Donny_Vito wrote: »I'm a little confused. Why are you using Claws as a mean to crowd control? The only skills you have to use on trash packs are Fiery Grip (Chains) and then Talons to root them in place. Throw in the S&B Pierce Armor skill after you use Chains to get them taunted to you is another option, or use the Frost Staff for the frost blockade that also slows/roots enemies. DK tanking is still super easy, and I don't feel like we've been screwed at all.
John_Falstaff wrote: »Donny_Vito wrote: »I'm a little confused. Why are you using Claws as a mean to crowd control? The only skills you have to use on trash packs are Fiery Grip (Chains) and then Talons to root them in place. Throw in the S&B Pierce Armor skill after you use Chains to get them taunted to you is another option, or use the Frost Staff for the frost blockade that also slows/roots enemies. DK tanking is still super easy, and I don't feel like we've been screwed at all.
He calls Talons Claws, it's the same skill. And the issue in question is that Elsweyr made it so that any immobilize ability (Talons included) gives mobs three seconds of immobilization immunity after the effect ends, so the trash can scatter again. I'm not even mentioning some dungeon mechanics that heavily relied on it (looking at you, Fang Lair end boss and the bug spit).
stpdmonkey wrote: »The talons a was calling claws. And having enough magika and stamina to pull in 20 different adds is not possible. With such a short taunt time you will loose taunt before you got thru half the adds.
stpdmonkey wrote: »The talons a was calling claws. And having enough magika and stamina to pull in 20 different adds is not possible. With such a short taunt time you will loose taunt before you got thru half the adds.
stpdmonkey wrote: »A fix for this. Stop screwing pve players for the sake of pvp. If it's a problem in pvp then fix that in pvp only. Please quit making any character I make useless. Especially the ones I started with and have perfected.
MartiniDaniels wrote: »I'm sure it was easy to make this immunity work only on players, we have ton of sets and CP that work only on players.
MartiniDaniels wrote: »I'm sure it was easy to make this immunity work only on players, we have ton of sets and CP that work only on players.
Agreed, which should evidence that this is not a side effect of PvP balancing but something intentionally added for PvE as well.
Really imo this is a non-issue.
stpdmonkey wrote: »MartiniDaniels wrote: »I'm sure it was easy to make this immunity work only on players, we have ton of sets and CP that work only on players.
Agreed, which should evidence that this is not a side effect of PvP balancing but something intentionally added for PvE as well.
Really imo this is a non-issue.
Then zos changed their view on a tanks job over the last couple years. They used the claim that a tanks job is to taunt and hold the boss and crowd control the adds which is the reason we had stuns and immobilize skills. Now the apparently only want a tank to hold bosses. It does reduce the number of truly useful skills for a tank and makes a tanks job harder. Which in turn makes dps and healer jobs harder. Dps and healers now have to rely on self heals and shields more. Which shields have recently been nerfed to a almost useless point also. There are now too many fights that are going to be all about lucky rng to complete achievements instead of skill.
MartiniDaniels wrote: »I'm sure it was easy to make this immunity work only on players, we have ton of sets and CP that work only on players.
Agreed, which should evidence that this is not a side effect of PvP balancing but something intentionally added for PvE as well.
Really imo this is a non-issue.
stpdmonkey wrote: »There needs to be some fix for the fact that crowd control ability just got completely screwed. The dragonknight has been the tanking class for years. I'm all for making it easier to use other classes but quit making it harder to tank on the most used tank class. Making a delay between claws has completely screwed any ability to crowd control. The slows dont do enough at all and group mates get hit by alot more now. Which makes it harder on the healer who is usually trying very hard already. And add on the fact that earthgore was made almost useless that increases the difficulty. A tank is now only helpful when it comes to bosses. This needs to be fixed. Give us some sort of taunt for trash adds at the very least. There needs to be
profundidob16_ESO wrote: »stpdmonkey wrote: »There needs to be some fix for the fact that crowd control ability just got completely screwed. The dragonknight has been the tanking class for years. I'm all for making it easier to use other classes but quit making it harder to tank on the most used tank class. Making a delay between claws has completely screwed any ability to crowd control. The slows dont do enough at all and group mates get hit by alot more now. Which makes it harder on the healer who is usually trying very hard already. And add on the fact that earthgore was made almost useless that increases the difficulty. A tank is now only helpful when it comes to bosses. This needs to be fixed. Give us some sort of taunt for trash adds at the very least. There needs to be
oh common you have more than enough basic cc on a dk tank to combine into a useful scenario for any situation. Use your brain a bit. It's not exactly like you're some stupid monkey right ?
stpdmonkey wrote: »MartiniDaniels wrote: »I'm sure it was easy to make this immunity work only on players, we have ton of sets and CP that work only on players.
Agreed, which should evidence that this is not a side effect of PvP balancing but something intentionally added for PvE as well.
Really imo this is a non-issue.
Then zos changed their view on a tanks job over the last couple years. They used the claim that a tanks job is to taunt and hold the boss and crowd control the adds which is the reason we had stuns and immobilize skills. Now the apparently only want a tank to hold bosses. It does reduce the number of truly useful skills for a tank and makes a tanks job harder. Which in turn makes dps and healer jobs harder. Dps and healers now have to rely on self heals and shields more. Which shields have recently been nerfed to a almost useless point also. There are now too many fights that are going to be all about lucky rng to complete achievements instead of skill.
I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.
John_Falstaff wrote: »I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.
So you think the change makes non-DK tanks more viable? ^^ Give any thought to the fact that it's not DK talons that were nerfed, but all immobilization now gives immunity, regardless of the class? In fact, DKs will take the smallest hit because talons are relatively cheap, and non-DK tanks commonly used Time Stop... and guess what other change came in recently? Right, Time Stop cost increase. So non-DK tanks got screwed most royally in last two patches.
John_Falstaff wrote: »I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.
So you think the change makes non-DK tanks more viable? ^^ Give any thought to the fact that it's not DK talons that were nerfed, but all immobilization now gives immunity, regardless of the class? In fact, DKs will take the smallest hit because talons are relatively cheap, and non-DK tanks commonly used Time Stop... and guess what other change came in recently? Right, Time Stop cost increase. So non-DK tanks got screwed most royally in last two patches.
profundidob16_ESO wrote: »stpdmonkey wrote: »There needs to be some fix for the fact that crowd control ability just got completely screwed. The dragonknight has been the tanking class for years. I'm all for making it easier to use other classes but quit making it harder to tank on the most used tank class. Making a delay between claws has completely screwed any ability to crowd control. The slows dont do enough at all and group mates get hit by alot more now. Which makes it harder on the healer who is usually trying very hard already. And add on the fact that earthgore was made almost useless that increases the difficulty. A tank is now only helpful when it comes to bosses. This needs to be fixed. Give us some sort of taunt for trash adds at the very least. There needs to be
oh common you have more than enough basic cc on a dk tank to combine into a useful scenario for any situation. Use your brain a bit. It's not exactly like you're some stupid monkey right ?
I really don't get it why this impacts only DK? It impacts any tank. I have sorc, NB and DK tanks, my mobs were always in check even on NB (due to bombard) now they run amok on any class. I don't see anything good in it. it just turns tank into woody woodpecker.I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.
MartiniDaniels wrote: »profundidob16_ESO wrote: »stpdmonkey wrote: »There needs to be some fix for the fact that crowd control ability just got completely screwed. The dragonknight has been the tanking class for years. I'm all for making it easier to use other classes but quit making it harder to tank on the most used tank class. Making a delay between claws has completely screwed any ability to crowd control. The slows dont do enough at all and group mates get hit by alot more now. Which makes it harder on the healer who is usually trying very hard already. And add on the fact that earthgore was made almost useless that increases the difficulty. A tank is now only helpful when it comes to bosses. This needs to be fixed. Give us some sort of taunt for trash adds at the very least. There needs to be
oh common you have more than enough basic cc on a dk tank to combine into a useful scenario for any situation. Use your brain a bit. It's not exactly like you're some stupid monkey right ?
There were ton of situations where through experience you can keep ton of exploding etc mobs rooted long enough to get them burned without fuss... but now obviously in vet content even very good dps can't burn 400k mobs in 4 seconds so they start crawling around and you need to personally taunt everybody to prevent this. This is not difficult it's just tiresome and boring.I really don't get it why this impacts only DK? It impacts any tank. I have sorc, NB and DK tanks, my mobs were always in check even on NB (due to bombard) now they run amok on any class. I don't see anything good in it. it just turns tank into 1 woodpecker.I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.
MartiniDaniels wrote: »I really don't get it why this impacts only DK? It impacts any tank. I have sorc, NB and DK tanks, my mobs were always in check even on NB (due to bombard) now they run amok on any class. I don't see anything good in it. it just turns tank into woody woodpecker.
stpdmonkey wrote: »MartiniDaniels wrote: »profundidob16_ESO wrote: »stpdmonkey wrote: »There needs to be some fix for the fact that crowd control ability just got completely screwed. The dragonknight has been the tanking class for years. I'm all for making it easier to use other classes but quit making it harder to tank on the most used tank class. Making a delay between claws has completely screwed any ability to crowd control. The slows dont do enough at all and group mates get hit by alot more now. Which makes it harder on the healer who is usually trying very hard already. And add on the fact that earthgore was made almost useless that increases the difficulty. A tank is now only helpful when it comes to bosses. This needs to be fixed. Give us some sort of taunt for trash adds at the very least. There needs to be
oh common you have more than enough basic cc on a dk tank to combine into a useful scenario for any situation. Use your brain a bit. It's not exactly like you're some stupid monkey right ?
There were ton of situations where through experience you can keep ton of exploding etc mobs rooted long enough to get them burned without fuss... but now obviously in vet content even very good dps can't burn 400k mobs in 4 seconds so they start crawling around and you need to personally taunt everybody to prevent this. This is not difficult it's just tiresome and boring.I really don't get it why this impacts only DK? It impacts any tank. I have sorc, NB and DK tanks, my mobs were always in check even on NB (due to bombard) now they run amok on any class. I don't see anything good in it. it just turns tank into 1 woodpecker.I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.
I do agree. I only have a dk tank. Although I am starting to create a tank of every class to be knowledgable on it.i still personally feel like this was a direct attack on tanks. If they want to go this way then they should give us some kind of aoe taunt. Doesnt have to work on adds that we cant talon anyways which is ok. For instance if the ice staff blockade gave a aoe taunt that grabbed any ad that you can talon that would resolve the issue. It's a general area aoe taunt. Not useable for adds you would directly taunt now but does resolve the cc issue they created. Gives some sort of control back to a tank. But as zos said in the beginning they will NEVER give us an aoe taunt.