Good, they needed the nerf. I'm sorry, but just powering through everything and ignoring combat cues b/c you are just that powerful is a sign they need nerfing. The banner is still hitting for a ton more than other ultimates (still seeing the same results in PvP). The only wrong move they have made is the way they nerfed Talons, it should have been done differently (still seeing it spammed relentlessly in PvP). Still seeing groups looking for DKs in PvE and PvP after nerf (knowledgeable players as well). The class hasn't been over nerfed yet.
Oh well, instead of 2k DPS (if you weren't hitting 2k single target you were doing something wrong), you'll sit at 1400, *just* above a top tier sorc and about 50% higher than a NB will ever hit.
/violin
Phantorang wrote: »As a DK, i rarely wear heavy armor now coz i am more effective with light armor. I would love to see them nerf light armor (which will have the undesired effect of nerfing Templars and Sorcerors who rely on light armor)
QQ, you got nerfed a little bit, not enough by far, and now you want revenge?
its not enough they already nerfed ultimate? You need them to nerf Templar/NB even more, thats the way you want to cope with this....
Makes me sick.
Wifeaggro13 wrote: »Ragnar_Lodbrok wrote: »I already see people shouting for tanks and tanks saying too bad weve been nerfed too much in zone now, as a tank I agree, weve been destroyed as a viable style.
Yes it is no longer any fun. it was already shoddy when geared out and you could light armor resto destro your way through the content with out any tradtitional mitigation type play style.
Ragnar_Lodbrok wrote: »How is nerfing your dps effecting your tanking capabilities.
It's obvious you're bi-curious. Which is ok...
But in the end, you have to choose one.
We'll support you either way.
One, talons dps was garbage, it was used for CC. But since it doesnt work for *** since 1.1.2, why not nerf it more? Couple that with blocking/1h &S abilities being nerfed to douing less damage than a resto staff user, why dont you tell me why we are pissed?
Ragnar_Lodbrok wrote: »Nox_Aeterna wrote: »Ragnar_Lodbrok wrote: »And DKs get nerfed again in 1.2. Seriously why dont they just remove DK's and tanks from the game, then everyone can enjoy elder sorcerers online.
Because DKs are still OP when compared to templars , be glad you did not make that class choice , otherwise you would have left on vet1.
Um templars do more dmage than dk tanks. Resto staff users do more dps than DK tanks. Lets just nerf their dps and tank skills more that'll show DK's!
Luvsfuzzybunnies wrote: »Wifeaggro13 wrote: »Ragnar_Lodbrok wrote: »I already see people shouting for tanks and tanks saying too bad weve been nerfed too much in zone now, as a tank I agree, weve been destroyed as a viable style.
Yes it is no longer any fun. it was already shoddy when geared out and you could light armor resto destro your way through the content with out any tradtitional mitigation type play style.
Well really your tanking abilities have not been nerfed at all what you are complaining about is that you cant kill the mobs while tanking them by yourself. This in itself is an entirely different issue. If you want to tank don't expect to put out the highest dps as well as that is not what a tank does.... If you cannot see this I don't know how to help you understand.
Oh well, instead of 2k DPS (if you weren't hitting 2k single target you were doing something wrong), you'll sit at 1400, *just* above a top tier sorc and about 50% higher than a NB will ever hit.
Wifeaggro13 wrote: »Shaun98ca2 wrote: »RylukShouja wrote: »Stuff
I believe they aren't fixing our Magicka Management for different reasons.
1. The Templar class has strong healing line that "endless magicka" doesn't serve well to as then we would DPS and Heal quite well so the poor Magicka Management keeps us in line with the other classes without being OP.
OR
2. Our class is where they want us to be in the game while they bring the rest of the classes in line with Templars...this includes the Magicka Management. Reducing the amount of Magicka gain on all other classes actually serves quite well to the Magicka/Stamina balance.(This is my belief)
My personal opinion on the balance of Magicka vs Stamina....
Magicka is meant to be High Damage low sustainment.
Stamina is meant to be Standard Damage High Sustainment.
Stamina relies HEAVILY on Light/Heavy Attack for damage and their abilities are there for support and slight DPS burst, this would still be lower than Magicka burst.
Stamina builds ALSO benefit from the increased survivability that Stamina builds also bring IE Block, Dodge, Stun
Magicka is meant to run out bringing the DPS of an ALL Magicka user lower than that of a Stamina user.
Based off the above theory the system is broken. Magicka users DONT run out of Magicka and if they do its not fast enough nor long enough to really matter in the long run thus creating the imbalance we are seeing in the game.
melee should always have a large burst . its the nature of end game magica can sit at range and stay out of mechanics easily. Melee should have high enough burst to kill adds fast , and be able to mach a ranged magica build sustained DPS.
Melee DPs should be high risk high yield.
Currently it is a sub par low producing high risk build. the reasons have to do with Four major factors.
1). Armor passives in heavy and medium are severly lacking. they soft cap way to easy and do not return the benefits light armor does at all
2) there are abilities in game that make you armor cap no matter what armor you wear. making it completely viable for you to mitigate and absorb damage as well as a Heavy wearing Tank build. with out any penalty to health or stamina due to the powerful passives in light. you can AP yourself into health soft cap with a couple of gllyphs. yet still retain endless supplies of magica and all the crit bonuses to your class abilities. niether of these scenario's can exist in heavy or medium
3).Stamina is used for far to many things in game other then just weapon abilities making a resource starved dynamic.Nor does the soft cap or reduction work like magica does nor have weapons that return them in obscene amounts from simple mouse attacks.
4). Melee abilites are severly underpowered and become restricted by animations.Add in the fact all boss encounters are extremely punishing to melee with one shot mechanics near bosses. as well as knock backs you rarely get a chance to do enough rotations to even make it worth the effort.
Dk's needed adjustments for sure but not in the utility department. its counter productive to the group mechanics ZOs designed. Tanks were supposed to be Taunting utility that controlled the battlefield . there is very little utility a DK provides now with talons nerf. when Zos throws 12 to 16 trash mobs at you routinely in VR dungeons the limit of radius and potential targets limited to 3 you might as well just take the ability out it sucks ass. its become a VR spam fest on every pull. there is no skill involved its rune and AOE. and some of the VR bosses are not doable for the average joe with the horrible tools we have for these encounters. the damage shields suck , damn near broken for the cost of them if you wear heavy armor. talons i wont even use anymore it wastes a slot. in hale is a joke now . it used to be an Oh crap handle for those situations the healer fell behind. Others exploited it for Ulti building in light armor but to each his own. i never used that chicken *** easy mode build.currently as it stands Zos will need to dumb down the content even further and water down Group mechanics to a window licking drool pace to balance out the massive nerf's they are handing down. Believe me its not gonna stop at DK.
Luvsfuzzybunnies wrote: »Ragnar_Lodbrok wrote: »How is nerfing your dps effecting your tanking capabilities.
It's obvious you're bi-curious. Which is ok...
But in the end, you have to choose one.
We'll support you either way.
One, talons dps was garbage, it was used for CC. But since it doesnt work for *** since 1.1.2, why not nerf it more? Couple that with blocking/1h &S abilities being nerfed to douing less damage than a resto staff user, why dont you tell me why we are pissed?
Resto staff and sword shield abilities should be on par with each other damage wise since one is a healing item and the other is for tanking. Neither of those two roles are for dps while they are mutually exclusive things if you wanted to dps then pick dps specific skills and abilities not tanking/healing just saying. You fail to see that tanks are damage shields/health sinks not ZOMGWTFBBQ I pwned you dps. Once you start to understand that these fixes will start to make sense to you or at least they should.
It makes no sense, seriously. What is the purpose to turn a tank skill into a healer skill ?mike.gaziotisb16_ESO wrote: »2) Obsidian Shield, instead of doubling the shield on you it'll now make your healing of allies more effective. If you're tanking you're not healing usually. And if you're solo questing, there's no-one to heal. And again, whoever complained about that ability?
yelloweyedemon wrote: »And anonther nerf on the way judging by pts patch notes. Now let's see which class all the fotmers will pick as their "main"
Ragnar_Lodbrok wrote: »Templars do more dps than DK's.
Ragnar_Lodbrok wrote: »I already see people shouting for tanks and tanks saying too bad weve been nerfed too much in zone now, as a tank I agree, weve been destroyed as a viable style.
This guy gets it!Ragnar_Lodbrok wrote: »I already see people shouting for tanks and tanks saying too bad weve been nerfed too much in zone now, as a tank I agree, weve been destroyed as a viable style.
This is what will continue to happen imo. Many of these changes reduce the effectivenes of the 1h-shield tank. Also the incoming nerfs add another nail to that coffin.
The willingness of people to play one appears to be dwindiling. Yet the frothing of the mouth and gnashing of the teeth will continue because of the negative attention caster builds get. Every nerf the class gets (many before release), lowers the ability for a melee based tank to function. Thus making them more scarce.
It makes no sense, seriously. What is the purpose to turn a tank skill into a healer skill ?mike.gaziotisb16_ESO wrote: »2) Obsidian Shield, instead of doubling the shield on you it'll now make your healing of allies more effective. If you're tanking you're not healing usually. And if you're solo questing, there's no-one to heal. And again, whoever complained about that ability?
Head.hunter wrote: »A dk killed me the other day, magicka based. Dk's are awesome, where are they? I'm seeing less and less.
Nice troll. They are everywhere.
Guild currently 16/89, 11 dk's.
Head.hunter wrote: »Head.hunter wrote: »A dk killed me the other day, magicka based. Dk's are awesome, where are they? I'm seeing less and less.
Nice troll. They are everywhere.
Guild currently 16/89, 11 dk's.
The way you said that sounded like you were calling me a troll? Or that trolls are everywhere, or dk's? ok...
Ragnar_Lodbrok wrote: »Templars do more dps than DK's.
Shaun98ca2 wrote: »I always thought this was MEANT to be a Healer Skill.It makes no sense, seriously. What is the purpose to turn a tank skill into a healer skill ?mike.gaziotisb16_ESO wrote: »2) Obsidian Shield, instead of doubling the shield on you it'll now make your healing of allies more effective. If you're tanking you're not healing usually. And if you're solo questing, there's no-one to heal. And again, whoever complained about that ability?
Out of those 16, how many were 1hand and shield tank builds?