MXVIIDREAM wrote: »NuclearPath wrote: »MXVIIDREAM wrote: »
I have quite a big thread on this alone I don’t think I can play dk without my spikes or something that resembles them I don’t get why it’s a plate or why they’re so small they’re not an attachment really poor choice on what was such an iconic skill
Maybe a little more spiky as opposed to looking slicked back would be best, but arguably I'd say it looks more like what I'd expect from dragon spikes. Despite this, I will say I can't for the life of me understand why something that looks like that is called Earthspike Mantle and is within Earthen Heart as opposed to Draconic Power. If you want them to look like "Earth Spikes" they need to be sharp spikes of stone protruding from the back.
My thoughts lie with this being down to subclassing chucking too much in too many trees skills and passive etc it’s not designed around the lines but to make each one good for a pure build but not necessarily overpowered on a subclass build with other lines, not sure I’ve communicated that too well hope you get what I mean
... but it's hampered when people can stack 3 DPS lines with no issues in certain kinds of content....
Eurymachos wrote: »I just compared the old Spiked Armor animation to the new X Mantle animations.
The old animation did need a bit of a glow up, but this really isn't it. It would have been fine to keep the old spikes model and just throw a nice new shader on it with some fire effects.
The new animation also disappears with no transition back to normal. The old animation had a short transition and the transition (along with its sound effect) is important for reasons I can go into if anyone cares.
Ngā mihi,
Eurymachos
pluvioisaplanet wrote: »I want to start by saying that the visuals and sound design are excellent. Even just running a rotation on a dummy feels great. There are a few minor issues on that front though.
[*] Standard of Might providing only raw Weapon and Spell Damage feels bad, especially in organized groups where that stat has diminishing value. A percentage damage bonus for the caster, or retaining some of its previous flame damage, would feel much better. Ideally, Standard of Might should be reverted, with Shifting Standard becoming the support-focused morph. The ability to reposition the banner fits a support role very well.
[*] Engulfing Dragonfire significantly outperforms other rotation options. There should be stronger incentives to use Whip and or Magma Fist. One possible solution would be for a reverted Standard of Might to grant fully empowered Molten Whip and Flame Lash for the duration of the ultimate.
The passives could also use another look. Things like 8% Healing Taken feel uninspired, and the damage passives are not particularly strong or interactive. Avalanche in particular takes too long to matter and largely functions as a passive background bonus.
Shadesofkin wrote: »I actually love that suggestion regarding standard. If nothing else *That* is class identity. Standard of Might/Shifting giving a direct bonus to other DK skills when active would be far better than what it's doing now. I'm not entirely sold that it *needs* damage over time to come back, but empowering whip, claw, stone, etc etc etc would be a huge step in the right direction.


Eurymachos wrote: »I just compared the old Spiked Armor animation to the new X Mantle animations.
The old animation did need a bit of a glow up, but this really isn't it. It would have been fine to keep the old spikes model and just throw a nice new shader on it with some fire effects.
The new animation also disappears with no transition back to normal. The old animation had a short transition and the transition (along with its sound effect) is important for reasons I can go into if anyone cares.
Ngā mihi,
Eurymachos
pluvioisaplanet wrote: »
pluvioisaplanet wrote: »Shadesofkin wrote: »I actually love that suggestion regarding standard. If nothing else *That* is class identity. Standard of Might/Shifting giving a direct bonus to other DK skills when active would be far better than what it's doing now. I'm not entirely sold that it *needs* damage over time to come back, but empowering whip, claw, stone, etc etc etc would be a huge step in the right direction.
The reason I'd suggest reverting standard along with it providing a bonus to whip, is because empowering whip alone wouldn't be enough to bring the fist + whip rotation in line with the breath rotation. The highest fire beam parse so far is 158k, while the highest whip + fist parse so far was at 140k, both pure dk. This is a huge difference.
Maybe standard having the flame dot + empower is enough, in which case it doesn't matter for standard of might to come back and shifting standard could stay as the DD morph, considering that'd match the bonus that take flight has. I think having this kind of empowerment will help give a real power feel to using the standard ultimate, as well as buffing the spammable rotation to a reasonable level
Edit: Wanted to include screenshots of the parses I'm referencing, not my own, the reason I compare these parses from different players, is because these players are both at the top end for parsing.
I also want to clarify, there have been some bugged parses with the channeled fire breath reaching ridiculous numbers, this is not one of them
Do you have any gameplay footage? It would be helpful in determining what our new standard DPS will be when these reworks are done.
pluvioisaplanet wrote: »
Do you have any gameplay footage? It would be helpful in determining what our new standard DPS will be when these reworks are done.
I mean DPS is shown in the screenshots I posted, parses aren't my own. Not sure what you could gain from gameplay footage in this context. And I think it's way too early to make any solid predictions
People use add-ons to cheat CMX reports all of the time, having actual footage of loading the game up and going to parse would help set in stone what expectations should be.
It’s never too early to start measuring where these changes have landed, as that knowledge will help inform any future ones.
https://youtu.be/APm-BoL9IXQ

pluvioisaplanet wrote: »
People use add-ons to cheat CMX reports all of the time, having actual footage of loading the game up and going to parse would help set in stone what expectations should be.
It’s never too early to start measuring where these changes have landed, as that knowledge will help inform any future ones.
Yeah that's not really a thing at all, and you can spot that kind of thing without a recording if you know what to look for, I recorded a parse though with the spam pure dk right here, but I'm playing with 300 ping on PTS so my weaving is literally 10x slower than normalhttps://youtu.be/APm-BoL9IXQ
CMX reports here:
xAlucardx92 wrote: »Do the refreshed abilities correctly portray the mechanics of the ability?Are there any key DK changes that you enjoyed?
- In English Yes, In German No.
Are there any key DK changes that did not feel great?
- Soul of Flame, I loved it, but the Dmg still feels weak compared to Blighted Blastbones or Deep Fissure
- That every DK Skill makes a Molten Whip Stack.
- Most new animations!
Is there anything else you would like to share about the DK changes?
- Blood of the Elder Dragon, The Heart above my Head.
- Earthspike animations
- Molten Weapons, the sound is the same or too close to the esound off Molten Whip and thats sounds wrong.
- Heart of Stone, Increase the duration from 20 seconds to 25 or 30 seconds. After the Shield is it a simple "Major Resolve" Buff that does nothing.
- Molten Weapons, the additional hit of Flame Damage feels a littel weak. Let the Dmg scaling to offensive stats.
- Corrosive Armor, Way too strong in PVP, remove the damage limit completely and reduce duration to 6 sec. SO you have a small combo windows and that its.
- Blood of the Elder Dragon, the heals for allies ist way to strong turn it down to 40% or 33%.
- Blood of the Green Dragon,change the heal scaling to offensive stats, Nothing good comes from scales off your Max Health.
- Earthen Heart Passive SKills, give one of them "Increase your Physical and Spell Penetration by 620 per DK ability slotted.", or
"Increase your Physical and Spell Penetration by 1240 per DK Skill Lines." Each class has a buff for either critical damage or penetration. Critical damage isn't really a DK thing, so go for penetration.
Is there anything else you'd like to share about the Death Knight changes?
tomofhyrule wrote: »Another question: is the interrupt delay on Soul of Flame (original Deep Breath) appropriate?
The patch notes say "for better visual syncing and counterplay," but an interrupt is usually something that you don't want a delay for. Many channels in the game don't last long, so having a delay before your interrupt activates essentially means your reaction time needs to be that much quicker.
It would really help if the interrupt stayed instant.
YandereGirlfriend wrote: »tomofhyrule wrote: »Another question: is the interrupt delay on Soul of Flame (original Deep Breath) appropriate?
The patch notes say "for better visual syncing and counterplay," but an interrupt is usually something that you don't want a delay for. Many channels in the game don't last long, so having a delay before your interrupt activates essentially means your reaction time needs to be that much quicker.
It would really help if the interrupt stayed instant.
What exactly is the use case of a melee ability interrupt (as 8-meters is essentially melee)? When I'm that close to a target that needs interrupting I just bash them. I think that your point still stands but if I were a DK tank I think that I'd want a ranged interrupt more than a costly melee ability that interrupts.