I hope xsorus doesn’t man stamDK because if so yikes. Knows so little about the class
Marshall1289 wrote: »TheNightflame wrote: »Sanguinor2 wrote: »Also note how the DoT class is the only class that Needs a class passive to be buffed in order for their DoTs to perform as well as the DoT Standard.
templar class has an entire skill line worth of passived that are dedicated to just making the individual skills more useful
Not the same thing though, This is a class passive designed around making the class skill on par with every other ability.....While Templar ones are additions to an ability...
I'll explain for example
You have a dot that does X amount of damage for 10 seconds
Every other dot does more damage and does it over 12 seconds
This passive would be like increasing that ability to X amount of damage over 12 seconds (Adding 2 seconds)
While a Templars would be like adding an additional 2 seconds (as in 14 seconds) to the ability
That's his basic complaint...
The dot standard is 10s not 12s. Soul Trap, Destructive Reach, Carve, Twin slashes, Poison Arrow, Searing Strike, Fiery Breath, Arrow Barrage, Razor Caltrops, etc, all 10s.
Entropy is 10s, but is buffed to 12s via passives, that makes it unique.
It's clear the 10s is the standard they were going for.
There are some odd timers like Unstable Wall for 8s, Springs for 8s, Class aoe dots for 8/10/12/18s, Blockade for 12s, Illustrious Healing for 12s, Endless Hail for 14s and Anti Calvary Caltrops for 15s, but the most common thread is still 10s and some of these still work with shorter timers like Unstable Wall since you want the burst to fire off.
Then you have DK's Searing Strike and Fiery Breath, with the passive being brought up to 10s (8s default). With the change, they last 12s instead which is ABOVE the 10s standard just like Entropy via passives.
The real question is why didn't they just make the default duration 10s to match the standard, the additional 2s and 10% damage to make it unique vs other dots.
Damage on the tooltip for Searing Strike I can't speak for as I haven't checked if it actually matches Twin Slashes, Soul Trap, etc BEFORE the passive, if it does, then the passive/morphs are doing their job with 2s vs other dots and +10% damage.
fossilize just had it's cost almost doubled, you won't see a lot of stamdk's using it on cooldown anymore, especially not in BGs where it'll be next to impossible to use at all.
Fur_like_snow wrote: »I swear I’ve never seen a dev play any class besides NB or Templar.
These changes were done to ensure these abilities keep up with our current DoT standards, and to help emphasize the Dragonknight’s more attrition-based combat style."We want DKs to be attrition-based, but not really. In fact, we don't really know.".
Exactly. " it's what they want, who cares about what players want. Just keep rolling more mounts and houses. The game is doing fine."
Fur_like_snow wrote: »I’ve def seen Gil on his NB on live within the last month or so. Brian mains a Templar. Which dev plays sorc?
Because they gave it to every class basically. So DK takes the fall for it being too op when given to the masses.
Class identity be damned.
i'm just gonna slot onslaught
if your change results in someone dropping a class ability for a weapon ability, it's a bad changeUnpopular opinion - these are good changes, both to Onslaught and Corrosive.
Corrosive now gives DK a window to have high direct burst, something they otherwise are not naturally pushed towards.
What counters direct damage burst? Blocking.
What counters blocking? DOTs.
DK is one of the very best classes to deal with opponents that over blocking, and this Corrosive forces that. They are also very adept at draining opponent's stamina with things like Fossilise and extra self-sustain in long fights from Battle Roar, and again this change works alongside that. Corrosive working with buffed dots makes it a brainless fire and forget auto-burst with previously stacked dots, and is not in line with the class aims.
This change makes Corrosive a very threatening burst window but it doesn't give you automatic damage at the press of a button with previously stacked DOTs. If Corrosive gives immitigable dot damage it polarises the matchup so much, forcing the opponent to have a cleanse (which only 3.5 classes do).
Having read 5.10 and 5.11 I was salivating over the opportunity to run an Onslaught / Corrosive dot stam DK as one of my first PvP builds, in the full knowledge that it was going to be broken as hell with "buffed" bleeds and guild DOTs. Even though I won't get the opportunity to abuse it, I'm glad for the overall balance of the game that this change was made.
fossilize just had it's cost almost doubled, you won't see a lot of stamdk's using it on cooldown anymore, especially not in BGs where it'll be next to impossible to use at all.
Cloak and the now nerfed Shadow Image is the same cost as the nerfed Fossilize. If stamblades can spam their high cost mag skills, why cant stamdks do it too?