MerguezMan wrote: »And at the other end of spectrum, Defensive Rune keeps infinite range ?
MerguezMan wrote: »"Spiked Bone Armor"
MerguezMan wrote: »Nobody jumped from this:
"The following “thorns”, or damage return-based abilities, now have a 7 meter range on their effect, rather than infinite ranges:
Spiked Armor and its morphs
Living Dark’s Snare
Spiked Bone Armor"
This is so unfair to DK. Slotting spiked armor used to be a (slightly) punishing return for any attacker, now it's only punishing in short range ?
Are you encouraging gankers ?
And at the other end of spectrum, Defensive Rune keeps infinite range ?
At least let these abilities long-range, something like 28-30m.
I'm still trying to figure out what this is. Google search is returning nothing.MerguezMan wrote: »"Spiked Bone Armor"
MerguezMan wrote: »Nobody jumped from this:
"The following “thorns”, or damage return-based abilities, now have a 7 meter range on their effect, rather than infinite ranges:
Spiked Armor and its morphs
Living Dark’s Snare
Spiked Bone Armor"
This is so unfair to DK. Slotting spiked armor used to be a (slightly) punishing return for any attacker, now it's only punishing in short range ?
Are you encouraging gankers ?
And at the other end of spectrum, Defensive Rune keeps infinite range ?
At least let these abilities long-range, something like 28-30m.
Defensive rune is probably one of the worst skills sorcerer have.. It does no damage, With incredibly high cost + it only stuns when enemy is attacking . It can also be VERY easily dodged. You are also getting major resolve from spiked armor if you forgot about that .
MerguezMan wrote: »"Spiked Bone Armor"
I'm still trying to figure out what this is. Google search is returning nothing.
MerguezMan wrote: »"Spiked Bone Armor"
I'm still trying to figure out what this is. Google search is returning nothing.
Of course, it is Spiked Bone Shield.
As nerfs go, this is pretty much pointless to worry about. The damage is so small it's not like that sniper is going to tremble in fear at the 300 or so damage they take from that 7k+ ranged attack.
it is a nerf nobody asked for . Maybe zos just wanted to nerf dk a bit out of habit?
As nerfs go, this is pretty much pointless to worry about. The damage is so small it's not like that sniper is going to tremble in fear at the 300 or so damage they take from that 7k+ ranged attack.
Pretty much this. The range could be bumped up on them to be mid-range (somewhere around 15m, like Clench?) but otherwise this was just a QoL fix for NBs defensive cloaking at range.
Joy_Division wrote: »Probably because the theme of the Spiked Armor skill is clearly meant to mimic a dragon's thick and scaly hide that would injure melee attacks that would not affect someone using a bow, something just about every other fantasy game with similar "thorny" armor mechanics recognizes and thus differentiated between melee and ranged.
That being said, I think it's wrong to just take something away or slap a nerf, regardless is it makes logical sense, and not give the players something in return.
Why can your spiked armor reach me at 22+ meters when it is attached to you and you are nowhere near me???
MerguezMan wrote: »As nerfs go, this is pretty much pointless to worry about. The damage is so small it's not like that sniper is going to tremble in fear at the 300 or so damage they take from that 7k+ ranged attack.
Pretty much this. The range could be bumped up on them to be mid-range (somewhere around 15m, like Clench?) but otherwise this was just a QoL fix for NBs defensive cloaking at range.
I see...
Ok, can we change it again ?
"The following “thorns”, or damage return-based abilities, now have a 7 meter range on their effect, rather than infinite ranges:(...)
Unless your attacker is a Nightblade. In such case, the Nightblade will be instantly killed on his next cast of Cloak for an ongoing period of 1 hour."
That way would be perfect.
Sanguinor2 wrote: »Why can your spiked armor reach me at 22+ meters when it is attached to you and you are nowhere near me???
Same reason People can turn invisible with a giant beam of light on top of their head. That reason being dont search for logic on what does what in a Fantasy game with magic involved because you wont find it.
MerguezMan wrote: »So we do agree this is a no-counterpart nerf to DK damage at mid-long range:
- it doesn't make DK more dangerous than they already are in close range
- it destroys a so-far reliable long-range defensive existing mechanic
- there is nothing added to help long-range defense (not even movement speed)
[Sarcasm] And even worse, it is mainly a QoL help for NB gankers. [/sarcasm]
I can't agree this is "good" change.