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Everything posted by Ogull

  1. are you serious??? dk is a tank as much as any other tank as well as a class that wield a shield, ofc he uses block. by your logic before stone skin was buffed it didnt make sense for a barbarian to build block cuz he didnt have a skill that benefit from it paladin already has a skill that reduce damage based on amount of hp left "Inner Force" and its the worst skill the class have.
  2. ok... snow falling in the last day of Halloween, indicating the coming of snow is the coolest thing ever. it look so charming
  3. this is a really amazing suggestion! really well thought out! my problem with this skill besides the low duration is the fact that when activated i will block/parry most attacking during its time making the skill quite inefficient. a really nice way to buff the skill as well as incorporate a defensive stat into it and make it more "required" for dk. if someone manage to get 3 stack which is quite easy then you will get 16 seconds duration on the skill! with its cooldown being 22sec you could make it permaused with enough cooldown reduction everything suggested here is really nice and a fresh take on the dk problem. really well done!
  4. the outcome wont change regardless, in both ways you will have fire under your target 1 skill out of over 100 still got used even after being resisted would make resist skills useless :/. like you said they could just stun or silence the dk and walk off of it, again. regardless of what you said or i did, the outcome would still be the same... having cursed zone under your target. what i merely suggested was that the 25% bonus damage stays but the cursed zone will get used regardless if the target resisted the skill or not, this would also fix the problem with the skill not working on war flags, gvg pylons, castle door etc.
  5. i would say to keep the 25% more damage, but make it so that if the skill gets resisted, then it will skip the 25% more damage and place the cursed zone immediately
  6. to be honest, if he's flexing i am totally ok with it. if he realized his class power and came to bring awareness to it then i would be extremely surprised
  7. these are all unique and really well thought out effect, really great suggestion. thou some numbers seem a bit to much... for example, a 16% damage increase to all target effected by fateful connection seem a bit to much, this could become overpowered really fast considering this effect last 30secs and legion AoE prowess... maybe the initial target gets 16% and all target effected by fateful connection gets half that? i like this effect specially
  8. nice job! due to there being a lot of sets of gear with physical armor as the first set bonus, dk as well as any other heavy armor wearing class. can reach considerable amount of armor, showing that paying real money or having +10 gear is not really needed to play the game and enjoy it also at 1:10 secret reserve did a really great job
  9. Ogull


    found the weeb!
  10. this is exactly the problem with the class, a class that excel at 1v1 won't find much use in a game that disencourage 1v1 and try to move away from it, regardless the class is really good in PvP but need better improvement in PvE. i don't necessarily agree with this post suggestions, but rogue superiority in PvP shouldn't hinder their progress in PvE.
  11. Yes! That's what I've been trying to say for the longest time This is another wonderful suggestion for the skill and the more we give our suggestions regarding the skill, the more likely for it to change I agree. The class skills are amazing and unique, but the bad numbers make this class a disappointed for anyone new trying the class
  12. i agree. scared shield is the only defensive skill paladin has, if for some reason the skill is getting a nerf, inner force should get a buff to make up for it
  13. i agree inner force is trash, but i was talking about scared shield. beside if a paladin have access to a castle and its potion, then lord have mercy on any healer that tries to heal more than them, but even without them still a 10sec heal is way better than a 2minutes 1 we can always nerf all other tanks to the level of dks then you will have 3 classes worth of people complaining instead of 1
  14. again. the point i was trying to get at is that you can't have an increase in duration or a decrease in cd while keeping 50% damage reduction the same. the skill will completely be unfair. if we give the skill a 12sec duration or a 18-15sec cooldown, dk will have, with enough work. permanent 50% damage reduction(even if the skill will have at most 2-3sec in between uses), the last thing we want is a repeat of warden's permanent 50% damage reduction. you need to think outside of the skill alone. if we only give a buff to the skill without a decrease in anything, then dk's with 50% damage reduction + dark shield + 30/25% damage reduction from mermen will start popping up and not being killed by anyone and will become the new town tank. I more than anyone wants a buff to dk, but we gotta be reasonable here. the skill gives me ~1540 armor, which i find quite nice. the skill gives 15% increase for a whole 45sec, as far as i know, no other tank got such an ability except paladin. and even that only increase armor if what you are asking for is a skill that makes you able to tank without regard to gear, other stats and skills then i don't know what to say also, lets not forget that the skill also gives 15% damage increase as well for... again, a WHOLE 45 SECONDS, if your asking for a increase in armor, what would happen to the damage increase? are you fine with it being removed? does it stay the same? or are you asking for both of them to be increased??? no. what we are complaining about is, why are every other tank capable of going to a dg without healer while dk can't? why every other tank got a permanent damage reduction skill(mostly a passive that doesnt even need a skill slot or mana) while dk only get a 8sec damage reduction? why every other tank got at most 45sec heal while dk have 2 minute heal? what we are asking for is for dk to be placed in the same level as what his colleagues tanks can do, it is a well known fact that dk is a 1 vs many tank, that shines the most when tanking horde of mobs. however recently the game is going for low amount of really strong mobs with stuns and highly damaging skills, endgame content is becoming insufferable for dk, the more and more you play your dk the more and more you come to realize that, specially at endgame raid bosses and dgs I'll say it again. what dk needs the most is sustainable continues/permanent damage reduction as well as a better form of healing.
  15. death knight need something for sure, but you are giving bad examples. improving blood protection IMO shouldn't be with new effect to the skill but rather rebalancing of numbers you shouldn't compare a healing/supporting class to a tank class in term of what they got or can do death knight. like other tanks. doesn't need armor increase. we already got aura of hatred for that now we are talking! i have said this many times and will say it again now that there is a rebalance update soon. what death knight needs the most is a form of healing and better damage reduction. and all that can be achieved with slight change in dk skill numbers with blood protection: (remember! this is just an opinion, and a way to fix a problem) demanding a increase in duration or decrease in cooldown without taking effect in account is unfair. so if we need to change either duration or cooldown, we need to change damage reduction as well. warden has a continues active that give them 25% damage reduction, paladin has a passive that increase damage reduction with health, barbarian has a passive that give them 80% damage reduction for couple of hits. with that in mind, my suggestion for blood protection is for the skill to give 10% / 15% / 20% / 25% damage reduction but increasing the duration to a 15sec / 20sec / 30sec / 45sec with a 60sec cooldown. now this gonna change several things with the dk. 1- having these duration and cooldown will sync the skill with saturation and aura of hatred as all 3 skills will have a somewhat similar duration/cooldown. 2-making the skill have as much as 45sec duration will allow the death knight. with enough cooldown reduction. to perma-use the skill. effectively placing the death knight in the same pedestal as the other tanks. while the skill will not be permanently active. death knight can still get a way to do so. saturation: IMO the skill is good the way it is, it gives 25% life steal! a broken amount of a broken stat for 15 seconds at max level. my only complain with the skill is the 10% max health consumption. why would this skill need such restriction to it? what does that 10% supposed to achieve? from what i see.. there is no reason what so ever to have that extra thing to that one skill in the entire game. secret reserve: if the next balance update do things right with the dk. then 2 paths will open in term of healing for the dk. a dk could either cure themselves with saturation and lifesteal or they could cure themselves with secret reserve and health regeneration. secret reserve numbers are actually really good, a dk that goes the path of secret reserve with around 350hp regen can get as much as 1k heal every 1.7 seconds for 12sec ! this might seem amazing but what makes this skill really awful is their 2 minute cooldown! yes 2 minute cooldown. with no way to reduce that time, dk has to wait 2 minute to get healed again. this is really bad considering dk need to fully invest in health regeneration to get such numbers. throwing both life steal stat and other defensive/offensive stats. secret reserve need a change in cooldown mechanic. in the end. the only thing keeping death knight from failing as a tank in end game is mermen gear, +10 and libraries, as skills had failed us.
  16. yeah but they are allowed to have female costumes, and magically have breasts this game logic is killing me should be a feature at this point to be honest
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