
monkeymystic wrote: »monkeymystic wrote: »This is what nobody understand, because like you say, Inhale never was strong to begin with.
At VR 10 Inhale sucked before patch. It was expensive and uneffective. And now it is zero point using it in any build at all.
They might as well remove Inhale from the game and return the skill point as it is now. Because it's not worth anything.
So if it sucked so bad before the patch, I assume you weren't using it? So since you weren't using it, why are you crying so much that it is now worse?
OR....were you using it all the time so it was actually pretty good and you are a liar? So are you a liar or does it not effect you at all?
How do you even make sense out of your own words?
It was subpar before the nerf, some used it, some don't. I didn't use it often, but it was ok for tanking in PvE sometimes. I hoped they would fix it and atleast cost less than it's current expensive cost. Instead they nerfed it to oblivion for no reason.
Aren't class abilities supposed to be *usable* instead of *useless*, and atleast even in certain builds and situations?
What you think is crying, is just the fact that I wish my class ability Inhale would actually give me some use at ALL, instead of being completely pointless at everything.
What is the purpose of rolling a class, or spending points in a class tree if the ability is 100% useless in any given situation, like Inhale is after the nerf?
You seriously don't get that? Atleast make the ability viable for SOMETHING. Right now it's not.
monkeymystic wrote: »monkeymystic wrote: »This is what nobody understand, because like you say, Inhale never was strong to begin with.
At VR 10 Inhale sucked before patch. It was expensive and uneffective. And now it is zero point using it in any build at all.
They might as well remove Inhale from the game and return the skill point as it is now. Because it's not worth anything.
So if it sucked so bad before the patch, I assume you weren't using it? So since you weren't using it, why are you crying so much that it is now worse?
OR....were you using it all the time so it was actually pretty good and you are a liar? So are you a liar or does it not effect you at all?
How do you even make sense out of your own words?
It was subpar before the nerf, some used it, some don't. I didn't use it often, but it was ok for tanking in PvE sometimes. I hoped they would fix it and atleast cost less than it's current expensive cost. Instead they nerfed it to oblivion for no reason.
Aren't class abilities supposed to be *usable* instead of *useless*, and atleast even in certain builds and situations?
What you think is crying, is just the fact that I wish my class ability Inhale would actually give me some use at ALL, instead of being completely pointless at everything.
What is the purpose of rolling a class, or spending points in a class tree if the ability is 100% useless in any given situation, like Inhale is after the nerf?
You seriously don't get that? Atleast make the ability viable for SOMETHING. Right now it's not.
eh, lightning splash comes to mind from the storm calling line, useless ...
same with lightning form, totally useless to me .... or bound armor, or daedric mines
don't see sorcs crying about those
monkeymystic wrote: »monkeymystic wrote: »monkeymystic wrote: »This is what nobody understand, because like you say, Inhale never was strong to begin with.
At VR 10 Inhale sucked before patch. It was expensive and uneffective. And now it is zero point using it in any build at all.
They might as well remove Inhale from the game and return the skill point as it is now. Because it's not worth anything.
So if it sucked so bad before the patch, I assume you weren't using it? So since you weren't using it, why are you crying so much that it is now worse?
OR....were you using it all the time so it was actually pretty good and you are a liar? So are you a liar or does it not effect you at all?
How do you even make sense out of your own words?
It was subpar before the nerf, some used it, some don't. I didn't use it often, but it was ok for tanking in PvE sometimes. I hoped they would fix it and atleast cost less than it's current expensive cost. Instead they nerfed it to oblivion for no reason.
Aren't class abilities supposed to be *usable* instead of *useless*, and atleast even in certain builds and situations?
What you think is crying, is just the fact that I wish my class ability Inhale would actually give me some use at ALL, instead of being completely pointless at everything.
What is the purpose of rolling a class, or spending points in a class tree if the ability is 100% useless in any given situation, like Inhale is after the nerf?
You seriously don't get that? Atleast make the ability viable for SOMETHING. Right now it's not.
eh, lightning splash comes to mind from the storm calling line, useless ...
same with lightning form, totally useless to me .... or bound armor, or daedric mines
don't see sorcs crying about those
Sorcoror got everything on a silver platter with escape bolt letting you blink, stun and absorb spells at the same time, with 1 ability.
Lightning form useless? lol?
Have you even seen the boundless storm morph of that ability?
You really saying 30% speed increase with armor + spell resistance + AoE damage in 1 ability is not good?
Learn to play your sorceror then.
joshisanonymous wrote: »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???
Oh for f.. There is no 3 second cooldown. There was a rumor that this was going to happen while the patch was in testing, but that proved to be completely false. To repeat, there is no 3 second cooldown on bash/interrupt. The OP is either a troll, or wrote this post long ago in preparation for their opportunity to cry profusely, or they simply have no reading comprehension at all.
monkeymystic wrote: »I understand the tuning they did to elemental drain, impulse and so on, many people does not understand the nerf to Inhale however.
It would be nice if the devs would respond with a valid reason as to why Inhale got nerfed from already being high cost and subpar, into useless and with the same high cost.
Class abilities should atleast have some use, not be pointless in any situation.
monkeymystic wrote: »
They had good synergy with Destro staff, that is gone.
They depended on Impulse, Elemental drain (magicka return) which made it work without running out of magicka in seconds and DK's were strong with. They also depended on AoE ultimate gains and Talons having decent radius. Now all that is gone.
They also depended on Bash doing melee damage, I agree with the shield bash nerf, but 3 second cooldown, huge nerf to damage *and* higher cost on Bash/interrupt? Was this really needed to be nerfed into the ground?
DK shield builds get shafted as well, with both AoE and class nerfs, and Bash damage nerfed, and bash costing 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) and have the same superior magicka regen as before.
With all these DK nerfs and nerfs to everything they had synergy with, they have no use and can't do it even remotely close any more. And they have zero 28 meter range abilities, like the rest. They are stuck in melee.
Talons smaller radius is a huge nerf to the class' unique ability as well, what is unique with DK now? Poor magicka regen, stuck in melee range getting kited by Sorcerors/Templars, and mediocre/expensive Inhale AoE hitting 3 targets? lol
They need to balance classes, not nerf everything to the ground.
All this makes the current DK Fire Mage/Inferno build with Destro/Resto or any 1 hand and shield builds you see running around (the DK builds that are actually strong), nerfed to the ground, and then some.
DK's have huge magicka issues with these nerfs, and will run out of magicka very quickly because they can no longer get any magicka back from Elemental Drain which made it all possible, while Sorcerors (and NBs) keep their superior magicka regen still
Time to reroll Sorceror folks! The master class Sorceror with a BUFFED Escape Bolt that now absorbs spells while blinking around! Making them invincible at the same time!
Agrippa_Invisus wrote: »I'm a DK.
These nerfs were needed and not overwhelming. It'll still be a good class. Look at all the abilities that still do the same thing when used and are all amazing:
Reflective Scales
Dragon's Blood
Whip
Chains (getting S&M themed here)
Magma Armor
Banner
Yes, you're down to using your ulti as much as other classes. Yes Talons took a hit. Yes Impulse spamming took a hit.
But you know what? They had it coming. If you weren't already planning on your build changing with these patches, then you're a shortsighted fool and I look forward to rolling you.
I play a firemage DK too and while the patch doesn't have a huge impact to my PvP build (not sure how strong the Ultimate gain, the impulse cost and the Talon radius is nerfed, might become a problem) it completly breaks my dungeon gameplay.
The DK most people considered so OP are those tanking 10 enemies while dealing damage with their ultimate. And there is barely any nerf to those players besides the radius of Talons, which might force them to move around a bit more often.
The real problem with this patch is the PvE part.There is no real way to restore enough magicka during a boss fight to deal decent damage. My dps output was never this great in singletarget fights, but now I am pretty sure to find myself lacking magicka pretty soon. This means, I will be forced to play a tank in dungeons, although I absolutely don't like tanking and need to adjust many skill points. I rolled a firemage DK because I really liked the idea of it.
Unlimited magicka because of elemental drain and DoTs. It might have been a bit too easy though, but honestly it is kinda ridiculous that you run out of magicka so quick. What is the point of playing a mage if you always run out of resources after such a short time? I thought classes weren't intended to instantly force you into a role. But now it is like: single target dps = NB; healer = templar; DD = sorc; tank = DK. Where is the possibility to play the way I want? (I am pretty sure that some *** would argue with this if I didn't mention it here: I know that you are still able to do anything with any class, you would just not be effective. And that is what I consider as being unable to do so)
But OK, it was kinda obvious that the DK was nerfed, after so many players whined about it. It is just sad, that once you find a build with some great synergies between skills, you can be nearly 100% sure, that someone, who is playing another class will be totally jealous and wants your build to be destroyed.
Next one will be the sorc, although I really don't understand why there wasn't some nerf to their teleport.
Actually I think the game would have been more enjoyable without any classes. No discussions about op classes and broken ones, same chances for everyone and so on.
Duckfather wrote: »My main is a DK. And while I'm currently at work and can't check on the results of todays patch or see how this has affected me in any way, shape or form, I wish to complain in the most strenuous terms about how I've been screwed over!
/sarcasm
Seriously guys, expect things like this for every class over the next few weeks / months. It's called balancing. It happens in every MMO near launch, and in some, for a very long time after. Some classes will get boosts. Some will get nerfs.
Adapt and survive!
Nickdorlandb16_ESO wrote: »DK nerfed, what a troll... in the patch notes they actually only get fixes and increased dmg.. Shut up, just please shut up and leave, this is srsly not even remotely funny or trolling.. Im sick of DK OPness
The DK most people considered so OP are those tanking 10 enemies while dealing damage with their ultimate. And there is barely any nerf to those players besides the radius of Talons, which might force them to move around a bit more often.
....
But OK, it was kinda obvious that the DK was nerfed, after so many players whined about it. It is just sad, that once you find a build with some great synergies between skills, you can be nearly 100% sure, that someone, who is playing another class will be totally jealous and wants your build to be destroyed.
Not so much lots of people whining as pointing out that DKs were safely pulling 20 mobs at a time solo and solo-clearing Vet Dungeons as well as destroying in PvP with Talons+Banner for AoE as well as having one of the best 1v1 PvP specs.
Not sure how you can defend the state DKs were in. It was like Usain Bolt running in a childrens sports day. Easymode herp-derp winning.
DKs didnt even really get a nerf in this patch. Just some broken abilities etc got fixed that allowed DKs to achieve more than was intended.
DKs actually got more buffs than anyone else.
DKs are still the best class, followed by Sorcs.
monkeymystic wrote: »I understand the tuning they did to elemental drain, impulse and so on, many people does not understand the nerf to Inhale however.
It would be nice if the devs would respond with a valid reason as to why Inhale got nerfed from already being high cost and subpar, into useless and with the same high cost.
Class abilities should atleast have some use, not be pointless in any situation.
A link to my DK Firemage build. Notice that I don't use Impulse or Inhale, my second weapon is a resto staff with obsidian shard for cc.
http://esohead.com/calculator/skills#mzmXevV0MGy0mid8hMtx8uvZT8umHU8uzeN8ugIL8umHI8heaf8heRJ8heam8GRHa8Gsdx8umHI8L7XcdoQr6MdoQF6MdoQC6MdoQK6MdoQJ8T7XcrqLw6MrqAi6MrqAD8e7XLaqj8v7XLanU6ranW6LanQ6Mhx0y6Mhx0l6Mhx0n6Mhx0B8E7XLzVS6LzVW6rzmY8l7XrzkA6rzoC8B7Xrzsq6rzsw8O7frdeF8P7a68U7czrWv837z68zk7XzvKVv6cvKVB6cvKVD6cvKVO8za7czGH08zf7XMNbo8zu7XVHfYE6cHfZd8zG7GzHQ3F8zI7TVJIoX6cJIkL6MJIkl6zJIke8zN7jcJZcY8zA7nmKpUN8zL7TmK4EX
I generally start engagements with a fire staff Elemental Blockade, run in and pop Burning Talons and Engulfing Flames. Then I might crack off a Molten Whip or two. Most packs of 3-4 are dead at this point. If there happens to be a Heavy Hitter among the group of enemies, I'll switch to resto staff, use Obsidian Shard for CC and staff power attack to gain mana. I can then heal myself if need be or switch back to fire staff and rinse repeat. I can solo all kinds of world bosses if they aren't immune to cc and I can take out huge packs of enemies with little down time. I can main heal dungeons or support heal in Cyrodil, or dps if I wish.
The DK firemage is about running in and running out of harms way to pop off abilities, using cc effectively and managing your magicka all while spewing flames in every direction.
People just need to learn to play and be less reliant on one particular skill. Even with the Dark Talons radius nerf my build will be fine. Dark Talons is such a great skill that balancing it to where you MUST run into melee range makes sense to me. Risk vs Reward. Even if another skill gets nerfed I have plenty more options to choose from.
So... The DK is definitely not dead and I'm sure as hell not rerolling.
Seriously.....
DKs are the best class. They are still the best class after these minor nerfs.
You won't have to change your build at all. Its just slightly less over powered now (but DKs are still head and shoulders above every other class.)