pedrogonzalez wrote: »And again my suggestion to fix dk:
Corrosive armor: gives you full pen, but you also get 20% incoming damage more
Magma armor (or what that useless morph named): all incoming damage reduced to 3% of you health, but while active you deal 20% damage less.
Fossilize: now only applies roots
Shattering rocks: as it is.
With changes like this we just have a strong balanced class
This is a lil overboard lol. I suggest disabled ult gen during corrosive, change their block mitigation to block cost reduction, and reduce coags scaling effect to 25%
I like this suggestion overall, but think the block mitigation is better the way it is. As many other forms of mitigation there are... I'm not sure the 10% extra to blocking is that big of a deal. I think 10% cost reduction would actually be more powerful for them.
Why is unblockable and stun mentioned separately? Makes no sense.
And if You start adding connections to passives than it's pretty easy to find abilities that have 5+ effects on other classes.
Quick example refreshing path on nightblade. It gives minor endurance, minor intellect, major expedition, AoE HoT, Major resolve from passives and max HP from passives. That is already 6 effects and we can even add 7th considering that this ability allows to easily proc concealed weapon 10% dmg buff. Holy smokes 6 or 7 effects on one ability we should remove it from the game./s
Why is unblockable and stun mentioned separately? Makes no sense.
And if You start adding connections to passives than it's pretty easy to find abilities that have 5+ effects on other classes.
Quick example refreshing path on nightblade. It gives minor endurance, minor intellect, major expedition, AoE HoT, Major resolve from passives and max HP from passives. That is already 6 effects and we can even add 7th considering that this ability allows to easily proc concealed weapon 10% dmg buff. Holy smokes 6 or 7 effects on one ability we should remove it from the game./s
Effects and passive bonuses for slotting something is not the same thing. The the damage bonus is attributed to Concealed, not path. So you get 2 recovery buffs, a speed buff, and a heal for 700 a tic. Im not mentioning major resolve because you proc it with your spammable so path isn't necessary to get that
I wasn't trying to prove or disprove any point. I was just correcting the part about path giving you 7 different bonuses
Why is unblockable and stun mentioned separately? Makes no sense.
And if You start adding connections to passives than it's pretty easy to find abilities that have 5+ effects on other classes.
Quick example refreshing path on nightblade. It gives minor endurance, minor intellect, major expedition, AoE HoT, Major resolve from passives and max HP from passives. That is already 6 effects and we can even add 7th considering that this ability allows to easily proc concealed weapon 10% dmg buff. Holy smokes 6 or 7 effects on one ability we should remove it from the game./s
Effects and passive bonuses for slotting something is not the same thing. The the damage bonus is attributed to Concealed, not path. So you get 2 recovery buffs, a speed buff, and a heal for 700 a tic. Im not mentioning major resolve because you proc it with your spammable so path isn't necessary to get that
You do realize You proved my point?
techprince wrote: »DK had 3 issues. Sustain, lack of burst/execute and mobility. There was no reason to give % boost to their spammable like nightblade's Grim Focus. There was no reason to give them Major Berserk on a gap closer.
I have bar space neither for master dwblood craze nor for major berserk chains not even for burning embers, cinder storm or talons. My bar is full with engulfing flame, deep breath, flame lash, flames of oblivion, fossilize and leap frontbar and coagulating blood, resolving vigor, hardened armor, Race against time, brutality entropy and corrosive armor backbar.Honestly I think I prefer blood craze with master maces to slotting major berserk chains, bar space availability is a real concern here. I guess if I used burning spell weave I might slot chains instead but I prefer the other play style.techprince wrote: »There was no reason to give them Major Berserk on a gap closer.
pedrogonzalez wrote: »And again my suggestion to fix dk:
Corrosive armor: gives you full pen, but you also get 20% incoming damage more
Magma armor (or what that useless morph named): all incoming damage reduced to 3% of you health, but while active you deal 20% damage less.
Fossilize: now only applies roots
Shattering rocks: as it is.
With changes like this we just have a strong balanced class
This is a lil overboard lol. I suggest disabled ult gen during corrosive, change their block mitigation to block cost reduction, and reduce coags scaling effect to 25%
For me it sounds like Stamden too, running 40k health is normal on stamden but on dk it is stupid because it increases your dmg received in corrosive as dk, polar wind should be stronger than coagulating blood especially when stacking hp and bursting you down in 2 seconds is common on warden and especially nb but on dk it is only possible with special builds like acuity dk.No one class should be able to have 40K+ health, max resistances, the best burst heal in the game, AND be able to burst you down in 2 seconds. DKs don't have to give to take. They literally get the best of offense, defense, and healing. Meanwhile MagSorcs either have to be glass cannons to deal damage, or else build into shield stacking/defense and then hit like a wet noodle.
40K+ health and the best burst heal in the game? Is this thread still about DK or we switched topic to warden?
Templars block passive is not really conditional because when they block they cant move full speed and will stand in their aoe healing anyway. Block mitigation is also only half of templars passive(they get minor vitality too) but full dk passive and dk is a tank class while templar isnt. Making the block only above 50% would make it worse than half of templar passive and hurt reactive blocking more than permablocking.pedrogonzalez wrote: »And again my suggestion to fix dk:
Corrosive armor: gives you full pen, but you also get 20% incoming damage more
Magma armor (or what that useless morph named): all incoming damage reduced to 3% of you health, but while active you deal 20% damage less.
Fossilize: now only applies roots
Shattering rocks: as it is.
With changes like this we just have a strong balanced class
This is a lil overboard lol. I suggest disabled ult gen during corrosive, change their block mitigation to block cost reduction, and reduce coags scaling effect to 25%
I like this suggestion overall, but think the block mitigation is better the way it is. As many other forms of mitigation there are... I'm not sure the 10% extra to blocking is that big of a deal. I think 10% cost reduction would actually be more powerful for them.
Then make it conditional like templars lol. 10% block mitigation when above 50% health lol
techprince wrote: »DK had 3 issues. Sustain, lack of burst/execute and mobility. There was no reason to give % boost to their spammable like nightblade's Grim Focus. There was no reason to give them Major Berserk on a gap closer.
DKs already received molten whip stacks in update 22 2.5 years and 10 updates before dk got meta in update 32 and dk was still one of the worst class in this 10 updates althought molten whip was 100% extra dmg back then and engulfing flames and burning embers lastet only 14 seconds and were recasted more often generating more stacks.
In update 35 they reduced dmg per stack from 33% to 20%(resulting in only 60% more dmg on 3 stacked whip) and spread engulfing flames and burning embers over 24 seconds so you rarely cast them and burning embers often isnt slottet anymore so players spam 3*FoO to get full stacks. Sorcerers crystal fragments get 66% extra dmg, half cast and no cast time on a cast time spammable and can be build up with any ability while still having curse as delayed dmg tool that does higher dmg than inhale or flames of oblivion.
Maybe dk had bad burst but they also had good pressure. Dot pressure got reduced by spreading out dot dmg over 24 seconds and mara cleansing. To get good burst you have to give up burning embers for deep breath and another set(defensive or pressure dmg?) for mechanical acuity and reduce pressure even more. Having to slot mechanical acuity(like templar) to burst someone down is not really a sign of a strong burst class.
12k molten whip isnt that much compared to 28k assassins will or 15k frags especially when it is 12k crit with high crit dmg and full penetration and user had to use acuity and corrosive and precast 3 skills to get it that hight and cant always do it.
And chains is still not worth slotting even with major berserk and not wort casting, casting it every 4 seconds when pressuring is a dmg loss and there is not much time to cast it before a deep breath+engulfing flames+fossilize+molten whip combo except you remove one of the other skills.I have bar space neither for master dwblood craze nor for major berserk chains not even for burning embers, cinder storm or talons. My bar is full with engulfing flame, deep breath, flame lash, flames of oblivion, fossilize and leap frontbar and coagulating blood, resolving vigor, hardened armor, Race against time, brutality entropy and corrosive armor backbar.Honestly I think I prefer blood craze with master maces to slotting major berserk chains, bar space availability is a real concern here. I guess if I used burning spell weave I might slot chains instead but I prefer the other play style.techprince wrote: »There was no reason to give them Major Berserk on a gap closer.pedrogonzalez wrote: »And again my suggestion to fix dk:
Corrosive armor: gives you full pen, but you also get 20% incoming damage more
Magma armor (or what that useless morph named): all incoming damage reduced to 3% of you health, but while active you deal 20% damage less.
Fossilize: now only applies roots
Shattering rocks: as it is.
With changes like this we just have a strong balanced class
This is a lil overboard lol. I suggest disabled ult gen during corrosive, change their block mitigation to block cost reduction, and reduce coags scaling effect to 25%
Coagulating blood tooltip is already in line with other burst heals and equals healthy offering and other burst heals at 60% hp, it only gets boostet a bit by dk healing passive and daedrick trickery. If you reduce the scaling you would have to get below 20% hp to get slightly higher value than other burst heals and then you are practically dead. Before update 35 it was only 33% scaling but the burst heal cost was also in line with healthy offering but when they increased scaling to 50% they also increased cost by 15%.For me it sounds like Stamden too, running 40k health is normal on stamden but on dk it is stupid because it increases your dmg received in corrosive as dk, polar wind should be stronger than coagulating blood especially when stacking hp and bursting you down in 2 seconds is common on warden and especially nb but on dk it is only possible with special builds like acuity dk.No one class should be able to have 40K+ health, max resistances, the best burst heal in the game, AND be able to burst you down in 2 seconds. DKs don't have to give to take. They literally get the best of offense, defense, and healing. Meanwhile MagSorcs either have to be glass cannons to deal damage, or else build into shield stacking/defense and then hit like a wet noodle.
40K+ health and the best burst heal in the game? Is this thread still about DK or we switched topic to warden?Templars block passive is not really conditional because when they block they cant move full speed and will stand in their aoe healing anyway. Block mitigation is also only half of templars passive(they get minor vitality too) but full dk passive and dk is a tank class while templar isnt. Making the block only above 50% would make it worse than half of templar passive and hurt reactive blocking more than permablocking.pedrogonzalez wrote: »And again my suggestion to fix dk:
Corrosive armor: gives you full pen, but you also get 20% incoming damage more
Magma armor (or what that useless morph named): all incoming damage reduced to 3% of you health, but while active you deal 20% damage less.
Fossilize: now only applies roots
Shattering rocks: as it is.
With changes like this we just have a strong balanced class
This is a lil overboard lol. I suggest disabled ult gen during corrosive, change their block mitigation to block cost reduction, and reduce coags scaling effect to 25%
I like this suggestion overall, but think the block mitigation is better the way it is. As many other forms of mitigation there are... I'm not sure the 10% extra to blocking is that big of a deal. I think 10% cost reduction would actually be more powerful for them.
Then make it conditional like templars lol. 10% block mitigation when above 50% health lol
TechMaybeHic wrote: »Ive been thinking about it and DK is strong; yes, that's the obvious answer. But it didn't ruin PvP. Position desync, break free delay, poor visuals, bad performance; and then hybridization that favors the class that restores both resource pools and health is more what ruined PvP. Most have been issues long before DK was even top 3 in classes
Sorcerers crystal fragments get 66% extra dmg, half cast and no cast time on a cast time spammable and can be build up with any ability while still having curse as delayed dmg tool that does higher dmg than inhale or flames of oblivion.
Templars block passive is not really conditional because when they block they cant move full speed and will stand in their aoe healing anyway. Block mitigation is also only half of templars passive(they get minor vitality too) but full dk passive and dk is a tank class while templar isnt. Making the block only above 50% would make it worse than half of templar passive and hurt reactive blocking more than permablocking.