Wow. You mean normalization of dots that every other class got? Or setting the durations to whole numbers that every other class gets? Or that one skill that Dk is supposed to build around? Plz.I mean, here you are once again complaining about DK in a patch full of DK
Pulling people from keeps was fun, didn't use chains then?
It lasted too little time!
cwp303b14_ESO wrote: »Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.
All other classes have defense AND offense at range.
DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke
Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.
I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.
I'm sorry, but directing a DK at stonefist is like directing a NB at concealed weapon.
Joy_Division wrote: »
I'm sorry, but directing a DK at stonefist is like directing a NB at concealed weapon.
So now your skills don't count? Why? Because they invalidated an incorrect statement that was yelled at me?
Or is having a 28 meter range attack with a stun that heals 80% of BoL not good enough for you? You want to trade this for Templar Javelin that has the same range and stun but heals for nothing?
Yes, make me feel stupid.
Normalization of dots that every class got? lmao. Do you want me to actually list the changes? Its a prety damn long list and you are gonna feel really stupid when you actually read what you called normalization of dots but no issues with me. i can list them.
Yes, make me feel stupid.
Normalization of dots that every class got? lmao. Do you want me to actually list the changes? Its a prety damn long list and you are gonna feel really stupid when you actually read what you called normalization of dots but no issues with me. i can list them.
Read the changelog, there’s “normalization, bringing things in line with standards” all over the place.
Actual buffs - inferno, maybe wings (not snare imunity morph), maybe whip and ash cloud lol.
Fight for whatever you want just dont throw this exaggerating statements that makes Dk look overbuffed.
Joy_Division wrote: »cwp303b14_ESO wrote: »Joy_Division wrote: »cwp303b14_ESO wrote: »Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.
All other classes have defense AND offense at range.
DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke
Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.
I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.
If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.
Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.
You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!
Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.
I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.
You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
https://en.uesp.net/wiki/Online:Stonefist
Joy_Division wrote: »cwp303b14_ESO wrote: »Joy_Division wrote: »cwp303b14_ESO wrote: »Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.
All other classes have defense AND offense at range.
DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke
Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.
I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.
If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.
Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.
You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!
Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.
I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.
You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
https://en.uesp.net/wiki/Online:Stonefist
Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.
Only troll builds could make use of that skill and even those were nerfed some patches ago.
But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.
And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...
In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.
PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...
LittlePinkDot wrote: »Im on PS4. Can anyone tell me how the buffed coagulated blood is now?
cwp303b14_ESO wrote: »Joy_Division wrote: »cwp303b14_ESO wrote: »Joy_Division wrote: »cwp303b14_ESO wrote: »Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.
All other classes have defense AND offense at range.
DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke
Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.
I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.
If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.
Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.
You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!
Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.
I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.
You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
https://en.uesp.net/wiki/Online:Stonefist
Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.
Only troll builds could make use of that skill and even those were nerfed some patches ago.
But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.
And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...
In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.
PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...
I totally agree about stonefist. In fact I've lobbied before for it to be the place for a stam damage spammable but that's for another thread. Right now that skill is near useless for the reasons you listed.
Yes I admitted 4, and you stated “list full of DK buffs”. Im pretty sure Im not exaggerating.Yes, make me feel stupid.
Normalization of dots that every class got? lmao. Do you want me to actually list the changes? Its a prety damn long list and you are gonna feel really stupid when you actually read what you called normalization of dots but no issues with me. i can list them.
Read the changelog, there’s “normalization, bringing things in line with standards” all over the place.
Actual buffs - inferno, maybe wings (not snare imunity morph), maybe whip and ash cloud lol.
Fight for whatever you want just dont throw this exaggerating statements that makes Dk look overbuffed.
There is normalization of dots as in minor changes to the ticks and how they work so all dots are in line. Thats not really a buff or a nerf. Its just a change. Bringing AOE dmg up in line with standards can absolutely be a buff genius. A 200% dmg buff is still a buff.
You just admitted to 4 different buffs and you left behind inhale, coagulating and breath which are straight up buffs as well. And thats without counting all the other minor buffs like leap. The only one exaggerating here is you. Half of the DK abilities got straight up buffed and you called them normalisation changes. Maybe you should feel stupid.
You are the one who needs to read the patch notes because apparently you didnt.Yes I admitted 4, and you stated “list full of DK buffs”. Im pretty sure Im not exaggerating.Yes, make me feel stupid.
Normalization of dots that every class got? lmao. Do you want me to actually list the changes? Its a prety damn long list and you are gonna feel really stupid when you actually read what you called normalization of dots but no issues with me. i can list them.
Read the changelog, there’s “normalization, bringing things in line with standards” all over the place.
Actual buffs - inferno, maybe wings (not snare imunity morph), maybe whip and ash cloud lol.
Fight for whatever you want just dont throw this exaggerating statements that makes Dk look overbuffed.
There is normalization of dots as in minor changes to the ticks and how they work so all dots are in line. Thats not really a buff or a nerf. Its just a change. Bringing AOE dmg up in line with standards can absolutely be a buff genius. A 200% dmg buff is still a buff.
You just admitted to 4 different buffs and you left behind inhale, coagulating and breath which are straight up buffs as well. And thats without counting all the other minor buffs like leap. The only one exaggerating here is you. Half of the DK abilities got straight up buffed and you called them normalisation changes. Maybe you should feel stupid.
Thats not me who called them normalization changes, read the changelog, even in three out of four you stated, theres dev comments about bringing things into line with standards.
Discussion with you is nonconstructive and it seems that you’re very likely to get into argument in DK topics which are about buffing certain abilities. Bye.
And read the changelog, really.
You are the one who needs to read the patch notes because apparently you didnt.Yes I admitted 4, and you stated “list full of DK buffs”. Im pretty sure Im not exaggerating.Yes, make me feel stupid.
Normalization of dots that every class got? lmao. Do you want me to actually list the changes? Its a prety damn long list and you are gonna feel really stupid when you actually read what you called normalization of dots but no issues with me. i can list them.
Read the changelog, there’s “normalization, bringing things in line with standards” all over the place.
Actual buffs - inferno, maybe wings (not snare imunity morph), maybe whip and ash cloud lol.
Fight for whatever you want just dont throw this exaggerating statements that makes Dk look overbuffed.
There is normalization of dots as in minor changes to the ticks and how they work so all dots are in line. Thats not really a buff or a nerf. Its just a change. Bringing AOE dmg up in line with standards can absolutely be a buff genius. A 200% dmg buff is still a buff.
You just admitted to 4 different buffs and you left behind inhale, coagulating and breath which are straight up buffs as well. And thats without counting all the other minor buffs like leap. The only one exaggerating here is you. Half of the DK abilities got straight up buffed and you called them normalisation changes. Maybe you should feel stupid.
Thats not me who called them normalization changes, read the changelog, even in three out of four you stated, theres dev comments about bringing things into line with standards.
Discussion with you is nonconstructive and it seems that you’re very likely to get into argument in DK topics which are about buffing certain abilities. Bye.
And read the changelog, really.
I said its a patch full of DK buffs because it is. Half of the DK abilities got buffed. Bringing things in line with standards can absolutely be a buff. If something is underperforming and you want to make it stronger to be in line with other abilities then you buff it. If anything thats the definition of a buff.
Let me put it this way. If it didnt say "to be in line with other abilities" and it just said "increased its dmg by 200%" would you still not call it a buff? Are you genuinely that dumb? They say to be in line with other abilities so people understand why this change happened and what level of performance they should expect from the ability.
The only one who cant have a constructive conversation here is you. That would require you to actually think before you post but you are here telling me that an ability that gets its dmg buffed by 200% is not a buff because other abilities do similar dmg. Genius. Freaking genius.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
@Dracane
I'm a DK main and I see who got some buffs but let's not kid ourselves that these buffs solely if not 95% help a Mag DK because they are all changes that aid a Mag DK. Changes to wings isn't good and I've tested it to understand that you as a close ranged class will take all the DoTs,Status, & Poisons before being able to engage your target.
You now have little to no chance of escaping a fight and the wing change only helps those who play 5Heavy with sword n board; I'm sorry but I can't march down a path that further pigeon holes my class into this "You need to be wall" narrative.
If ZOS wants to buff Stam DK then they need to give us a bold change, the current changes are laughably small that you would hardly notice it. I've got plenty of new ideas for the DK class especially Stam DKs as a whole but unfortunately those who are supposed to represent this class only represents the mind of a Mag DK as shown by change after change.
Joy_Division wrote: »cwp303b14_ESO wrote: »Joy_Division wrote: »cwp303b14_ESO wrote: »Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.
All other classes have defense AND offense at range.
DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke
Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.
I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.
If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.
Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.
You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!
Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.
I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.
You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
https://en.uesp.net/wiki/Online:Stonefist
Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.
Only troll builds could make use of that skill and even those were nerfed some patches ago.
But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.
And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...
In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.
PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...



.@Joy_Division
So you agree with the DK change because it does not reflect anymore and gives us mitigation to those projectiles.
This change only perpetuates the narrative that we should just be tanks in PvP or in general rocking a sword n board.
Let me ask you this, how do you expect us to get away when we should? I've tested the ability and if more than 2 people are using stamina drain poisons on you after fighting them; fleeing is not an option anymore only death. You can extrapolate on the idea by thinking if you were in a 1vX and saw a group of the enemy alliance exiting the keep towards you, how would you escape when the debuffs fly at you?
The answer is, you cannot.
Joy_Division wrote: »Joy_Division wrote: »cwp303b14_ESO wrote: »Joy_Division wrote: »cwp303b14_ESO wrote: »Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.
All other classes have defense AND offense at range.
DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke
Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.
I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.
If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.
Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.
You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!
Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.
I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.
You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
https://en.uesp.net/wiki/Online:Stonefist
Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.
Only troll builds could make use of that skill and even those were nerfed some patches ago.
But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.
And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...
In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.
PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...
1. Can you please stop making a strawman? Where did I say play a ranged DK?
2. If you think Stonefist is crap to Javelin and has been nerfed, then you're just wrong.
and for comparison
and the other morph.
11K tooltip on a stun for 500 less magicka or a 28m stun that heals just as much as Templar supposed best burst heal in the game.
Stone Giant is a damage skill and a CC skill, so it is an interesting option you totally ignored because you're so accustomed to shutting down ranged builds completely. If you don;t want a 28 meter ranged CC then don't use it, but dont sit there and tell me the skill does not exist and then proceed to tell me this supposedly non-existent skill is crap compared to Templar javelin because it's both better and accommodates different options (heal or damage), which is a choice templars do not have.
But all of this is besides the point. In this game, it is easy for a melee build to force a range build in melee because of no cooldowns on gap closers, kiters not being able to sprint and use skills at the same time, the game's mechanics allowing players to dodge every projectile, and the movement enhancements available in the game. The idea that a skill that provides 50% damage reduction to every single projectiles now dooms the poor DK (which had every one of it's other skills buffed, some quite significantly) vs. ranged opponents is crazy.
Nobody is saying a DK is all of a sudden a ranged juggernaut. Ranged builds are going to be even easier next patch to force into melee and it has been pretty easy to do so since launch.
Joy_Division wrote: »Joy_Division wrote: »cwp303b14_ESO wrote: »Joy_Division wrote: »cwp303b14_ESO wrote: »Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.
All other classes have defense AND offense at range.
DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke
Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.
I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.
If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.
Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.
You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!
Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.
I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.
You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
https://en.uesp.net/wiki/Online:Stonefist
Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.
Only troll builds could make use of that skill and even those were nerfed some patches ago.
But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.
And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...
In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.
PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...
1. Can you please stop making a strawman? Where did I say play a ranged DK?
2. If you think Stonefist is crap to Javelin and has been nerfed, then you're just wrong.
and for comparison
and the other morph.
11K tooltip on a stun for 500 less magicka or a 28m stun that heals just as much as Templar supposed best burst heal in the game.
Stone Giant is a damage skill and a CC skill, so it is an interesting option you totally ignored because you're so accustomed to shutting down ranged builds completely. If you don;t want a 28 meter ranged CC then don't use it, but dont sit there and tell me the skill does not exist and then proceed to tell me this supposedly non-existent skill is crap compared to Templar javelin because it's both better and accommodates different options (heal or damage), which is a choice templars do not have.
But all of this is besides the point. In this game, it is easy for a melee build to force a range build in melee because of no cooldowns on gap closers, kiters not being able to sprint and use skills at the same time, the game's mechanics allowing players to dodge every projectile, and the movement enhancements available in the game. The idea that a skill that provides 50% damage reduction to every single projectiles now dooms the poor DK (which had every one of it's other skills buffed, some quite significantly) vs. ranged opponents is crazy.
Nobody is saying a DK is all of a sudden a ranged juggernaut. Ranged builds are going to be even easier next patch to force into melee and it has been pretty easy to do so since launch.
Joy_Division wrote: »
I'm sorry, but directing a DK at stonefist is like directing a NB at concealed weapon.
So now your skills don't count? Why? Because they invalidated an incorrect statement that was yelled at me?
Or is having a 28 meter range attack with a stun that heals 80% of BoL not good enough for you? You want to trade this for Templar Javelin that has the same range and stun but heals for nothing?
Joy_Division wrote: »Joy_Division wrote: »cwp303b14_ESO wrote: »Joy_Division wrote: »cwp303b14_ESO wrote: »Still no real non-troll responses to the 19 meter effective dead zone a DK has to cover on foot before they can engage using class skills.
All other classes have defense AND offense at range.
DK defense is weakened. Still no offense at range. Have to cover almost as much ground by burning resource to move towards the enemy as their gap closer provides. This is a joke
Mag NB complains because sometimes their ranged skills are countered. DK whip, embers, breath, chains all countered 100% of the time at range.
I can see the response already, "but a good dk never drops wings" which is hyperbole. Sometimes they do. As in, its happened in the history of the game. Know what has literally never hit someone at range? All dk main attacks.
If you can;t figure that out, then you have been crutching on a single mechanic the entire time you have been playing ESO.
Roll a Templar, a class with zero preventive defenses. You'll see that your DK will get to the target faster and taking less damage than the templar.
You mean a templar with ranged attacks, a shield, the biggest heals and a low cost purge to peel off all those dots and status effects. You got me. I'll just use my dk... umm... uhh... hmm. Tell you what, just hold still while I close 19 meters on foot. Then it's on!
Why are you shooting me at max range? You're supposed to hold still and not kite me and not use your ranged attacks while I cant hit you. That would be unfair to DKs right? Here, I'll just slot another weapon or multiple skills since my class literally can't damage you at range, unlike other classes like warden who also has the absorb on shimmering shield, since you don't want to alter your playstyle.
I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
DK also has a health based shield (a better one as it provides major mending, an effect your class stole from templars, which you have no problem with btw), also with a ranged attack - that stuns - and also with a burst heal that got buffed by a whopping 19% and thus will heal for just as much if not more than BoL when at low health. You are so used to ignoring projectiles completely that you dont even realize DKs already have many of the same tools, some of which are superior to templar counterparts.
You type as if it's impossible to somehow close the distance with a range build when in this game it is easy on any class. A kiter cannot sprint and use their abilities at the same time, their projectiles are always dodgeable (while dodges avoid snares, quite convenient), gap closers have no cooldown, next patch everyone has access to major expedition and snare/root immunity. The reason why archers crutch on Snipe is because trying to kite in this game with a bow is almost hopeless. It's really not that difficult to bring them to melee range and if they aren;t a NB with cloak or teleport or a sorcerer with streak, they are very easy to keep in melee range. They can stun once every 7 seconds but the other 6 they are hounded. If people cant figure out how to close the gap vs a range build on any class, they need to either reexamine their build or L2P.I mean, sometimes you couldn't use your class damage skills on a dk at range. DKs never could. As far as class skills are concerned every class has a 100% shield to DKs from 41m to 22m.
https://en.uesp.net/wiki/Online:Stonefist
Sorry Joy, but stonefist compared to Vamps bane, JB or Javelin is utter crap on a mDK... on a sDK is even worst.
Only troll builds could make use of that skill and even those were nerfed some patches ago.
But that leads to another question: why do DKs have 2 different stuns in the same skill line? If Stonefist was a dmg skill instead of a CC, it could be an interesting option, but as a CC is not even worth compared to Foss, so the skills falls in no one's land: it's dmg is not appealing and the stun is bad because the rest of the DK skills are all melee and foss covers much better that playing stye.
And what's worst, if you play a ranged mDK/sDK you will find much beter option for a CC in Draining shot (a very strong heal) or destro reach (a nice DoT), both skills in weapon lines...
In any case, who would try a ranged DK? The class is mostly oriented to melee DMG and has no passive that supports that playing style. The class dmg skill passives line only affect skills in the very same line (except the passive that increases AoE dmg of poison and flame skills, which sounds like bad joke considering the skills that accomplish that feature... elemental ring? Acid spray could be, but just 22mts, so...). So it is melee or melee... if you want range you have much better options such as NB or sorc... or even templar.
PS... it is not even flame dmg... stonefist does magic dmg, so you can't even proc the burning status...
1. Can you please stop making a strawman? Where did I say play a ranged DK?
2. If you think Stonefist is crap to Javelin and has been nerfed, then you're just wrong.
and for comparison
and the other morph.
11K tooltip on a stun for 500 less magicka or a 28m stun that heals almost as much as Templar supposed best burst heal in the game.
Stone Giant is a damage skill and a CC skill, so it is an interesting option you totally ignored because you're so accustomed to shutting down ranged builds completely. If you don;t want a 28 meter ranged CC then don't use it, but dont sit there and tell me the skill does not exist and then proceed to tell me this supposedly non-existent skill is crap compared to Templar javelin because it's both better and accommodates different options (heal or damage), which is a choice templars do not have.
But all of this is besides the point. In this game, it is easy for a melee build to force a range build in melee because of no cooldowns on gap closers, kiters not being able to sprint and use skills at the same time, the game's mechanics allowing players to dodge every projectile, and the movement enhancements available in the game. The idea that a skill that provides 50% damage reduction to every single projectiles now dooms the poor DK (which had every one of it's other skills buffed, some quite significantly) vs. ranged opponents is crazy.
Nobody is saying a DK is all of a sudden a ranged juggernaut. Ranged builds are going to be even easier next patch to force into melee and it has been pretty easy to do so since launch.
You talk about my bias but clearly you're bias'd against the DK class from the way you consistently frame your arguments. I ask again what is your PvP rank and would you like to duel me on live; I haven't played in a bit since I've taken a break from the game but I'd like to see how you play.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell