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Old 04-13-2007, 05:21 AM   #1 (permalink)
Vladamier
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DK Test Notes on Build 1807

- Dread Knight- Armor of Darkness no longer lowers your damage.
- Dread Knight – Shadow Meld now increases resistances.
- Dread Knight – Shadow Meld now grants a chance for your attacks to add Dreadful Countenance.

Was all she wrote. Like Xaices stated, they won't be getting to us for another few weeks. Thats fine, but they need to fix the immediate problems such as the animation for stances during DC levels. I mean its bad enough to make me stop adventuring cause it throws my game off. I would have thought they fixed this immediately but it maybe some time before they get to it.

On a side note, it makes you wonder if they even test changes on the test server. I mean that animation bug is so BLATANT. It should have been the FIRST thing anyone noticed, devs and players alike. Its like they cooked up the changes, implemented them in patch for that night, and went home without even testing them for 5 minutes.

Here's the rest http://www.vanguardspheres.com/forum...notes-4-a.html
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Old 04-13-2007, 11:29 AM   #2 (permalink)
-Nite-
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it's a small animation issue nothing else... it doesnt stop you from playing the game it doesnt ruin the class it's just annoying is all... meanwhile the stances are a major part of the DK so they're fixing that.... sorta...
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Old 04-13-2007, 03:17 PM   #3 (permalink)
Meldryn
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They need to fix Ebon Blade. At the moment, Paladin's offensive stance is vastly superior to ours, and theirs buffs the whole group. The AoD changes look really nice, and we'll see how SM works with the DC buff. I've never found much of a use for resistances. NPC casters feel underwhelming.
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Old 04-13-2007, 03:31 PM   #4 (permalink)
Niteflyx
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Do other classes' defensive stance give them +spell mitigation? I feel ours is supposed to, since it doesnt' specify as 'melee mitigation'.
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Old 04-13-2007, 03:52 PM   #5 (permalink)
Vladamier
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I think there's a slight delay after you go through stance change. Every time I go up in DC and do the animation I get stalled for 1 or 2 seconds. Believe me in makes all the difference when soloing when your trying to get that life saving cull off.

My biggest gripe is how something so obvious managed to slip through.
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Old 04-13-2007, 06:30 PM   #6 (permalink)
Tasai
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Quote:
Originally Posted by Vladamier
My biggest gripe is how something so obvious managed to slip through.
Thats what really suprises me as well, the problem is so blatent. Its not stopping the class from kicking serious butt, however it does throw your rhythm off a bit. Its obvious that no one looked at it before putting it live. I'm sure they'll fix it though after the surge of petitions.
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Old 04-14-2007, 12:38 PM   #7 (permalink)
velzevul
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Quote:
Originally Posted by Meldryn
They need to fix Ebon Blade. At the moment, Paladin's offensive stance is vastly superior to ours, and theirs buffs the whole group. The AoD changes look really nice, and we'll see how SM works with the DC buff. I've never found much of a use for resistances. NPC casters feel underwhelming.
I am sure there will be dungeons full of casting mobs, and I also foresee myself switching stances mid combat to meet an incoming spell in the future.

But I do not want flat resistances. I want resistance %.

That way it will scale with buffs and with new content. And people who concentrate on having their resists high by raw gear will see a scaling benefit, giving this stance a real use.

Scenario:
You face a Spell casting boss, you see a DRK whip out gear worth 400 resists all around, and stance gives 25% benefit adding additional 100 resists all around to bring DRK to 500 chromatic.


If you make our stance give us a flat improvement.... Few expansions come by, and stance will become outdated in a year, i guarantee you, from the standpoint of resists at least.
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Old 04-16-2007, 10:36 PM   #8 (permalink)
Valamir
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i agree that bonus on res should be % and not x amount, i'm also a bit sceptical about the spell resistance...

in group spells can be generally countered and so far i have not found many "heavy on spell" mobs... sure there are casters and some nasty nukers but melee damage seem to be the main source of dmg for all mobs and our defensive stance offer overall a better protection.

for this reasone i don't see the stance (even buffed) as very usefull in various situations... while tanking our defensive stance will be better with both better defence and hate generation... while offtanking again the defensive will be better due to better defence

if the shadow meld offered overall a better defence (in form of block/melee evasion) at the cost of hate generation then it could have a purpose, but this way...


also i agree that our stances should be revised a bit... def stance is losing the dmg malus (good thing expecially for hate generation) but will be still worse than other stances that have same or better stats + additional bonuses
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