To the community and devs:
I consider myself to be among the endgame PVE players, therefore my opinion refers to this part of gameplay-
Reconsider the nerf of 'Blood Frenzy' because it is now completely unplayable in endgame content due to the high penalty of the skill.
Now, to be fair, the skill needed to be nerfd, but what should have been nerfd is the potency not the cost: ie 500SpellWpn damage base, with an inc of 5% for shimmering.
As it is as of 6.0.3, a short toggle on for a quick burst will only be good for pvp gankers i believe. For pve due to the shortness of the buff other passives (like magelight) will outperform this skill.
The burst toggle is an interesting idea and also closes the gap for magicka archetypes, as far as I have seen; since the dk is still the strongest magicka DD and the class which will have the most trouble using frenzy due to its classkit.
Secondly: Blood for blood could use a stamina(ish) addition: maybe make the skill deal both magic and physical damage, each increasing in its potency like soul trap.
All in all, I was or I am very much so looking forward to this reworked skill line, but It looked more appealing in the last update.
Frenzy is a high risk high reward skill that closes a dps gap between magDKs and some of the other classes, if used correctly. Put the penalty back so it can be used in vetRaids or vDungeons, and nerf the potency instead, otherwise noone will be able to employ it anywhere engame.
Thanks for reading,
leave your thoughts.
White
Edited by Whitestorm on May 11, 2020 10:49PM