSkooma wrote: »ZOS should take the morph of chains that pulls you to target and allow it to pull to enemy or ally. Only makes sense.
I don't have a problem with the initial hit on Burning Embers being dodgeable. I'm all for the majority of abilities acting consistently across the board.
I don't even have a problem with Power Lash being dodgeable had mDK received compensation elsewhere. Unfortunately, mDK has the worst burst and the worst sustain of any class. Dodgeable Power Lash means our non-Ultimate burst has taken a pretty significant hit. Every other magicka class has some form of non-ultimate burst--except mDK; Warden has Shalk, Templar has Power of the Light, Sorc has Curse/Frag, NB has Assassin's Will. All of those abilities either hit hard and most of them have a delay so as to ignore global cooldowns when they fire (Assassin's Will being the exception, but that hits really really hard. Power Lash damage does not come close to Assassin's Will, thus I distinguish between the two for purposes of true burst). Additionally, Sorc/NB/Templar have an execute to go with that burst.
mDK is the only magicka class without a non-ultimate burst ability, and one of two magicka classes without an execute (Technically mDK is the *only* magicka class without an execute since Warden's Bear does technically act as an execute).
What ZOS should have done was seize this opportunity to make mDK the true attrition class of ESO. That is, the lowest available burst, no execute, but hard-hitting DoTs and the best sustain. That would be balanced. Unfortunately, we have the lowest burst, no execute, and the worst sustain.
KhajiitHasSkooma wrote: »ZOS should take the morph of chains that pulls you to target and allow it to pull to enemy or ally. Only makes sense.
+ Seems interesting, though I doubt it'd happen cuz warden.I don't have a problem with the initial hit on Burning Embers being dodgeable. I'm all for the majority of abilities acting consistently across the board.
I don't even have a problem with Power Lash being dodgeable had mDK received compensation elsewhere. Unfortunately, mDK has the worst burst and the worst sustain of any class. Dodgeable Power Lash means our non-Ultimate burst has taken a pretty significant hit. Every other magicka class has some form of non-ultimate burst--except mDK; Warden has Shalk, Templar has Power of the Light, Sorc has Curse/Frag, NB has Assassin's Will. All of those abilities either hit hard and most of them have a delay so as to ignore global cooldowns when they fire (Assassin's Will being the exception, but that hits really really hard. Power Lash damage does not come close to Assassin's Will, thus I distinguish between the two for purposes of true burst). Additionally, Sorc/NB/Templar have an execute to go with that burst.
mDK is the only magicka class without a non-ultimate burst ability, and one of two magicka classes without an execute (Technically mDK is the *only* magicka class without an execute since Warden's Bear does technically act as an execute).
What ZOS should have done was seize this opportunity to make mDK the true attrition class of ESO. That is, the lowest available burst, no execute, but hard-hitting DoTs and the best sustain. That would be balanced. Unfortunately, we have the lowest burst, no execute, and the worst sustain.
Idk, I use FOO, embers, then go into foss/talons, deep breath, powerlash with some good success. Skoria has a decent chance of proc too. Foss is probably the better option for it since it gets med users more successfully, and is cheaper than talons, but if there is a group, some added pressure is cute.
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.
Savos_Saren wrote: »So Wardens and Templars both have class abilities that purge our damage- which is supposed to heal us- AND their own purge heals them. NBs can now easily dodge our damage (via shuffle or mirage) and sorcs scoff at our attacks with their shields.
These DK nerfs are to make other classes appealing, right?
I love how mag dks complain about everything every time.
Have you ever tried fighting a magdk on a medium character? Literally every skill was undodgeable lol now you have to time your skill like the rest of us.
Savos_Saren wrote: »I love how mag dks complain about everything every time.
Have you ever tried fighting a magdk on a medium character? Literally every skill was undodgeable lol now you have to time your skill like the rest of us.
I love it when people say “...but...but duels...”
Oh yay! Instead of participating in AvA or PVE- DKs can just hang out at wayshrines in Grahtwood or Rawl’ka. Just spamming people with duel requests so that we can use our class.
And last I checked- medium armor builds can quick kill you before you can even react. At least you can see an mDK waddling up to the fight.
I love how mag dks complain about everything every time.
Have you ever tried fighting a magdk on a medium character? Literally every skill was undodgeable lol now you have to time your skill like the rest of us.
Savos_Saren wrote: »I love how mag dks complain about everything every time.
Have you ever tried fighting a magdk on a medium character? Literally every skill was undodgeable lol now you have to time your skill like the rest of us.
I love it when people say “...but...but duels...”
Oh yay! Instead of participating in AvA or PVE- DKs can just hang out at wayshrines in Grahtwood or Rawl’ka. Just spamming people with duel requests so that we can use our class.
And last I checked- medium armor builds can quick kill you before you can even react. At least you can see an mDK waddling up to the fight.
With proper CP allocation & 7 impen, no medium build can ever kill you before you can react if you're above 19k health or have a shield up.
It's not mathematically possible.
Savos_Saren wrote: »Savos_Saren wrote: »I love how mag dks complain about everything every time.
Have you ever tried fighting a magdk on a medium character? Literally every skill was undodgeable lol now you have to time your skill like the rest of us.
I love it when people say “...but...but duels...”
Oh yay! Instead of participating in AvA or PVE- DKs can just hang out at wayshrines in Grahtwood or Rawl’ka. Just spamming people with duel requests so that we can use our class.
And last I checked- medium armor builds can quick kill you before you can even react. At least you can see an mDK waddling up to the fight.
With proper CP allocation & 7 impen, no medium build can ever kill you before you can react if you're above 19k health or have a shield up.
It's not mathematically possible.
From stealth: Ambush, Incap Strike, Fear, spam Surprise attack while opponent is unable to break free (bug), Killers Blade FTW.
It happens a lot in BGs.
Savos_Saren wrote: »Savos_Saren wrote: »I love how mag dks complain about everything every time.
Have you ever tried fighting a magdk on a medium character? Literally every skill was undodgeable lol now you have to time your skill like the rest of us.
I love it when people say “...but...but duels...”
Oh yay! Instead of participating in AvA or PVE- DKs can just hang out at wayshrines in Grahtwood or Rawl’ka. Just spamming people with duel requests so that we can use our class.
And last I checked- medium armor builds can quick kill you before you can even react. At least you can see an mDK waddling up to the fight.
With proper CP allocation & 7 impen, no medium build can ever kill you before you can react if you're above 19k health or have a shield up.
It's not mathematically possible.
From stealth: Ambush, Incap Strike, Fear, spam Surprise attack while opponent is unable to break free (bug), Killers Blade FTW.
It happens a lot in BGs.
IZZESparkling wrote: »Lol medium armor builds cannot kill a mDK with 7 impen and "proper" CP setup? Only in ideal world. In this world of debuffs, mDK will be turned into shreds by properly built medium builds. Stamblade, for example, applies major defile and disease damage, which with a bit of points into defile, effectively shuts down dragonblood which costs a lot. Or medium dot builds, they can shut mDK heals outside of ember down quickly with bleeding. Add quad health poison or resource poison on top of that? Watch mDK expend the magicka trying to heal without much effect. Mobility of them also make it hard for DK to land anything outside of usual fossilize combo. Even that has been limited with range nerf and bug where you just cannot fossilize even in proper setting because it is greyed out conveniently :^)
When I play stam build, I do not fear mDK, I fear other classes where mDK is the easiest to avoid the fights with. Even in heavy, mDK only prolongs death by few seconds anyways.
I'd be all for mDK skills being consistent with other skills IF current mDK status was consistent with others. If not, why are we nerfing already nerfed class. We wear 5 Heavy Nerfed Class set pieces in battle anyways.
Savos_Saren wrote: »Savos_Saren wrote: »I love how mag dks complain about everything every time.
Have you ever tried fighting a magdk on a medium character? Literally every skill was undodgeable lol now you have to time your skill like the rest of us.
I love it when people say “...but...but duels...”
Oh yay! Instead of participating in AvA or PVE- DKs can just hang out at wayshrines in Grahtwood or Rawl’ka. Just spamming people with duel requests so that we can use our class.
And last I checked- medium armor builds can quick kill you before you can even react. At least you can see an mDK waddling up to the fight.
With proper CP allocation & 7 impen, no medium build can ever kill you before you can react if you're above 19k health or have a shield up.
It's not mathematically possible.
From stealth: Ambush, Incap Strike, Fear, spam Surprise attack while opponent is unable to break free (bug), Killers Blade FTW.
It happens a lot in BGs.
If that's a bug on Live, I haven't encountered it yet - I'm always able to CC Break Incap & get the CC Immunity.
I'll do some testing tomorrow.IZZESparkling wrote: »Lol medium armor builds cannot kill a mDK with 7 impen and "proper" CP setup? Only in ideal world. In this world of debuffs, mDK will be turned into shreds by properly built medium builds. Stamblade, for example, applies major defile and disease damage, which with a bit of points into defile, effectively shuts down dragonblood which costs a lot. Or medium dot builds, they can shut mDK heals outside of ember down quickly with bleeding. Add quad health poison or resource poison on top of that? Watch mDK expend the magicka trying to heal without much effect. Mobility of them also make it hard for DK to land anything outside of usual fossilize combo. Even that has been limited with range nerf and bug where you just cannot fossilize even in proper setting because it is greyed out conveniently :^)
When I play stam build, I do not fear mDK, I fear other classes where mDK is the easiest to avoid the fights with. Even in heavy, mDK only prolongs death by few seconds anyways.
I'd be all for mDK skills being consistent with other skills IF current mDK status was consistent with others. If not, why are we nerfing already nerfed class. We wear 5 Heavy Nerfed Class set pieces in battle anyways.
...and that's why I play a Healing Ward based build. My Healing Ward at 4,2k spell dmg & 36k magicka>any damage a stamblade (or any stam build) can throw at me.
Then Fossilize->FL->Leap->PL dead stam build.
Haven't seen a medium armor build live longer than 20 seconds & I've fought pretty much everyone relevant on PC EU.
They do a little better on PTS, but it's still very onesided and ends quickly in favour of mDK.
I reported that Fossilize bug btw: https://forums.elderscrollsonline.com/en/discussion/382162/fossilize-bugged#latest
Really annoying when it happens, but luckily doesn't happen that often.