Micah_Bayer wrote: »Just give frags it's 10% dmg back and it's stun. Thank you.
rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
Disagree.
DK is a melee class, Sorc is a ranged one. It has 0 melee skills, it has skills to keep people out of melee range (Mines). It wouldn't work with the rest of the toolkit.
I'd rather they change it to a DoT and a debuff or root/snare. Or anything else remotely useful. But it has to be something that works with rest of the class.
I'd rather that, then nerfing it back to being a nothing skill that no one uses ever. Which is what would happen if they reduce the range to 8m.
rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
Disagree.
DK is a melee class, Sorc is a ranged one. It has 0 melee skills, it has skills to keep people out of melee range (Mines). It wouldn't work with the rest of the toolkit.
I'd rather they change it to a DoT and a debuff or root/snare. Or anything else remotely useful. But it has to be something that works with rest of the class.
I'd rather that, then nerfing it back to being a nothing skill that no one uses ever. Which is what would happen if they reduce the range to 8m.
Yea but um, Zos balances by making skills in line with similar skills. That was their justification for nerfing strife and other skills. strife got nerfed because devs wanted it to be consistent with force shock...logically, why does rune cage get to be different and more powerful? No, under their idiotic logic which stove pipes build diversity rune cage needs the same treatment as fossilize.
i play on pc eu . I would be the happiest guy if i see a frag hitting a player for more then 4 to 4.5k dmg . Lol frag dmg is joke it only hit harder on mag sorc and mag/stam nb coz they in light/medium armor. Anything else its 4 to 4.5k which is nothing since those tankier guys usually are in the range of 25-30k health . Want more ? Go hit a mag templar with riposte or brass or pirate skeleton or a tanky stam warden its ridiculous on them i see 3k crit frags . Frag definetely needs back it 20% extra dmg . Rune cage is not op it does average 2-3k dmg again on squishy players like mag sorc mag/stam nb and an average of 1-2k on tankier opponents which is nothing. I hate rune cage its expensive and very hard to complete combo curse fury meteor rune frag. Always get stunned while doing it . Also i am not using rune im still using master staff with reach ,rune is so boring. Plz bring back frag 20% dmg + stun .Nerftheforums wrote: »Despite I think everybody agrees that the stun on frags was WAY better than this op fossilize that is rune cage, there is no need whatsoever to buff the frag's damage. It hits as hard as a direct damage ulti and can be casted for a super low costs every 3-5 seconds from range.
rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
Disagree.
DK is a melee class, Sorc is a ranged one. It has 0 melee skills, it has skills to keep people out of melee range (Mines). It wouldn't work with the rest of the toolkit.
I'd rather they change it to a DoT and a debuff or root/snare. Or anything else remotely useful. But it has to be something that works with rest of the class.
I'd rather that, then nerfing it back to being a nothing skill that no one uses ever. Which is what would happen if they reduce the range to 8m.
Yea but um, Zos balances by making skills in line with similar skills. That was their justification for nerfing strife and other skills. strife got nerfed because devs wanted it to be consistent with force shock...logically, why does rune cage get to be different and more powerful? No, under their idiotic logic which stove pipes build diversity rune cage needs the same treatment as fossilize.
Sure, I'm all for them making Rune Cage similar to Cripple :P
thankyourat wrote: »rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
Disagree.
DK is a melee class, Sorc is a ranged one. It has 0 melee skills, it has skills to keep people out of melee range (Mines). It wouldn't work with the rest of the toolkit.
I'd rather they change it to a DoT and a debuff or root/snare. Or anything else remotely useful. But it has to be something that works with rest of the class.
I'd rather that, then nerfing it back to being a nothing skill that no one uses ever. Which is what would happen if they reduce the range to 8m.
Yea but um, Zos balances by making skills in line with similar skills. That was their justification for nerfing strife and other skills. strife got nerfed because devs wanted it to be consistent with force shock...logically, why does rune cage get to be different and more powerful? No, under their idiotic logic which stove pipes build diversity rune cage needs the same treatment as fossilize.
Sure, I'm all for them making Rune Cage similar to Cripple :P
But sorcs already have mines which is cripple on steroids
thankyourat wrote: »rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
Disagree.
DK is a melee class, Sorc is a ranged one. It has 0 melee skills, it has skills to keep people out of melee range (Mines). It wouldn't work with the rest of the toolkit.
I'd rather they change it to a DoT and a debuff or root/snare. Or anything else remotely useful. But it has to be something that works with rest of the class.
I'd rather that, then nerfing it back to being a nothing skill that no one uses ever. Which is what would happen if they reduce the range to 8m.
Yea but um, Zos balances by making skills in line with similar skills. That was their justification for nerfing strife and other skills. strife got nerfed because devs wanted it to be consistent with force shock...logically, why does rune cage get to be different and more powerful? No, under their idiotic logic which stove pipes build diversity rune cage needs the same treatment as fossilize.
Sure, I'm all for them making Rune Cage similar to Cripple :P
But sorcs already have mines which is cripple on steroids
rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
thankyourat wrote: »rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
Disagree.
DK is a melee class, Sorc is a ranged one. It has 0 melee skills, it has skills to keep people out of melee range (Mines). It wouldn't work with the rest of the toolkit.
I'd rather they change it to a DoT and a debuff or root/snare. Or anything else remotely useful. But it has to be something that works with rest of the class.
I'd rather that, then nerfing it back to being a nothing skill that no one uses ever. Which is what would happen if they reduce the range to 8m.
Yea but um, Zos balances by making skills in line with similar skills. That was their justification for nerfing strife and other skills. strife got nerfed because devs wanted it to be consistent with force shock...logically, why does rune cage get to be different and more powerful? No, under their idiotic logic which stove pipes build diversity rune cage needs the same treatment as fossilize.
Sure, I'm all for them making Rune Cage similar to Cripple :P
But sorcs already have mines which is cripple on steroids
thankyourat wrote: »rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
Disagree.
DK is a melee class, Sorc is a ranged one. It has 0 melee skills, it has skills to keep people out of melee range (Mines). It wouldn't work with the rest of the toolkit.
I'd rather they change it to a DoT and a debuff or root/snare. Or anything else remotely useful. But it has to be something that works with rest of the class.
I'd rather that, then nerfing it back to being a nothing skill that no one uses ever. Which is what would happen if they reduce the range to 8m.
Yea but um, Zos balances by making skills in line with similar skills. That was their justification for nerfing strife and other skills. strife got nerfed because devs wanted it to be consistent with force shock...logically, why does rune cage get to be different and more powerful? No, under their idiotic logic which stove pipes build diversity rune cage needs the same treatment as fossilize.
Sure, I'm all for them making Rune Cage similar to Cripple :P
But sorcs already have mines which is cripple on steroids
How tf can people compare Sorc mines to NB cripple. They’re completely different skills. What’s the matter with you people lol.
@thankyourat
Mines are more area denial than kiting though. The play style is completely different to using Cripple, and Cripple is used too because it procs Skoria.
Do people not remember when Cyrodiil was dominated by magicka sorcs? And again, without an unblockbale cc what exactly do you propose to do against mag DKs and/or permablock builds?
thankyourat wrote: »rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
Disagree.
DK is a melee class, Sorc is a ranged one. It has 0 melee skills, it has skills to keep people out of melee range (Mines). It wouldn't work with the rest of the toolkit.
I'd rather they change it to a DoT and a debuff or root/snare. Or anything else remotely useful. But it has to be something that works with rest of the class.
I'd rather that, then nerfing it back to being a nothing skill that no one uses ever. Which is what would happen if they reduce the range to 8m.
Yea but um, Zos balances by making skills in line with similar skills. That was their justification for nerfing strife and other skills. strife got nerfed because devs wanted it to be consistent with force shock...logically, why does rune cage get to be different and more powerful? No, under their idiotic logic which stove pipes build diversity rune cage needs the same treatment as fossilize.
Sure, I'm all for them making Rune Cage similar to Cripple :P
But sorcs already have mines which is cripple on steroids
Emma_Overload wrote: »rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
DKs are melee, Sorcs need to be able to fight at range. If you want to make us melee players, give us a powerful melee spammable like Whip!
rimmidimdim wrote: »Emma_Overload wrote: »rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
DKs are melee, Sorcs need to be able to fight at range. If you want to make us melee players, give us a powerful melee spammable like Whip!
You shouldn't be able to blow people up a mile away because of an OP stun. It's dumb, I actually feel it's more of a blight in battlegrounds than sloads. BG's feels like it's pretty much all ranged magic builds(the best groups) with the odd solo NB running around.
rimmidimdim wrote: »Emma_Overload wrote: »rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
DKs are melee, Sorcs need to be able to fight at range. If you want to make us melee players, give us a powerful melee spammable like Whip!
You shouldn't be able to blow people up a mile away because of an OP stun. It's dumb, I actually feel it's more of a blight in battlegrounds than sloads. BG's feels like it's pretty much all ranged magic builds(the best groups) with the odd solo NB running around.
You shouldn’t be able to gap close from a mile away with a free snare on top as well. Yet you can. Range is an illusion if you don’t have LoS.
thankyourat wrote: »rimmidimdim wrote: »Rune cage needs a range debuff, like fossilize received. That's all. Cheers.
Disagree.
DK is a melee class, Sorc is a ranged one. It has 0 melee skills, it has skills to keep people out of melee range (Mines). It wouldn't work with the rest of the toolkit.
I'd rather they change it to a DoT and a debuff or root/snare. Or anything else remotely useful. But it has to be something that works with rest of the class.
I'd rather that, then nerfing it back to being a nothing skill that no one uses ever. Which is what would happen if they reduce the range to 8m.
Yea but um, Zos balances by making skills in line with similar skills. That was their justification for nerfing strife and other skills. strife got nerfed because devs wanted it to be consistent with force shock...logically, why does rune cage get to be different and more powerful? No, under their idiotic logic which stove pipes build diversity rune cage needs the same treatment as fossilize.
Sure, I'm all for them making Rune Cage similar to Cripple :P
But sorcs already have mines which is cripple on steroids