monkeymystic wrote: »If you thought DK's were the only ones doing Solo PvE, watch this:
I have NOT made this video, and I don't take credit for it. The Youtube user "medakonable" has made it.
It shows a NIGHTBLADE SOLO Veteran Spindleclutch dungeonhttp://www.youtube.com/watch?v=GNESCiD5Wt0
Leeching strikes is probably the most OP ability in the game. But you don't see cries for nerfs because it doesn't kill people in PvP.
monkeymystic wrote: »DKs got magicka regen from elemental drain + DoTs + Cinder ticks + Inferno ticks. This no longer works, and Impulse cost is increased.
Magicka will be a huge problem for DKs after this nerf
Santanaclawz wrote: »I'm a main DK and the only thing im questioning is why they changed inhale, to make it near useless to have on my bar now.
Drachenfier wrote: »Santanaclawz wrote: »I'm a main DK and the only thing im questioning is why they changed inhale, to make it near useless to have on my bar now.
And the change was made without adjusting the cost to cast, or anything, which is why i said this reeks of "mythic dev".
monkeymystic wrote: »SuperJChat wrote: »You say DK nerf but i only see 2 things directly DK related...
The reason for DK's being "strong" for many, is not because of the class abilities itself, but synergy with Impulse spam, getting infinite magicka back from Elemental drain + DoT's + cinder + inferno giving them more magicka back than they can spend. And AoE abilities giving tons of ultimate, which is also nerfed now.
DK's are stuck in melee range with 5 meter range abilities, while Templars and Sorceror have range benefits. This is a devastating nerf to the DK class
monkeymystic wrote: »
Shield bash damage nerfed, 3 second cooldown on bash, and bash costing more is a huge nerf to your build.
They had good synergy with Destro staff!
These are the abilities that DK's were strong with.
Without these abilities, they have no use and can't do it even remotely close any more.
The fire mage builds/AoE DK builds DEPENDED on Destro staff Impulse, elemental drain magicka regen etc to work, otherwise they run out of magicka in a few seconds and sit there stupid getting kited with zero magicka regen, while sorcerors Escape Bolt around (which now also stuns AND absorbs spells).
Stop with the bold, you drama queen. It makes you look like a diva.
nikolaj.lemcheb16_ESO wrote: »monkeymystic wrote: »DKs got magicka regen from elemental drain + DoTs + Cinder ticks + Inferno ticks. This no longer works, and Impulse cost is increased.
Magicka will be a huge problem for DKs after this nerf
Well as a NB i fail to see the problem. NBs run out of magicka in 2-4 seconds in a fight, why should other classes have the possibility of endless magicka?
monkeymystic wrote: »
A Bad Post.
monkeymystic wrote: »If you thought DK's were the only ones doing Solo PvE, watch this:
I have NOT made this video, and I don't take credit for it. The Youtube user "medakonable" has made it.
It shows a NIGHTBLADE SOLO Veteran Spindleclutch dungeonhttp://www.youtube.com/watch?v=GNESCiD5Wt0
monkeymystic wrote: »SuperJChat wrote: »You say DK nerf but i only see 2 things directly DK related...
The reason for DK's being "strong" for many, is not because of the class abilities itself, but synergy with Impulse spam, getting infinite magicka back from Elemental drain + DoT's + cinder + inferno giving them more magicka back than they can spend. And AoE abilities giving tons of ultimate, which is also nerfed now.
DK's are stuck in melee range with 5 meter range abilities, while Templars and Sorceror have range benefits. This is a devastating nerf to the DK class
Wait, what? You just said that prior to the patch DKs could have unlimited magica - clearly an exploit - and now you're saying the removal of this exploit is ruining the class???
No class is designed to have unlimited magica, stamina or health. So tough for you.
What really bothers me is the cooldown. I've never played a shield user, but ... this game is supposed to have no cooldowns. So, what's up???
Hypertionb14_ESO wrote: »If i am right, the biggest complain in the origonal topic is that a DK build will no longer be able to INFINITELY cast spells?
hate to be glib, but considering the base complaint, its like your complaining that your Water is not wet enough...
monkeymystic wrote: »Hypertionb14_ESO wrote: »If i am right, the biggest complain in the origonal topic is that a DK build will no longer be able to INFINITELY cast spells?
hate to be glib, but considering the base complaint, its like your complaining that your Water is not wet enough...
No, the main problem is that they nerfed a bunch of other stuff because Destro + Resto + Elemental drain and unlimited magicka was OP.
Inhale nerf makes no sense for example. It was never overpowered (except for all AoE's hitting more than 6 targets), and it is very expensive. Capping the AoE absorb to 3 targets, without even making it cost less, just makes the whole ability pointless.
And Inhale has nothing to do with any class being OP with Destro/Resto combo.

Anyone who has studied ancient and medieval combat will tell you that's simply not true. A sturdy shield has always been a very versatile weapon, and indeed a killing weapon if you know how to use it properly. It's been suggested by some historians that Spartan hoplites actually did the majority of their killing with their shields rather than with their spears or swords. Now, to be fair, any killing with a shield is typically done with the reinforced edge of the shield (putting a lot of weight and power into a blow in a concentrated area), and not with bashes as shown in ESO...chimneyswift_ESO wrote: »"Shields are and never were killing weapons! Swords, axes, etc. are."
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Caius Drusus Imperial DK (DC) Bragg Ironhand Orc Temp (DC) Neesha Stalks-Shadows Argonian NB (EP) Falidir Altmer Sorcr (AD) J'zharka Khajiit NB (AD) |
Isabeau Runeseer Breton Sorc (DC) Fevassa Dunmer DK (EP) Manut Redguard Temp (AD) Tylera the Summoner Altmer Sorc (EP) Svari Snake-Blood Nord DK (AD) |
Ashlyn D'Elyse Breton NB (EP) Filindria Bosmer Temp (DC) Vigbjorn the Wanderer Nord Warden (EP) Hrokki Winterborn Breton Warden (DC) Basks-in-the-Sunshine Argonian Temp |
monkeymystic wrote: »Inhale is expensive to cast, and is capped at 3 absorb targets with the nerf.
The absorb deals 70 damage to players! 70! To a player with over 3000 health..
They didn't even adjust the Inhale cost with the major nerf, they just made it pointless and expensive to use when it was fine before (except for the bug that hit more than 6 targets)
It seems they confused Batswarm with Inhale, and nerfed Inhale as well so it became useless and a waste of an ability slot.
What really bothers me is the cooldown. I've never played a shield user, but ... this game is supposed to have no cooldowns. So, what's up???