tomofhyrule wrote: »I could guess poison is moving to Nightblade (unless they move NB to bleed and give poison to Warden along with frost). There is also the chance that each Class could focus on one single damage type, which means we’re a Class short because there are eight damage types (fire, frost, shock, magic, bleed, poison, disease, physical). I guess we’ll see when Warden’s thing is out.
tomofhyrule wrote: »I could guess poison is moving to Nightblade (unless they move NB to bleed and give poison to Warden along with frost). There is also the chance that each Class could focus on one single damage type, which means we’re a Class short because there are eight damage types (fire, frost, shock, magic, bleed, poison, disease, physical). I guess we’ll see when Warden’s thing is out.
What if we got a new class at the end of our reworks to embody that damage type?
tomofhyrule wrote: »tomofhyrule wrote: »I could guess poison is moving to Nightblade (unless they move NB to bleed and give poison to Warden along with frost). There is also the chance that each Class could focus on one single damage type, which means we’re a Class short because there are eight damage types (fire, frost, shock, magic, bleed, poison, disease, physical). I guess we’ll see when Warden’s thing is out.
What if we got a new class at the end of our reworks to embody that damage type?
I will take literally any excuse to give me a new Class at this point. But since I’ve had so long without one to ruminate, I have unfortunately come up with two more characters I need so now I need two Classes.
This is one of the main reasons I’m interested to see what they do to Warden, whether it becomes a frost/bleed setup or whether it is entirely changed to frost (implying an 8th Class will come for the last damage type… but also implying that 8 is it). DK’s lines do all lean fire, but Warden does easily lean toward two damage types using frost and then either bleed or poison (Animals and Plants easily fall into one of those types so the two non-frost Warden lines could be unified to that damage type).
But yeah, I’m absolutely at the “give me two more classes in whatever way they come out, but hurry it up pls” state.
It didn't launch with poison. Stam DK was magma / rock / earth / physical at launch.tsaescishoeshiner wrote: »If DK hadn't launched with poison
It didn't launch with poison. Stam DK was magma / rock / earth / physical at launch.tsaescishoeshiner wrote: »If DK hadn't launched with poison
The first iteration of Noxious Breath looked like literal vomit. Players were not happy with Stam DK being given poison when it would've made more thematic sense on the rogue assassin class. It was also a pure contrivance for the sake of a cp split that no longer exists.
Again. Not the original, which was very clearly fire / earth / magma with mostly flame and a couple physical damage. The poison was added a year in, like 2015, for the old cp split.wilsonwjesse wrote: »They could even breath acid I suppose which is what the original class was.
tomofhyrule wrote: »I could guess poison is moving to Nightblade (unless they move NB to bleed and give poison to Warden along with frost). There is also the chance that each Class could focus on one single damage type, which means we’re a Class short because there are eight damage types (fire, frost, shock, magic, bleed, poison, disease, physical). I guess we’ll see when Warden’s thing is out.
What if we got a new class at the end of our reworks to embody that damage type?
Again. Not the original, which was very clearly fire / earth / magma with mostly flame and a couple physical damage. The poison was added a year in, like 2015, for the old cp split.wilsonwjesse wrote: »They could even breath acid I suppose which is what the original class was.
Chilly-McFreeze wrote: »Again. Not the original, which was very clearly fire / earth / magma with mostly flame and a couple physical damage. The poison was added a year in, like 2015, for the old cp split.wilsonwjesse wrote: »They could even breath acid I suppose which is what the original class was.
Yes, but it does not really matter now. A large chunk of the current player base wasn't around in the first year. So they couldn't care less about what DK was eleven years ago. Yet they very well know what they are losing right now.
And then again. Hurricane didn't existed until mid 2016, yet it's an iconic skill no one would argue to take away from sorcs because "the class didn't launch like this".
They are simply taking away a playstyle and maybe enable something similar later (earliest 6-9 months, if ever).
wilsonwjesse wrote: »It makes subclasing restrictive and better than pureclassing.Chilly-McFreeze wrote: »Again. Not the original, which was very clearly fire / earth / magma with mostly flame and a couple physical damage. The poison was added a year in, like 2015, for the old cp split.wilsonwjesse wrote: »They could even breath acid I suppose which is what the original class was.
Yes, but it does not really matter now. A large chunk of the current player base wasn't around in the first year. So they couldn't care less about what DK was eleven years ago. Yet they very well know what they are losing right now.
And then again. Hurricane didn't existed until mid 2016, yet it's an iconic skill no one would argue to take away from sorcs because "the class didn't launch like this".
They are simply taking away a playstyle and maybe enable something similar later (earliest 6-9 months, if ever).
MashmalloMan wrote: »This is a conflicting statement is it not?
wilsonwjesse wrote: »MashmalloMan wrote: »This is a conflicting statement is it not?
No, it makes CERTAIN subclasses better than pure classing (Draconic Power and Storm Calling for example (to stack AoE and Phys damage).
But in general it makes subclassing more restrictive: Ardent Flame and Storm Calling are bad together because most the power from those skill lines is put into a specific elemental damage type.
The way to make both pure classing and sub classing great is to have each line balanced and more synergistic playstyle within the class. They actually did a mostly great job on this.
Each skill line has to be roughly equally good at DPS, Tanking, Healing, and PvP.
That's why Cinder Storm moved to Ardent flame and became a heal ability on both morphs. That's why Coag became a group heal ability.
Each line offers great Tools that are roughly as good for each type of thing you want to do. Picking the lines is mostly now about playstyle (or at least that's the hope).


I do wish they could've leaned into the rock/earth/magma theme more. That to me is what made DK unique from other various pyromancer or dragon themes.No rock, no stone, and only allows one very specific type of draconic flavor.
Personofsecrets wrote: »wilsonwjesse wrote: »MashmalloMan wrote: »This is a conflicting statement is it not?
No, it makes CERTAIN subclasses better than pure classing (Draconic Power and Storm Calling for example (to stack AoE and Phys damage).
But in general it makes subclassing more restrictive: Ardent Flame and Storm Calling are bad together because most the power from those skill lines is put into a specific elemental damage type.
The way to make both pure classing and sub classing great is to have each line balanced and more synergistic playstyle within the class. They actually did a mostly great job on this.
Each skill line has to be roughly equally good at DPS, Tanking, Healing, and PvP.
That's why Cinder Storm moved to Ardent flame and became a heal ability on both morphs. That's why Coag became a group heal ability.
Each line offers great Tools that are roughly as good for each type of thing you want to do. Picking the lines is mostly now about playstyle (or at least that's the hope).
This is a tanking setup for trials in 2017. This was for the Halls of Fabrication trifecta. It was done via a Pure DK
Using this build now, compared to back then, would mean the following.
Igneous doens't proc Helping Hands because Helping Hands is gone.
Igneous doesn't proc Minor Brutality
Engulfing Flames doesn't increase fire damage done
Neither ultimate ability return very many resources with the new Battle Roar
Here is a more contemporary setup for trials right before sub-classing came out. This was my Swashbuckler Supreme run.
The effect of Stone Giant is mitigated
Stone Giant doesn't proc Minor Brutality
Igneous Weapons doesn't proc Minor Brutality
Neither ultimate ability return very many resources with the new Battle Roar
It's also relevant that Magma lost ultimate generation while under it's effect since keeping up Magma was a key strategy for Reef Guardian.
Pure DK, despite being the standard for tanking, was not in a great spot to begin with. This idea is clear by the number of it's skills useful for trials that have been used throughout the years. Look at the skill lines and there isn't much DK there.
The changes this patch may have an interesting tool here or there, but they also heavily mess with the above functionality that I point out. There are better things to do at this point than anything that DK will have to offer. So much for it's identity.
Personofsecrets wrote: »wilsonwjesse wrote: »MashmalloMan wrote: »This is a conflicting statement is it not?
No, it makes CERTAIN subclasses better than pure classing (Draconic Power and Storm Calling for example (to stack AoE and Phys damage).
But in general it makes subclassing more restrictive: Ardent Flame and Storm Calling are bad together because most the power from those skill lines is put into a specific elemental damage type.
The way to make both pure classing and sub classing great is to have each line balanced and more synergistic playstyle within the class. They actually did a mostly great job on this.
Each skill line has to be roughly equally good at DPS, Tanking, Healing, and PvP.
That's why Cinder Storm moved to Ardent flame and became a heal ability on both morphs. That's why Coag became a group heal ability.
Each line offers great Tools that are roughly as good for each type of thing you want to do. Picking the lines is mostly now about playstyle (or at least that's the hope).
This is a tanking setup for trials in 2017. This was for the Halls of Fabrication trifecta. It was done via a Pure DK
Using this build now, compared to back then, would mean the following.
Igneous doens't proc Helping Hands because Helping Hands is gone.
Igneous doesn't proc Minor Brutality
Engulfing Flames doesn't increase fire damage done
Neither ultimate ability return very many resources with the new Battle Roar
Here is a more contemporary setup for trials right before sub-classing came out. This was my Swashbuckler Supreme run.
The effect of Stone Giant is mitigated
Stone Giant doesn't proc Minor Brutality
Igneous Weapons doesn't proc Minor Brutality
Neither ultimate ability return very many resources with the new Battle Roar
It's also relevant that Magma lost ultimate generation while under it's effect since keeping up Magma was a key strategy for Reef Guardian.
Pure DK, despite being the standard for tanking, was not in a great spot to begin with. This idea is clear by the number of it's skills useful for trials that have been used throughout the years. Look at the skill lines and there isn't much DK there.
The changes this patch may have an interesting tool here or there, but they also heavily mess with the above functionality that I point out. There are better things to do at this point than anything that DK will have to offer. So much for it's identity.
Well dk tanks won’t need to use stone giant or engulfing anymore and with minor brutality in draconic line can proc it from blood of the green dragon chains or talons. Also 2017 was a different time in the game even before scribing became a thing. Also not every tank necessarily will use the exact same build which is ideally what ppl want build diversity instead of cookie cutter this is a tank build this is a healer and this is a dd. Also as I have iterated in several threads this is the first of 7 class reworks and until we see where the cookie crumbles nobody can say dk support roles are DoA which intitially while waiting on other classes to be refreshed might happen but as more classes get reworked we will see metas shift, change, disappear, and reappear.
wilsonwjesse wrote: »But in general it makes subclassing more restrictive: Ardent Flame and Storm Calling are bad together because most the power from those skill lines is put into a specific elemental damage type.MashmalloMan wrote: »This is a conflicting statement is it not?
MashmalloMan wrote: »Plus, in your own example it's just not entirely true. If I want to make a Fire + Shock build, I'm definitely combining Storm Calling and Ardent Flame at minimum, it may not be the most competitive thing in the world, but whos to say it isn't in the future. To say it's impossible or too restrictive shows a lack of imagination. Even using currently available options;