I think all classes should not be able to do everything equally good. Some might be better tanks, some might better dd, so I'm fine with DK being a weak healer if its a good dd and a tank.
exeeter702 wrote: »This is not the philosophy applied by the developers. As much as you feel that way, they do not share your views.
Your logical is equally flawed since every class can dps at a competitive level but only tanking and healer should have clear superior choices? Dk healers arent even that bad, it has nothing to do with them being good tanks. A stamina dk dps is not a magicka dk dps is not a dk healer is not a dk tank.
Healing between the 5 classes is mostly balanced, and each has a particular way they achieve performance in the role. Its how they do it that separates them, not how WELL they can heal.
I think all classes should not be able to do everything equally good. Some might be better tanks, some might better dd, so I'm fine with DK being a weak healer if its a good dd and a tank.
Sanguinor2 wrote: »exeeter702 wrote: »This is not the philosophy applied by the developers. As much as you feel that way, they do not share your views.
Your logical is equally flawed since every class can dps at a competitive level but only tanking and healer should have clear superior choices? Dk healers arent even that bad, it has nothing to do with them being good tanks. A stamina dk dps is not a magicka dk dps is not a dk healer is not a dk tank.
Healing between the 5 classes is mostly balanced, and each has a particular way they achieve performance in the role. Its how they do it that separates them, not how WELL they can heal.
Implying dps doesnt have clear superior choices lul.
Ragnarock41 wrote: »New animation for cinderstorm, yeah I would like that actually.
Ragnarock41 wrote: »New animation for cinderstorm, yeah I would like that actually.
what would you like to see? I am personally think it should look like a real cinder storm and it falls from the sky instead of starting from ground.
SomeDogsAreCops wrote: »I think it's time we get rid of this "all classes can play all roles" mantra. This is really difficult to balance PVE and PVP wise and it also makes the classes feel very indifferent from each other. I'd rather have my DK be fun to play even if it means I'm limited to tanking and bruising. I don't expect a Sorcerer to be able to tank nor am I surprised a Templar is going to out heal my Nightblade.
SomeDogsAreCops wrote: »I think it's time we get rid of this "all classes can play all roles" mantra. This is really difficult to balance PVE and PVP wise and it also makes the classes feel very indifferent from each other. I'd rather have my DK be fun to play even if it means I'm limited to tanking and bruising. I don't expect a Sorcerer to be able to tank nor am I surprised a Templar is going to out heal my Nightblade.
SomeDogsAreCops wrote: »I think it's time we get rid of this "all classes can play all roles" mantra. This is really difficult to balance PVE and PVP wise and it also makes the classes feel very indifferent from each other. I'd rather have my DK be fun to play even if it means I'm limited to tanking and bruising. I don't expect a Sorcerer to be able to tank nor am I surprised a Templar is going to out heal my Nightblade.
Just not the direction current game vision is. People want to play their favorite character like they want.
SomeDogsAreCops wrote: »I'd rather have 10 classes with very distinct utility then 5 classes who all do the same things.
WrathOfInnos wrote: »What if Molten Weapons gave a more useful buff than Major Brutality and Sorcery? Minor Berserk might be interesting, since it was recently removed from the Nightblade toolkit. It wouldn’t cause significant power creep, since healers can already provide this buff with Combat Prayer, but it would mean DK healers could save a skill slot and avoid recasting every 8s (with a long duration over 30s). They would also be in the unique situation to provide Minor Berserk to players in a mobile scenario such as vAS.
The detail I’m not sure about is how to ensure this is useful on DK healer without just being pushed onto the DK tank. Maybe scale the duration with how many pieces of light armor the caster is wearing? 6s per piece of light armor sounds about right (30-42s from healer, Max 12s from tank). This could also make it viable on a magDK DPS if healers do not want to play DK.
SomeDogsAreCops wrote: »I think it's time we get rid of this "all classes can play all roles" mantra. This is really difficult to balance PVE and PVP wise and it also makes the classes feel very indifferent from each other. I'd rather have my DK be fun to play even if it means I'm limited to tanking and bruising. I don't expect a Sorcerer to be able to tank nor am I surprised a Templar is going to out heal my Nightblade.
SomeDogsAreCops wrote: »SomeDogsAreCops wrote: »I think it's time we get rid of this "all classes can play all roles" mantra. This is really difficult to balance PVE and PVP wise and it also makes the classes feel very indifferent from each other. I'd rather have my DK be fun to play even if it means I'm limited to tanking and bruising. I don't expect a Sorcerer to be able to tank nor am I surprised a Templar is going to out heal my Nightblade.
Just not the direction current game vision is. People want to play their favorite character like they want.
Well classes are more pigeon holed into their implied roles then ever based on all the changes over the last year. I'd rather have 10 classes with very distinct utility then 5 classes who all do the same things.
phantasmalD wrote: »One of my major problems is that their class skills are inferior versions of other skills and so there's 0 reason to run them.
1. Obsidian Shield is pretty much an inferior version of Bone Surge (Undaunted); OS gives about 10% of your max health while BS gives 50% of target's health. They also give similar buffs, Major Mending from OS and Major Vitality from BS, which are like two sides of the same coin.
2. Magma Shell is a worse version of Barrier. Just a straight up downgrade in every aspect.
3. Cinder storm is, well, numerically probably not worse than Healing Springs but in practice it does end up performing way worse. CS covers about 1/3 of the area that HS would and the longer duration doesn't really make up for it as, in my experience, there are very few fights that allow you to essentially stand still for 15 seconds. You and your team constantly have to move around avoiding mechanisms and relocate to safer spots, leaving the tiny radius of CS.
4. Shattering Rock is the one pretty unique healy skill DKs have (tho it's sorta similar to Total Dark, actually) but the crowd-control immunity condition makes it completely useless for PvE and even in PvP it's kinda meh. That condition is remnant of an earlier version of the skill and really should not be a thing.
5. Cauterize is a flavorful skill but the slow, drawn out ticks and the bad target selection makes this skill really useless. It's always either gonna be useless overheal or your teammate died because he needed the tick 1 second sooner. Mutagen is just a better choice for a HoT.
Cinder storm is 22 meters and healing springs is 28 meters maybe it's animation that is issue? There's even delay casting it too with old animation.
Cinder storm is 22 meters and healing springs is 28 meters maybe it's animation that is issue? There's even delay casting it too with old animation.
You can cast CS 22 metres away from the caster but the radius of the healing circle is 6 metres compared to springs 12 metres. That is a huge difference.
Cinder storm is 22 meters and healing springs is 28 meters maybe it's animation that is issue? There's even delay casting it too with old animation.
You can cast CS 22 metres away from the caster but the radius of the healing circle is 6 metres compared to springs 12 metres. That is a huge difference.
ATreeGnome wrote: »Too be honest, I don't think that DK healers are really all that far behind. In terms of raw HPS they are actually pretty competitive with templars and even superior to most other classes. I think their biggest issue is that they need another synergy (or to have the game changed to not revolve around Alkosh) and for DK tanks to not be such a dominant choice. If you look at their utility in its own right it's very powerful - they can use chains, talons, engulfing flames, and provide minor brutality. The only problem is that DK tanks do all of that too and are by far the easiest choice for main tanking in most trials.