how about fire scales set hit enemies offbalanace? ^^
maybe not, since offbalance already synegizes very well with dks.
but the reflect changes would be very welcomed to that unmobile class forced into the blocking meta (which doesnt work anymore naturally)
Avran_Sylt wrote: »TBH. DK speaks to me as more of slower moving War of Attrition type Playstyle. Not High Mobility/Damage outside of Ultimates.
Right now I think the largest issue with DK is that they lack a way to make enemies "stick" to them in a more passive manner, given the CC immunity that chains has to deal with.
So Personally I'd just remove the persistent snare effect of Cinder Storm (Ash Cloud), and instead make the ability a player centered AoE, similar to that of Eye of the Storm. (This would still be in addition to the Heal Change). You keep enemies closer to you, and keep yourself healed up. You become a walking inferno.
But that's just my opinion, I don't play DK all that much.
I think DK should be slow/steady too, it matches their heavy ground knight theme. But I don't think DK should be constantly 70%+ snared with only misting to save them. Block snares enough. The DK damage/survivability is fine IMO. Other classes should have something similar.
The only thing I would change damage wise on a MagDK is the power whip being dodgable, it was the defacto execute and finisher, it took locking down, a set up, then the power whip to hit, so had 2 GCDs, and things like range, FM, CC immunity to avoid it. The new changes reward complacency, and punish the DK for locking down. A StamDK needs a lot more though.
The latter suggestion is basically old inferno, and we all want that back. But wrobel has shut that down personally. Ash cloud is a stationary ability like LL, blazing spear etc. So IMO should stay that way. DK solo healing is fine. They have a player "HoT"+burst heal and an offensive hot+burst heal. Any more and people cry OP.
Chains is one thing that annoys me. The gapcloser shouldn't exist. Its just not DK and it looks goofy. Its just a half assed way to give mobility. But the pull morph should be better in PvP. It should root/stun for 1s when cast, then pull, and offer no immunity if not broken. If broken it wouldn't pull, and it would give immunity. It'd allow some ranged lockdown and ability to get someone close.
The buffs you describe for wings sound like they would specifically target DK defense weaknesses, and help DKs get away from S&B. I don't like the off balance suggestion on wings, because setting a target off balance out of your melee range wouldn't be very helpful.
I'd like to see snare immunity on wings (I'd be willing to trade the expedition on chains), revert fossilize to it's old range, and allow whips to be dodged but not power lash. Make it hard to set up the kill combo and reward enemies for avoiding it, but leave DKs with one reliable not-ultimate hard hitting skill.
I'd disagree that templars are in innately tankier right now. Templars have few skills that are both offensive and defensive, so you have to switch modes. Once you are on defense and under pressure it's very hard to get back to full offense. DKs are more rewarded for staying on the offense with embers, whip, breath.
And for all the QQ about templars healing, good lord Akatosh, stamwardens are SO much worse than templars ever were when they turtle up.
I recall Alcast or one of the playtesters mentioning that Wrobel will be “monitoring” how the snare removal performs, and consider an immunity.
I totally disagree on immunity though for DKs (or any class for that matter) because it would be a bandaid fix. There is an underlying issue when Mag builds are slotting a 2H for Forward Momentum...... what I mean is, Snares need to change in a very meaningful way. Snare Immunity should absolutely not be the vital survival tool for all builds it currently is.
Your change to Reflective Scales are perfect imo. Lessen projectile count, but make it *per target*. Balance. Also I’d ask for a slight increase to Searing Strike’s range.
Those DK changes and a nerf to snares as a whole -> finally balanced. Probably on the same level of NBs who are getting that insane Shadow Image buff next patch. Now Sorcs/Wardens really need to get on that level and Templars helped too.
..... that is if ZOS balances through buffs for the first time, instead of nerfs.
The buffs you describe for wings sound like they would specifically target DK defense weaknesses, and help DKs get away from S&B. I don't like the off balance suggestion on wings, because setting a target off balance out of your melee range wouldn't be very helpful.
I'd like to see snare immunity on wings (I'd be willing to trade the expedition on chains), revert fossilize to it's old range, and allow whips to be dodged but not power lash. Make it hard to set up the kill combo and reward enemies for avoiding it, but leave DKs with one reliable not-ultimate hard hitting skill.
I'd disagree that templars are in innately tankier right now. Templars have few skills that are both offensive and defensive, so you have to switch modes. Once you are on defense and under pressure it's very hard to get back to full offense. DKs are more rewarded for staying on the offense with embers, whip, breath.
And for all the QQ about templars healing, good lord Akatosh, stamwardens are SO much worse than templars ever were when they turtle up.
Its not that templars are more tankier in playstyle, jabbing and beaming drops block, and its less sustainable for a templar. But mitigation wise, for a full tank templar they outmitigate a DK. 5% is less than minor protection. And templar has passives such as: Spear wall, and balanced warrior. Then with purge and heals a tanky templar becomes as tanky as a tanky DK. Just with less damage. A warden can do that with high healing, high damage, and high mitigation and sustain it better.I recall Alcast or one of the playtesters mentioning that Wrobel will be “monitoring” how the snare removal performs, and consider an immunity.
I totally disagree on immunity though for DKs (or any class for that matter) because it would be a bandaid fix. There is an underlying issue when Mag builds are slotting a 2H for Forward Momentum...... what I mean is, Snares need to change in a very meaningful way. Snare Immunity should absolutely not be the vital survival tool for all builds it currently is.
Your change to Reflective Scales are perfect imo. Lessen projectile count, but make it *per target*. Balance. Also I’d ask for a slight increase to Searing Strike’s range.
Those DK changes and a nerf to snares as a whole -> finally balanced. Probably on the same level of NBs who are getting that insane Shadow Image buff next patch. Now Sorcs/Wardens really need to get on that level and Templars helped too.
..... that is if ZOS balances through buffs for the first time, instead of nerfs.
I agree with your point on the the potency of snares being a problem. But would still keep snare removal on a DK/templar as part of the total fix.
Snares should directly be an subtractive alternative to expedition. Maj 30% Min 10%. Things like eruption can have both, but nothing above 40%.
That way, a few speedy classes, i.e. sorcerer/NB/warden can outpace snares. Wheas the slower, yet steadier DK/templar can remove the snare. (Purge for templars, but it needs a heavy buff, i'd say make it percentage of effects, buff if you have X+ effects on you, a nerf if you have X- effects) but not have much mobility. No one could have both on the same class skills. However you could use out of class things to get what your class doesn't have like speed pots or FM snare removal.
I'd then make sorcerer the most mobile, but with changes to streak/BoL, boundless, mines etc. I'd tone down NBs mitigation in cloak, but maintain their burst, and buff their actual invisibility part by remove breaking on pot/mark, but buff counters effective for the user. *** knows what to do with warden.
Maybe then we can have some usable individual strengths.
This is already more-or-less the case: Only 0-2.9 seconds, and only certain abilities can be cloaked. Add in: can also remove the ability to cloak. Not a good comparison if you're trying to highlight how weak wings are.magine nerfing cloak to the level of wings. Only 4 cloaked hits, and only certain abilities can be cloaked. Would be harsh no, but its OK for a DK? Then force them into heavy/block, or just rolling/shields with no other worthwhile defense.
The_Outsider wrote: »This is already more-or-less the case: Only 0-2.9 seconds, and only certain abilities can be cloaked. Add in: can also remove the ability to cloak. Not a good comparison if you're trying to highlight how weak wings are.magine nerfing cloak to the level of wings. Only 4 cloaked hits, and only certain abilities can be cloaked. Would be harsh no, but its OK for a DK? Then force them into heavy/block, or just rolling/shields with no other worthwhile defense.
I would also add accessibility to major mending through a class shield to the top of this list of things that make DKs tanky. That said, those ability changes sound like great ideas. Bump.
I do agree that DKs need a little immunity after they purge the roots with wings. 2-3 seconds should suffice.
As for DK, if snares were nerfed like they should be, you wouldn’t have to worry about them so much. Snare immunity should never be necessary. DK is also doing much better than DK mains like to think these days due to the many buffs have happened in the passed year both directly and indirectly. You should be more optimistic about them even if they leave Reflective Scales as is.The buffs you describe for wings sound like they would specifically target DK defense weaknesses, and help DKs get away from S&B. I don't like the off balance suggestion on wings, because setting a target off balance out of your melee range wouldn't be very helpful.
I'd like to see snare immunity on wings (I'd be willing to trade the expedition on chains), revert fossilize to it's old range, and allow whips to be dodged but not power lash. Make it hard to set up the kill combo and reward enemies for avoiding it, but leave DKs with one reliable not-ultimate hard hitting skill.
I'd disagree that templars are in innately tankier right now. Templars have few skills that are both offensive and defensive, so you have to switch modes. Once you are on defense and under pressure it's very hard to get back to full offense. DKs are more rewarded for staying on the offense with embers, whip, breath.
And for all the QQ about templars healing, good lord Akatosh, stamwardens are SO much worse than templars ever were when they turtle up.
Its not that templars are more tankier in playstyle, jabbing and beaming drops block, and its less sustainable for a templar. But mitigation wise, for a full tank templar they outmitigate a DK. 5% is less than minor protection. And templar has passives such as: Spear wall, and balanced warrior. Then with purge and heals a tanky templar becomes as tanky as a tanky DK. Just with less damage. A warden can do that with high healing, high damage, and high mitigation and sustain it better.I recall Alcast or one of the playtesters mentioning that Wrobel will be “monitoring” how the snare removal performs, and consider an immunity.
I totally disagree on immunity though for DKs (or any class for that matter) because it would be a bandaid fix. There is an underlying issue when Mag builds are slotting a 2H for Forward Momentum...... what I mean is, Snares need to change in a very meaningful way. Snare Immunity should absolutely not be the vital survival tool for all builds it currently is.
Your change to Reflective Scales are perfect imo. Lessen projectile count, but make it *per target*. Balance. Also I’d ask for a slight increase to Searing Strike’s range.
Those DK changes and a nerf to snares as a whole -> finally balanced. Probably on the same level of NBs who are getting that insane Shadow Image buff next patch. Now Sorcs/Wardens really need to get on that level and Templars helped too.
..... that is if ZOS balances through buffs for the first time, instead of nerfs.
I agree with your point on the the potency of snares being a problem. But would still keep snare removal on a DK/templar as part of the total fix.
Snares should directly be an subtractive alternative to expedition. Maj 30% Min 10%. Things like eruption can have both, but nothing above 40%.
That way, a few speedy classes, i.e. sorcerer/NB/warden can outpace snares. Wheas the slower, yet steadier DK/templar can remove the snare. (Purge for templars, but it needs a heavy buff, i'd say make it percentage of effects, buff if you have X+ effects on you, a nerf if you have X- effects) but not have much mobility. No one could have both on the same class skills. However you could use out of class things to get what your class doesn't have like speed pots or FM snare removal.
I'd then make sorcerer the most mobile, but with changes to streak/BoL, boundless, mines etc. I'd tone down NBs mitigation in cloak, but maintain their burst, and buff their actual invisibility part by remove breaking on pot/mark, but buff counters effective for the user. *** knows what to do with warden.
Maybe then we can have some usable individual strengths.
I am just wondering, why there isnt a turtle skill like the following in tge tenplars or dks toolkit: this skills grants you immunity to cc‘s for some seconds, also major prorection. But to make it up, your movement speed is cut in half.
I havent seen such a skill in eso, but everytime i hear somebody saying „stand your ground“ or „protecting the house“ class something like above described comes into my mind.
I am just wondering, why there isnt a turtle skill like the following in tge tenplars or dks toolkit: this skills grants you immunity to cc‘s for some seconds, also major prorection. But to make it up, your movement speed is cut in half.
I havent seen such a skill in eso, but everytime i hear somebody saying „stand your ground“ or „protecting the house“ class something like above described comes into my mind.
Avran_Sylt wrote: »@Savos_Saren
Technically Heavy Armor does by the Increased Healing Received bonus.
And I think the general issue with tanking and staying put is that gapclosers are a thing. Not to mention on the Sword and Board skill line. You can be immobile, but also catch up to any enemy just by spamming a skill. IMO the way gapclosers are present in this game is a bit poorly implemented. They should only be found in class skills, and present on classes whose Identity warrant them. Pulling towards you is fine, as CC immunity is a thing, but classless gapclosers can be spammed all day and night. Making even the least mobile class extremely mobile.
I recall Alcast or one of the playtesters mentioning that Wrobel will be “monitoring” how the snare removal performs, and consider an immunity.
I totally disagree on immunity though for DKs (or any class for that matter) because it would be a bandaid fix. There is an underlying issue when Mag builds are slotting a 2H for Forward Momentum...... what I mean is, Snares need to change in a very meaningful way. Snare Immunity should absolutely not be the vital survival tool for all builds it currently is.
Your change to Reflective Scales are perfect imo. Lessen projectile count, but make it *per target*. Balance. Also I’d ask for a slight increase to Searing Strike’s range.
Those DK changes and a nerf to snares as a whole -> finally balanced. Probably on the same level of NBs who are getting that insane Shadow Image buff next patch. Now Sorcs/Wardens really need to get on that level and Templars helped too.
..... that is if ZOS balances through buffs for the first time, instead of nerfs.
DRAGON_KILLER_HUNTER wrote: »Wings are strong, already shuts down every ranged build.