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Ogull

Legendary Mentor
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Posts posted by Ogull

  1. 8 hours ago, Filipe Ramon said:

    the fact that you have to keep clicking on the skill, as as a tank you have to focus on keeping the monsters focused on you.

    Yes! That's what I've been trying to say for the longest time

     

    8 hours ago, Filipe Ramon said:

    In the case of this skill the most practical way to adjust would be to turn it into passive as a lasting defense (5% *10 stacks). What would not be so Overpower compared to other Tank classes and would make sense in the DK's kit,

    This is another wonderful suggestion for the skill :clapping:and the more we give our suggestions regarding the skill, the more likely for it to change

     

    8 hours ago, Filipe Ramon said:

    It's amazing how great the class's skills are, but they're extremely nerfed.

    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. 12 minutes ago, Kaesarz said:

    I'm not against any changes they decide against the paladin, but the sacred shield is the only skill that makes the paladin useful as a semi-tank, and the only defensive skill that actually works as a defense.

    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. 7 minutes ago, Speedom said:

    Btw, paladin dmg reduction is trash because at 4/4 with 50% hp, they only get 10% reduction. However, they do have a better way of tanking with hp build. Paladins always needed a healer unless the player money dumps into it. Trust me, paladins are not that strong as a tank without strong investment.

    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:pensative:

    7 minutes ago, Speedom said:

    Besides, bring a healer into the party. Tired of hearing "healers are useless now".

    we can always nerf all other tanks to the level of dks :cat2: then you will have 3 classes worth of people complaining instead of 1

  4. 7 hours ago, Santa Claus said:

    We already have dark shield and i dont see reason why would we need same skill again . In my opinion blood should have more duration or less cd.   This skill is it doesnt work while u are stunned bcs u cant activate it so it wouldnt be a problem to deal with it and wont  be so op.

    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.

     

    8 hours ago, Santa Claus said:

    Aura seems good but doesnt give much value to spent x3 skill point on it (bcs u cant perma cycle if u dont max it).

     

    15 hours ago, Fortuno said:

    Which is 15% increase, which is neglibile. Frankly speaking, it's a joke.

    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 :piggy:

    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???

     

    6 hours ago, Speedom said:

    The ones that have high defense are the ones complaining of not have a good heal skill because they want to go to dg without a healer.

    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

     

    1 hour ago, Fortuno said:

    Shaman's get to remove debuffs, DK's get nothing really.

    you shouldn't compare a healing/supporting class to a tank class in term of what they got or can do

     

    1 hour ago, Fortuno said:

    Give 'em something alright?Like a def increase depending on skill level(maybe 10,20,30,40% numerical value increase for some time)

    death knight. like other tanks. doesn't need armor increase. we already got aura of hatred for that

     

    1 hour ago, Fortuno said:

    or maybe even heal the Deathknight(5,10,15,20% of maximum HP, could be op but numbers can be toned down), because heck, even barbarians now can heal up to 2k and get extra damage buff on top of it. Because seriously if saturation and vamp gear, or sacrificing other stats for life regeneration to make the most of Secret reserves are the only ways to go, then I'm sorry but it's just pure rubbish.

    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. 1 hour ago, Holmes said:

    Other changes

    • The portal leading to the reward chest in the Mermen Sanctuary dungeon is now available immediately after killing all the monsters, you do not need to interact with Kreneida;
    • Improved the logic for sorting items in some bag categories;
    • The maximum number of displayed rows of slots in the castle warehouse, personal warehouse and guild warehouse has been increased to 6;
    • Fixed a bug due to which for summoned with skills pets' resistance was not taken into account when calculating the power of a critical strike;
    • The difficulty of the mythical level of the Colosseum of Champions dungeon has been adjusted: the monsters “Water / Earth / Fire / Air Totem” have been issued a new skill that applies a negative effect on the main target of the attack. It significantly reduces the main attack parameters of the character.
    • Fixed a bug due to which the effect of the mushroom in the mythical level of the dungeon "Sea Tramps' Lair" did not apply to all party members;
    • Set skill “Thirst for Life” no longer works from reflected damage;
    • Fixed incorrect display of hairstyles for some open-top suits;
    • Added new spawn animations for most of Arinar's monsters;
    • Changed how the dungeon window works. Now, you can open the entrance window to the dungeon as part of a group, even if you are not its leader;
    • Fixed a bug due to which the guild skills learned on a dedicated territory during the event worked incorrectly.

    THIS IS THE BEST!  y6.gif.ac2386bf71da88df88f00b577df55ca4.gify6.gif.ac2386bf71da88df88f00b577df55ca4.gify6.gif.ac2386bf71da88df88f00b577df55ca4.gif

  7.  

    1 hour ago, AntraxXL said:

    so blood protection + secret reserves would handle holding damage?

    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

     

    1 hour ago, AntraxXL said:

    I would get 186 health regen, how much health would I heal with secret reserves 4 /4?

    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

     

    1 hour ago, AntraxXL said:

    I don't go to dungeons much, I was just an easy coliseum, a hard berengar tower, a hard corrupt garden, a hard termite mound and a mythical tree of the seasons, sea I know I can't because I still don't have lasting defense, but how far can I go in technopolis and coliseum?

    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

  8. 31 minutes ago, Khrone said:

    What about Templar's Mantra?

    I don't remember if it depends on magic damage or HP, but... 

    You can also increase both of them with potions, scrolls, etc

     

    On 8/30/2021 at 2:22 PM, yinglun said:

    Dk's reserve skills can be enhanced by potions and castle scrolls and castle potions, so I think its basic attributes should be low.

    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

  9. 6 minutes ago, Arthas said:

    And reaching 500+ Achiev. Medals with just time and effort is possible without spending a dime.

    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

  10. 4 hours ago, Arthas said:

    NPC 1 - Maliat Elves Reputation 5000/5000            + 350 Achiev. Medals

    NPC 2 - Tlalocs Reputation 5000/5000                    + 400 Achiev. Medals

    NPC 3 - Garou Anzu-ihri Reputarion 5000/5000     + 450 Achiev. Medals

    NPC 4 - Trolls of Tom-Lugu Reputation 5000/5000 +500 Achiev. Medals

    NPC 5 - Thunderbird Pirates 5000/5000                  +550 Achiev. Medals

    i like the idea but the requirement seems a bit to much, specially the medals

  11. 8 hours ago, Filipe Ramon said:

    DK's cure comes from his Vampirism.

    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

  12. 2 hours ago, Higgings said:

    DK has been nerfed on his dmg part. The tankiness part was "buffed" (with little to no results) but in comparison with his colleagues he is definitely the weakest.

     

    You see a DK tanking high level content thanks to:

    •Pure statistics (parry/block)

    •Mermen Set

    •Libraries 

    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

  13. 6 hours ago, Andlu said:

    Why is there a player limit in each castle? Why do thrones have low hp?

    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

  14. 2 hours ago, Andlu said:

    Not evolving a guild is the worst possible option. The game is competitive, I agree that a level 12 guild can fight with all the forces it has conquered.

    But we come back to the same argument, what is the point of a level 3 guild signing up for a castle?

    The way it is now, let only level 10 and 12 guilds fight. And block all other levels.

    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

  15. 14 minutes ago, Drakoknight said:

    Or just use the same system that's in place for 5v5 arena and make the attackers a temporary level 12 guild (buffs and stuff like that) 

    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

  16. 13 hours ago, Andlu said:

    But the main point that I want to draw attention to is, to make it meaningful for lower level guilds to go to the castle. Because currently no level 3 to 6 guilds can compete. So I have no reason to try.

    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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