gariondavey wrote: »Some good proposals in here
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I don’t understand how anyone could say molten whip is over performing. Maybe it’s a pve issue. I primarily pvp so I can’t weigh in much on pve. I have one of every class, and molten whip performs similarly to Crystal frag’s and assassins scourge. Primary difference between them is molten whip is close range only & you get to keep the buff until the whip is successful(higher risk higher reward). It’s required to use 3 ardent flame skills in melee range prior to benefiting from 1 max charged molten whip. Magdk do not have an execute. The burst from a molten whip is the only true source of burst damage on magdk aside from ultimates. Max molten whip only occur ever 4-6 seconds due to the amount of time to cast the abilities that charge whip not to mention in combat situations where stunning or at least timing the whip in order kill an enemy before they heal up is required. I agree the dk does over perform currently but I think small adjustments is the answer. Hit the sustain first then observe how it impacts the class. If it isn’t enough, make another small adjustment. Pursuing several adjustments that include reduced sustain and reduced damage just create new imbalances. I think burning embers should also heal for 75% of the damage done prior to over adjusting to 50%. Remember if you reduce sustain, damage will go down as stat investments will adjust for sufficient sustain. Just my 2 cents. Thanks for sharing your ideas.
I don’t understand how anyone could say molten whip is over performing. Maybe it’s a pve issue. I primarily pvp so I can’t weigh in much on pve. I have one of every class, and molten whip performs similarly to Crystal frag’s and assassins scourge. Primary difference between them is molten whip is close range only & you get to keep the buff until the whip is successful(higher risk higher reward). It’s required to use 3 ardent flame skills in melee range prior to benefiting from 1 max charged molten whip. Magdk do not have an execute. The burst from a molten whip is the only true source of burst damage on magdk aside from ultimates. Max molten whip only occur ever 4-6 seconds due to the amount of time to cast the abilities that charge whip not to mention in combat situations where stunning or at least timing the whip in order kill an enemy before they heal up is required. I agree the dk does over perform currently but I think small adjustments is the answer. Hit the sustain first then observe how it impacts the class. If it isn’t enough, make another small adjustment. Pursuing several adjustments that include reduced sustain and reduced damage just create new imbalances. I think burning embers should also heal for 75% of the damage done prior to over adjusting to 50%. Remember if you reduce sustain, damage will go down as stat investments will adjust for sufficient sustain. Just my 2 cents. Thanks for sharing your ideas.
I don’t understand how anyone could say molten whip is over performing. Maybe it’s a pve issue. I primarily pvp so I can’t weigh in much on pve. I have one of every class, and molten whip performs similarly to Crystal frag’s and assassins scourge. Primary difference between them is molten whip is close range only & you get to keep the buff until the whip is successful(higher risk higher reward). It’s required to use 3 ardent flame skills in melee range prior to benefiting from 1 max charged molten whip. Magdk do not have an execute. The burst from a molten whip is the only true source of burst damage on magdk aside from ultimates. Max molten whip only occur ever 4-6 seconds due to the amount of time to cast the abilities that charge whip not to mention in combat situations where stunning or at least timing the whip in order kill an enemy before they heal up is required. I agree the dk does over perform currently but I think small adjustments is the answer. Hit the sustain first then observe how it impacts the class. If it isn’t enough, make another small adjustment. Pursuing several adjustments that include reduced sustain and reduced damage just create new imbalances. I think burning embers should also heal for 75% of the damage done prior to over adjusting to 50%. Remember if you reduce sustain, damage will go down as stat investments will adjust for sufficient sustain. Just my 2 cents. Thanks for sharing your ideas.
I like the fact the whip doesn't lose it's stacks till it lands, however.... if it's as insanely powerful as people say it is (I'm a DK so a bit biased and I've been on and off lately for the past month) they should nerf the max damage.
At full stacks it should be sitting at like.... 75% extra damage instead of the 99% extra damage it currently is.
I like the fact the whip doesn't lose it's stacks till it lands, however.... if it's as insanely powerful as people say it is (I'm a DK so a bit biased and I've been on and off lately for the past month) they should nerf the max damage.
At full stacks it should be sitting at like.... 75% extra damage instead of the 99% extra damage it currently is.
I like the fact the whip doesn't lose it's stacks till it lands, however.... if it's as insanely powerful as people say it is (I'm a DK so a bit biased and I've been on and off lately for the past month) they should nerf the max damage.
At full stacks it should be sitting at like.... 75% extra damage instead of the 99% extra damage it currently is.
I think they should increase the stacks but lower the damage of each stack so it takes longer to get to that big hit.
I like the fact the whip doesn't lose it's stacks till it lands, however.... if it's as insanely powerful as people say it is (I'm a DK so a bit biased and I've been on and off lately for the past month) they should nerf the max damage.
At full stacks it should be sitting at like.... 75% extra damage instead of the 99% extra damage it currently is.
I think they should increase the stacks but lower the damage of each stack so it takes longer to get to that big hit.
Also a good idea. Maybe 5?