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Old 04-10-2007, 06:28 PM   #21 (permalink)
Garn
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Quote:
Originally Posted by Vaedar
Garn,

It isn't about me being better than everyone else because that certainly isn't the case. My complaint is that Sigil is slowly removing all of the things in VG that help make us all better gamers. Cull was one of those abilities that forced you to do a number of things: ask groupmates to use their stun abilities more often and planning ahead on setting up a stun attack to use Cull when soloing just to name a couple. Now, we simply have another button to push. How does that make us better?

I suppose we're just going to have to agree to disagree.
The only thing I know for sure that they have to impliment that will make us pay attnetion a bit more is the weakness system.

When planned out and sued correctly within a group setting this can go a long ways in making short work of mobs.

I didn't mean to jump down your throat. Maybe I just took it a little personal. I keep seeing these devs and others trying to get things squared away and when they do something that many of us asked for alot of others get pissed.

I'm just old school when it comes to how I approach situations. Even when I don't agree with them or it pisses me off you nor anyone else will know I'm pissed. You will only know that I disagree and why.

The old you catch more fly's with honey thing ya know
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Old 04-10-2007, 06:33 PM   #22 (permalink)
Nightmare
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I am a little bit afraid of the 1,5 sec cast time added to Cull. I play on PvP server and everything that is not instant cast has no use for me in PvP. We will see.
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Old 04-10-2007, 06:38 PM   #23 (permalink)
xythalia
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Quote:
Originally Posted by Garn
The only thing I know for sure that they have to impliment that will make us pay attnetion a bit more is the weakness system.

When planned out and sued correctly within a group setting this can go a long ways in making short work of mobs.
After they finish tweaking the classes, I can't wait for this system to be fleshed out, especially for dread knights. It is quite suprising that Ravaging Darkness has a weakness yet Vexing strike doesn't. It would be nice for our spells to create weaknesses as well. As of now, DKs are pretty poor at chaining with most classes
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Old 04-10-2007, 06:39 PM   #24 (permalink)
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I think this is a good start.


It addresses quite a few abilities that were previously nigh on useless and adds a new ability in an area that we were definitely deficient in.

I hope this is just the beginning, I can't wait to see what the future holds.



And for those that are actually complaining about the changes to Cull: What the heck is WRONG with you people? The ability was almost completely impossible to use in a group situation. It has now been altered to be more in line with it's original intent (any who were around in beta/early release know what I mean).

It will be interesting to see how the cast time will pan out. I would personally rather have had the spell given a recast rather than a cast time, but I can see the balance with them wanting the opportunity for it to be interrupted, thus making it a tactical decision on when to use it.


All in all good stuff.
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Old 04-10-2007, 07:03 PM   #25 (permalink)
Amerien
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Quote:
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I am a little bit afraid of the 1,5 sec cast time added to Cull. I play on PvP server and everything that is not instant cast has no use for me in PvP. We will see.
WOW! that...is funny...

Garn and Vaedar both make good points but i dont think changing cull is going to make that huge of a difference, Vanguard itself takes a bit more skill than other MMO's but it still has its easy points i agree that the weakness system is one of the only systems that makes you kind of pay attention everything else can be macroed to death.

to really get skill into a game they would need alot of other skills implamented in, Sympahteics help the casters melee could have something simular but i dont think its a DK issue thats the way the game is.

most other classes are also point, click, boom.
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Old 04-10-2007, 07:05 PM   #26 (permalink)
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Quote:
Originally Posted by Vaedar
Garn,

It isn't about me being better than everyone else because that certainly isn't the case. My complaint is that Sigil is slowly removing all of the things in VG that help make us all better gamers. Cull was one of those abilities that forced you to do a number of things: ask groupmates to use their stun abilities more often and planning ahead on setting up a stun attack to use Cull when soloing just to name a couple. Now, we simply have another button to push. How does that make us better?

I suppose we're just going to have to agree to disagree.
It just wasn't useful whatsoever though, the heal is too small to even want to ask your group to setup a stun imo.

EDIT: Because theres alot of other stuff that needs to be going on like taunting etc and keeping your aggro up. I don't know who you group with, but if I wasted time trying to pop a cull2 I'd totally screw myself. I can barely keep hate off my nec/sorc as it is.

EDIT AGAIN: I really just gotta say, even without the previously edited reason, the skill was just a waste of time. I was sad that I wasted my time to go get it out of graystone before, I naturally use what is necessary and I don't use cull except as an extra lifetap when otherstuff is cooling when I'm soloing and thats just really cus im bored and got the skill on my bar. I don't take enough damage to need a heal in a group setting and if enough mobs are on me to make me need the heal, cull is a total waste of time when compared to other things I could be doing in it's place.
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Old 04-10-2007, 07:16 PM   #27 (permalink)
Amerien
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i agree with you it wasnt beneficial enough in groups, solo it was ok. its why i never picked it up.

also trobule with agro?? huh? in my shadow stance i pull agro from warriors and paladins all the time with just pure dps and im specced OT not MT i usualy have to manage my agro so i dont steal it from them O.o
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Old 04-10-2007, 10:06 PM   #28 (permalink)
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- Dread Knight – Increased the damage on Word of Doom.
- Dread Knight – Lowered the refresh of Word of Doom to 5 minutes, down from 15 minutes
- Dread Knight – Increased the critical chance of Word of Doom

Not quite down to two minutes, and still can be resisted. How every your looking ata 25% dmg increase and a heafty chance to Crit when you do cast it.

- Dread Knight – Increased damage of Bane
- Dread Knight – Increased damage on Cull
- Dread Knight – Removed stun requirement on Cull
- Dread Knight – Cull now has a 1.5 second cast time, up from Instant cast
- Dread Knight – Increased the energy cost of Cull
The majority of posters won out on this one. Avair, myself and a few others actualy liked the stun component, but be it as it is looks like the most posters or vocal posters on Cull got the goods to have it removed.

To answer some of your questions on Cull
Cost will range ~200-~300 some where in that range depending on level etc.

Reuse is 10 seconds.

The damage increase is minor do not be expecting a word of doom nuke back in health.


- Dread Knight – Vile Strike no longer requires Dreadful Countenance level 3 to activate
DC Three requirement was taken out becuase it was causing a few buggs with this ability.

- Dread Knight – Vile Strike now has an energy drain component.
The energy drain is not masive but good enough to get your energy back up in a few chains should you chose to.

This ability does the same dmg it use to plus like ~300 of which that plus dmg is returned back to the Dread Knight in Energy.

- Dread Knight - Anguish no longer requires Dreadful Countenance level 3 to activate
Same thing on this caused to many bugs and problems so it was removed.

- Dread Knight – Anguish now deals damage over time, returning that health in energy to you.
Keeping in line with this chain this adds a little extra energy boost.

- Dread Knight – Added the new counter attack ability line Retaliate to all trainers.
From my understanding this counter is not effected by global timers, and no refresh. If you counter you can hit this any time, 150% dmg plus hate.

- Dread Knight – Increased the Hate addition on Incite.
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Old 04-10-2007, 10:52 PM   #29 (permalink)
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Sounds like sexy changes Xaices!

I'm very glad they eventually got around to to give Vile Strike and Anguish a reason to exist: The ability to siphon some mana (energy lol) is definitely a great and cool utility which should help the class a lot when no PSI is present in groups. Will have to see how effective this chain actually is going to be - or rather can't wait to try it out.

I'm most excited though about the new Retaliate line, which adds hate to the counter. It will certainly help with aggro and therefore is a most welcome addition.

Thanks for your efforts.
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Old 04-10-2007, 11:29 PM   #30 (permalink)
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Much awesome, thank you
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