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Ogull

Legendary Mentor
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Everything posted by Ogull

  1. 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
  2. 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
  3. 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
  4. 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.
  5. 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.
  6. 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
  7. this seems the most interesting, how many skill point will we be able to get?
  8. wouldn't it make more sense for the health/mana to be on top of the player portrayer/dmg and armor? great update
  9. it should keep you alive... for 8 seconds that is, you need to look afterward. can you stay alive for 2 minutes for the skill to be ready to activate again? if life steal is expensive for you then yes reserve is decent choice because health regeneration is easy to come by but its not a very reliable ability at max level the skill will multiply your health regeneration by x5, meaning if you have 186 regen then it will be 186 x 5 = 930 health regeneration. BUT you need to remember that health regeneration as well as energy regeneration will be cut in half when fighting something so the 930 that you had will be divided by 2 giving you 930 / 2 = 465 health regeneration. for more about the skill check this post if this is all that you are doing then it should be fine, you have decent amount of armor and defensive stats, i would say to work on your armor more... that solidity is a bit low. just remember! death knight can't survive alone without the help of a healer
  10. i might be reading this wrong but dk reserve does not work with castle potion(if we are talking about lifeforce potion), since reserve doesn't actually heal you but increase your health regeneration parameter, if it was the case then simply using castle potion would increase healing from your normal health regeneration which is not what's happening
  11. i have been annoyed by this for a while now and i cant be quite about it anymore! for god is my witness if this is not fixed i will riot! (for anyone that didn't get it... i am joking)
  12. but still reaching +500 medals isn't endgame. imagine if a new player join the game or someone make a new player, and reach max level in a month or two and get their gears ready. and reach what we call "end game" they would still be locked out of this dungeon for a loong time, cuz now they need to grind "achievements" of all things!. and some of these can be absolutely tedious to do. use 1000 scroll/pot/food, kill all raid bosses, win X amount of times in arena to name a few
  13. i like the idea but the requirement seems a bit to much, specially the medals
  14. surely dk can cure from vampirism, but effectively all other class can do the same. why is it that only dk need to relay on vampirism to cure? while other classes have other means of curing beside vampirism. FYI vampirism is not a good curing way for tanks, specially for dks, vampirism would look cool on a damager that crit 5k and cure 2.5k but not so much on a dk that can barely crit 1-1.5k. and i am talking about average run of the mail dks, not dks with with 12 rare skill books, or as dear @Higgings called them "libraries". these characters that are overly powerful CAN NOT be used as a benchmark for a class abilities or capabilities
  15. tbh stats can't give you much in term of tankiness, now mermen on the other side, my god! its like day and night, i can't believe how much a 30% constant damage reduction feels more reliable and good than a 50% for 8 seconds what dk needs the most right now in my opinion is a good healing ability. one like barbarian "battle fury", warden "block master" or paladin "heavenly light". it could be in the form of a new ability or a rework for reserve
  16. well in that case, like you saw a couple replays above, we need to buff the castles. both in gates hp and throne hp as well as the mobs protecting the castle so that each castle represent the weight of the task and reward for capturing it again. the point we are discussing is whether its "fair" to nerf higher level guilds and disable some of their abilities for the sake of a lower level guild, which i completely disagree with
  17. imagine creating a new character. working on it for years. leveling it up, buying gear for it, investing time on it. for then a new/weaker player to be like "Hey! that guy should be nerfed so that i can compete against him in the game content!" what the point of the time u spent? the work u did? just because a level 3 guild can participate in castle capture. doesn't mean all other guild must bend for that guild... seems extremely unreasonable to me
  18. same problem. why would i level up a guild if i can just get a lv3 guild and the system amp my guild to be equal with a lv12 one? castle wars are not arena, the stakes are different and the rewards are different. if u want to compete for castle capture simply level up your guild
  19. this is completely wrong and i cant agree with it in the slightest. are you telling me to disregard all the time, money, guild point and effort a lv12 worked toward for it to be disabled when fighting a lower level guild? if we are doing this for the sake of fairness. where is the fairness for the lv12 guild in that case? why would people care to even level up their guild if its gonna be disabled when fighting a lower guild? castles are end game content. i can't believe this is even an argument to be had lmao
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