DK's now also got ANOTHER nerf with the Fiery Grip stealth nerf that has made the ability completely useless.
The ONLY class WITHOUT RANGE just got their only gap closer nerfed into useless.
You need two hands now to count all the DK abilities that are no longer worth jack after all the nerfs. GG in the effort to try to kill 1 class in your game completely.
There is nothing a DK can do that another class can't do anymore.
DK has become a class with only 80% of what the others have available to them, and with zero range abilities and no escape mechanic.
Newsflash! Most DK's use other weapons and armor than destro/resto and robes too! Many of these DK builds are already weak, just like the NBs complain about.
Update:
With the recent major buffs to Templars as well, DKs have fallen in strength even more.
Templar's Blazing Shield (with the removal of magicka regen debuff coming up) will beat any protective ability that the DK has to the ground (it will be better than dragon blood, and blazing shield even deals tons of AoE damage).
The puncturing sweep self heal also makes templars better at AoE soloing than DKs.
Templars empowered sweep makes templars superior tanks compared to DKs, because templars can keep a up to 39% damage reduction up constant, which is INSANE for tanking.
DK's with no range or unique factors as a class, have been hammered hard, then hammered a lot more, then they destroy fiery grip completely in an attempt to fix a bug, and meanwhile they buff everyone else.
This is forcing DKs to use destro/resto and a dress EVEN MORE than before to try to still be viable as a class after all these nerfs.
They don't listen and see how this just makes everything more screwed when DKs are mainly a warrior class that will be forced into robes and staves to not suck completely (doesn't this sound really familiar to the NB class before fixes?).
Now you gonna take the very last thing away too, stripping DKs from survivability which was their last "unique" class factor left after all the nerfs (others have cloak, siphon, dispels, group heals, bolt escape, range dps, mobility, summons as unique factors to mention some. DKs have none left after this. They will sit there with 5 meter range with no ability to get away, and no way to avoid instant death.)
While the other classes has unique points, the DK has some survivability left as theirs.
Now DKs will lose that as well. What is "unique" with DKs after this? Nada.
How will DKs survive if they have no mobility, escape, cloak and you take away the very last survivability too?
YOU ARE STRIPPING A WARRIOR CLASS COMPLETELY TO PIECES BECAUSE ROBES AND STAVES MAKES IT POWERFUL.
Imagine if they took range, mobility and summons away from sorcerors, and forced them to play in melee. Or if they took cloak away from Nightblades. Or heals and dispels away from Templars. There would be an outcry.
This is exactly what's happening to DK's now. They are no longer unique as a class, they don't even have range or mobility, and they are about to lose their last straw which is survivability.
If the devs would look closer, they would see what the real problem has been all along with the OP solo destro/resto build. But they don't even know.
They just hit the whole class hard with a hammer wearing a blindfold, so every other struggling non-mage build suffer too.
And you know what's funny? The solo build they try to hit is still strong because they have no idea what to nerf. They nerf everything else instead. (hint: certain armor set bonuses, resto staff abilities and other non-dk skills are causing most of this..)
RIP to the DK class for all the non-staff and non-light armor users out there.
DK's can thank the Dress wearing staff dpsers using magicka furnace and abilities like Spirit siphon to do op things and make people believe this is how "all dks do it", when its not.
NBs are pulling very high dps numbers as destro/resto after the last patch.
Does this mean you nerf the NB class? No, because most NBs use stamina builds, and most NB builds needs buffs.
Want to tank?
Roll a Sorcerer and go 1h + shield. Crit Surge will give you better survivability/self healing too, as well as all the range benefits, mobility and "escape option" with bolt, or upcoming summons improvements when you want to play around with that too.
There is simply no reason to go DK instead of Sorc anymore, because they are losing all their key factors that every class has (now had).
Survivability is the last key factor the DK class got left, and the last thing the class stands for. Every class is "unique" in some way. ZOS is taking this away from the DKs.
DKs does not have cloak or siphon regen like the Nightblade, they have no range, mobility, bolt escape or summons (buffed 1.2) like the Sorceror, and they don't have the support abilities, group heals, dispels and range spells of the Templar.
DKs will be stuck in melee range, lose their survivability, have ZERO mobility or "escape" abilities like cloak or bolt, have mediocre DPS unless they go destro/resto, have no magicka regen, and at the end of the day be the new bottom feeder while getting stomped while trying to reach 5 meter range with no way of surviving or getting away.
Think of what you do to non-staff/non-light armor specs with all these continuing nerfs and the plans to remove survivability too, to strip the class completely from everything it stands for.
If ZOS are going to nerf a *class* into the dirt based on a destro/resto + 7/7 magicka furnace light armor spec, then they would need to nerf every class at the same time.
Nice job on destroying a class by nerfing the wrong parts completely when resto/destro and light armor and other OP dropped set bonuses, spirit siphon etc was the biggest issue all along.
Tunnel vision at it's best...
DPS nerfed by 30% for destro/resto specs. Stamina specs left in the dirt:
DKs do 15% less damage by the Standard nerf alone.
Then you have the ultimate nerf to crit that is reduced from 3 to 1, which all the DK dps builds depend on to work.
All the DK DPS builds depends solely on keeping standard up for the damage increase, without it the DPS is weak in comparison.
With this change the total DPS DKs do in trials is nerfed by over 30%, and even more reduced in some fights. That is a BIG nerf to their DPS, and will affect raids doing trials with dks in a large way.
Problem is that this hurts the non-staff/non-light armor DKs too, who could never come even close to those destro/resto DPS numbers!
The upcoming 1.2 and "road ahead" continues to nerf DKs more, while buffing the other classes. They are nerfing "DK survivability" to be "in line with others".
What about escape options like cloak or bolt escape?
You even factor this in?
Give DKs range spells comparable to the FOTM sorceror if you are nerfing everything else. Being locked in melee is inferior to sorc range, especially on bosses where you have to stay away to avoid death, or pvp where range > melee.
If you take survivability away too, DK players will either just quit with zero roles left to do or reroll sorc and stop at the tedious veteran grind and still quit.
1.2 patch examples are Burning Talons getting even more nerfs for DK tanks, also molten whip no longer increase fire damage with other abilities outside ardent skill line, which is another DPS nerf (this last change is understandable in terms of destro synergy).
With the 1.2 patch, and now also road ahead continuing to nerf both DPS, utility and survivability more than the recent patches, this is starting to become too much hammer on 1 class when there are better solutions than nerfing a class into pieces.
DKs can't be healers (nobody wants a DK healer..), DK tanks got nerfed, and DK DPS got nerfed hard.
Keep in mind that balancing is good, but don't nerf a class too much until it has no roles left to do, or lose all of its key points and get stomped with limited melee range, stripped of survivability, lack of mobility/escape, nerfed DPS, no magicka regen, mediocre as a stamina class, and as a warrior class that get outclassed by sorceror as a tank, dps or healer in every single way.
Edited by monkeymystic on July 16, 2014 9:42PM