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Magicka Sorc vs DK Reflective Scales

  • Mintaka5
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    MagDKs are ridiculously overpowered. There is no viable counter. Well there used to be, it was called shield stacking, but even that was trash before Nerfmire compared to the excessive damage output of a MagDK in PvP. Defense for sorcs is trash. I'd have to just agree with some previous posts, in that MagDKs, certain Nightblades, and even Wardens have very broken mechanics, that allow them to completely dominate PvP.

    Magsorcs do not have viable mobility. I've addressed this before, they have little to no stamina regen or resources, and they are slow as ****. Streak just barely puts us out of range of attacks, and I've experienced being taken down by dragon leaps, gap closer skills, and bow snipes with enormous DOT damage. Even when I spam the hell outta streak, I still get caught.

    I even use a defensive combo of putting up defensive rune, streaking away, with boundless storm up, and I swear to god I've either been ranged down by bow snipes, or gap closed and taken down. Defensive rune is garbage too, most average DKs or NBs can break free in under 1s, and recover in time.

    I wouldn't say to nerf DKs and NBs so much, but to reverse all the excessive nerfs done to sorcs, specifically on the magicka side of things.

    Looking at my kill reports in Cyrodiil, 90% of them are skills and ultimates primarily used by DKs and NBs. Occasionally you see crystal frag or mages' wrath in there, but mostly I see, focused aim spams, dragon leaps, petrify, incap strikes, dawnbreakers, and flame lashes.

    This is not a one-sided argument here. In experimenting with other builds, I built out a magDK with all the same features of my magsorc (sets, weapons, race, cross class skills, etc...), and I have discovered that the DK is way more powerful a build than a sorc will ever be. Granted the DK skills cost more, but they hit harder, and the health benefits along with the stronger defensive skills all outperform anything the sorc can utilize.
  • TheYKcid
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    ak_pvp wrote: »
    Simple answer. You aren't going to win. Sorc relies too heavily on few abilities hitting together. A third of your burst is frags. And if you don't land frags then you won't proc execute. So one wing stops you dead.

    Wings is a terribly designed skill in that in a 1v1 or Xv1 scenario unless you are head and shoulders above the player you won't beat them. However its *** useless vs anyone who isn't using the very limited sections of skills it works against. (4k for 2s immunity lul) or against more than one enemy cause then it gets bruteforced. Scrap it and redesign imo, NOT just slap a nerf on it. For 2 years wings was a throw away skill.
    Rebalance it so it has more strengths but more weaknesses. i.e. Infinite projectiles, but a minimum, say 12/15m, range for reflects, so players can get close to fully unload at the cost of being closer to the melee DK. At the same time it becomes better for DK escapes or being outnumbered.

    Thank you for understanding the implications of wings from other classes' perspectives. Far too many DK mains have a victim mentality and little-to-no experience with other classes giving the most absurd suggestions like "just slot force pulse"—as if an average-damage spammable with no weaving is ever going to kill anything with 3 brain cells.

    I was actually also going to suggest a minimum range for wings' reflect (I had 8m in mind, since that's a DK's effective engagement distance, which would be even more favourable towards the DK than 12-15). If a ranged class tried to kite you and maintain distance, wings will still function as it currently does, and they won't touch you. If you close the gap to melee distance, then you're already at a huge advantage anyway, given a DKs pressure, control and brawliness, so lacking reflect changes nothing.This would actually incentivise ranged classes to close-in and attempt to fight back instead of fleeing on sight. A constant game of cat and mouse isn't fun for either party.

    I'd be totally onboard with wings being counterbuffed to infinite reflects for the 6s duration to accompany this. It would scale better against Xv1ers and low-risk/high-reward builds like NB snipe spammers, playstyles that need definitely need more disincentivisation.
    Edited by TheYKcid on January 8, 2019 10:02PM
    PC/NA — Daggerfall Covenant — BGs, Kaalgrontiid
    Kalazar ChalhoubRedguard Nord Stamplar
    Kalaron Caemor — Altmer Magsorc
    Kalahad Cirith — Dunmer Magden
  • Galarthor
    Galarthor
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    Conduit0 wrote: »
    Curse, mages wrath, force pulse, and lightning staff heavies can not be reflected. Wings does not provide CC immunity, it provides snare immunity, so they can still be stunned. When you get a frag proc, rune cage/streak/stun of choice them then blast them in the face with frags before they can break free. Bonus points if you can time your stun/frag combo with a haunting curse tick.

    Great theory ... until your frag, light attacks, Flame reach come flying back at you with increased strength b/c stun does not break the wings.

    If you use streak to stun, the DK will be able to break CC and dodge /block / apply wings before your burst hits b/c you are facing away from the DK are are on GCD.

    If you use rune cage. it announces itself ages ahead of time and the DK will simply dodge the stun. So you no stun, but a happy DK with wings.

    As I said: great theory!

    @Didgerion , it is not a balanced fight. The DK has the means to mitigate and outheal the damage without the use of wings, as is evident by their surviving builds that are not based on projectiles. So this means the reflecting wings are more than they need and should have - especially since it increases the damage of the refelcted projetiles effectivels increasing the damage of DKs against projectile based builds when it is not need, thus making the scales OP.

    The whole thing would not be such a big issue, if ZOS, after years, would finally manage to provide sorcs with a decent stun that is also not reflectable (and dodgeable) so that sorc can finally return to Force Pulse, allowing them to put pressure on DKs, b/c let's be honest: just spamming Curse and Fury is just not cutting it - and neither is equipping a lightning staff and losing single target 8% damage, when your entire class is based on single target burst combos.
  • WuffyCerulei
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    When I’m fighting a magDK, I’m careful not to weave light attacks or use frags. Curse, endless fury, and crushing shock do pretty well as they can’t be reflected.
    "Buzz Lightyear toy isle shot" Stormcalling/Animal Companions/Assassination PVP build hater

    Bring Back Pure Class Build Power
  • The Uninvited
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    TheYKcid wrote: »
    Thank you for understanding the implications of wings from other classes' perspectives. Far too many DK mains have a victim mentality and little-to-no experience with other classes giving the most absurd suggestions like "just slot force pulse"—as if an average-damage spammable with no weaving is ever going to kill anything with 3 brain cells.

    I play all classes well enough to know their shortcomings and how to work around them. That's why I didn't do a suggestion like you mentioned. I suggested to buff sorc damage, instead of nerfing DK.

    Not a lot of people here suggesting buffs to sorcs. ;)

    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

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  • Xvorg
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    Again? DK wings have been nerfed to hell and back! Back in the day, it used to reflect ALL projectiles and was not limited to 4. This was including skills like Force Pulse and even their own skills like chains.

    Now that was OP indeed! Nowadays, it's fine. L2P.

    If it's any consolation to you, I would say not to nerf DK but to buff Sorc. They could use a bit more power since the recent nerfs.

    Reflective projectiles (reflective scales) is a broken mechanic, spammable combat invisibility (cloak) is a broken mechanic. You cannot balance broken mechanics, you need to remove them.

    No DK can reflect 100% of the time. You can try a full heavy shock staff with a magicka poison.

    It's not a broken mechanic, people has wrecked DKs for the last 4 years.

    By the way, that skill sorceres use... what was the name? Rune something... is that reflectable?
    Edited by Xvorg on January 9, 2019 7:45PM
    Sarcasm is something too serious to be taken lightly

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    Used the wrong method with the wrong technique
  • Xvorg
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    Galarthor wrote: »

    If you use rune cage. it announces itself ages ahead of time and the DK will simply dodge the stun. So you no stun, but a happy DK with wings.

    How many times can a mDK dodgeroll in a row?

    No mdk can do it more than 3 times
    Sarcasm is something too serious to be taken lightly

    I was born with the wrong sign
    In the wrong house
    With the wrong ascendancy
    I took the wrong road
    That led to the wrong tendencies
    I was in the wrong place at the wrong time
    For the wrong reason and the wrong rhyme
    On the wrong day of the wrong week
    Used the wrong method with the wrong technique
  • NBrookus
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    Xvorg wrote: »
    By the way, that skill sorceres use... what was the name? Rune something... is that reflectable?

    Rune Cage. It is not reflectable.

    While I understand why sorcs use Reach as a spammable, using a CC as a spammable is profoundly broken. Heck, I've used it on magDK as a spammable. It works too well for double duty, especially if you have a Master's staff.

    As for Wings:
    Many magsorcs and magblades and NB snipers want to pew pew at range with no drawbacks. MagDK's heals rely on melee range, and while they don't have the worst mobility in game (chains does work sometimes), their mobility is very poor. OPen world, they have to have something that keeps them from being a target dummy for ranged classes.

    Shimmering Shield is a much more balanced idea for ranged protection. It gives good utility, a clear indicator to the opponent of it's status, and protects from range without penalizing ranged specs for existing. I personally prefer it to wings quite a bit, but the ult gen component would be too much when combined with DK's Battle Roar.

    If Wings deflected or absorbed attacks instead of reflecting them, it would solve the issues on both sides. Then each morph could have a unique buff. Example: one provides snare immunity for 6 seconds, the other provides snare immunity for 2 seconds and major expedition for 4 seconds.
  • The Uninvited
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    NBrookus wrote: »
    Xvorg wrote: »
    By the way, that skill sorceres use... what was the name? Rune something... is that reflectable?

    Rune Cage. It is not reflectable.

    While I understand why sorcs use Reach as a spammable, using a CC as a spammable is profoundly broken. Heck, I've used it on magDK as a spammable. It works too well for double duty, especially if you have a Master's staff.

    As for Wings:
    Many magsorcs and magblades and NB snipers want to pew pew at range with no drawbacks. MagDK's heals rely on melee range, and while they don't have the worst mobility in game (chains does work sometimes), their mobility is very poor. OPen world, they have to have something that keeps them from being a target dummy for ranged classes.

    Shimmering Shield is a much more balanced idea for ranged protection. It gives good utility, a clear indicator to the opponent of it's status, and protects from range without penalizing ranged specs for existing. I personally prefer it to wings quite a bit, but the ult gen component would be too much when combined with DK's Battle Roar.

    If Wings deflected or absorbed attacks instead of reflecting them, it would solve the issues on both sides. Then each morph could have a unique buff. Example: one provides snare immunity for 6 seconds, the other provides snare immunity for 2 seconds and major expedition for 4 seconds.

    This!
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • iCaliban
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    Plenty of ways

    1) ice wall allows you to kite them pretty easily.
    2) curse is un reflect-able as is force pulse
    3) work with your team to drop wings. It only takes 4 ranged attacks - LA, curse, LA FP, 2 LA from your team, then frags/wrath, reach = dead dk.
    4) If you MUST fight a dk in close range, use storm atro. Then heal up when they run away

    Dont expect to be able to 1v1 good dks in a close range fight. You are being unrealistic playing to a dks strength and assuming you deserve to win.
  • Galarthor
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    NBrookus wrote: »
    Xvorg wrote: »
    By the way, that skill sorceres use... what was the name? Rune something... is that reflectable?

    Rune Cage. It is not reflectable.

    While I understand why sorcs use Reach as a spammable, using a CC as a spammable is profoundly broken. Heck, I've used it on magDK as a spammable. It works too well for double duty, especially if you have a Master's staff.

    As for Wings:
    Many magsorcs and magblades and NB snipers want to pew pew at range with no drawbacks. MagDK's heals rely on melee range, and while they don't have the worst mobility in game (chains does work sometimes), their mobility is very poor. OPen world, they have to have something that keeps them from being a target dummy for ranged classes.

    Shimmering Shield is a much more balanced idea for ranged protection. It gives good utility, a clear indicator to the opponent of it's status, and protects from range without penalizing ranged specs for existing. I personally prefer it to wings quite a bit, but the ult gen component would be too much when combined with DK's Battle Roar.

    If Wings deflected or absorbed attacks instead of reflecting them, it would solve the issues on both sides. Then each morph could have a unique buff. Example: one provides snare immunity for 6 seconds, the other provides snare immunity for 2 seconds and major expedition for 4 seconds.

    While DKs might not have the greatest of mobility in the game, they are the best at disabling their opponents mobility so that balances their mediocre mobility out. In addition, there are no fights fought at range (except those between ranged builds) in this game b/c the gap closers are far more potnent than the gap openers.

    DKs got gap closers to mitigate their range disadvantage. As such the whole arguement that they need the OP reflective scales is invalid - especially since they negate damage from projectiles regardless from what range these projectiles were fired from.

    Just imagine Sorcs had a skill ontop of their current defensive toolkit that reflected the majority of the damage DKs are dealing. That's how it is for projectile based builds against DKs as DKs have already a strong defensive toolkit to deal with non-projectile-based build which they can also use to 100% against projectile-based builds. But on top of that DKs get a "f*** you ranged builds" ability that not only negates the majority of their damage but also reflects it. So projectile-based builds basically fight against twice or three times stronger defenses than melee / non-projectile-based builds. Sounds totally balanced and not OP.

    So in summary:
    1) Scales are not necessary so that DKs got a chance against range builds. DKs already got other tools for that - i.e. gap closers and superb CC, rendering opponents immobile almost the entire time.
    2) Scales don't even fulfill that proclaimed purpose but instead provide a generic protection against all range builds, even though range builds are almost always force to fight in disadvantageous melee range.

    Reflective Scales are OP and need to be addressed.
    A possible solution would be to make them only reflect projectiles at a certain range. But then why should range build be forced into melee range where they are at a disadvantage as a solution for melee range being at a disadvantage at longe ranges? For sorcs the only really feasible solution would be to provide a reliable stun and to allow to disentagle the spammable from the CC.
  • Galarthor
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    iCaliban wrote: »
    Plenty of ways

    1) ice wall allows you to kite them pretty easily.
    2) curse is un reflect-able as is force pulse
    3) work with your team to drop wings. It only takes 4 ranged attacks - LA, curse, LA FP, 2 LA from your team, then frags/wrath, reach = dead dk.
    4) If you MUST fight a dk in close range, use storm atro. Then heal up when they run away

    Dont expect to be able to 1v1 good dks in a close range fight. You are being unrealistic playing to a dks strength and assuming you deserve to win.

    Yeah, great idea! Why don't we all join huge zergs to kill individual players. That way your suggestied self-gimping of 1), 2), and 4) isn't really felt either.
  • ccmedaddy
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    Galarthor wrote: »
    iCaliban wrote: »
    Plenty of ways

    1) ice wall allows you to kite them pretty easily.
    2) curse is un reflect-able as is force pulse
    3) work with your team to drop wings. It only takes 4 ranged attacks - LA, curse, LA FP, 2 LA from your team, then frags/wrath, reach = dead dk.
    4) If you MUST fight a dk in close range, use storm atro. Then heal up when they run away

    Dont expect to be able to 1v1 good dks in a close range fight. You are being unrealistic playing to a dks strength and assuming you deserve to win.

    Yeah, great idea! Why don't we all join huge zergs to kill individual players. That way your suggestied self-gimping of 1), 2), and 4) isn't really felt either.
    Ice wall, Force Pulse and Storm Atro are all strong skills though?! How is that gimping yourself? Honestly, it looks like you're just refusing to make any build adjustments whatsoever and expecting ZOS to nerf other classes just to cater to your preferences. Good luck with that.
    Edited by ccmedaddy on January 9, 2019 11:23PM
  • NBrookus
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    As for Ice Wall, there's also Encase, which doesn't require using an ice staff.
    For sorcs the only really feasible solution would be to provide a reliable stun and to allow to disentagle the spammable from the CC.

    I still fail to understand why Frags lost the stun. No one complained about it and it worked nicely with the sorc toolkit; yes it had a lot going on in one skill but being blockable, dodgeable and reflectable provided plenty of counters.

  • ccmedaddy
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    NBrookus wrote: »
    I still fail to understand why Frags lost the stun. No one complained about it and it worked nicely with the sorc toolkit; yes it had a lot going on in one skill but being blockable, dodgeable and reflectable provided plenty of counters.
    Yeah this was a terrible change, along with the Deep Fissure nerf. Like, nobody was complaining as these skills. The most annoying thing about their new design philosophy ("an ability shouldn't do burst dmg and CC at the same time") is that it's applied so inconsistently--skills like Incap and Dizzying Swing still do exactly what they nerfed frags for. And if this is an actual design principle ZOS wants to enforce across the board, then why is Master's destro even a thing?

    Ugh ZOS -_-
    Edited by ccmedaddy on January 9, 2019 11:31PM
  • Elusiin
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    Xvorg wrote: »
    Again? DK wings have been nerfed to hell and back! Back in the day, it used to reflect ALL projectiles and was not limited to 4. This was including skills like Force Pulse and even their own skills like chains.

    Now that was OP indeed! Nowadays, it's fine. L2P.

    If it's any consolation to you, I would say not to nerf DK but to buff Sorc. They could use a bit more power since the recent nerfs.

    Reflective projectiles (reflective scales) is a broken mechanic, spammable combat invisibility (cloak) is a broken mechanic. You cannot balance broken mechanics, you need to remove them.

    No DK can reflect 100% of the time. You can try a full heavy shock staff with a magicka poison.

    It's not a broken mechanic, people has wrecked DKs for the last 4 years.

    By the way, that skill sorceres use... what was the name? Rune something... is that reflectable?

    So you're saying because they slot one ability, I have to change my main offensive ability, and slot a cc ability, which then means I have to drop another ability?... In other words, because they slot a single ability, I have to change my entire setup.
    NBrookus wrote: »
    Xvorg wrote: »
    By the way, that skill sorceres use... what was the name? Rune something... is that reflectable?

    Rune Cage. It is not reflectable.

    While I understand why sorcs use Reach as a spammable, using a CC as a spammable is profoundly broken. Heck, I've used it on magDK as a spammable. It works too well for double duty, especially if you have a Master's staff.

    As for Wings:
    Many magsorcs and magblades and NB snipers want to pew pew at range with no drawbacks. MagDK's heals rely on melee range, and while they don't have the worst mobility in game (chains does work sometimes), their mobility is very poor. OPen world, they have to have something that keeps them from being a target dummy for ranged classes.

    Shimmering Shield is a much more balanced idea for ranged protection. It gives good utility, a clear indicator to the opponent of it's status, and protects from range without penalizing ranged specs for existing. I personally prefer it to wings quite a bit, but the ult gen component would be too much when combined with DK's Battle Roar.

    If Wings deflected or absorbed attacks instead of reflecting them, it would solve the issues on both sides. Then each morph could have a unique buff. Example: one provides snare immunity for 6 seconds, the other provides snare immunity for 2 seconds and major expedition for 4 seconds.

    If they'll remove the reflect component, which forces players to change their entire setup, I'd be happy with that.
    Edited by Elusiin on January 10, 2019 1:08AM
  • Sanctum74
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    You have options, if you don't want to use them then that's your choice. Personally I would drop the pet for force pulse/crushing shock and it will make you a better player not having to rely on a pet.

  • Elusiin
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    Sanctum74 wrote: »
    You have options, if you don't want to use them then that's your choice. Personally I would drop the pet for force pulse/crushing shock and it will make you a better player not having to rely on a pet.

    Yes that forces one playstyle for all magicka users, because of one single effect/ability that only DKs have. It's a broken mechanic, and there's no defending that. The only other ability that can force you to change your setup is cloak, but you can just run detection potions to counter that. There's nothing you can do about DK reflect, it needs removed and the ability changed.
  • Savos_Saren
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    Sanctum74 wrote: »
    You have options, if you don't want to use them then that's your choice. Personally I would drop the pet for force pulse/crushing shock and it will make you a better player not having to rely on a pet.

    Yes that forces one playstyle for all magicka users, because of one single effect/ability that only DKs have. It's a broken mechanic, and there's no defending that. The only other ability that can force you to change your setup is cloak, but you can just run detection potions to counter that. There's nothing you can do about DK reflect, it needs removed and the ability changed.

    You can block the reflect. Exactly as every other player (including a DK) has to block any reflected ability. Reflects can come from a DK's Wings, Defensive Posture, Defensive Stance, Spell Wall, both morphs of Eclipse, and the Armor of Nikolus.

    As a matter of fact- a DK takes a risk every time he uses his Wings because Templars can cast Eclipse on the DK and spam them with attacks... which cause a double reflect to kill the DK.

    On top of that- one of the only abilities that players can't do anything about is the Sorc's secondary execute. It's RNG based and a player doesn't know when it's coming or when to block it. ;)
    Want to enjoy the game more? Try both PvP (crybabies) and PvE (carebears). You'll get a better perspective on everyone's opinion.

    PC NA AD
    Savos Saren
  • JumpmanLane
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    Juhasow wrote: »
    Zodiac_ wrote: »
    Juhasow wrote: »
    Bashev wrote: »
    As a Magicka Sorc, how do I counter the 100% uptime DK's have with reflect scales in PvP? Everything I cast just comes back to me, and then they talons and whip me to death in close combat. I don't feel like this is very balanced.

    The only skill that is reflectable from Sorcs is frags. How on earth a DK can reflect every skill?

    Overload light attacks are reflected by DK and, as mentioned by others, Destructive Reach is often used as a spammable.

    Playing without any spell projectiles is possible, of course, but it isn't any FUN.

    Dying to a full projectile build on a dk before even being able to engage in fight with him also wouldnt be much of a FUN. I find it reasonable trade off , either You want to use master destro which is extremly strong weapon but have that 1 drawback against 1 class or You choose to use force pulse as spammable and You need adapt Your skill slots and gear but You can fight dks more smoothly. I find dk wings to be more or less balanced ability what concerns me more is how cheap yet effective fossilize is and how much control dk startsa to get when uses wings and fossilize. If anything this ability should recive some nerf possibly cost increase to 4-4,5k because 2,6k for both undodgable/unblockable stun and immobilize is way to cheap (yes and I do realize it's meele but so is dk).

    I couldn't disagree more on your thoughts for fossilize

    Mag Dks playstyle is awareness, tankiness (at least fo rthe so called old school ones) and crowd control which is the most crucial thing on a typical mag DK build. It is rather pointless to complain (for the zillion time, not you talking in general) about it since if fossilize is removed (as many sorcs wish), nerphed or its cost is so drastically increased the class will be almost unplayable.

    And in any case please consider that this skill and crowd control is what makes DKs unique. People should learn how to counter other classes and stop flooding the forum with nerph threads and posts based on their personal preferences.

    I love and hate certain aspects of every class but i enjoy the things that make every class unique and gives them the possibility to outperform the other classes in specific aspects of the game. Removing or making useless abilities like fossilize, cloak, BoL, shields, pets etc will just remove the fun and uniqueness of the different encounters you come across on the game

    Yeah few years ago I could agree. Few years ago when dks couldnt pull amount of dmg they can pull right now thanks for new sets , game changes etc. Your thoughts about dk are from somwhere between 2015-2017. Currently dks can reach simillar amount of tankiness in light armor like they had one or two years ago in heavy armor while being able to have the same or even better control over enemy and much more dmg.

    I dont think that cost increase on fossilize would suddenly make dk unplayable it would just makes use of it more strategical instead of brainlesly spamming it every cooldown just to drain someone out of stamina easily when sacrificing low amount of resources on that. There simply cannot be ability that have 2 strongest control effects in the game (undodgable/unblockable stun and immobilize) and costs almost nothing. Currently the issue with fossilize is especially noticable on stam dk with dual wield. Point is increased cost change wouldn't hurt mag dk that much (since You invest in magicka sustain anyway) but would definietly increase skill cap for stam dk since he would have to think twice before using fossilize.

    I am also very bored with that argument thrown in every thread about balancing some stuff , to "leave something alone because it's what makes class unique". By that logic lets give some class 40k oblivion dmg ability and later say to leave it alone because it is what makes that class unique... Being unique and overperforming are 2 things that should not be discussed together as counterarguments. Also increased cost doesnt suddenly make fossilize less unique soo...

    Fossilize has a LONG cool down and so many people are running immovables that you have to use it strategically as it is. No MagDk is running around spamming fossilize. (They aren’t spamming talons either cause talons COST A LOT). What MagDk is using 2H and forward momentum lol. (You could I suppose) but there’s better stuff to run.

    MagDk as it is requires a lot of skill to pull off a lot of what it does. As folks say 4 projectiles and wings are GONE. On certain builds using say Lich or Alt Mastery you could keep up wings 100% of the time magicka-wise and still die to a bunch of bowtards because you can’t hit the button fast enough.

    Because you can’t 1v1 a skilled MagDk because you’re slamming him with projectiles, damaging YOURSELF and eating HIS damage is more of a personal problem. It’s no reason to call for nerfs. I’d recommend dueling a bunch of MagDk’s or rolling one.
    Edited by JumpmanLane on January 10, 2019 2:53AM
  • Sanctum74
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    Sanctum74 wrote: »
    You have options, if you don't want to use them then that's your choice. Personally I would drop the pet for force pulse/crushing shock and it will make you a better player not having to rely on a pet.

    Yes that forces one playstyle for all magicka users, because of one single effect/ability that only DKs have. It's a broken mechanic, and there's no defending that. The only other ability that can force you to change your setup is cloak, but you can just run detection potions to counter that. There's nothing you can do about DK reflect, it needs removed and the ability changed.

    If there were no counters available then I would be the first to say it needs to be nerfed, but the fact is each class and weapon skill line have counters. Just because you refuse to use them is no reason to nerf a skill.

  • cpuScientist
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    It does work against a limited amount of abilities that's true. But let's look at those abilities.

    Frag, reach. Right there kills the burst and most popular spam of a sorc, without frag hitting execute will not be procced unless that DK is an imbecile.

    A magBlades spam dot execute and burst.

    So let's say this game has 10 classes Stam and mag of each. BOOM right there 2/10 classes rendered useless.

    Now let's look at some others.

    Add in bow skills and Bam the most popular way to play stamBlade is out.

    Now what are 3 of the most popular classes in PvP. I mean we meme about it all the time, got Nightblades on your kill mission it's basically kill enemy players same with sorc (not this patch lol).

    So in truth while it's only 2 and a half classes that are HARD countered it is really some of the most popular classes and thus it affects more than 2.5/10 of the population.
  • cpuScientist
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    Let's not pretend wings isn't an amazing skill though. It straight up carries. Saying 2 seconds of snare immunity is nothing is a darn lie. One the question of would you prefer wings or shimmering. The answer used to be shimmering but with the addition of immunity I would 10000% take wings. Whenever I play my stamDK I cannot stop laughing at how much the skill advantages me in fights where my opponent has even 1 reflectable skill they rely upon.

    HOWEVER the skill is perfect as is and really truly should not be touched. Just some class changes need to be made.

    For magBlade cripple really should not be reflectable it is a ground cast ability. That alone would open up the fight just enough.

    For sorc cage used to be so badly broken OP but they over nerfed the skill IMHO. I like the ability to react and dodge the skill. But the damage should be returned on break. If you get caught by the easily dodged stun then you should take damage. Because right now running that skill with how incredibly cramped sorc bars are ATM is simply ridiculous. You have to drop more damage skills. There's adapting and there's design flaws. They threw to much at sorcs at once and put them in quite the predicament. And the best solution by far is to run reach. Thus never replacing the lost stun options on frag and streak.
  • yodased
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    This only applies to 1v1. Add in even one more person light attacking and those wings will not be up anywhere near 100%, unless that mag dk just turtles which does no damage.

    Our good heals require melee distance as well.

    Ranged characters are a bit hard countered by magdk, but there are magdk hard counters like stamblades.
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • ak_pvp
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    Let's not pretend wings isn't an amazing skill though. It straight up carries. Saying 2 seconds of snare immunity is nothing is a darn lie. One the question of would you prefer wings or shimmering. The answer used to be shimmering but with the addition of immunity I would 10000% take wings. Whenever I play my stamDK I cannot stop laughing at how much the skill advantages me in fights where my opponent has even 1 reflectable skill they rely upon.

    HOWEVER the skill is perfect as is and really truly should not be touched. Just some class changes need to be made.

    For magBlade cripple really should not be reflectable it is a ground cast ability. That alone would open up the fight just enough.

    For sorc cage used to be so badly broken OP but they over nerfed the skill IMHO. I like the ability to react and dodge the skill. But the damage should be returned on break. If you get caught by the easily dodged stun then you should take damage. Because right now running that skill with how incredibly cramped sorc bars are ATM is simply ridiculous. You have to drop more damage skills. There's adapting and there's design flaws. They threw to much at sorcs at once and put them in quite the predicament. And the best solution by far is to run reach. Thus never replacing the lost stun options on frag and streak.

    For the same effective cost (aka factoring in the mag regain) as wings you get 9 deflects, this includes birb, and major heroism. With wings you get 4 reflects and 2s snare removal. So I'd 100/100 take shimmering. By far the best skill for general use and heroism easily gives more, and more controllable offense than reflecting.

    At the same time I'd take the near godmode ability of cloak 100/100 over both of those. Prevents nearly everything and puts your opponent at the disadvantage for attempting to counter it. Only 1/2 classes it is naturally countered by (i.e. without having to disadvantage yourself) vs scales' 7.5/8.

    Yeah wings hard *** 2 classes but at the same time wings is by far the worse ability out of the ones mentioned. 2s snare immunity isn't really much, its not a hypermobile class which can make a getaway in that time especially with the ice wall and like meta. Its just a nice addition that takes wings from NU to OK since it has some minor use outside of reflecting
    Edited by ak_pvp on January 10, 2019 9:58PM
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • Edziu
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    Bashev wrote: »
    As a Magicka Sorc, how do I counter the 100% uptime DK's have with reflect scales in PvP? Everything I cast just comes back to me, and then they talons and whip me to death in close combat. I don't feel like this is very balanced.

    The only skill that is reflectable from Sorcs is frags. How on earth a DK can reflect every skill?

    Overload light attacks are reflected by DK and, as mentioned by others, Destructive Reach is often used as a spammable.

    Playing without any spell projectiles is possible, of course, but it isn't any FUN.

    same it isn't fun at all getting spammed by overaload from long range

    I dont play dk at all but I really like to see it how mindless sorc is spamming overload into dk with reflect up
    this is beautifull how mindless ulti spammer is getting melted by his own easy way stupidness

    (not calling anyone here as for this overload spammer but just saying how sometimes we can see someone like this on pvp and if you dont have reflect then you are so *** if this player was gathering before ult for any possible action like this - catch someone in enough long range to just spam overload to death (and you dont need to say about LoS for this because not every time you can like with soul assault :) ))
    Edited by Edziu on January 10, 2019 11:32PM
  • ZOS_Mika
    ZOS_Mika
    admin
    We have removed a bit of unnecessary back and forth from this thread. It is perfectly fine to disagree, but please keep comments civil and constructive. Thank you for your understanding.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
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    Staff Post
  • Galarthor
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    NBrookus wrote: »
    I still fail to understand why Frags lost the stun. No one complained about it and it worked nicely with the sorc toolkit; yes it had a lot going on in one skill but being blockable, dodgeable and reflectable provided plenty of counters.

    I agree, that was not necessary. However, as much as people keep calling for bringing the CFrag stun back, it would not really solve the issue, as DKs would still be "immune" to the stun and pretty much unkillable by a sorc since the mag sorcs only way to kill somebody is to hit them with the full burst combo / rotation and cannot wear an opponents down over time like so many other classes can.

    @ccmedaddy:
    1) Ice Wall requires and ice staff, which means to forgo 8% single target damage, which is extremely curcial when you want to burst down somebody with a combo ... especially nowadays where everybody is a tank. Sure you could put it on your back bar. But where is the heal then coming from? Sorcs are not all running Resto Staves b/c sorcs are so fond of them!

    2) Force Pulse is a great skill, but due to limited bar space and the need to use a master staff when using destructive reach you will have to choose between either Force Pulse and Reach. But since ZOS gimped sorc CC, sorcs are pretty much forced to run Reach, thus removing Force Pulse as an option ... or alternatively forgo CC, which is a pretty stupid idea. This right here is the core of the issue!

    3) Atro, sure it's great in duels. But open world people just walk out of range. And even with atro on them, DKs can easly outheal sorc damage b/c nobody is dying from curse, and the execute is simply not dealing any significant damage above 20% hp.
  • Galarthor
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    yodased wrote: »
    This only applies to 1v1. Add in even one more person light attacking and those wings will not be up anywhere near 100%, unless that mag dk just turtles which does no damage.

    Our good heals require melee distance as well.

    Ranged characters are a bit hard countered by magdk, but there are magdk hard counters like stamblades.

    Welcome to the world of magicka defensive tools. They all got an upper limit and are designed for 1v1 and are pretty much useless when outnumbered - unlike the main stamina defensive tools, i.e. dodge & block, which don't have an upper limit (and as a nice cherry on top are not affected by lag).

    In fact, by reflecting any 4 projectiles you are still better off than somebody using shields b/c those won't take 4 hits to be negated. On top of that they also don't return a large amount of damage to the opponent. Your wings are not just a defensive tools but also an offensive one!

    Dragon Blood does not require melee range and can pretty much heal you to full. In addition, DKs have the tools to ensure that the fight stays in melee range the entire time. No other class can lock down an opponent as effectively. Your stun even got an auto root so that your opponent has to spent 2 global cooldowns countering your 1 ability. Oh and let's not forget about all the snaring! And even if your opponent gets away for a sec, you can just gap close.

    MDKs (or anything with wings for that matter) truely are hard counters for range builds. And the stamblades being their hard counters is not a valid arguement, as stamblades are hard counters to everything b/c they are ZOS favorit pet - they are even their own hard counters!!!

    As for the question: Shimmering Shields VS. Reflective Scales:
    Scales are the superior choice in most situations as they mitigate 1 additional projectile and on top of that return a lot of damage to the attacker and provide Stun immunity (via reflecting) and snare immunity!
  • yodased
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    Everyone has access to keeping the fight in melee if they want though. Silver leash pulls,warden teleport thing, sorcs have hurricane and streak, templars have toppling charge. Anyone can slot invasion or stampede or snares whatever.

    Our chains put you cc immune, so chain roll backwards and gg. Talons is a soft cc and sure ardent flame snares, but there are snares attached to almost everything.

    In order to be offensive and heal we need degeneration, embers and lash procs. Dragon blood will keep you out of execute until embers pops sure, but you cant just spam it and win a fight.

    Mgdk can be a hard counter to single target burst builds, sure, but not all ranged. You can slot asylum fire and use it to proc a strong dot and use frags when the wings are down. You put curse on us and a few dots and keep the execute on us, we can pop too.

    I am not saying its easy to murk a dk with a magsorc, but its like a mdk vs a magplar, we are going to lose a lot more than win.

    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
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