Ragnarock41 wrote: »
Meanwhile I'm gonna go ahead and join the uninstall gang.
Urzigurumash wrote: »MartiniDaniels wrote: »Without leap and with nerfed dizzy, stamDK will perform like he really is - weaker version of stamsorc and we can hope for some buffs in U25-26.
A reduced cost to Corrosive is the top of my list, but without any further nerfs to it naturally.
Making Inhale and Ash Clould relevant for a StamDK would be next, but that's nothing new.
Despite that, as it is we have a much wider array of skills to choose from, and more flexible build options, than StamSorcs, no?
Edit: I guess Cinder Storm is relevant, it's decent HPS for StamDK, but if both Cinder Storm and either Inhale were given the Inferno treatment of stat scaling it would be quite nice.
relentless_turnip wrote: »Canned_Apples wrote: »Read the tooltip.
Stamina is 100% offensive, while mag leap has a defensive portion.
It is also cheaper... And when we take into account how much more a magdk has to invest into sustain. All of your tooltips will be much higher and we have to be in the same range to do damage. I appreciate you'll say that a magdks skills are split with healing, but if we take the utility portion out of the skill (such as embers heal Vs venemous escalating damage)stamdk have a lot more damage and can stack WD much higher without penalty.
I have no problem with stamdks I am just pointing out that Stam dks generally are in a really good place.
Not to mention if leap is now terrible you can run corrosive or onslaught. I can use meteor which is nearly double the cost of leap and not anywhere near as enjoyable.
Ragnarock41 wrote: »
Meanwhile I'm gonna go ahead and join the uninstall gang.
Ragnarock41 wrote: »relentless_turnip wrote: »Canned_Apples wrote: »Read the tooltip.
Stamina is 100% offensive, while mag leap has a defensive portion.
It is also cheaper... And when we take into account how much more a magdk has to invest into sustain. All of your tooltips will be much higher and we have to be in the same range to do damage. I appreciate you'll say that a magdks skills are split with healing, but if we take the utility portion out of the skill (such as embers heal Vs venemous escalating damage)stamdk have a lot more damage and can stack WD much higher without penalty.
I have no problem with stamdks I am just pointing out that Stam dks generally are in a really good place.
Not to mention if leap is now terrible you can run corrosive or onslaught. I can use meteor which is nearly double the cost of leap and not anywhere near as enjoyable.
StamDKs are ''generall in a really good place'' because of take flight+executioner giving them a kill combo.
How can you say this will not affect them as much?
ZOS_RogerJ wrote: »Just a friendly reminder, as we've removed/edited some posts for bashing, that we do not permit the bashing of individuals (including ZeniMax employees), groups, or other companies on our forums. We believe that doing so is neither constructive nor in spirit of our game and community.
relentless_turnip wrote: »Ragnarock41 wrote: »relentless_turnip wrote: »Canned_Apples wrote: »Read the tooltip.
Stamina is 100% offensive, while mag leap has a defensive portion.
It is also cheaper... And when we take into account how much more a magdk has to invest into sustain. All of your tooltips will be much higher and we have to be in the same range to do damage. I appreciate you'll say that a magdks skills are split with healing, but if we take the utility portion out of the skill (such as embers heal Vs venemous escalating damage)stamdk have a lot more damage and can stack WD much higher without penalty.
I have no problem with stamdks I am just pointing out that Stam dks generally are in a really good place.
Not to mention if leap is now terrible you can run corrosive or onslaught. I can use meteor which is nearly double the cost of leap and not anywhere near as enjoyable.
StamDKs are ''generall in a really good place'' because of take flight+executioner giving them a kill combo.
How can you say this will not affect them as much?
Because they generally have higher damage and more opportunity to build more damage due to sustain issues on a magdk. They also have more burst options via weapon lines. I could roll 2H on a magdk so i could use onslaught, but wouldn't be anywhere near as effective as a staff the rest of the time...
I'm not saying it doesn't affect stamdk it just doesn't as much... I actually play stamdk too i just prefer my magdk.
They should just fix the bug rather than nerfing the skill...
MartiniDaniels wrote: »relentless_turnip wrote: »Ragnarock41 wrote: »relentless_turnip wrote: »Canned_Apples wrote: »Read the tooltip.
Stamina is 100% offensive, while mag leap has a defensive portion.
It is also cheaper... And when we take into account how much more a magdk has to invest into sustain. All of your tooltips will be much higher and we have to be in the same range to do damage. I appreciate you'll say that a magdks skills are split with healing, but if we take the utility portion out of the skill (such as embers heal Vs venemous escalating damage)stamdk have a lot more damage and can stack WD much higher without penalty.
I have no problem with stamdks I am just pointing out that Stam dks generally are in a really good place.
Not to mention if leap is now terrible you can run corrosive or onslaught. I can use meteor which is nearly double the cost of leap and not anywhere near as enjoyable.
StamDKs are ''generall in a really good place'' because of take flight+executioner giving them a kill combo.
How can you say this will not affect them as much?
Because they generally have higher damage and more opportunity to build more damage due to sustain issues on a magdk. They also have more burst options via weapon lines. I could roll 2H on a magdk so i could use onslaught, but wouldn't be anywhere near as effective as a staff the rest of the time...
I'm not saying it doesn't affect stamdk it just doesn't as much... I actually play stamdk too i just prefer my magdk.
They should just fix the bug rather than nerfing the skill...
But in practice, magDK are very common in U24 among solo players. On no-CP PC EU I can easily say it is 4th most popular spec after magplar, stamden, stamplar, while stamDK is really rare. I met 1 stamDK for each 5 magDKs. And the only situation where I died to stamDK in 1v1 was where I heavily underestimated him and was smashed by onslaught combo. While magDK apply consistent pressure and feel dangerous to fight against.
so, anybody got video/GIF to show how MUCH this slows down, honestly?
if its just like "adding a cast time", so another <1sec before i jump, honestly, i dont like it but i'll survive.... is it really a big deal?
as long as it lands and it still hits as hard and stuns, i can still follow-up with an executioner or something.
relentless_turnip wrote: »I don't understand why they are slowing down leap... I get a stamDK can get their tooltip to 30K, that isn't true for a MagDK.
20K whilst having to sink so much into sustain is a more realistic tooltip.
We need this most of the time(unless they're squishy or unskilled) to finish of opponents. I get that other Ulti's also have cast times, but visually they're harder to tell when triggered.
Onslaught they have reduced the damage, but that doesn't matter when it removes ALL your resistance this is the part that kills you.
Leap you literally grow wings and jump into the air, is this not a que to block? why do we need to dumb it down....
relentless_turnip wrote: »I don't understand why they are slowing down leap... I get a stamDK can get their tooltip to 30K, that isn't true for a MagDK.
20K whilst having to sink so much into sustain is a more realistic tooltip.
We need this most of the time(unless they're squishy or unskilled) to finish of opponents. I get that other Ulti's also have cast times, but visually they're harder to tell when triggered.
Onslaught they have reduced the damage, but that doesn't matter when it removes ALL your resistance this is the part that kills you.
Leap you literally grow wings and jump into the air, is this not a que to block? why do we need to dumb it down....
Neft is needed for stamina DK:s.
GeorgeBlack wrote: »Leap had a cast time since day one.
Crutching legs, wing spawn.
Urzigurumash wrote: »Edit: I guess Cinder Storm is relevant, it's decent HPS for StamDK, but if both Cinder Storm and either Inhale were given the Inferno treatment of stat scaling it would be quite nice.
relentless_turnip wrote: »https://youtu.be/WRGK74MnNew
Good news guys, NES has made a video about it and says it doesn't feel any different. A bit more floaty close range apparently... But yay!!!
relentless_turnip wrote: »https://youtu.be/WRGK74MnNew
Good news guys, NES has made a video about it and says it doesn't feel any different. A bit more floaty close range apparently... But yay!!!
I watched it and it sucks. Even leaping close range it takes enough time to block every leap easily.
killingspreeb16_ESO wrote: »relentless_turnip wrote: »https://youtu.be/WRGK74MnNew
Good news guys, NES has made a video about it and says it doesn't feel any different. A bit more floaty close range apparently... But yay!!!
I watched it and it sucks. Even leaping close range it takes enough time to block every leap easily.
Still too fast need to be slowed more,some people might still get hit anyway 100% of the time.
Where is the counterplay1!!1!1!!
killingspreeb16_ESO wrote: »relentless_turnip wrote: »https://youtu.be/WRGK74MnNew
Good news guys, NES has made a video about it and says it doesn't feel any different. A bit more floaty close range apparently... But yay!!!
I watched it and it sucks. Even leaping close range it takes enough time to block every leap easily.
Still too fast need to be slowed more,some people might still get hit anyway 100% of the time.
Where is the counterplay1!!1!1!!
I have the solution you may be looking for...make Leap slow motion with a sound effect that shouts..."move move move a DK is leaping": that will then allow you to have 10 seconds plus a choice to drink a coffee whilst the DK is blocked in mid air.
Sounds about right doesn't it?!?!
Cast time additions are awful. AWFUL. What a terrible direction to go in with ultimates. Nothing about cast times is rewarding or fun.
This entire patch is full of unneccessary changes.
Yes, Leap is strong. BUT ULTIMATES SHOULD BE! argh.
Health desync sucks, but why make a class clunkier because of issues with coding? Why not change the range if it is related to "long range leaping"?