Some stamina Dragonknight PVP perspective:
For the past four months, the burning question whenever I play my stamDK (my first character, and still one of my favorite classes to play) has been: why not be a stamina Warden? Stamina Wardens possess virtually every tool in the stamDK kit, except with cheaper and more convenient access. Here's what I mean:
- Projectile defense: DKs have a 4-second defense (Reflective Scale) that can either reflect spells or grant a somewhat rare resistance buff, depending on morph. It costs 3780 magicka. Wardens have a 6-second or 3-projectile (whicever comes first) projectile defense that can grant Major Heroism and costs 2432 magicka. More importantly, it restores magicka on hit, paying for over half of its own cost. Why does a DK's reflect skill cost so much more than a Warden's? True, Reflective Scale has a benefit that Shimmering Shield doesn't (a truly damaging reflect), but it doesn't grant Major Heroism either. Face it, Reflective Scale is the same basic effect as Shimmering Shield but with equal or lesser utility at much greater cost. Why the greater cost? Solution: reduce Reflective Scale's cost by ~1K magicka.
- Major Mending: Now that my stamplar doesn't have Major Mending, it feels really good to be able to pop Igneous Shield and suddenly have an extremely potent Rally heal, especially since I usually run medium armor. The problem is that Igneous Shield is very expensive: 4050 magicka for a stamina DK is over 1/3 of my magicka pool. (Its great expense means it's difficult for this buff to be available at all when I need it most: in the midst of a long, drawn out fight when I'm hurting for resources.) There's an argument to be made that it should remain expensive, since it activates three powerful passive effects in addition to Major Mending. But the problem is that as a stamina DK, it's impossible to forget that a stamina Warden gets Major Mending attached to any heal at all times when they need it most, at no extra cost. It's great that Warden has such a strong passive, but it wildly outclasses DKs' access to Major Mending: I have to pay (a) a bar slot (b) a GCD (c) over 1/3 of my magicka pool in order to have a buff that Warden gets simply for using a heal when they need it most. Do the added benefits provided by the Earthen Heart passives really justify having to pay so much more for this buff than Warden does? Solution: reduce the cost of Igneous Shield.
- Major Expedition: Stamina Wardens get this buff (coupled with Minor Berserk!) whenever they want it, as long as they have the magicka for it. Stamina DKs get this only in situations when they are willing to gap close to an opponent (with Empowering Chains). Given that Major Expedition is most useful for stamina builds in PVP as an escape tool, this is a very awkward design from a stamDK perspective. If I'm using medium armor a bow in PVP, this isn't such a big deal, but many stamDKs use heavy armor and no bow (just like stamWards). StamWards aren't pigeon-holed into a single build and playstyle in order to gain non-awkward access to this buff.
- [Major Fracture]: StamDKs have this debuff attached to a very small DOT. StamWards have this debuff attached to enormous burst damage. Solution: buff the damage of Noxious Breath.
- Major Defile: DKs have Standard, which has the potential to be a strong skill in PVP: for 250 ultimate, we get a PBAOE that applies Major Defile. The problem is that, on PTS, this comes at the cost of disabling DKs' main sustain and survival tool (ult regen) for 25 seconds -- an eternity in PVP. No self buff or enemy debuff could possibly be worth disabling ult gain on a DK in PVP. It's especially tough to think about using this skill as a stam DK, since I know that if I just played my stam Warden, I could have an AOE Major Defile for paying only 3240 magicka instead of 250 ultimate, and without disabling my ult regen. Solution: allow ult regen while Shifting Standard is up. (Would this be strong? Yes. But it wouldn't be overpowered, as there will always be a viable defense against Standard: CC the DK and stay mobile. Besides, there's nothing wrong with enabling a strong counter to the current heal-and-block-and-block-and-heal meta.)
- Major Resolve and Major Ward: This is the one place where I think stamDKs come out ahead of stamwards. StamDKs get these buffs for significantly less cost than stamwards, and while we don't get Minor Protection with it the way stamwards do, we do get +12% healing received. I'm very happy with the balance of Spiked Armor vs. Frost Cloak -- this should be a model for how stamDKs' and stamwards' other analogous skills should be balanced against one another.
- Self-healing: StamDKs get Green Dragon Blood: a capped heal that grants two Major buffs I already have from my tri-pots, as well as Minor Vitality. The Vitality would be nice, except that I can't afford to cast GDB because it's so expensive and I already spent all my magicka on Igneous Shield and Reflective Scales. Stamwards get Soothing Spores, the most powerful stamina-based class self-heal in the game, which does not consume their precious magicka pool (on the contrary, it replenishes it) and which can also heal allies. GDB is just not worth comparing to Spores in any way. Solution: make GDB work similarly to its magicka morph, Coagulating Blood: have it scale off max stamina and spell damage, instead of being capped at 33% of missing health. Get rid of Major Endurance and Fortitude. Alternative solution: have it stay capped at 33% of missing health (at least this could get me out of execute range), but dramatically reduce its cost.
I don't want stamina DKs and stamina Wardens to be exactly the same, and of course I acknowledge that stamina Wardens should have some advantages that stamina DKs don't have (and vice versa). But what I don't understand is why so many of the great tools in the stamina Warden toolkit are just cheaper, more effective versions of what stamina DKs have. It's high time that stam DK was brought up to the level of stam Warden.
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TL;DR: Playing as a stamina Warden feels great because I get access to most of the great buffs and advantages that I do as a stamina DK, except as a Warden I get them at a significantly reduced cost and with increased ease of access. As it stands now, stamDK feels like a more expensive stamWard with some different animations slapped on.
Some stamina Dragonknight PVP perspective:
For the past four months, the burning question whenever I play my stamDK (my first character, and still one of my favorite classes to play) has been: why not be a stamina Warden? Stamina Wardens possess virtually every tool in the stamDK kit, except with cheaper and more convenient access. Here's what I mean:
- Projectile defense: DKs have a 4-second defense (Reflective Scale) that can either reflect spells or grant a somewhat rare resistance buff, depending on morph. It costs 3780 magicka. Wardens have a 6-second or 3-projectile (whicever comes first) projectile defense that can grant Major Heroism and costs 2432 magicka. More importantly, it restores magicka on hit, paying for over half of its own cost. Why does a DK's reflect skill cost so much more than a Warden's? True, Reflective Scale has a benefit that Shimmering Shield doesn't (a truly damaging reflect), but it doesn't grant Major Heroism either. Face it, Reflective Scale is the same basic effect as Shimmering Shield but with equal or lesser utility at much greater cost. Why the greater cost? Solution: reduce Reflective Scale's cost by ~1K magicka.
- Major Mending: Now that my stamplar doesn't have Major Mending, it feels really good to be able to pop Igneous Shield and suddenly have an extremely potent Rally heal, especially since I usually run medium armor. The problem is that Igneous Shield is very expensive: 4050 magicka for a stamina DK is over 1/3 of my magicka pool. (Its great expense means it's difficult for this buff to be available at all when I need it most: in the midst of a long, drawn out fight when I'm hurting for resources.) There's an argument to be made that it should remain expensive, since it activates three powerful passive effects in addition to Major Mending. But the problem is that as a stamina DK, it's impossible to forget that a stamina Warden gets Major Mending attached to any heal at all times when they need it most, at no extra cost. It's great that Warden has such a strong passive, but it wildly outclasses DKs' access to Major Mending: I have to pay (a) a bar slot (b) a GCD (c) over 1/3 of my magicka pool in order to have a buff that Warden gets simply for using a heal when they need it most. Do the added benefits provided by the Earthen Heart passives really justify having to pay so much more for this buff than Warden does? Solution: reduce the cost of Igneous Shield.
- Major Expedition: Stamina Wardens get this buff (coupled with Minor Berserk!) whenever they want it, as long as they have the magicka for it. Stamina DKs get this only in situations when they are willing to gap close to an opponent (with Empowering Chains). Given that Major Expedition is most useful for stamina builds in PVP as an escape tool, this is a very awkward design from a stamDK perspective. If I'm using medium armor a bow in PVP, this isn't such a big deal, but many stamDKs use heavy armor and no bow (just like stamWards). StamWards aren't pigeon-holed into a single build and playstyle in order to gain non-awkward access to this buff.
- Major Fracture: StamDKs have this debuff attached to a very small DOT. StamWards have this debuff attached to enormous burst damage. Solution: buff the damage of Noxious Breath.
- Major Defile: DKs have Standard, which has the potential to be a strong skill in PVP: for 250 ultimate, we get a PBAOE that applies Major Defile. The problem is that, on PTS, this comes at the cost of disabling DKs' main sustain and survival tool (ult regen) for 25 seconds -- an eternity in PVP. No self buff or enemy debuff could possibly be worth disabling ult gain on a DK in PVP. It's especially tough to think about using this skill as a stam DK, since I know that if I just played my stam Warden, I could have an AOE Major Defile for paying only 3240 magicka instead of 250 ultimate, and without disabling my ult regen. Solution: allow ult regen while Shifting Standard is up. (Would this be strong? Yes. But it wouldn't be overpowered, as there will always be a viable defense against Standard: CC the DK and stay mobile. Besides, there's nothing wrong with enabling a strong counter to the current heal-and-block-and-block-and-heal meta.)
- Major Resolve and Major Ward: This is the one place where I think stamDKs come out ahead of stamwards. StamDKs get these buffs for significantly less cost than stamwards, and while we don't get Minor Protection with it the way stamwards do, we do get +12% healing received. I'm very happy with the balance of Spiked Armor vs. Frost Cloak -- this should be a model for how stamDKs' and stamwards' other analogous skills should be balanced against one another.
- Self-healing: StamDKs get Green Dragon Blood: a capped heal that grants two Major buffs I already have from my tri-pots, as well as Minor Vitality. The Vitality would be nice, except that I can't afford to cast GDB because it's so expensive and I already spent all my magicka on Igneous Shield and Reflective Scales. Stamwards get Soothing Spores, the most powerful stamina-based class self-heal in the game, which does not consume their precious magicka pool (on the contrary, it replenishes it) and which can also heal allies. GDB is just not worth comparing to Spores in any way. Solution: make GDB work similarly to its magicka morph, Coagulating Blood: have it scale off max stamina and weapon damage, instead of being capped at 33% of missing health. Get rid of Major Endurance and Fortitude. Alternative solution: have it stay capped at 33% of missing health (at least this could get me out of execute range), but dramatically reduce its cost.
I don't want stamina DKs and stamina Wardens to be exactly the same, and of course I acknowledge that stamina Wardens should have some advantages that stamina DKs don't have (and vice versa). But what I don't understand is why so many of the great tools in the stamina Warden toolkit are just cheaper, more effective versions of what stamina DKs have. It's high time that stam DK was brought up to the level of stam Warden.
TL;DR: Playing as a stamina Warden feels great because I get access to most of the great buffs and advantages that I do as a stamina DK, except as a Warden I get them at a significantly reduced cost and with increased ease of access. As it stands now, stamDK feels like a more expensive stamWard with some different animations slapped on.
Some stamina Dragonknight PVP perspective:
For the past four months, the burning question whenever I play my stamDK (my first character, and still one of my favorite classes to play) has been: why not be a stamina Warden? Stamina Wardens possess virtually every tool in the stamDK kit, except with cheaper and more convenient access. Here's what I mean:
- Projectile defense: DKs have a 4-second defense (Reflective Scale) that can either reflect spells or grant a somewhat rare resistance buff, depending on morph. It costs 3780 magicka. Wardens have a 6-second or 3-projectile (whicever comes first) projectile defense that can grant Major Heroism and costs 2432 magicka. More importantly, it restores magicka on hit, paying for over half of its own cost. Why does a DK's reflect skill cost so much more than a Warden's? True, Reflective Scale has a benefit that Shimmering Shield doesn't (a truly damaging reflect), but it doesn't grant Major Heroism either. Face it, Reflective Scale is the same basic effect as Shimmering Shield but with equal or lesser utility at much greater cost. Why the greater cost? Solution: reduce Reflective Scale's cost by ~1K magicka.
- Major Mending: Now that my stamplar doesn't have Major Mending, it feels really good to be able to pop Igneous Shield and suddenly have an extremely potent Rally heal, especially since I usually run medium armor. The problem is that Igneous Shield is very expensive: 4050 magicka for a stamina DK is over 1/3 of my magicka pool. (Its great expense means it's difficult for this buff to be available at all when I need it most: in the midst of a long, drawn out fight when I'm hurting for resources.) There's an argument to be made that it should remain expensive, since it activates three powerful passive effects in addition to Major Mending. But the problem is that as a stamina DK, it's impossible to forget that a stamina Warden gets Major Mending attached to any heal at all times when they need it most, at no extra cost. It's great that Warden has such a strong passive, but it wildly outclasses DKs' access to Major Mending: I have to pay (a) a bar slot (b) a GCD (c) over 1/3 of my magicka pool in order to have a buff that Warden gets simply for using a heal when they need it most. Do the added benefits provided by the Earthen Heart passives really justify having to pay so much more for this buff than Warden does? Solution: reduce the cost of Igneous Shield.
- Major Expedition: Stamina Wardens get this buff (coupled with Minor Berserk!) whenever they want it, as long as they have the magicka for it. Stamina DKs get this only in situations when they are willing to gap close to an opponent (with Empowering Chains). Given that Major Expedition is most useful for stamina builds in PVP as an escape tool, this is a very awkward design from a stamDK perspective. If I'm using medium armor a bow in PVP, this isn't such a big deal, but many stamDKs use heavy armor and no bow (just like stamWards). StamWards aren't pigeon-holed into a single build and playstyle in order to gain non-awkward access to this buff.
- Major Fracture: StamDKs have this debuff attached to a very small DOT. StamWards have this debuff attached to enormous burst damage. Solution: buff the damage of Noxious Breath.
- Major Defile: DKs have Standard, which has the potential to be a strong skill in PVP: for 250 ultimate, we get a PBAOE that applies Major Defile. The problem is that, on PTS, this comes at the cost of disabling DKs' main sustain and survival tool (ult regen) for 25 seconds -- an eternity in PVP. No self buff or enemy debuff could possibly be worth disabling ult gain on a DK in PVP. It's especially tough to think about using this skill as a stam DK, since I know that if I just played my stam Warden, I could have an AOE Major Defile for paying only 3240 magicka instead of 250 ultimate, and without disabling my ult regen. Solution: allow ult regen while Shifting Standard is up. (Would this be strong? Yes. But it wouldn't be overpowered, as there will always be a viable defense against Standard: CC the DK and stay mobile. Besides, there's nothing wrong with enabling a strong counter to the current heal-and-block-and-block-and-heal meta.)
- Major Resolve and Major Ward: This is the one place where I think stamDKs come out ahead of stamwards. StamDKs get these buffs for significantly less cost than stamwards, and while we don't get Minor Protection with it the way stamwards do, we do get +12% healing received. I'm very happy with the balance of Spiked Armor vs. Frost Cloak -- this should be a model for how stamDKs' and stamwards' other analogous skills should be balanced against one another.
- Self-healing: StamDKs get Green Dragon Blood: a capped heal that grants two Major buffs I already have from my tri-pots, as well as Minor Vitality. The Vitality would be nice, except that I can't afford to cast GDB because it's so expensive and I already spent all my magicka on Igneous Shield and Reflective Scales. Stamwards get Soothing Spores, the most powerful stamina-based class self-heal in the game, which does not consume their precious magicka pool (on the contrary, it replenishes it) and which can also heal allies. GDB is just not worth comparing to Spores in any way. Solution: make GDB work similarly to its magicka morph, Coagulating Blood: have it scale off max stamina and weapon damage, instead of being capped at 33% of missing health. Get rid of Major Endurance and Fortitude. Alternative solution: have it stay capped at 33% of missing health (at least this could get me out of execute range), but dramatically reduce its cost.
I don't want stamina DKs and stamina Wardens to be exactly the same, and of course I acknowledge that stamina Wardens should have some advantages that stamina DKs don't have (and vice versa). But what I don't understand is why so many of the great tools in the stamina Warden toolkit are just cheaper, more effective versions of what stamina DKs have. It's high time that stam DK was brought up to the level of stam Warden.
TL;DR: Playing as a stamina Warden feels great because I get access to most of the great buffs and advantages that I do as a stamina DK, except as a Warden I get them at a significantly reduced cost and with increased ease of access. As it stands now, stamDK feels like a more expensive stamWard with some different animations slapped on.
dks need vampire to sustain aswell they have to have 20% regen as a crutchAnne_Firehawk wrote: »Cauterize: Cauterize your wounds, healing yourself for X over Y seconds and removing 2 negative effects.
Would be still inferior to Templar Purge but would actually allow nonVampire DKs.
lucky_Sage wrote: »dks need vampire to sustain aswell they have to have 20% regen as a crutchAnne_Firehawk wrote: »Cauterize: Cauterize your wounds, healing yourself for X over Y seconds and removing 2 negative effects.
Would be still inferior to Templar Purge but would actually allow nonVampire DKs.
ZOS_Wrobel wrote: »We’d like to briefly touch on some feedback we’ve seen for this class. First, we’ve seen some of you mention that Petrify is more appealing than Stonefist since it’s more reliable. To help address this, we’ll be decreasing the melee range for Petrify so it covers a slightly smaller area – this will also make it slightly harder to apply to the enemy to make up for the increased power level of Petrify. We’ve also seen requests to improve some of the unpopular morphs such as Fragmented Shield, Reflective Plate, and Cinder Storm among others; we’ll take a look and see what we can do to improve these in the future.
We also understand many of you would like to see Inferno deal AoE damage. However, we feel Dragonknights have sufficient options with Ash Cloud, Dark Talons, Inhale, and Fiery Breath. Lastly, we’ve seen the feedback that Cauterize ticks too slowly while healing other low-health allies. We’re going to look into this more, but aren’t planning to make any changes at this time.
Thanks for taking the time to post your feedback. We appreciate it, and would love for you to keep the conversation going.
ztyhurstub17_ESO wrote: »ZOS_Wrobel wrote: »We’d like to briefly touch on some feedback we’ve seen for this class. First, we’ve seen some of you mention that Petrify is more appealing than Stonefist since it’s more reliable. To help address this, we’ll be decreasing the melee range for Petrify so it covers a slightly smaller area – this will also make it slightly harder to apply to the enemy to make up for the increased power level of Petrify. We’ve also seen requests to improve some of the unpopular morphs such as Fragmented Shield, Reflective Plate, and Cinder Storm among others; we’ll take a look and see what we can do to improve these in the future.
We also understand many of you would like to see Inferno deal AoE damage. However, we feel Dragonknights have sufficient options with Ash Cloud, Dark Talons, Inhale, and Fiery Breath. Lastly, we’ve seen the feedback that Cauterize ticks too slowly while healing other low-health allies. We’re going to look into this more, but aren’t planning to make any changes at this time.
Thanks for taking the time to post your feedback. We appreciate it, and would love for you to keep the conversation going.
So because Stonefist is not a particularly effective skill you are going to nerf Petrify to make Stonefist look better? I don't think that is exactly what we were asking for...
ZOS_Wrobel wrote: »We’d like to briefly touch on some feedback we’ve seen for this class. First, we’ve seen some of you mention that Petrify is more appealing than Stonefist since it’s more reliable. To help address this, we’ll be decreasing the melee range for Petrify so it covers a slightly smaller area – this will also make it slightly harder to apply to the enemy to make up for the increased power level of Petrify. We’ve also seen requests to improve some of the unpopular morphs such as Fragmented Shield, Reflective Plate, and Cinder Storm among others; we’ll take a look and see what we can do to improve these in the future.
We also understand many of you would like to see Inferno deal AoE damage. However, we feel Dragonknights have sufficient options with Ash Cloud, Dark Talons, Inhale, and Fiery Breath. Lastly, we’ve seen the feedback that Cauterize ticks too slowly while healing other low-health allies. We’re going to look into this more, but aren’t planning to make any changes at this time.
Thanks for taking the time to post your feedback. We appreciate it, and would love for you to keep the conversation going.
ZOS_Wrobel wrote: »We’d like to briefly touch on some feedback we’ve seen for this class. First, we’ve seen some of you mention that Petrify is more appealing than Stonefist since it’s more reliable. To help address this, we’ll be decreasing the melee range for Petrify so it covers a slightly smaller area – this will also make it slightly harder to apply to the enemy to make up for the increased power level of Petrify. We’ve also seen requests to improve some of the unpopular morphs such as Fragmented Shield, Reflective Plate, and Cinder Storm among others; we’ll take a look and see what we can do to improve these in the future.
We also understand many of you would like to see Inferno deal AoE damage. However, we feel Dragonknights have sufficient options with Ash Cloud, Dark Talons, Inhale, and Fiery Breath. Lastly, we’ve seen the feedback that Cauterize ticks too slowly while healing other low-health allies. We’re going to look into this more, but aren’t planning to make any changes at this time.
Thanks for taking the time to post your feedback. We appreciate it, and would love for you to keep the conversation going.
ZOS_Wrobel wrote: »We’d like to briefly touch on some feedback we’ve seen for this class. First, we’ve seen some of you mention that Petrify is more appealing than Stonefist since it’s more reliable. To help address this, we’ll be decreasing the melee range for Petrify so it covers a slightly smaller area – this will also make it slightly harder to apply to the enemy to make up for the increased power level of Petrify. We’ve also seen requests to improve some of the unpopular morphs such as Fragmented Shield, Reflective Plate, and Cinder Storm among others; we’ll take a look and see what we can do to improve these in the future.
We also understand many of you would like to see Inferno deal AoE damage. However, we feel Dragonknights have sufficient options with Ash Cloud, Dark Talons, Inhale, and Fiery Breath. Lastly, we’ve seen the feedback that Cauterize ticks too slowly while healing other low-health allies. We’re going to look into this more, but aren’t planning to make any changes at this time.
Thanks for taking the time to post your feedback. We appreciate it, and would love for you to keep the conversation going.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
ZOS_Wrobel wrote: »We’d like to briefly touch on some feedback we’ve seen for this class. First, we’ve seen some of you mention that Petrify is more appealing than Stonefist since it’s more reliable. To help address this, we’ll be decreasing the melee range for Petrify so it covers a slightly smaller area – this will also make it slightly harder to apply to the enemy to make up for the increased power level of Petrify. We’ve also seen requests to improve some of the unpopular morphs such as Fragmented Shield, Reflective Plate, and Cinder Storm among others; we’ll take a look and see what we can do to improve these in the future.
We also understand many of you would like to see Inferno deal AoE damage. However, we feel Dragonknights have sufficient options with Ash Cloud, Dark Talons, Inhale, and Fiery Breath. Lastly, we’ve seen the feedback that Cauterize ticks too slowly while healing other low-health allies. We’re going to look into this more, but aren’t planning to make any changes at this time.
Thanks for taking the time to post your feedback. We appreciate it, and would love for you to keep the conversation going.
ZOS_Wrobel wrote: »We’d like to briefly touch on some feedback we’ve seen for this class. First, we’ve seen some of you mention that Petrify is more appealing than Stonefist since it’s more reliable. To help address this, we’ll be decreasing the melee range for Petrify so it covers a slightly smaller area – this will also make it slightly harder to apply to the enemy to make up for the increased power level of Petrify. We’ve also seen requests to improve some of the unpopular morphs such as Fragmented Shield, Reflective Plate, and Cinder Storm among others; we’ll take a look and see what we can do to improve these in the future.
We also understand many of you would like to see Inferno deal AoE damage. However, we feel Dragonknights have sufficient options with Ash Cloud, Dark Talons, Inhale, and Fiery Breath. Lastly, we’ve seen the feedback that Cauterize ticks too slowly while healing other low-health allies. We’re going to look into this more, but aren’t planning to make any changes at this time.
Thanks for taking the time to post your feedback. We appreciate it, and would love for you to keep the conversation going.
Conclusion:
Making suggestions in a feedback thread is bad for your class.
It truly is a sorcs world isn't it.
Toc de Malsvi wrote: »
Exactly, basically just pray that Wrobel in his almightyness decides to bless your class with power. Or re-roll Sorc.
It truly is a sorcs world isn't it.Toc de Malsvi wrote: »
Exactly, basically just pray that Wrobel in his almightyness decides to bless your class with power. Or re-roll Sorc.
The hallmark sorc damage ability just got gutted, making the class far less lucrative in both 1vX and 1v1 situations. But as I have known all along, sorc hate isn't rooted in knowledge or logic, its a vandetta.
No matter what changes, the people who get rekt by sorcs will continue to complain.
It truly is a sorcs world isn't it.Toc de Malsvi wrote: »
Exactly, basically just pray that Wrobel in his almightyness decides to bless your class with power. Or re-roll Sorc.
The hallmark sorc damage ability just got gutted, making the class far less lucrative in both 1vX and 1v1 situations. But as I have known all along, sorc hate isn't rooted in knowledge or logic, its a vandetta.
No matter what changes, the people who get rekt by sorcs will continue to complain.
Rohamad_Ali wrote: »Cutting off someone's arms so they appricate their feet is a strange approach .