Good point, better yet, un-nerf DoTs and LA/HA... PvP is extremely boring when you can't effectively pressure your enemy's HP bar. You end up in a situation where the only way to kill anyone is to 100-0 them before they spam burst heals, but oh look, burst was gutted too by the LA/HA nerfs... not that a PvP where players are only ever at full HP or dead is worth playing.MarieCurie0 wrote: »Unlike most classes our burst is not 1 button, we have to spend 6000 or more mag on uselessly reapplying our dots to build up the whip. So we don't have any option but to slot these dot skills and reapply them even though they last longer and don't even pressure that well anymore. Please consider reverting the damage stack changes to molten whip, or make it less expensive to build up.
The problem with magdk was that they pretty much had the best pressure in PvP AND the best burst. So honestly I'm glad that won't be true anymore. If magdk is more effected than everyone else by the sweeping changes maybe that's a good thing because they were the best.
Not that I want magdk to suffer but... Just trying to keep things in perspective a little bit. Flames of oblivion is going to be what you spam to build for whip... And that's very much the way it was anyway. The claw has a healing component to it so it'll still probably be worth using, and it guarantees burning so its basically free to cast whether its great pressure or not.
And all of this setup is erased by one single burst heal cast, to say nothing of defensive builds that seem to be able to spam their burst heals indefinitely, often incidentally healing allies in the process.TechMaybeHic wrote: »Most those burst you are listing requires effectively 5 to 7 globals to setup
xylena_lazarow wrote: »And all of this setup is erased by one single burst heal cast, to say nothing of defensive builds that seem to be able to spam their burst heals indefinitely, often incidentally healing allies in the process.TechMaybeHic wrote: »Most those burst you are listing requires effectively 5 to 7 globals to setup
It is, and it's extremely bad for the game, but uniquely stupid for DK given its supposedly intended playstyle. Maybe someday they'll remember when they said they were going to reinforce DK's class identity as the DoT pressure class...TechMaybeHic wrote: »I mean; that seems to be a universal thing...
TechMaybeHic wrote: »Most those burst you are listing requires effectively 5 to 7 globals to setup. Whip could be done out of combat, and even in; 3 globals. Not saying this is the way to go, but you had to see something coming.
Problem is; they're doing that at the same time as watering down DOTs so I do agree that it's detrimental to identity of the class.
MarieCurie0 wrote: »TechMaybeHic wrote: »Most those burst you are listing requires effectively 5 to 7 globals to setup. Whip could be done out of combat, and even in; 3 globals. Not saying this is the way to go, but you had to see something coming.
Problem is; they're doing that at the same time as watering down DOTs so I do agree that it's detrimental to identity of the class.
If global cooldowns are your standard for how big a burst should be, then the ease of building up a molten whip should be as easy as building up those bursts aka skele and beetles. Both require just 1 button, and have mag/stam cost of 1 skill. Molt whip requires 6000 mag and takes up your entire bar space to build. So if you're gonna drastically reduce the damage, make it easier to build up.
TechMaybeHic wrote: »MarieCurie0 wrote: »TechMaybeHic wrote: »Most those burst you are listing requires effectively 5 to 7 globals to setup. Whip could be done out of combat, and even in; 3 globals. Not saying this is the way to go, but you had to see something coming.
Problem is; they're doing that at the same time as watering down DOTs so I do agree that it's detrimental to identity of the class.
If global cooldowns are your standard for how big a burst should be, then the ease of building up a molten whip should be as easy as building up those bursts aka skele and beetles. Both require just 1 button, and have mag/stam cost of 1 skill. Molt whip requires 6000 mag and takes up your entire bar space to build. So if you're gonna drastically reduce the damage, make it easier to build up.
Have you used the others? I'd argue whip is the easiest to build and land. Blast ones dies what it wants. Shalks timing if you are moving as well as your target is arduous at best. I mean you need 3 abilities activated. Imagine if you had to hit on 4, or had to apply other damage to build the damage.
MarieCurie0 wrote: »TechMaybeHic wrote: »MarieCurie0 wrote: »TechMaybeHic wrote: »Most those burst you are listing requires effectively 5 to 7 globals to setup. Whip could be done out of combat, and even in; 3 globals. Not saying this is the way to go, but you had to see something coming.
Problem is; they're doing that at the same time as watering down DOTs so I do agree that it's detrimental to identity of the class.
If global cooldowns are your standard for how big a burst should be, then the ease of building up a molten whip should be as easy as building up those bursts aka skele and beetles. Both require just 1 button, and have mag/stam cost of 1 skill. Molt whip requires 6000 mag and takes up your entire bar space to build. So if you're gonna drastically reduce the damage, make it easier to build up.
Have you used the others? I'd argue whip is the easiest to build and land. Blast ones dies what it wants. Shalks timing if you are moving as well as your target is arduous at best. I mean you need 3 abilities activated. Imagine if you had to hit on 4, or had to apply other damage to build the damage.
Blast dies when it wants? You mean after a good 5 seconds after it spawns? Also, both are aoe, and apply strong effects like major defile, major, and minor breach. Both are 1vx burst abilities, unlike whip.
MarieCurie0 wrote: »TechMaybeHic wrote: »MarieCurie0 wrote: »TechMaybeHic wrote: »Most those burst you are listing requires effectively 5 to 7 globals to setup. Whip could be done out of combat, and even in; 3 globals. Not saying this is the way to go, but you had to see something coming.
Problem is; they're doing that at the same time as watering down DOTs so I do agree that it's detrimental to identity of the class.
If global cooldowns are your standard for how big a burst should be, then the ease of building up a molten whip should be as easy as building up those bursts aka skele and beetles. Both require just 1 button, and have mag/stam cost of 1 skill. Molt whip requires 6000 mag and takes up your entire bar space to build. So if you're gonna drastically reduce the damage, make it easier to build up.
Have you used the others? I'd argue whip is the easiest to build and land. Blast ones dies what it wants. Shalks timing if you are moving as well as your target is arduous at best. I mean you need 3 abilities activated. Imagine if you had to hit on 4, or had to apply other damage to build the damage.
Blast dies when it wants? You mean after a good 5 seconds after it spawns? Also, both are aoe, and apply strong effects like major defile, major, and minor breach. Both are 1vx burst abilities, unlike whip.
MBBOWOLVERINE wrote: »You do realise mag dk is a top 2 class and is massively over performing still, a slight nerf is needed, like currently a below average dk can kill a top tier nb just by dots and hitting 15k whips etc. They don’t need huge nerfs but they are too strong