Given that most players don't/can't play on the PTS, could someone who does please provide a clean (unbiased) statement of the changes and comment on how they work out in practice as opposed merely to how they read in the patch notes? It would be helpful if it was also explained which playstyles are most affected, e.g. PvP or competitive PvE etc.
Given that most players don't/can't play on the PTS, could someone who does please provide a clean (unbiased) statement of the changes and comment on how they work out in practice as opposed merely to how they read in the patch notes? It would be helpful if it was also explained which playstyles are most affected, e.g. PvP or competitive PvE etc.
DKs are already OP as is the GankBlade. Pretty soon no one will be killable. I dont know what the answer is but this isnt it. Buff toons for PvE and PvP suffers. So where is the solution? Dont ask me. I dont get paid to code.
AardvarkChips wrote: »DKs are already OP as is the GankBlade. Pretty soon no one will be killable. I dont know what the answer is but this isnt it. Buff toons for PvE and PvP suffers. So where is the solution? Dont ask me. I dont get paid to code.
PvP is a different server, already customized to allow for blocking out champion points. "Balance" PvP (cater to the squeakiest wheel) separately, and leave PvE players alone, for a change.
i wouldn't argue until the live natch potes come. Also, DKs are OP by default, not the mag version only. I would even make absorb shields crittable, this doesn't bother PVPers?
as for PVP balance, a PVE boss will never cry cuz a class has too much utility or damage. Classes should be adjusted to be as balanced as possible for a PVP matter, then adjust the PVE bosses according to this.
Nelson_Rebel wrote: »I just want a clean poll. How do you feel about the DK changes/nerfs depending on your perspective or personal perception.
Here is my personal opinion.
I dislike it, and I don't think any class should be going through a steady patch of specific nerfs for 5 patches in a row. As a result I cancelled my ESO plus of 4 years (nearly 4 at least) and will not spend any more money on anything for crown purchases despite how much I already have.
To me there is a threshold of what I'm willing to accept. And turning a class into nothing but a "Hold Block" class is beyond unnacceptable, IN MY OPINION at least.
Given that most players don't/can't play on the PTS, could someone who does please provide a clean (unbiased) statement of the changes and comment on how they work out in practice as opposed merely to how they read in the patch notes? It would be helpful if it was also explained which playstyles are most affected, e.g. PvP or competitive PvE etc.
Given that most players don't/can't play on the PTS, could someone who does please provide a clean (unbiased) statement of the changes and comment on how they work out in practice as opposed merely to how they read in the patch notes? It would be helpful if it was also explained which playstyles are most affected, e.g. PvP or competitive PvE etc.
Right, can't comment about PvE (I very, very rarely do anything there with my mDK), but in PvP here's how it's going to play out.
It's important we look at how it works on Live:
You proc Off Balance by using Flame Lash on someone who is stunned or rooted. This triggers a 5 second cooldown until you can set the target Off Balance again.
After setting target Off Balance, you get to use the undodgeable Power Lash, which then immediately consumes the Off Balance preventing further Power Lashes until you set target Off Balance again.
So in a realistic scenario, you get one Off Balance/Power Lash every 7 seconds with Fossilize (CC immunity) or every 5 seconds with the root from talons.
The only exception to this is the lightning staff build which can set people Off Balance more often (if they stand in your Wall of Elements).
On PTS, you proc Off Balance just like you do on Live, but it is no longer consumed by the Power Lash unless you hit someone who's not CC immune (i.e. Talons>Flame Lash>Power Lash), in which case the target gets stunned for 2 seconds (like mobs in PvE do on Live). The Off Balance on PTS also has no cooldown, so you can trigger it again right after consuming it, or even refresh it to keep 100% uptime.
In practice, what this means is that Fossilize->Flame Lash gets you two Power Lashes with 3 second interval inbetween, where as on Live you'd have to wait for 5-7 seconds before your next Power Lash.
The only real downside being introduced in the patch is the dodgeability, which mostly affects fights vs medium armor opponents. Against others, it's a big buff for mDKs.
It's also a buff to sustain against all builds (even vs dodge rollers), since you're using a free ability every 3 seconds rather than every 5-7 seconds, leading to less magicka/second spent on average.
You still get the heal portion even if the Power Lash is dodged, and the heal duration (and strength) has been doubled on PTS.
I've had zero problems on PTS against any medium armor build, and I've noticed fights vs heavy armor & light armor builds have become easier for mDK there.
Obviously only duels could be tested as there's no functional 1vX or XvX environment there.
Oh, and I'd be remiss not to mention how as stamina DK you can use Power Lash as your CC in PvP next patch.
- Get Tactician CP.
- Slot Shuffle.
- Target gets Off Balance every time an attack is dodged (by Shuffle or naturally by dodge rolling).
- You can now use free cost Power Lash that has a heal stronger than Vigor (even on a stamina DK) & deals some decent dmg too as your CC. Thanks to the Off Balance changes, it will stun a non-CC immune target.