method__01 wrote: »maybe if we start creating 40 pages threads about it they finally nerf it
same goes for immovability pots,heavy armor and sorcs shields
whine enough and u get nerfed
Goodbye my beloved MDK, I'll see you again in 5-10 major updates.
Whip dodgeable +
Searing Strike: The initial direct damage from this ability and its morphs can now be blocked and dodged.
prime example of people looking for things to complain about. The dot for those has always been dodgeable. don't know how many times i've had to triple apply it because of shuffle dodges. the initial hit is negligible so this change means nothing lol.
MDK in pvp uses this for heals. If the initial hit is dodged, I can not only not apply the dot, I also may have to hit multiple times for the heal. So my main source of healing now has two chances to fail on each application. That is the problem with that change.
. This was a fix. Being able to dodge a dk's claw knowing it would mess with the strongest heal is counterplay to a setup that is already extremely strong in a 1v1-3 situation. We also have 5 other healing options in our toolkit that have utility beyond just heals for the most part and phenomenal healing buffs between major mending and easy 100% uptime on a flat 12% increase to healing received.imo they should have kept it undodgeable but lowered the scaling 15-20% to put it in line with spammables instead of skills like WB
TequilaFire wrote: »Ok with all the skills being made undodgable can we now get a cool down on shuffle or at least fix it so a medium armor wearer doesn't have so much up time on dodge, dodge, dodge, dodge?
Now the balance will swing the other way if not.
@ZOS_GinaBruno @ZOS_Wrobel
I strongly suggest reversing the removal of dodgability on power lash only. As it is the "defacto execute" of the DK class, being similar in function to beam and fury in its reliable hard finishing hit.
It has many counters already; Range being a large one for DK as a whole, but more active ones such as shuffle or FM denying the use of roots in the first place, immo pots/immunity stopping hard CC and even if both of those can go through, if you can break free fast enough, roll, or mist, then you can either ignore the offbalance from normal lash, or normal lash itself, meaning that powerlash cannot proc on target. Adding another counter after both others have been setup causes a large waste of resources into a 3s cooldown.
As balance, it could instead go back to 5s, or consume offbalance even if it doesn't stun
Embers should be kept as is (dodgable) though, maybe a possiblity of increasing the range to 8m for QoL. Its hard to use against mobile/far targets, for example in HOF platforms it is very hard to use without falling off, and due to having to move from the AOE it is a high DPS loss.
Thanks
KramUzibra wrote: »@ZOS_GinaBruno @ZOS_Wrobel
I strongly suggest reversing the removal of dodgability on power lash only. As it is the "defacto execute" of the DK class, being similar in function to beam and fury in its reliable hard finishing hit.
It has many counters already; Range being a large one for DK as a whole, but more active ones such as shuffle or FM denying the use of roots in the first place, immo pots/immunity stopping hard CC and even if both of those can go through, if you can break free fast enough, roll, or mist, then you can either ignore the offbalance from normal lash, or normal lash itself, meaning that powerlash cannot proc on target. Adding another counter after both others have been setup causes a large waste of resources into a 3s cooldown.
As balance, it could instead go back to 5s, or consume offbalance even if it doesn't stun
Embers should be kept as is (dodgable) though, maybe a possiblity of increasing the range to 8m for QoL. Its hard to use against mobile/far targets, for example in HOF platforms it is very hard to use without falling off, and due to having to move from the AOE it is a high DPS loss.
Thanks
Cool I want my reverse slice to be undodgable as well thanks.
KramUzibra wrote: »@ZOS_GinaBruno @ZOS_Wrobel
I strongly suggest reversing the removal of dodgability on power lash only. As it is the "defacto execute" of the DK class, being similar in function to beam and fury in its reliable hard finishing hit.
It has many counters already; Range being a large one for DK as a whole, but more active ones such as shuffle or FM denying the use of roots in the first place, immo pots/immunity stopping hard CC and even if both of those can go through, if you can break free fast enough, roll, or mist, then you can either ignore the offbalance from normal lash, or normal lash itself, meaning that powerlash cannot proc on target. Adding another counter after both others have been setup causes a large waste of resources into a 3s cooldown.
As balance, it could instead go back to 5s, or consume offbalance even if it doesn't stun
Embers should be kept as is (dodgable) though, maybe a possiblity of increasing the range to 8m for QoL. Its hard to use against mobile/far targets, for example in HOF platforms it is very hard to use without falling off, and due to having to move from the AOE it is a high DPS loss.
Thanks
Cool I want my reverse slice to be undodgable as well thanks.
WillhelmBlack wrote: »Are you gonna make all Stamina Nightblades attacks dodgeable too?
They all are already.The only nightblade stamina class ability that is undodgeable is Power Extraction in the Siphoning tree. Everything else has been dodgeable since before One Tamriel, save the UNMORPHED execute abilitity, which COSTS MAGICKA.
Power Extraction is dodgeable too actually (I'm fairly sure it still is, on PTS - gonna test).
Lol please do test. That would be painfully hilarious if the stamblade class AoE was dodgeable this whole time.
I don't think it is though. I think it just has a small radius, but so few slot it that it could easily have flown under the radar this whole time.
KramUzibra wrote: »@ZOS_GinaBruno @ZOS_Wrobel
I strongly suggest reversing the removal of dodgability on power lash only. As it is the "defacto execute" of the DK class, being similar in function to beam and fury in its reliable hard finishing hit.
It has many counters already; Range being a large one for DK as a whole, but more active ones such as shuffle or FM denying the use of roots in the first place, immo pots/immunity stopping hard CC and even if both of those can go through, if you can break free fast enough, roll, or mist, then you can either ignore the offbalance from normal lash, or normal lash itself, meaning that powerlash cannot proc on target. Adding another counter after both others have been setup causes a large waste of resources into a 3s cooldown.
As balance, it could instead go back to 5s, or consume offbalance even if it doesn't stun
Embers should be kept as is (dodgable) though, maybe a possiblity of increasing the range to 8m for QoL. Its hard to use against mobile/far targets, for example in HOF platforms it is very hard to use without falling off, and due to having to move from the AOE it is a high DPS loss.
Thanks
Cool I want my reverse slice to be undodgable as well thanks.
What dodgeable attack do you need to land first before reverse slice even becomes available to use?
KramUzibra wrote: »@ZOS_GinaBruno @ZOS_Wrobel
I strongly suggest reversing the removal of dodgability on power lash only. As it is the "defacto execute" of the DK class, being similar in function to beam and fury in its reliable hard finishing hit.
It has many counters already; Range being a large one for DK as a whole, but more active ones such as shuffle or FM denying the use of roots in the first place, immo pots/immunity stopping hard CC and even if both of those can go through, if you can break free fast enough, roll, or mist, then you can either ignore the offbalance from normal lash, or normal lash itself, meaning that powerlash cannot proc on target. Adding another counter after both others have been setup causes a large waste of resources into a 3s cooldown.
As balance, it could instead go back to 5s, or consume offbalance even if it doesn't stun
Embers should be kept as is (dodgable) though, maybe a possiblity of increasing the range to 8m for QoL. Its hard to use against mobile/far targets, for example in HOF platforms it is very hard to use without falling off, and due to having to move from the AOE it is a high DPS loss.
Thanks
Cool I want my reverse slice to be undodgable as well thanks.
OK, reverse slice can be undodgable. But now you must CC and strike your opponent with a version of it that doesn't deal extra damage first? Dealio?
Please stop messing with magic dragonknights! The amount of people that use them is already extremely low, they get laughed at if you take them in to trials and they have to be the hardest class to complete VMA... fact but there was a ray of hope when they started to become decent in PVP, I wouldn’t say they were amazing but they were fun and competitive and maybe a little too over powered in a duelling environment but there is absolutely no reason at all to nerf us this hard!
How are we supposed to heal anymore or finish an opponent off? The only semi execute we had was power lash but you trashed it and the heal that comes with it and now to add insult to injury you nerf blazing embers so now we can’t heal at all! All you need to do to beat a mag dk is put forward momentum on and shuffle and a magic dk is literally useless…
Wrobel you are a joke and you need to get fired because you have no idea what you are doing and why no one else you work with hasn’t told you yet is a mystery but you are destroying ESO, you need to quit and get a job at your local grocery store where you can do no more damage to this great game.
Medium armor dodge roll nightblades just went up a notch in pvp. Dodge is the dumbest thing in the game and they just made it even stronger.
OtarTheMad wrote: »Dive will need a damage buff and a speed buff now. Making it dodgable completely destroys mag warden for pvp. Example burst combo: deep fissure, bird (dodged), light attack, bird (hit), light attack (dodged), crushing shock. Oh, the opponent didn't take much damage because they dodged 2 attacks... Now you HAVE to wait another 3 secs before you can get another burst combo off and that's IF you don't have to heal or go defensive. Not to mention... NO EXECUTE.
Yeah agreed. Needs a bit of a buff/rework... along with other Warden skills but ZOS can't buff/rework Warden too much since you have to pay for Morrowind to play the class... that would probably get dangerously close to the "P2W" boat. They should just make Warden's a part of the base game and problem solved.
Right. Yes the delay makes the mag wardens burst great, but only if the skills actually land. If they don't land, ie dodged, the delay hurts them SEVERELY. You cant say the delay is a good thing if one or 2 skills are dodged because it makes them have to wait and recast the same burst rotation only for more skills to be dodged. Did i mention they have NO EXECUTE? They dont have constant pressure with dots like mag dks do. And the bear is beyond a joke as an execute.....
method__01 wrote: »maybe if we start creating 40 pages threads about it they finally nerf it
same goes for immovability pots,heavy armor and sorcs shields
whine enough and u get nerfed
We started numerous 30+ page threads specifically about mDKs with opinion on what to do and suggestions since the CP system was introduced (nearly 2 years ago) and here we are today with the only thing Zenmiax did was add a 5% increase damage in whip which was meaningless, yet they continue to bring the nerfs.
Then again zenimax just hates the mDK to death at the same time they do not want to delete the class, so maybe you will have better luck by starting a 40 page thread about those abilities. Maybe after another 2 years they will do something about it as they did with that silly jesus beam.
KramUzibra wrote: »KramUzibra wrote: »@ZOS_GinaBruno @ZOS_Wrobel
I strongly suggest reversing the removal of dodgability on power lash only. As it is the "defacto execute" of the DK class, being similar in function to beam and fury in its reliable hard finishing hit.
It has many counters already; Range being a large one for DK as a whole, but more active ones such as shuffle or FM denying the use of roots in the first place, immo pots/immunity stopping hard CC and even if both of those can go through, if you can break free fast enough, roll, or mist, then you can either ignore the offbalance from normal lash, or normal lash itself, meaning that powerlash cannot proc on target. Adding another counter after both others have been setup causes a large waste of resources into a 3s cooldown.
As balance, it could instead go back to 5s, or consume offbalance even if it doesn't stun
Embers should be kept as is (dodgable) though, maybe a possiblity of increasing the range to 8m for QoL. Its hard to use against mobile/far targets, for example in HOF platforms it is very hard to use without falling off, and due to having to move from the AOE it is a high DPS loss.
Thanks
Cool I want my reverse slice to be undodgable as well thanks.
What dodgeable attack do you need to land first before reverse slice even becomes available to use?
Dks don't have executes. This is a needed change. Other abilities that perform similarly adhere to the same rules.
Honestly the dodge and block system is what separates ESO from other MMO's and it is a good thing at its core. Everything should be blockable and dodgeble with the exception of ground AOE/DOTS actually. Problem is that it should take skill to do. No perma blocking builds should be possible and there shouldn't be passive dodge chance period.
Honestly the dodge and block system is what separates ESO from other MMO's and it is a good thing at its core. Everything should be blockable and dodgeble with the exception of ground AOE/DOTS actually. Problem is that it should take skill to do. No perma blocking builds should be possible and there shouldn't be passive dodge chance period.
Dodge chance itself is not a problem. Problem is how it works. A major evasion dodge chance of 15% should mean that you dodge one pigeon out of seven and take the other six on your face; actually, you can call it a day when you manage to land one pigeon out of seven...
So, roll dodge should allow to avoid any shot only during roll dodge animation itself, and evasion should work only on a single shot base, without any sort of proc and invulnerability time.
Quad damage hp poisons? what do you use to make those? I've been stuck with double hp poisonsIZZESparkling wrote: »Please stop messing with magic dragonknights! The amount of people that use them is already extremely low, they get laughed at if you take them in to trials and they have to be the hardest class to complete VMA... fact but there was a ray of hope when they started to become decent in PVP, I wouldn’t say they were amazing but they were fun and competitive and maybe a little too over powered in a duelling environment but there is absolutely no reason at all to nerf us this hard!
How are we supposed to heal anymore or finish an opponent off? The only semi execute we had was power lash but you trashed it and the heal that comes with it and now to add insult to injury you nerf blazing embers so now we can’t heal at all! All you need to do to beat a mag dk is put forward momentum on and shuffle and a magic dk is literally useless…
Wrobel you are a joke and you need to get fired because you have no idea what you are doing and why no one else you work with hasn’t told you yet is a mystery but you are destroying ESO, you need to quit and get a job at your local grocery store where you can do no more damage to this great game.
Don't forget the quad health poisons or resource poisons will make mDK die faster and render them ineffective.
It does not do anything, only damage. And you should add to this skill some feature.ZOS_GinaBruno wrote: »Dive: The damage from this ability and its morphs can now be dodged.
So basically the way it happens now? Sure, there is small less than 1sec window after rolld dodge animation completes where you are still dodging.
So basically the way it happens now? Sure, there is small less than 1sec window after rolld dodge animation completes where you are still dodging.
It's not small at all, since it allows you to avoid at least six hits instead of one... Come on, I hope I don't have to explain that no one would care of dodgeable or undodgeable pigeons if this would mean - as it should be - avoid or not avoid only a pigeon out of seven. People care because actually it means that, from now, you will feel very lucky when you will manage to land a single pigeon, as it is for other dodgeable skills.
So basically the way it happens now? Sure, there is small less than 1sec window after rolld dodge animation completes where you are still dodging.
It's not small at all, since it allows you to avoid at least six hits instead of one... Come on, I hope I don't have to explain that no one would care of dodgeable or undodgeable pigeons if this would mean - as it should be - avoid or not avoid only a pigeon out of seven. People care because actually it means that, from now, you will feel very lucky when you will manage to land a single pigeon, as it is for other dodgeable skills.
What are you talking about. Once dodge roll animation finishes the window is less than 1sec. In that time it is impossible from any attacker to use more than 1 skill anyway.
Pidgeons are totally different matter. As any very delayed projectile attacks, they are impossible to land against any target that out of his free will chooses to avoid them. That is different matter and main reason why I think nerfed pidgeons are absolute trash. But no need to confuse how dodge mechanics work
So basically the way it happens now? Sure, there is small less than 1sec window after rolld dodge animation completes where you are still dodging.
It's not small at all, since it allows you to avoid at least six hits instead of one... Come on, I hope I don't have to explain that no one would care of dodgeable or undodgeable pigeons if this would mean - as it should be - avoid or not avoid only a pigeon out of seven. People care because actually it means that, from now, you will feel very lucky when you will manage to land a single pigeon, as it is for other dodgeable skills.
What are you talking about. Once dodge roll animation finishes the window is less than 1sec. In that time it is impossible from any attacker to use more than 1 skill anyway.
Pidgeons are totally different matter. As any very delayed projectile attacks, they are impossible to land against any target that out of his free will chooses to avoid them. That is different matter and main reason why I think nerfed pidgeons are absolute trash. But no need to confuse how dodge mechanics work
So basically the way it happens now? Sure, there is small less than 1sec window after rolld dodge animation completes where you are still dodging.
It's not small at all, since it allows you to avoid at least six hits instead of one... Come on, I hope I don't have to explain that no one would care of dodgeable or undodgeable pigeons if this would mean - as it should be - avoid or not avoid only a pigeon out of seven. People care because actually it means that, from now, you will feel very lucky when you will manage to land a single pigeon, as it is for other dodgeable skills.
What are you talking about. Once dodge roll animation finishes the window is less than 1sec. In that time it is impossible from any attacker to use more than 1 skill anyway.
Pidgeons are totally different matter. As any very delayed projectile attacks, they are impossible to land against any target that out of his free will chooses to avoid them. That is different matter and main reason why I think nerfed pidgeons are absolute trash. But no need to confuse how dodge mechanics work
I think he is thinking of what can happen in open world or 1vX situations where it is multiple people firing abilities at the dodger at the same time and multiple attacks, not from the same person, are dodged. Which is what makes passive dodge chance so broken. Cause when major or minor evasion "proc" it does give a slight duration in which all attacks are dodged. The dodge window for dodge roll makes sense though. If everyone fires at you while you are at position A but you dodge roll to position B all attacks fired at you while at position A should miss as they would in real life. And the slight duration after the effect is fairly standard latency compensation. Major and minor evasion should have never existed. They have cause problems for the entire life of ESO with ZOS trying to figure out what attacks should and shouldn't be dodged. It was lazy redundancy on ZOS part to have both dodge roll cost reduction and passive dodge chance in medium armor. Medium probably should have just had the dodge roll window increased slightly and got some sort of effect when they effectively dodged rolled an attack, like empower or set the enemy off-balance or something akin to 2handers empower called riposte maybe.