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Old 02-10-2007, 11:58 AM   #81 (permalink)
Xaices
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Quote:
Originally Posted by labrat

interesting stuff

are they going to reduce the heals of a pally? if not why reduce our frontal life tap? so tiring when they doing this type of change.
Well have you know Avairs main is a DK. He laid witness to soloing Four 3dot yellow mobs with only the use of Scythe of Doom. In his eyes this was not its intent and Overpowered. It needed to be lowered in that respect. He wanted to me to ask the community and to test it my self if he had infact lowered it so much that the ability is now useless or still feasable to use in its original intent.

Its Intended use as described by Sigil. An ability to use in a multiple mob situation that would allow the DK to sustain life just long enough for the party to regain control of the situation. (Not Solo 4 x 3dot yellow mobs).

I do not have an answer on Pali Heals. I am almost certain that I will get the reply of well Harrow is a powerful tool etc.
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Old 02-10-2007, 12:31 PM   #82 (permalink)
labrat
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Quote:
Originally Posted by Xaices
Quote:
Originally Posted by labrat

interesting stuff

are they going to reduce the heals of a pally? if not why reduce our frontal life tap? so tiring when they doing this type of change.
Well have you know Avairs main is a DK. He laid witness to soloing Four 3dot yellow mobs with only the use of Scythe of Doom. In his eyes this was not its intent and Overpowered. It needed to be lowered in that respect. He wanted to me to ask the community and to test it my self if he had infact lowered it so much that the ability is now useless or still feasable to use in its original intent.

Its Intended use as described by Sigil. An ability to use in a multiple mob situation that would allow the DK to sustain life just long enough for the party to regain control of the situation. (Not Solo 4 x 3dot yellow mobs).

I do not have an answer on Pali Heals. I am almost certain that I will get the reply of well Harrow is a powerful tool etc.

Sure I think solo'ing 4 3-dots is a tad much but honestly what was the toon wearing for armor and what was in their hands for a weapon. Was the toon already twinked out? If so this is not a fair observation. The has ot be looked at very closely not jut oh my look at that, it was not meant to be like that.

Even mentioning harrow is saddening to read. They are basically making the class just another bland and unflavored tank in just another MMO. There is nothing unique, nothing that says wow this class is fun to play. Now should be take down 3 30dot mobs. no not at all. should we be able to as a tank withstand the onslaught of one 3 dot sure, two 3 dots for a few seconds taking out one and running for our lives with the second. nothing more above that.

Time and again I see just about every other class in the field, with untwinked characters, taking out 3 and even 4 dot mobs of same or even higher level mobs (necros, sorc, cloth wearers taking out high end group inteneded mobs solo all while wearing cloth?) rangers, bards and the list goes on and on and on. Yet he thinks its funny to see a class that is a pure armor wearing large weapon carrying class not be able to the same thing or even slightly less? This is a major issue in his designing mind. This is exactly why we so no fixes for our AoD or reduction in Mallice timer or WoD. This is why we are bascially spamming fools for Vexing.

Have you tested out scythe? What do you think? Was it over powered from the watered down disaster it was prior to launch? I can tell you that prior to launch the lowered down Scythe was a P.O.S that served little use outside of giving me another key on my board to hit instead of always spamming vexing strike (which basically is all we do now).

Now

**I think right now, they hate over time generated by torture is a real joke for building agro. Why are we the only tanker that gets a hate that is not instant generation but overtime? Not a good design decision.

**We have spells at resisted way too often even if you put points into INT. This further decreases our hate generation.

**The timers that they applied to two of our skills is really just a smack at the very design itdea behind DK, we generate hate via damage and with these timers that was smacked down. I undertand they are increasing hate across the board, but yet again that means we are still third class in hate generation, the other 2 tankers just move up in hate as well. what kind of fix is that? none.

**BF needs to be changed such that if can be used with a 2 Hand weapon. Why are we being forced as a class to use a shield. Are the purposefully trying to limit our ability to increase hate levels?

**Shadow step somethings says you are warped (not failed) you dont move and secondary attack (harrow) is un-castable. Have not locked down when where or why but it happens often enough that I notice it. May be terrian issue not sure.

**our finishers need to be placed back in a chain as they should be. The should not be single finishers, there is no reason why if both my finishers pop at lvl 18 that I have to choose one and never see the other pop up again. Wrack followed by incite should be the natural flow of the chain anytime a DK crits.

**we crit entirely too little. There are times I can go 30 minutes of fighting and not a single crit? WTF oh and before someone opens their mouth I have maxed what I can put into dex at every level plus have ear that carries it higher.

**DC takes entirely too long to raise once again. This was issue in beta was fixed and now is an issue yet again. It is our only buff which we cant apply prior to combat and have to raise while in the midst of battle. Reduce its requirements to increase. This would increase our hate generation significantly.

will keep looking at the class, I do what them to take DK wear they had it prior to launch, it was perfect and they had to meddle with the class which for the most part was working as intended and fully functional in group and solo content.

I just don't believe his main is a DK, I don't know why but I don't. That is just lip service, he gives us. If his main was a DK we would at the very least see fixes to our AoD which basically would fix much of the problems in groups and agro esspecially at higher DC
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Old 02-10-2007, 12:46 PM   #83 (permalink)
Niteflyx
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Soloing 4 3-dot mobs that are yellow? Wow. I have trouble on 3dot solo yellows.

For DC.. They're labeled as:

DC1= Rising Dread
DC2= Wave of Despair
DC3= Fell Aura

As I climb through the ranks of DC, I see the appropriate debuff attach itself to the mob I'm attacking. But once I get DC3, I still only see Wave of Despair, not Fell Aura, which should be the DC3 debuff applied to the mob. So is the mob not getting the appropriate DC3 debuffs?

Also, it seems like the debuff cancels somehow and gets reapplied a few seconds later, but that debuff can be absent for a swing or two, and that does matter.

Worth looking into?
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Old 02-10-2007, 02:11 PM   #84 (permalink)
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Wow. I totally agree with labrat on this one. Thanks for saving me from having to make a long post.

As for the soloing the four 3-dot yellow mobs. I would also like to have an idea what kind of equip he had, what kind of buffs he had, etc. I personally find that a bit far-fetched. Also the mob can make a difference too. I've fought some 3-dotters that are a hell of a lot easier than others, there is no way in hell I could ever take on 3 though. Then again, I'm only level 16 too...

Quote:
Originally Posted by Niteflyx
For DC.. They're labeled as:

DC1= Rising Dread
DC2= Wave of Despair
DC3= Fell Aura

As I climb through the ranks of DC, I see the appropriate debuff attach itself to the mob I'm attacking. But once I get DC3, I still only see Wave of Despair, not Fell Aura, which should be the DC3 debuff applied to the mob. So is the mob not getting the appropriate DC3 debuffs?

Also, it seems like the debuff cancels somehow and gets reapplied a few seconds later, but that debuff can be absent for a swing or two, and that does matter.

Worth looking into?
Yeah, I noticed that too. The DC icon attatched to the mob pops up, goes away, pops up, goes away. Dunno if that's intended. Highest one I ever see on it is DCII (Wave of Despari) as well. However, if I look up towards my buffs though, it shows DCIII (Fell Aura). Which leads to another question. Why is DC showing in our buff window of our UI and not our Maintained Abilities window? That confused me when I first started playing because I wasn't sure if my own DC affected the mob AND myself. I can understand our words, siphon strength, etc being in our buff window...because those are beneficial effects that are applied directly to us, but DC has no business being there. Yes it is beneficial, but it is not applied directly to our character...let alone the description can be confusing to a newcomer that they'll think it's an effect hurting them (like I wondered).

As for the whole icon showing and disappearing on the mob. My only explaination is that it pops up just to signify that you increased your DC on that attack...but I don't get why it only shows up no higher than "Wave of Despair." So is DC even working correctly? I don't know, I'm only speculating. Anymore I just follow the 'counter' to the left of the offensive target window because that seems to show what lvl your DC is at (each dot representing level and the red bar is progress towards the next level of DC).
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Old 02-10-2007, 02:54 PM   #85 (permalink)
Niteflyx
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I can die from an even con 3-dot mob if I'm not paying 100% attention, or a get a bad roll on lifetaps or crits. I have very good gear for my level(22) and it would kinda suck for my ae lifetap to get nerfed because of a DRK soloing 4 of those.. which.. yeah, I'm finding hard to swallow..
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Old 02-10-2007, 07:13 PM   #86 (permalink)
labrat
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Had more time to mull over this totally preposterous story of him witnessing the solo Dread Knight taking down 3 or 4 was it 3 dot mobs and I really am laughing to myself. This story goes right up with the story about their internal DPS parses showing Dread Knights as the single highest DPSing class over sorc and necro classes. LMAO that is how funny that thought is.

We never were at that point nor will we ever be at that point. The simple matter is they don't want Dread Knight to solo period.

Honestly he needs to set up a ventrilo or teamspeak sigil server, invite some of us there and have a real sit down, where he listens and really learns about the game he helped program but honestly has no clue what they programmed into the game. Will that happen. LMAO never but would be a right step in the right direction as a company and a game developer.

What makes things worse is I see sorc, necros, rangers, shamman, psionists, clerics, bloodmages, pallies, to name just the ones that catch my eye constantly soloing mobs 3 and 4 levels higher then them 2 and 3 dot mobs with absolute ease. No problems what so ever. It is funny they don't change those classes but find changing a class that is already borked and heavily broken.

/rant off

**they need to either make phantasmal blade castable in combat with a stun that last 30 secs and doesnt break no matter what or get ride of the F'ing skill already. This has to be the biggest joke of a spell of them all. Why oh why do they insist on ignoring the major issues with Dread Knight.

**RD seems to work maybe 10% of the time I cast it today out of 125 times. Broken and not working as intended. I am hoping it was just today or something but it seems to be a waste yet again.

**As a whole I think the class needs a major increase in mitigation or even possibly a major increase in dodge. Right now we are hit way too often and for way to much.

**I am not sure if its just me but with skills in my choosen weapon of the moment maxed. I still miss way way way too often. This needs to be looked at.

**again bleak foeman needs to work with 2 handed weapons. Stop limiting our damage which means less hate generation. Also stop limiting the variability in play style by forcing us to sword and board. LAME development angle once again.

Will keep posting things over and over and over. I know some is repeats but htey are issues. I appreciate xaices talking with the developer on this but honestly the guy needs to grow a man sized sac and start posting on these forums and in this thread.

Already I am starting to steer people clear of the game for issues related to this class, and how it is starting to look as if we don't see regular patches that correct blatent bugs within the game. Shoot the guild I am in we have already seen fifteen people leave the game for now with a strong opinion of never returning, this is not a good sign at all.
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Old 02-10-2007, 10:24 PM   #87 (permalink)
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played around with scythe of doom and so far the reduction in damage is a bit over kill.

as it is now it ranges between 80 and 90 according to tool tip.

verse mobs same level and 3 dot there is no way you can take 2 on. none at all. on a single encounter you have to watch what you are doing but with the right skill and luck you can take it down, but it requires a lot of work.

I would suggest xaices you ask that they increaes that range from 100 to 110. this would make it a useful skill but not overly powerful. even 95 to 105 would work.

In groups it is useful if the healer can pull a heal and you need that extra second of so to get heals off a 4 dot mob. Of course there is a bad with this skill if things are mezzed which is often the case in large battles, it breaks it all and agros a ton of stuff. lol
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Old 02-11-2007, 07:52 AM   #88 (permalink)
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The problem with using this skill in a group is that it generates next to no aggro on the mobs. Spamming this will get your healer or a superior cleaver (bard) in big trouble. As it is now, this skill cannot be used as it is intended as you would not be able to gain any control of a situation to be able to get it back under control again. You could regain life no problem, at the cost of your healers and DPS dying. I would also like to point out it's huge 40 endurance cost which basically makes it useless without Ravaging Darkness, which is on a 1 minute cooldown.

In solo, it works quite well. I wouldn't say I could solo 4 3dots, but I could quite easily take up to 6-7 1dot cockatrices in Coastal Graveyard.

I'd say the solution is to increase the damage, but to only allow half of that damage to return as life. This way, it can generate more aggro to actually use in it's intended role for groups. Say maybe 200 damage, but only a 100 HP return. I wouldn't say you could spam it to keep aggro because of it's endurance cost, but it would be at least on par with Vexing when you need it.
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Old 02-11-2007, 04:57 PM   #89 (permalink)
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I tested some times the Scythe skill, and yes, it's way overpowered in solo mode. I had some normal equipments, nothing really powerful, and I was able to kill 3-5 Jin'Ka Wolves with no problem at all.

It's not even half as useful in group, but then again, I was able to make more xp soloing Jin'Ka wolves than grouping around...

Maybe change the % of the damage that turns in HP? 70%? 50%? I think the damage is good, but the problem is the healing part.
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Old 02-11-2007, 09:28 PM   #90 (permalink)
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Welcome back Xacies.

I will have to say that Scythe was maybe a bit overpowered. But soloing 3 3-dot yellows? Give me a break. I have decent equipment for my level and I couldn't pull that off.

I could possibly solo 3 2-dot white mobs, if I got lucky and did not get stunned. I could solo a lot more if they did not stun or I had all my abilities up, including the Qali racial. Couldn't do casters, or ranged, or large mobs. The skill with Scythe was range of the AE and the cone of damage.

Risk vs. Rewards.

Its use was also mitigated partially by the nerf to Ravaging Darkness, which only in pairing it and Scythe was soloing multiples effective.

As Hyatt stated, and I might have before it generates no aggro on the mobs. None. If they want this to be an "Oh, crap, let me get all mobs on me a second and heal myself some" ability then they need to fix that.

Have they compared the damage, as is, to the AEs by Bards and Monks? If the only part of ours that is overpowering is the heal portion then I (as others have) would suggest lowering that to some % of the damage done. I always thought the damage on the ability was really weak, but it was the heal that made it worthwhile.

PS: If you get some BS about Harrow, tell them that they need to fix Shadow Step. Because it hardly works right now. Plus, my best Harrow is around 500-600 crit (300-400 base). Not sure what Pally heals are, but I would guess a lot more than that.
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