It's mainly Flame lash with corrosive that's the big problem.
HunterDawn wrote: »Bushido2513 wrote: »HunterDawn wrote: »IZZEFlameLash wrote: »HunterDawn wrote: »IZZEFlameLash wrote: »It is only possible because the ult and whip bursts were timed with the delayed burst damage skills. This is a gameplay feature, not an exploit or cause for concern. Combos like this exist in classes with delayed skills.
I can accept this damage mechanism, but the problem is that the damage caused by DK is too high and disregards armor resistance, which is quite unfair
It is bypassing resistance because you got hit by Onslaught and DK in Corrosive or high pen build using TFS.
Also, while Corrosive is DK exclusive but Onslaught is not. So, Onslaught is a very common ult right now for all classes with crit meta back in the rotation after SPS nerf and you have to kite the person with that active like you do with DKs in Corrosive.
lmao,He finished all the output in just two seconds. How can I avoid it?
Keep a medium range from the DK. Stay at the max distance where you can still strike back in melee range and continuously move backwards when they come forward. If they sprint towards you, they will burst -- just roll. If you are at the max melee range and roll at the right time, you will be out of the range of the AoE and avoid their burst completely, or even if you time it wrong avoid part of it.
And after that roll you should either recover or strike back / cc them with a ranged CC. Should be a morph of magic soul (Dazing Soul) that can fit and allow you to do that if you don't have any other method.
Beyond that, you have to not play in a predicatable way and be more chaotic. DK is winning versus you because they are the strongest class right now as long as there is ORDER. YOU need to add a chaotic element to even the playing field and disrupt that order. That can be anything, even something as small as utilizing Mage's Guild Volcanic Rune strategically to defend yourself or create an area of denial (or force them to waste CC pot to get you).
Small things like the above actually make a massive difference in whether or not a DK can kill you, how fast they can do it, and whether or not they will bother you again.
Alterantively, you can just fire siege.
You point out something I learned the hard way recently with DK and it's true with werewolves as well.
Most everything you just explained is how not to die at the cost of resources. This doesn't work well when fighting an opponent that has almost unlimited sustain, good defense and high damage.
You're quickly at a point where you either have to escape or have better offensive pressure or die.
Most classes just don't have that same combination of defense and pressure at the same time.
It's not impossible to fight a DK, just really not balanced.
Also fossilize seems to like to burn server calculations with that new animation so good luck not getting stuck getting out of it which also creates great openings for whips more by being buggy then as intended I think.
Your speech makes me realize that you are an excellent PVP player :)
Bushido2513 wrote: »HunterDawn wrote: »IZZEFlameLash wrote: »HunterDawn wrote: »IZZEFlameLash wrote: »It is only possible because the ult and whip bursts were timed with the delayed burst damage skills. This is a gameplay feature, not an exploit or cause for concern. Combos like this exist in classes with delayed skills.
I can accept this damage mechanism, but the problem is that the damage caused by DK is too high and disregards armor resistance, which is quite unfair
It is bypassing resistance because you got hit by Onslaught and DK in Corrosive or high pen build using TFS.
Also, while Corrosive is DK exclusive but Onslaught is not. So, Onslaught is a very common ult right now for all classes with crit meta back in the rotation after SPS nerf and you have to kite the person with that active like you do with DKs in Corrosive.
lmao,He finished all the output in just two seconds. How can I avoid it?
Keep a medium range from the DK. Stay at the max distance where you can still strike back in melee range and continuously move backwards when they come forward. If they sprint towards you, they will burst -- just roll. If you are at the max melee range and roll at the right time, you will be out of the range of the AoE and avoid their burst completely, or even if you time it wrong avoid part of it.
And after that roll you should either recover or strike back / cc them with a ranged CC. Should be a morph of magic soul (Dazing Soul) that can fit and allow you to do that if you don't have any other method.
Beyond that, you have to not play in a predicatable way and be more chaotic. DK is winning versus you because they are the strongest class right now as long as there is ORDER. YOU need to add a chaotic element to even the playing field and disrupt that order. That can be anything, even something as small as utilizing Mage's Guild Volcanic Rune strategically to defend yourself or create an area of denial (or force them to waste CC pot to get you).
Small things like the above actually make a massive difference in whether or not a DK can kill you, how fast they can do it, and whether or not they will bother you again.
Alterantively, you can just fire siege.
You point out something I learned the hard way recently with DK and it's true with werewolves as well.
Most everything you just explained is how not to die at the cost of resources. This doesn't work well when fighting an opponent that has almost unlimited sustain, good defense and high damage.
You're quickly at a point where you either have to escape or have better offensive pressure or die.
Most classes just don't have that same combination of defense and pressure at the same time.
It's not impossible to fight a DK, just really not balanced.
Also fossilize seems to like to burn server calculations with that new animation so good luck not getting stuck getting out of it which also creates great openings for whips more by being buggy then as intended I think.
I agree that it's not balanced, and that PvP is in a bad state right now. DKs / WW / Sorcs are effectively running tank builds and able to push out damage, but on my NB/Templar/etc. I need to be a complete glass build to even damage them.
There's a DK around I took out in 3 jabs cycles on my glass (pure) templar build, but to do it I had to do the above because they can kill me in 3 hits since my resists on that build are effectively 0.
When it's the case that I need an extreme offensive build like that to even damage some of these players and provide a threat to their dominance, then I of course won't say the game is balanced.
But ZOS does not seem to care about addressing it in the slightest and of course the forums has people defending the game's balance right now. Which is why I posted those suggestions.
As for fossilize, yeah it was a bad change among other changes.