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Old 05-26-2007, 03:10 PM   #21 (permalink)
velzevul
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thank you everyone who participated in this discussion, I know it went a long time, and also I appologize for some out of place suggestions I have made on my part.

However I just wanted to state how good it felt to be almost a part of the class re-design team in a small way that we all were. I think everyone walked away from that meeting with a feeling of great satisfaction.

And overall I was just happy to hear all of your voices guys, from now on, when I read your posts I will hear the voice behind them, which I think is a very cool thing.

FYI My accent is Ukrainian )) dont you screw it up!
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Old 05-26-2007, 03:31 PM   #22 (permalink)
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Something that was missed off the notes - you need to update the stances section with:

Shadow Meld - Change to +5% Block and +5% Parry, scaling up to 10% as DC rises.

Under the 'otherwise' section.
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Old 05-26-2007, 03:36 PM   #23 (permalink)
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On the DC stuff, I think that we ought to include the bugs (Damage increase and crit increase intermittently not working, etc) in there as those are things that could possibly be fixed in the short term while we wait on the recode that is inevitably going to have to happen for fixing the way the ability behaves.
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Old 05-26-2007, 04:34 PM   #24 (permalink)
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My only concern that isn't addressed there is to ensure we are in fact generating enough hate compared to warriors. A forced crit ability would do this, but we gotta make sure we are on par with them on this issue.

Thanks for having me, if only for the first hour ... had I known it would be 7 hours I probably could have made the last hour! Never even considered you'd be at it that long.

Great job, good work, was nice 'meeting' you all in Vent
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Old 05-27-2007, 01:57 AM   #25 (permalink)
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Hey I found a couple of other corrections to make to the list:

Bleak Foeman - Damage is often still taken when this skill is successfully used. Should be checked for bug etc.

Devour Mind - Change level progresion to every 10 levels (like devour str) rather than every 12. Making it's progression 30, 40, 50


Shadow Step - often fails when it shouldn't


Symbols - The issue with symbols having a duration/dropping after a certain period of time is an across the board issue with all three symbols.
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Old 05-27-2007, 05:27 AM   #26 (permalink)
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One thing I forgot to bring up that has been troubling me for some time is the fact that we are wealth of abilities is constricting. What I mean is that the majority of our abilites are situational or reactive rather than proactive.

Chains, reactive. You crit you react.

Cull Harrow, reactive based on when you need a boost in health.

Counter attacks, reactive. You block you have a choice to counter.

Word of Doom, Situational use it when its up or hold on to it for specific timed dmg gain.

Scythe of Doom, Situational multiple mob pull.

Torture to week for any realy gain.

etc etc.

The only thing we realy have is Vexing Strike and to a more limited degree Malice.

I feel that would should have one or two more any times or constant abilities.

I was thinking of asking for one melee and one spell.

Spell would be just a DD spell equal to that of a special melee attack, how ever would be on a refresh similar to Malice so that you could continualy use it.

The melee attack another simple special along the lines of Malice and Vexing stirke, an any time. I wanted to add hate on this ability instead of DC like malice and VS. As we have no normal melee that has hate attached to it. This also would balance the curent spec lines of the DK, INT spec would get more out of the hate gen on Provoke, STR spec would get more out of the hate gen on this new melee Attack, Both spec would have a little extra hate gen from a new abilitiy.

As the same goes for dmg, INT spec would get more dmg out of the spell and STR would get more dmg out of the melee attack. Still balancing amoung the spec line how ever benificial to both spec's.

What are all your thoughts?
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Old 05-27-2007, 09:20 AM   #27 (permalink)
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I like it Xaices. What I think would be cool is if the spell we got did a moderate DD, but also debuffed the mob so that they take more damage from exploiting weaknesses, and then if we were able to exploit our own soul wracked with the Melee ability.

Still keeps things pro-active but adds a fun combo element.
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Old 05-27-2007, 11:03 AM   #28 (permalink)
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I think it was a very productive evening. I wish I had even a fraction of the involvement from my Psionicist's class lead that we get from you, Xaices.

I love the idea of adding an "any time" DD. It would really go a long way towards rewarding the int spec'd DK's out there, and give them better agro generation since lifetaps at the moment are broken (fingers crossed on a fix there). My only request is to make it instant cast. Cast times on spells is killer for tanks, as I'm sure you well know. :wink:

Another idea I forgot to bring up at the meeting was a passive ability for DK's in line with Paladin's fear immunity and partial immunity to undead and fiends. I was thinking either an immunity/partial immunity to spiritual damage, or an immunity/partial immunity to debuffs. I'm sure you guys could come up with some more ideas along these lines.
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Old 05-27-2007, 03:27 PM   #29 (permalink)
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Quote:
Originally Posted by Xaices
One thing I forgot to bring up that has been troubling me for some time is the fact that we are wealth of abilities is constricting. What I mean is that the majority of our abilites are situational or reactive rather than proactive.

Chains, reactive. You crit you react.

Cull Harrow, reactive based on when you need a boost in health.

Counter attacks, reactive. You block you have a choice to counter.

Word of Doom, Situational use it when its up or hold on to it for specific timed dmg gain.

Scythe of Doom, Situational multiple mob pull.

Torture to week for any realy gain.

etc etc.

The only thing we realy have is Vexing Strike and to a more limited degree Malice.

I feel that would should have one or two more any times or constant abilities.

I was thinking of asking for one melee and one spell.

Spell would be just a DD spell equal to that of a special melee attack, how ever would be on a refresh similar to Malice so that you could continualy use it.

The melee attack another simple special along the lines of Malice and Vexing stirke, an any time. I wanted to add hate on this ability instead of DC like malice and VS. As we have no normal melee that has hate attached to it. This also would balance the curent spec lines of the DK, INT spec would get more out of the hate gen on Provoke, STR spec would get more out of the hate gen on this new melee Attack, Both spec would have a little extra hate gen from a new abilitiy.

As the same goes for dmg, INT spec would get more dmg out of the spell and STR would get more dmg out of the melee attack. Still balancing amoung the spec line how ever benificial to both spec's.

What are all your thoughts?

Xaices that would fit in perfectly with our discussion of having an ability that puts the bleeding effect on a target to exploit with Harrow and with Cull if we can get it set up to exploit bleeding as well.


You could have a spell - Rupture - which is a DD which puts the bleeding effect on a target and has a small residual dot effect.

It could do X amount of damage on cast, apply the bleeding effect and deal x amount for damage for a few ticks.


And/or we could have a me lee attack called Severing Strike or some such which either behaves the way I described 'Rupture' dealing x amount of damage then residually leaving bleeding and x damage for a few ticks. Or it could simply be a dot me lee attack which deals x amount of damage over a few ticks, which would add up to that of a standard me lee attack, maybe slightly more, and provide the bleeding effect.


So here we have:

Rupture: Spell, instant cast. X amount of instant direct damage. Deals X damage for say 3 ticks afterward. Puts Bleeding on target for it's duration.


Severing Strike: Melee attack. Deals X amount of instant direct damage. Deals X damage for say 3 ticks afterward. Puts Bleeding on target for it's duration.

OR

Severing Strike: Melee attack. Deals X amount of damage over 3 ticks (which adds up to equal to or slightly above a standard melee attack). Causes bleeding.


In addition Severing Strike could be the debuff we discussed which slows target attack speed.

The description could read something like "This attack severs your opponents limb/artery, cousing bleeding and partially incapacitating him".


Then it could be:

Severing Strike: Melee attack. Deals X amount of damage over x amount of time. Causes bleeding. Slows attack speed by x amount for x duration.




Another idea is a simple spiritually based direct damage spell which exploits soul wracked (being that two of our attacks put the soul wracked effect on a target).


It could be called Soul Spike or something

Soul Spike: spell - instant cast, deals X amount of direct spiritual damage. Exploits Soul Wracked.
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Old 05-27-2007, 07:01 PM   #30 (permalink)
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My 2 cents, is that I absolutely love a spell and another melee attack, I think we desperately need another ability like that.

An attack that adds more hate would be great, probably even better than my idea.

My idea is to have an attack that adds damage, or crit chance, based on DC, that we could start using more heavily once we have built DC up on a mob instead of Vexing Strike.

I like your spell concept, as well, particularly with the addition of adding a bleeding effect. Great idea. Perhaps the spell could have a +hate component added as well?
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