Savos_Saren wrote: »...can DKs finally get a *** execute? Our melee-based class has to rely on snares to slow down targets to *hopefully* whittle them down while, of course, we're getting pummeled from ranged builds. You've beaten the hell out of our tankiness with strong bleeds and oblivion damage while simultaneously nerfing the *** out of our "perma blocks".
Let's not forget that the whole "permablocking" hate is because DKs use spell/physical resistances to protect them while attempting to do high damage. But, ironically, it's no different than a Sorc using magicka-based wards to protect them while doing high damage. Or no different than a NB using cloak to suppress DOTs and "miss" undodgable skills to immediately reengage a target with high damage attacks. The same can be said with Templars using high heals and purges to ignore damage while bursting down targets. And Wardens, of course, with their heals/tankiness/burst.
@ZOS_GinaBruno @ZOS_BrianWheeler
Can we possibly get an answer? I know that you're nerfing all the classes- but can you please, for the love of all that is unholy, make the classes a little more balanced? Or is this just ZOS's way of *** over classes so that buying a Necromancer is a guarantee?
SkysOutThizeOut wrote: »Ranged damage. Maybe the new wings will reduce birds and force shock. Maybe all ranged damage and maybe that’ll include things like meteor. Maybe it’ll include the new necro skills that wings wouldn’t protect against anyway.
Priyasekarssk wrote: »Savos_Saren wrote: »...can DKs finally get a *** execute? Our melee-based class has to rely on snares to slow down targets to *hopefully* whittle them down while, of course, we're getting pummeled from ranged builds. You've beaten the hell out of our tankiness with strong bleeds and oblivion damage while simultaneously nerfing the *** out of our "perma blocks".
Let's not forget that the whole "permablocking" hate is because DKs use spell/physical resistances to protect them while attempting to do high damage. But, ironically, it's no different than a Sorc using magicka-based wards to protect them while doing high damage. Or no different than a NB using cloak to suppress DOTs and "miss" undodgable skills to immediately reengage a target with high damage attacks. The same can be said with Templars using high heals and purges to ignore damage while bursting down targets. And Wardens, of course, with their heals/tankiness/burst.
@ZOS_GinaBruno @ZOS_BrianWheeler
Can we possibly get an answer? I know that you're nerfing all the classes- but can you please, for the love of all that is unholy, make the classes a little more balanced? Or is this just ZOS's way of *** over classes so that buying a Necromancer is a guarantee?
Currently DKs, Wardens and NBs needs some serious nerfs to CC skills. To win steam roll BGs its not rocket science with 4 DKs or stamdens or NBs ans stream roll the BGs. StamDK is top of the hierarchy. Pertify and fear needs some serious nerf . Its what making DKs super op now is stam drain poison along with CCs with no counter. No class should have such uncounterable skills. If you get petrify followed by 2 dawnbreaker you are instant death.
No mage class can escape this garbage. Another God mode is 4 permafrost wardens with spin to win sub assault. Only way to escape is rng .
FYI, I wont play BG if I dont have atleast 2 DK or warden in my team. Its stupidly difficult. DK nerf is long overdue for PVP. I am pretty sure some noob streamers will oppose this. But it has to be done for the game. Only person I have respect is Alcast , who gives unbiased most of the times. Most are complete garbage. No other game will give them ***.
It may not be bottom of the pile, but stam dk isn’t a fun option in PvP. I’d rather play Stamden or Stamblade.
magblade88 wrote: »IxSTALKERxI wrote: »How is it a nerf? 50% damage reduction with no target cap. So you can use wings in a rotation with 100% up time like how it was at launch. It's not like people died to reflect anyway. Anyways, seems like a buff outnumbered imo.
Also that whip change sounds strong...
so pretty much benefits MagDK only. how's StamDK?
Oh right, instead of insta-kill with 1 arrow, we get to get hit with 2 arrows.
Oh wait! in Cyrodiil gank builds always animation-cancel to 2 arrows at a time! Great!
/s
You do realize if you turn your in game audio up you can hear snipe going off and have plenty of time to dodge... Funny I cant even recall the last time I died to a snipe gank... i do remember getting plenty of hate tells accusing me me of running miats though.
You do realize 90% of the time the sound doesn’t even go off and you don’t realize you’re being sniped until 5 hit you at once
Savos_Saren wrote: »You've beaten the hell out of our tankiness with strong bleeds and oblivion damage while simultaneously nerfing the *** out of our "perma blocks"
Savos_Saren wrote: »You've beaten the hell out of our tankiness with strong bleeds and oblivion damage while simultaneously nerfing the *** out of our "perma blocks"
I'd like to point out that there are loads of DK's in Cyrodiil who build for pure survivablity/permablock. This players will walk up, hold block, and tank 10+ people until someone smart enough to run fear walks up (usually me). The only thing that kills these types of players is:
1: Eventually more people show up and there's simply too much damage. Usually a LOT of people are needed.
2: CC them with fear on cooldown.
It's players like these that are killing your playstyle and while it's unfortunate, it has to be addressed.
Savos_Saren wrote: »Priyasekarssk wrote: »Savos_Saren wrote: »...can DKs finally get a *** execute? Our melee-based class has to rely on snares to slow down targets to *hopefully* whittle them down while, of course, we're getting pummeled from ranged builds. You've beaten the hell out of our tankiness with strong bleeds and oblivion damage while simultaneously nerfing the *** out of our "perma blocks".
Let's not forget that the whole "permablocking" hate is because DKs use spell/physical resistances to protect them while attempting to do high damage. But, ironically, it's no different than a Sorc using magicka-based wards to protect them while doing high damage. Or no different than a NB using cloak to suppress DOTs and "miss" undodgable skills to immediately reengage a target with high damage attacks. The same can be said with Templars using high heals and purges to ignore damage while bursting down targets. And Wardens, of course, with their heals/tankiness/burst.
@ZOS_GinaBruno @ZOS_BrianWheeler
Can we possibly get an answer? I know that you're nerfing all the classes- but can you please, for the love of all that is unholy, make the classes a little more balanced? Or is this just ZOS's way of *** over classes so that buying a Necromancer is a guarantee?
Currently DKs, Wardens and NBs needs some serious nerfs to CC skills. To win steam roll BGs its not rocket science with 4 DKs or stamdens or NBs ans stream roll the BGs. StamDK is top of the hierarchy. Pertify and fear needs some serious nerf . Its what making DKs super op now is stam drain poison along with CCs with no counter. No class should have such uncounterable skills. If you get petrify followed by 2 dawnbreaker you are instant death.
No mage class can escape this garbage. Another God mode is 4 permafrost wardens with spin to win sub assault. Only way to escape is rng .
FYI, I wont play BG if I dont have atleast 2 DK or warden in my team. Its stupidly difficult. DK nerf is long overdue for PVP. I am pretty sure some noob streamers will oppose this. But it has to be done for the game. Only person I have respect is Alcast , who gives unbiased most of the times. Most are complete garbage. No other game will give them ***.
@Priyasekarssk
The issue is that mDKs lack mobility and an execute. The snares (which are about to be nerfed) and CCs are what the class relies on to whittle down opponents... if ZOS reduces snares and nerfs their CCs- then ZOS needs to add higher burst damage or an execute.
IxSTALKERxI wrote: »Snares are a nerf to permafrost wardens imo. It's not like dk's used cinderstorm much with it's small radius.
Lord_Dexter wrote: »IxSTALKERxI wrote: »Snares are a nerf to permafrost wardens imo. It's not like dk's used cinderstorm much with it's small radius.
Permafrost is mess in current state, snare reduction is good and no doubt permafrost need this nerf!
Savos_Saren wrote: »Lord_Dexter wrote: »IxSTALKERxI wrote: »Snares are a nerf to permafrost wardens imo. It's not like dk's used cinderstorm much with it's small radius.
Permafrost is mess in current state, snare reduction is good and no doubt permafrost need this nerf!
@IxSTALKERxI @Lord_Dexter
Cinderstorm isn't a DK's only snare. We have a passive that applies snares when we use our Ardent Flame abilities. (All of Ardent Flame's passives really need a rework, honestly) I'm not sure if ZOS plans to bring all snares down to 40% or reduce all snares by 40%.
To be honest I'm not too sure how to feel about this change. It seems to be a buff (maybe?) for 1vX which is great. On the flipside it seems to be a change made because a: magblade sucks and they want reflect to be nerfed rather than change magblades kit and b: zerglings want this skill nerfed because they don't understand to stop using reflectable abilities on the DK. People should probably wait till PTS is released though before they start burning down the forums.
Priyasekarssk wrote: »Savos_Saren wrote: »Priyasekarssk wrote: »Savos_Saren wrote: »...can DKs finally get a *** execute? Our melee-based class has to rely on snares to slow down targets to *hopefully* whittle them down while, of course, we're getting pummeled from ranged builds. You've beaten the hell out of our tankiness with strong bleeds and oblivion damage while simultaneously nerfing the *** out of our "perma blocks".
Let's not forget that the whole "permablocking" hate is because DKs use spell/physical resistances to protect them while attempting to do high damage. But, ironically, it's no different than a Sorc using magicka-based wards to protect them while doing high damage. Or no different than a NB using cloak to suppress DOTs and "miss" undodgable skills to immediately reengage a target with high damage attacks. The same can be said with Templars using high heals and purges to ignore damage while bursting down targets. And Wardens, of course, with their heals/tankiness/burst.
@ZOS_GinaBruno @ZOS_BrianWheeler
Can we possibly get an answer? I know that you're nerfing all the classes- but can you please, for the love of all that is unholy, make the classes a little more balanced? Or is this just ZOS's way of *** over classes so that buying a Necromancer is a guarantee?
Currently DKs, Wardens and NBs needs some serious nerfs to CC skills. To win steam roll BGs its not rocket science with 4 DKs or stamdens or NBs ans stream roll the BGs. StamDK is top of the hierarchy. Pertify and fear needs some serious nerf . Its what making DKs super op now is stam drain poison along with CCs with no counter. No class should have such uncounterable skills. If you get petrify followed by 2 dawnbreaker you are instant death.
No mage class can escape this garbage. Another God mode is 4 permafrost wardens with spin to win sub assault. Only way to escape is rng .
FYI, I wont play BG if I dont have atleast 2 DK or warden in my team. Its stupidly difficult. DK nerf is long overdue for PVP. I am pretty sure some noob streamers will oppose this. But it has to be done for the game. Only person I have respect is Alcast , who gives unbiased most of the times. Most are complete garbage. No other game will give them ***.
@Priyasekarssk
The issue is that mDKs lack mobility and an execute. The snares (which are about to be nerfed) and CCs are what the class relies on to whittle down opponents... if ZOS reduces snares and nerfs their CCs- then ZOS needs to add higher burst damage or an execute.
Mage Dk is king of pvp among mage classes. But they struggle against stamina as of now . Mage DK still pull chains but mageplar lacks that. I won't mind dps boost for mage dk provided ccs are in line with other classes and can be countered in any way. Stam dk is on another level abusing pertrify. Same as stamsorc abusing streak. Stamsorc on orc set up is block free damage migitation. Stam NB uses fear and cloak. No mage class can use stam ability and no incentive for having extra stam apart from break free/blocking. Most of the time stam sits there uselses , but when needed its not enough to save you.
4 stam DK can kill a mage Dk or mage sorc or any mage class except NB quite easily and no way to escape in open world . But a stamDK can definitely escape 4 Mage DKs or mage sorcs . Stam sorc no way to catch.
I am not why ZOs not looking into it.
Mage DK needs some compensation for CCs without blowing up stam dk to the top of roof. Not stam DK.
TrinityBreaker wrote: »Priyasekarssk wrote: »Savos_Saren wrote: »Priyasekarssk wrote: »Savos_Saren wrote: »...can DKs finally get a *** execute? Our melee-based class has to rely on snares to slow down targets to *hopefully* whittle them down while, of course, we're getting pummeled from ranged builds. You've beaten the hell out of our tankiness with strong bleeds and oblivion damage while simultaneously nerfing the *** out of our "perma blocks".
Let's not forget that the whole "permablocking" hate is because DKs use spell/physical resistances to protect them while attempting to do high damage. But, ironically, it's no different than a Sorc using magicka-based wards to protect them while doing high damage. Or no different than a NB using cloak to suppress DOTs and "miss" undodgable skills to immediately reengage a target with high damage attacks. The same can be said with Templars using high heals and purges to ignore damage while bursting down targets. And Wardens, of course, with their heals/tankiness/burst.
@ZOS_GinaBruno @ZOS_BrianWheeler
Can we possibly get an answer? I know that you're nerfing all the classes- but can you please, for the love of all that is unholy, make the classes a little more balanced? Or is this just ZOS's way of *** over classes so that buying a Necromancer is a guarantee?
Currently DKs, Wardens and NBs needs some serious nerfs to CC skills. To win steam roll BGs its not rocket science with 4 DKs or stamdens or NBs ans stream roll the BGs. StamDK is top of the hierarchy. Pertify and fear needs some serious nerf . Its what making DKs super op now is stam drain poison along with CCs with no counter. No class should have such uncounterable skills. If you get petrify followed by 2 dawnbreaker you are instant death.
No mage class can escape this garbage. Another God mode is 4 permafrost wardens with spin to win sub assault. Only way to escape is rng .
FYI, I wont play BG if I dont have atleast 2 DK or warden in my team. Its stupidly difficult. DK nerf is long overdue for PVP. I am pretty sure some noob streamers will oppose this. But it has to be done for the game. Only person I have respect is Alcast , who gives unbiased most of the times. Most are complete garbage. No other game will give them ***.
@Priyasekarssk
The issue is that mDKs lack mobility and an execute. The snares (which are about to be nerfed) and CCs are what the class relies on to whittle down opponents... if ZOS reduces snares and nerfs their CCs- then ZOS needs to add higher burst damage or an execute.
Mage Dk is king of pvp among mage classes. But they struggle against stamina as of now . Mage DK still pull chains but mageplar lacks that. I won't mind dps boost for mage dk provided ccs are in line with other classes and can be countered in any way. Stam dk is on another level abusing pertrify. Same as stamsorc abusing streak. Stamsorc on orc set up is block free damage migitation. Stam NB uses fear and cloak. No mage class can use stam ability and no incentive for having extra stam apart from break free/blocking. Most of the time stam sits there uselses , but when needed its not enough to save you.
4 stam DK can kill a mage Dk or mage sorc or any mage class except NB quite easily and no way to escape in open world . But a stamDK can definitely escape 4 Mage DKs or mage sorcs . Stam sorc no way to catch.
I am not why ZOs not looking into it.
Mage DK needs some compensation for CCs without blowing up stam dk to the top of roof. Not stam DK.
I am not entirely sure how you can seriously say that stam DK is OP in any way. Anything sDK can do literally every other class can do faster AND better.
DKs can now have perma 50% projectile damage reduction. This is unique, very strong in 1vX, balanced in 1v1 and Xv1.
Not sure why people are calling it a nerf, they removed the 4 projectile cap. It's a great balance change overall. It's an overall buff aside from dueling magblades basically, which is great because the old wings were basically rock-paper-scissors.
OwnerOfSuccuby wrote: »DKs can now have perma 50% projectile damage reduction. This is unique, very strong in 1vX, balanced in 1v1 and Xv1.
Not sure why people are calling it a nerf, they removed the 4 projectile cap. It's a great balance change overall. It's an overall buff aside from dueling magblades basically, which is great because the old wings were basically rock-paper-scissors.
It is a grate nerf. Not balane not boost. We will get much much more damage if even it reflecting 2 projectiles. Yes it protect from 50% damage from projectile but do not orotect from oblivion damage+ dot + effect + stun + decrease heal ability connected to it. It is not balancing - it is just ***. Better give us good damaging range execute than. This skill will be unplayable. It was the only one reason i do not use bow ! Becouse projectile returns from dk. Now i just can take bow and just spam oblivion+debuffs+dots any player and not afraid that it will noy work or be returned. It kills the skill. It is useless now!
Wow players really claiming the changes to wings are a buff....
Let me tell you. Its not.
Compared to Nightblade combination of cloak and dodge wich is basicly a 100% mitigation from projectiles and speaking about cloak also from dots its completly ***.
Back then when wings had a duration of 4 seconds and no snare removal literally no one used them. Now everyone loosing their minds cause their pew pew sniper builds cant kill a decent DK.
I also wonder whats the morph Options will be. One will ofc remain the snare removal/immunity but what about the other who increased the damage of the reflected projectiles? Guess we will see on monday. But still, 50% damage mitigation instead of reflecting 4 projectiles is a nerf.