Everybody desperately needs DB in their bars. DB needs to be restricted and then replaced.

  • JobooAGS
    JobooAGS
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    JobooAGS wrote: »
    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

    I use DB.
    Just like the entirety of the population

    I like it too,it destroys vamps which makes me more happy
  • technohic
    technohic
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    JobooAGS wrote: »
    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

    I avoid vamp on my toons (I know, Im totally meta right?) because it really does make a huge difference. When using it; I couldn't be happier than when I saw the werewolf guild running around all transformed.
  • GeorgeBlack
    GeorgeBlack
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    JobooAGS wrote: »
    JobooAGS wrote: »
    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

    I use DB.
    Just like the entirety of the population

    I like it too,it destroys vamps which makes me more happy

    I am not a vamp.
  • Joy_Division
    Joy_Division
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    Feanor 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."
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Feanor
    Feanor
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    Feanor 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."

    Oh, you misunderstood me. I don't want to see DBoS nerfed. I totally agree with you that adjusting aspects of "lacking" classes would be the way to go, bringing back class identity and fun unique play styles. Sadly that hasn't been the ZOS M.O. for the last few years.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • ZOS_JesC
    ZOS_JesC
    admin
    Greetings, we removed a few posts that were off-topic/baiting. This is a friendly reminder to keep the debate healthy and constructive and away from personal attacks. If you have any questions on our forum rules you can read them here.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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    Staff Post
  • Dredlord
    Dredlord
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    As a magplar main for the bulk of the game and recently magblade, both vamps...

    Put me in the "it's fine as it is camp"
  • Mic1007
    Mic1007
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    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. :)
    Edited by Mic1007 on March 28, 2018 7:27PM
    @Mic1007
    Champion Rank 900+
    DC/AD/EP
    PC NA

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!
  • technohic
    technohic
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    Mic1007 wrote: »
    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.
  • GeorgeBlack
    GeorgeBlack
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    technohic wrote: »
    Mic1007 wrote: »
    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.

    And since it will be harder to land... you may as well just slot DB again
  • griffkhalifa
    griffkhalifa
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    JobooAGS wrote: »
    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

    I use DB.
    Just like the entirety of the population

    I don't.
    PS4 NA
  • IV_Deity
    IV_Deity
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    I can't believe this thread got attention, but I will give my 2 cents.

    It's a guild ultimate...just like Meteor is a guild ultimate. They both have different mechanics. I never once believed there should be a stamina morph of meteor because its...you know....it's a MAGE GUILD ability. Dawnbreaker is specifically tied to the fighters guild, mainly comprised of melee based characters.

    Lore aside, the skill is wonderful as it is. It's reliable yes, but don't call for a nerf because your leap is "buggy". Simply go to a feedback thread and report that it's buggy and unreliable. The issue with this community is that if something is good, it should be nerfed, instead of fixing things that are not working as well as they should. Not very proactive and will be the death of this game.

    The only reason DB is used on a lot of stamina characters is because in class ultimates are mostly magic based. Not many are geared towards stamina. This causes stamina builds to look elsewhere, which is fine, IMO. DW lacks CCs and I don't see many utilizing some of their skills in PvP. Maybe it needs a tune up. I'm not sure how the ultimate performs in PvP or PvE. I have not witnessed it being on my death recap.

    The Two Handed ultimate, while very appealing lacks one thing....a CC. I like how hard it hits and that it ignores all resistances, but again, no CC. If they add a CC to it, then perhaps more people would use it.

    Bow ultimate....so underrated. It works wonders.
    DeityTheNoble
  • Katahdin
    Katahdin
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    geonsocal wrote: »
    hands down - EYE OF THE STORM has shown up on my death recap far more than any other ultimate over the last 2 and a half years of pvp...

    I hate it :p


    Fixed that for you

    Beta tester November 2013
  • Tandor
    Tandor
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    What a load of nonsense. Incidentally, if it's purely about PvP then (a) it should be moved to the PvP Combat and Skills Forum, and (b) it reinforces the view that PvP and PvE skills should be separately adjusted.
  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    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."

    QFT.

    This issue in this game is the burst down meta. It wasn't always this way. We used to have a resource management meta with softcaps. Was much more fun to play,
  • Minno
    Minno
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    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.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Chilly-McFreeze
    Chilly-McFreeze
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    Minno 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
  • Minno
    Minno
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    Minno 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.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • dodgehopper_ESO
    dodgehopper_ESO
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    No. Lets not make things worse for Stamplars by forcing us to use our only ultimate with a specific weapon. (Hyperbole here, but hopefully the point is taken).
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Chilly-McFreeze
    Chilly-McFreeze
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    Minno wrote: »
    Minno 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).
  • Solariken
    Solariken
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    While I agree with the OP premise, I don't agree with the solutions proposed.

    I've been saying for a while that DboS needs to lose the stun. Both morphs would still be very attractive, one giving more passive stats and the other more activation damage. The stun is over the top.
    Edited by Solariken on March 29, 2018 9:23PM
  • Minno
    Minno
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    Minno wrote: »
    Minno 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.
    Edited by Minno on March 29, 2018 9:26PM
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Chilly-McFreeze
    Chilly-McFreeze
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    ✭✭✭✭
    Minno wrote: »
    Minno wrote: »
    Minno 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".
  • Minno
    Minno
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    ✭✭✭✭✭
    Minno wrote: »
    Minno wrote: »
    Minno 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".

    That makes the most sense and agree.

    I do think the difference in ultimate costs stems from the Regen, empower, and max mag passive boosts in the mage line than the extra effects from each meteor morph. And conversely, fighters guild only has ultimate on kills plus extra weapon DMG and extra DMG on specific enemies. So it's like they balanced the cost around that.

    And there's other buffs that could happen for the fighters guild so it matches better against the mage tree. But that's a different discussion.
    Minno - DC - Forum-plar Extraordinaire
    - Guild-lead for MV
    - Filthy Casual
  • Wolfenbelle
    Wolfenbelle
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    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.
  • GeorgeBlack
    GeorgeBlack
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    ✭✭
    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.

    You and everybody else
  • IAVITNI
    IAVITNI
    ✭✭✭✭✭
    Minno wrote: »
    Minno 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.

    Wait DB is dodgable? Or do you mean you can dodge the AoE cone? It's my understanding that AoE is undodgable, wether it is ground based (Fire Blockade) or not (Jabs). If you roll dodge into a land slide, you're going to get hit. DB is is a frontal-cone AoE (like jabs) and therefore should be undodgable. Arrow Spray is an oversight, imo. (haven't played much since Dragon Bones so genuine question)


    On topic, I don't think increasing ultimate cost is the way to go. Speaking from a stamDK perspective, the switch to DB over Leap is due to 2 factors:

    -increased bugginess of Leap making it largely unusable
    -tank meta+horrid stamDK class balance causing many stamDKs to switch to DoT based builds that simply synergizes better with DB which has a DoT component than with Leap, which is purely Direct damage. Direct damage that is no longer strong enough to reliably burst anything but potatoes (in said DoT builds)

    It's not so much that Dawnbreaker is overpowered, but more so that other ultimates are simply lackluster. Leap used to have the consistent advantage of stronger and ranged burst, hence why it was competitive. But with the meta shift and bugginess of the skill it just isn't reliable anymore, regardless of DB existing or not.

    There simply is no other ultimate besides Incap and Soul Assault (if used properly) that can really compete with the effects of Dawnbreaker from an offensive stand-point. Meteor, Leap and Ballista are somewhat competitive but still fall just short.

    Meteor needs a bit of help, maybe have it slow and have a larger initial DoT tick ONLY if it is blocked so that the DoT damage actually does something. An easily countered skill should have some kind of benefit even if countered.

    Besides those, there is no offensive ultimate that can really compete.

    Minor buffs like 2H ultimate having Berserker Rage (CC+Snare Immunity), Bow ultimate allowing dodge roll and DW ultimate having dash into the base skills (ofc with minor downward adjustments to things like duration etc.) would increase diversity more than nerfing DB.

    Examples: (obviously all subject to balancing, focus on concepts)
    Berserker Strike (Base 2h Ultimate)
    Strike an enemy with a vicious blow, dealing [x] Physical Damage.

    This attack ignores 75% of the target's mitigation and grants you Physical and Spell Resistance equal to the amount ignored for 8 seconds.

    You are immune to all snare and immobilization effects for the duration and all disable effects for 4 seconds.

    *If you're opponent survives, you can keep up the pressure unhindered, in a way that you wouldn't be able to via DB or Incap


    Rapid Fire (Base Bow Ultimate)
    Unleash a barrage of arrows at an enemy, dealing [x] Physical Damage over [4.1] seconds
    You can move at full speed and dodge roll for free while channeling this attack. Damage is reduced by 10% while dodge rolling.
    *Allows for high offensive pressure during defensive gameplay, however rewards players for properly timing offensive windows. DB can also be used defensively but Rapid Fire would have a higher kill potential than DB during defensive use. *Ballista would reduce cost to say 150.Maybe for mental purposes, decrease base damage by 10% and have the damage increase by 10% if you don't roll dodge :wink:

    Lascerate (Base DW Ultimate)
    Dash up to 10 meters forwards and slash all enemies in front of you, dealing [x] Physical Damage over [8] seconds and healing you for [50]% of the damage done.
    *Gives DW builds a desperately needed gap closer. Skill would have to become targetable though. Maybe have it scale off ultimate, dealing minimum damage at 25 and max damage at 150 ultimate in 25 point increments. DW should really be more mobile that 2H imo xD. If a DW builds needs more mobility this would be a clear choice over DB.

    Incap, Soul Assault and DB are popular ultimates because they actually change the flow of combat. If I get hit with a Radial Sweep I carry on with my day, but if I get hit by an Incap, Soul Assault or DB then I react accordingly. Landing an offensive ultimate should affect the tempo of combat, just like Incap and DB. Currently, most other ultimates only matter in niche scenarios/builds and are usually treated as a regular damage skill in combat, even in duels.

    #BuffsOverNerfs

    This also helps with identity retention of skills. Minor issue but still important to a RPG based game. :smile:
    Edited by IAVITNI on March 29, 2018 11:39PM
  • GeorgeBlack
    GeorgeBlack
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    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..
    Edited by GeorgeBlack on March 29, 2018 11:54PM
  • technohic
    technohic
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    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.
  • GeorgeBlack
    GeorgeBlack
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    technohic 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.

    2h DW is instagib.
    You want that defile/block reduction
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