ResidentContrarian wrote: »Not even fully buffed, only igneous weapons. CP not optimized for damage (so no CP results similar).
At least be honest about skills and how much they should be scaled. Scaling them to about 1.5x would be ridiculous, and considering the skill can be used with less restriction than either shalks or blastbones (as long as you are near a target), it's too much of a buff to the skill damage-wise.
We'd just have another skill doing the damage of an ultimate and it's not healthy for the game.
There is another idea if you think your DK's damage is too low: run a real damage build. If you do that first instead of using some strange heavy armor build that you know isn't working, then maybe you might gain more support.
Spreading misinformation or pretending the change wouldn't be a massive buff? Nah.
ExistingRug61 wrote: »Deep breath could certainly use a look at, although I don't think it should simply be reworked to be a DK delayed burst clone of blastbones/shalks. It's just making DK work like other classes. Not sure what it should do though - but at the moment I agree it does seem to be doing too many things and none of them particularly well so could use a bit of focusing of its function.
When morphed from inhale, the new effect for Deep Breath is more damage. I think furthering that damage is the most reasonable buff we can ask for. Blast bones and shalk came after Deep Breath and basically took everything great from the ability and dropped all the useless parts. If anything, they are copies of Deep Breath.
Inhale seems to break into 2 categories when morphed, healing and damage. Draw Essence get a 50% boost on the healing and some sustain. Deep Breath gets a small boost in damage and a possible stun. So we should just ask to have each morph be pushed further down that path. More damage and no healing for deep breath. Right now the only real difference between the two morphs is that Deep Breath can stun and Draw Essence returns magic.ExistingRug61 wrote: »I know its harping on about older design ideas but to me DKs should still be all about DoTs, and more recently the molten whip mini game. The problem is that for quite a while (apart from the one update) DoTs haven't been great as a focus and burst has been more successful, due to a lack of DoT damage and also ready access to purge for some classes. I would much prefer to see a change that somehow makes this conceptual playstyle more viable so it would need to address the current issues with DoTs.
I don't think DK will ever be able to use it's DoTs effectively in PvP. Simply because they're done over 14 seconds. If you had 100% pen then you would need 28k damage on your tooltip for your DoT to do 1k damage per second. Unless the timer for the DoT abilities gets down to 10s, DK's will never be able to use DoTs effectively.
A standard Mag DK may have 16-18k damage on burning embers in PvP. That's 500-640 damage per second if you have 100% pen. Applying a 10% damage buff doesn't really do anything since the damage value is so low making it difficult to further buff your damage from things like engulfing flames.
Looking back at DoT procs, they would hit for about 1.5k-2.5k per second. Even looking at soul trap, you'll do more damage per second than any DK DoT.
Is that a single target or AoE interrupt associated with Deep Breath? If it is an AoE interrupt then I would suggest the skill is not comparable to the two others skills OP is matching it with. An AoE interrupt is
the1andonlyskwex wrote: »Is that a single target or AoE interrupt associated with Deep Breath? If it is an AoE interrupt then I would suggest the skill is not comparable to the two others skills OP is matching it with. An AoE interrupt is
The interrupt is AoE.
While I agree that magDKs need some help, what the OP is proposing isn't the right approach. The OP's proposal completely discards (or ignores) the PvE utility of Deep Breath's interrupt, and tries to steal Minor Sorcery from Templars, neither of which are good ideas. It also does almost nothing to address sustain (particularly in single target situations), which is magDK's primary problem.
The focus should be on magDK sustain, probably starting with the Combustion and Battle Roar passives. Burst/execute damage and group support (for healers) are also issues, but they're secondary to the sustain problem.
the1andonlyskwex wrote: »Is that a single target or AoE interrupt associated with Deep Breath? If it is an AoE interrupt then I would suggest the skill is not comparable to the two others skills OP is matching it with. An AoE interrupt is
The interrupt is AoE.
While I agree that magDKs need some help, what the OP is proposing isn't the right approach. The OP's proposal completely discards (or ignores) the PvE utility of Deep Breath's interrupt, and tries to steal Minor Sorcery from Templars, neither of which are good ideas. It also does almost nothing to address sustain (particularly in single target situations), which is magDK's primary problem.
The focus should be on magDK sustain, probably starting with the Combustion and Battle Roar passives. Burst/execute damage and group support (for healers) are also issues, but they're secondary to the sustain problem.