thunderstrikeb16_ESO wrote: »Really funny to see DK solo or duo so much group stuff... my Nightblade is sitting in a corner crying cause he dies nearly instantly fighting 3 questsmobs at once. I dont wanna call nerfs to DK but instead rethink your Nightblade concept ( tripple our weak heals maybe?)
the.dzeneralb16_ESO wrote: »
Now, I'm not saying people shouldn't have input or that it's bad (people should constantly give them feedback and what not), I'm just saying that chances are, they probably know what theyre doing.
Jessica Folsom wrote:It's a very grey area.
He's gaining so much ultimate that at times he's overlapping 2 Standards. Now, I'm no developer, but I'd hazard a guess that this isn't working the way the devs intended. That's not to say he's exploiting, but rather that the ultimate mechanic in general has been implemented poorly.
No one should be keeping a 100% uptime on any ultimate. The way I understand it, ultimates were designed to be game-changing abilities, which are used sparingly (basically a mechanic ripped right out of MOBAs.) Being able to have your ultimate running for the entire duration of the fight makes your character far more powerful than the game is balanced for, which is a contributing factor in videos like this (or Vampires who are wrecking in Cyrodiil with Bat Swarm spam.)
They also need to look at the Talons ability, because it is one of the best CC's in the game. They either need to nerf it, or give other classes that same kind of functionality, because currently that skill alone allows Dragonknights to take on too many melee enemies at once. If this is how the game is designed, then design each class to be able to do it. If that's not how the game was intended (which seems more likely) then Talons needs a change.
The nature of CC probably could use a change across the board, specifically when dealing with AoE crowd control powers. I wouldn't mind seeing specific CC immunities given to NPCs for a short period after being affected by AoE crowd control. For example, after affecting an enemy with Talons, they become immune to "immobilize" for 10 seconds. They could still be knocked down, stunned, feared, mesmerized, etc.; but they would be immune to the affect of the ability which was last used on them. This would mean that no single power, and likely no single player, could keep an entire group of enemies locked down indefinitely.
Just like the ability to keep 100% uptime on ultimates is making some ultimate attacks too powerful, allowing everyone to take a single, spammable AoE CC attack is making those mechanics far too powerful as well. If they don't any cooldowns on abilities, then CC immunity might be the way to go.
-Travail.
Broken NB skills? Passives that aren't working? Erroneous stacking of bonuses? Are DKs powerful because the class is powerful, or because someone wasn't paying attention to variables when they were calculating bonuses in combat?the.dzeneralb16_ESO wrote: »I've seen how much more powerful DK's are than most people, especially in PvP.
Not if they're repeating issues other games have had. Taking from WoW - remember PoM-Pyro builds? Ret pallies? FOTM rogues?I'm just saying that chances are, they probably know what theyre doing.