Step one for db to not wreck you... remove anything that would proc the passive that gives db a healthy 20% or so extra damage on you
GeorgeBlack wrote: »
I like it too,it destroys vamps which makes me more happy
Joy_Division wrote: »Stop with the nerf suggestions.
The only reason people might think Dawnbreaker "over-performs" is because so many other things have been over-nerfed.
Says a vampire magicka main.
No, I think it "overperforms" because you can cancel it to the point you barely see any animation at all. It's just a perfect skill and very fun to use. To me it's a questionable design choice to tie high damage into an ability with a strong CC/knockback component. If you compare that to Meteor it's night and day as you need an extra CC to "force" the Meteor to hit unmitigated on a blocking target. The telegraph Meteor has makes all the difference because everyone but a bad player will block it (apart from the rubberbanding issues Meteor has again and that are clearly a bug).
Joy_Division wrote: »Joy_Division wrote: »Stop with the nerf suggestions.
The only reason people might think Dawnbreaker "over-performs" is because so many other things have been over-nerfed.
Says a vampire magicka main.
No, I think it "overperforms" because you can cancel it to the point you barely see any animation at all. It's just a perfect skill and very fun to use. To me it's a questionable design choice to tie high damage into an ability with a strong CC/knockback component. If you compare that to Meteor it's night and day as you need an extra CC to "force" the Meteor to hit unmitigated on a blocking target. The telegraph Meteor has makes all the difference because everyone but a bad player will block it (apart from the rubberbanding issues Meteor has again and that are clearly a bug).
I'd compare the very fun to use Dawnbreaker to the very fun to use Incap (a lot cheaper, high damage, stun, defile, buffs damage. A lot of NBS use this over DB) and the very fun to use Take flight (cheaper, much longer range, also AoE high damage, also AOE stun). Those are roughly in the same neighborhood. Those are balanced with respective to each other. If you nerf one, the others probably have to get nerfed too. And here we see the problem trying to balance via nerfs. It never stops. Things become not very fun to use.
You are comparing it to meteor, which is only effective because of Lag or if a sorc times Rune Prison correctly. Of course Dawnbreaker is going to seem to "overpeform." IIRC, you play a mag sorc. You're pretty much in the same boat I'm in, we don't have suitable class ultimates to burst down our opponents and kill them. That is the issue which should be addressed. Not nerf things other people use because our classes are flawed such that we can't "play as we want."
I personally only have it slotted for the free weapon damage. I never use it, as its cost makes my rotation with it weird. I like Crescent Sweep - which I have on my back bar - more.
I personally only have it slotted for the free weapon damage. I never use it, as its cost makes my rotation with it weird. I like Crescent Sweep - which I have on my back bar - more.
I’ve been thinking about trying crescent sweep back bar just for when I need a quicker ultimate. Problem is; it’s range is short so I’ve been concerned it will be harder to land.
Joy_Division wrote: »You're pretty much in the same boat I'm in, we don't have suitable class ultimates to burst down our opponents and kill them. That is the issue which should be addressed. Not nerf things other people use because our classes are flawed such that we can't "play as we want."
Don't agree with a Nerf, but it should be discussed if the dot component should be dodgable.
I'd say yes:
- lower cost than meteor
- AC friendly cast that hides the animation quickly
- other similar initial DMG DOT effect abilities are both dodgable.
Otherwise it's cost should be increased slightly to match DW/2H Ultimates and this slightly matching meteor.
Chilly-McFreeze wrote: »Don't agree with a Nerf, but it should be discussed if the dot component should be dodgable.
I'd say yes:
- lower cost than meteor
- AC friendly cast that hides the animation quickly
- other similar initial DMG DOT effect abilities are both dodgable.
Otherwise it's cost should be increased slightly to match DW/2H Ultimates and this slightly matching meteor.
How convenient that you forgot that:
-2h/ shooting star returns ultimate
-DW heals
-2h ignores resistances and buffs you up
-meteor is ranged
Chilly-McFreeze wrote: »Don't agree with a Nerf, but it should be discussed if the dot component should be dodgable.
I'd say yes:
- lower cost than meteor
- AC friendly cast that hides the animation quickly
- other similar initial DMG DOT effect abilities are both dodgable.
Otherwise it's cost should be increased slightly to match DW/2H Ultimates and this slightly matching meteor.
How convenient that you forgot that:
-2h/ shooting star returns ultimate
-DW heals
-2h ignores resistances and buffs you up
-meteor is ranged
That's because none of those matter if you look at the ability against their new description of how abilities should ignore defensive mechanics.
An initial DMG ability with a DOT component should be both dodgable but the dot unblocked.
Currently it's dodgable initial hit but undodgeable dot effect. But this violates the clarification they gave out for dragon bones. Because the only undodgable effects, are ground based AOE and player targeted single target casts.
I think they need to match this for the classification they gave, but reduce the cost to 100.
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Don't agree with a Nerf, but it should be discussed if the dot component should be dodgable.
I'd say yes:
- lower cost than meteor
- AC friendly cast that hides the animation quickly
- other similar initial DMG DOT effect abilities are both dodgable.
Otherwise it's cost should be increased slightly to match DW/2H Ultimates and this slightly matching meteor.
How convenient that you forgot that:
-2h/ shooting star returns ultimate
-DW heals
-2h ignores resistances and buffs you up
-meteor is ranged
That's because none of those matter if you look at the ability against their new description of how abilities should ignore defensive mechanics.
An initial DMG ability with a DOT component should be both dodgable but the dot unblocked.
Currently it's dodgable initial hit but undodgeable dot effect. But this violates the clarification they gave out for dragon bones. Because the only undodgable effects, are ground based AOE and player targeted single target casts.
I think they need to match this for the classification they gave, but reduce the cost to 100.
Yes, it is an exception from the rules. But I find it strange to argue for applying the dodge-rule to DB by stating only what makes other ultimates worse. I mean, yes, okay, rules are there for a reason. But don't be one sided, especially if other ultimates "cons" have nothing to do with that, except for the third point. Meteor demanding more ult is just irrelevant to it (,especially if you consider the ult return).
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Don't agree with a Nerf, but it should be discussed if the dot component should be dodgable.
I'd say yes:
- lower cost than meteor
- AC friendly cast that hides the animation quickly
- other similar initial DMG DOT effect abilities are both dodgable.
Otherwise it's cost should be increased slightly to match DW/2H Ultimates and this slightly matching meteor.
How convenient that you forgot that:
-2h/ shooting star returns ultimate
-DW heals
-2h ignores resistances and buffs you up
-meteor is ranged
That's because none of those matter if you look at the ability against their new description of how abilities should ignore defensive mechanics.
An initial DMG ability with a DOT component should be both dodgable but the dot unblocked.
Currently it's dodgable initial hit but undodgeable dot effect. But this violates the clarification they gave out for dragon bones. Because the only undodgable effects, are ground based AOE and player targeted single target casts.
I think they need to match this for the classification they gave, but reduce the cost to 100.
Yes, it is an exception from the rules. But I find it strange to argue for applying the dodge-rule to DB by stating only what makes other ultimates worse. I mean, yes, okay, rules are there for a reason. But don't be one sided, especially if other ultimates "cons" have nothing to do with that, except for the third point. Meteor demanding more ult is just irrelevant to it (,especially if you consider the ult return).
Should it be an exception? Judging from their explanation of what dodgable and blockable, it shouldn't.
Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Chilly-McFreeze wrote: »Don't agree with a Nerf, but it should be discussed if the dot component should be dodgable.
I'd say yes:
- lower cost than meteor
- AC friendly cast that hides the animation quickly
- other similar initial DMG DOT effect abilities are both dodgable.
Otherwise it's cost should be increased slightly to match DW/2H Ultimates and this slightly matching meteor.
How convenient that you forgot that:
-2h/ shooting star returns ultimate
-DW heals
-2h ignores resistances and buffs you up
-meteor is ranged
That's because none of those matter if you look at the ability against their new description of how abilities should ignore defensive mechanics.
An initial DMG ability with a DOT component should be both dodgable but the dot unblocked.
Currently it's dodgable initial hit but undodgeable dot effect. But this violates the clarification they gave out for dragon bones. Because the only undodgable effects, are ground based AOE and player targeted single target casts.
I think they need to match this for the classification they gave, but reduce the cost to 100.
Yes, it is an exception from the rules. But I find it strange to argue for applying the dodge-rule to DB by stating only what makes other ultimates worse. I mean, yes, okay, rules are there for a reason. But don't be one sided, especially if other ultimates "cons" have nothing to do with that, except for the third point. Meteor demanding more ult is just irrelevant to it (,especially if you consider the ult return).
Should it be an exception? Judging from their explanation of what dodgable and blockable, it shouldn't.
Either this or leave the exception and let the Meteor DoT stick not only to the impact area but also to people hit. As a fair "compensation".
Wolfenbelle wrote: »OP, "Everybody desperately needs..." is a very sweeping claim. What makes you think you can speak for "everybody?" You don't speak for me. I think Dawnbreaker is fine to slot for the passives, but is not particularly strong as an ultimate. I argue for leaving it exactly as it is or for it to get a bit of a damage boost.
That's because none of those matter if you look at the ability against their new description of how abilities should ignore defensive mechanics.Chilly-McFreeze wrote: »Don't agree with a Nerf, but it should be discussed if the dot component should be dodgable.
I'd say yes:
- lower cost than meteor
- AC friendly cast that hides the animation quickly
- other similar initial DMG DOT effect abilities are both dodgable.
Otherwise it's cost should be increased slightly to match DW/2H Ultimates and this slightly matching meteor.
How convenient that you forgot that:
-2h/ shooting star returns ultimate
-DW heals
-2h ignores resistances and buffs you up
-meteor is ranged
An initial DMG ability with a DOT component should be both dodgable but the dot unblocked.
Currently it's dodgable initial hit but undodgeable dot effect. But this violates the clarification they gave out for dragon bones. Because the only undodgable effects, are ground based AOE and player targeted single target casts.
I think they need to match this for the classification they gave, but reduce the cost to 100.
GeorgeBlack wrote: »By locking the effects if the FG ulty into DW skill line people will be forced to choose DW and give up momentum/executione if they want to have access to this OP ulty.
The way it is now everybody slots momentum execution vigor DB and reverb bash.
Keep fighting against moving the effects of DB to DW.
Show me that you all run the same builds..
GeorgeBlack wrote: »By locking the effects if the FG ulty into DW skill line people will be forced to choose DW and give up momentum/executione if they want to have access to this OP ulty.
The way it is now everybody slots momentum execution vigor DB and reverb bash.
Keep fighting against moving the effects of DB to DW.
Show me that you all run the same builds..
Yet all would still be viable for 2h and dual wield builds. So what’s the point? Sounds like someone wants it and others to not have it.
I could see the argument that it’s better ultimate for 3/5 if stamina classes and you could argue whether it needs nerfed or other ultimates need boost but moving it really doesn’t make sense if it’s truly over performing. Moving it does nothing to balance it with other ultimates.