02-15-2007, 10:28 AM
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#1
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Join Date: Jan 2007
Posts: 14
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Dread Knight Nerf...Necessary?
Ok...I admit...I have been AOE levelling on 10-12 mobs at a time. It was nice. Scythe of Doom at 18 makes this strategy work. However, with the latest patch, this is no longer a viable strategy as Scythe of Doom now only returns 25% of the dmg as health. Now, I will be the first to say that my AOE leveling on 10-12 mobs was ridiculous and shouldn't happen. I stayed at full health and just went to the next group when I was done. Got half my Exp bar in about an hour. That...is seriously OP.
My Point is this though. With such a huge reduction in the health return, you have taken away so much of the utility. It had it's uses in dungeons when you pulled too many mobs. This allowed you to AOE them and help the healers out a ton. Now, the devs have effectively nerfed solo ability of the Dreadknight. Probably because ole Brad Mcstupid(sorry...it's really an amazing game) saw the dread knights having a bit too much fun. :-P Ah yes, my point. The nerf is far too large. The endurance used is not worth the utility it provides in dungeons any longer. It will effectively clear your endurance bar and give you maybe a split second longer. That endurance can be spent doing much better things.
I understand the fact that it's an AOE. But, a good group focuses dmg on one mob at a time. I can hold aggro on five mobs(most I"ve had to so far) at the same time without touching the AOE. So, it's aggro utility doesn't exist. I say the only utility is gave, because of focus fire as well as it being a front only AOE, was it's health return. So, up the endurance back up the whole 3 endurance you saved us. And give it a 50-75% return on health. That would still nerf those people having fun enjoying the game solo for the most part.(happy brad?) And allow the rest of us the utility we need in the spell.
PS. Or, you could fix our Defensive stance to actually provide the added mitigation.
PSS. Or, you might listen to the community and actually take a look at the classes that are so OP atm. (cough...healers)
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02-15-2007, 11:31 AM
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#2
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Join Date: Jan 2007
Posts: 189
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No it was not. That's why its being reversed next patch (according to the DK class lead who's in communication with the devs)
Long story short, once again the devs listened to people crying on the forums and did a knee jerk overreaction.
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02-15-2007, 11:32 AM
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#3
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Join Date: Jan 2007
Posts: 3
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Wow...ya know, I really can't stand it when people get nerfed and immediatly start pointing at other classes as "needing a nerf".
You admit that the scythe of doom/ravaging endurance combo was overpowered, ya had time to use it (while it was bugged) to your advantage, and now that it's brought into line with the rest of the game, you start crying about healers needing a nerf?
C'mon. Seriously.
Khemses, Dread Knight.
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02-15-2007, 11:34 AM
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#4
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Join Date: Jan 2007
Posts: 25
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25%hp from 4 mobs doing 400hp per target is a 400hp heal for the SK, (much less than the 1200 that it was. Now that is a large deduction but it is still fair, you have an AoE attack that build hate vs a group and heals you the target for a small amount.
Now later when this spell does 1000+ per target your getting healed for 250 per target. Just remember its an AoE spell that nets you agro to multiple mobs while healing you slightly. Yes I agree 35-50% hp gain would have been nicer but well its still a heal =)
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02-15-2007, 11:56 AM
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#5
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Join Date: May 2006
Posts: 253
Server: Florendyl (RP)
Name: Thanon Rockguard
Guild:
Haven
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Quote:
Originally Posted by rameses_thoth
Wow...ya know, I really can't stand it when people get nerfed and immediatly start pointing at other classes as "needing a nerf".
You admit that the scythe of doom/ravaging endurance combo was overpowered, ya had time to use it (while it was bugged) to your advantage, and now that it's brought into line with the rest of the game, you start crying about healers needing a nerf?
C'mon. Seriously.
Khemses, Dread Knight.
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lol so true 
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02-15-2007, 12:26 PM
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#6
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Join Date: Jan 2007
Posts: 84
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I'm lvl 16 and have no problem soloing... here you are using an overpowered ability and now that it's gone you say we can't solo. I guess I'm glad I'm not 18 yet so I didn't get spoiled on the ability. But with snare/fear I can kill 3 dots higher than me without ever getting hit.
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02-15-2007, 12:36 PM
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#7
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Join Date: Feb 2006
Posts: 200
Server: Florendyl (RP)
Name: Cancelled
Guild:
Screwed by Sigil
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Quote:
Originally Posted by Kyin
25%hp from 4 mobs doing 400hp per target is a 400hp heal for the SK, (much less than the 1200 that it was. Now that is a large deduction but it is still fair, you have an AoE attack that build hate vs a group and heals you the target for a small amount.
Now later when this spell does 1000+ per target your getting healed for 250 per target. Just remember its an AoE spell that nets you agro to multiple mobs while healing you slightly. Yes I agree 35-50% hp gain would have been nicer but well its still a heal =)
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Except I do believe the spell description states it now does *at lv18* 80-88 damage and heals 25% of THAT damage. Hoping thats not the case and im just reading it incorrectly.
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__________________
Victim of post nerfing 2x, special thanks to Rabb1t and Fozzik. I shall hang my infractions on my fridge!
Current game: None.
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02-15-2007, 01:32 PM
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#8
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Join Date: Jan 2007
Posts: 14
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Quote:
Originally Posted by Hitman8514
I'm lvl 16 and have no problem soloing... here you are using an overpowered ability and now that it's gone you say we can't solo. I guess I'm glad I'm not 18 yet so I didn't get spoiled on the ability. But with snare/fear I can kill 3 dots higher than me without ever getting hit.
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I never said it makes it so you can't solo as a DK. Not at all...I have no problem soloing three dot mobs my same level. But, the only reason for our solo ability lies in our health drain. So...if they nerfed the amount of health gained by Scythe of Doom(for good reason)...what make you think they will stop with that. Soon you may see harrow nerfed. Meh...anyway...I never made the claim we can 't solo. I see how it may have come off that way, but I didn't mean that. DK is an excellent solo class because you can kill indefinately without ever going below half health...usually I finish fights with full health. But, at upper levels...solo players are hurt significantly. So, the AOE allowed them to do that. Not only solo players, but some people are having a very hard time finding groups from what I read on the forums. Me...I just answer the many calls for a tank.
As for the AOE aggro. Put simply, it's not needed. The amount of endurance you burn barely hurting 5 mobs is of better use keeping the mob the group is focusing dmg on hitting you. So, it's an AOE spell that adds hate. But, I already have slightly added hate on AOE with my Dread Countenance. I have rescues for the ones I lose. And, with the hate system in this game, it is a simple task to keep 5(again...the most I've had to hold aggro on thus far) mobs on you without ever touching the Scythe of Doom. I know alot of people are having problems tanking multiple mobs and may use the Scythe as a way to do it. Me, this is probably the easiest time I've ever had tanking multiples in a game.
Lastly, to address the "point your finger at other classes" issue. I believe I made mention of the healers needing a nerf in almost a joking way in my PSS. You're telling me you read my entire post and that's what you had to critique? LoL...healers needing a nerf is a well known fact that even most healers agree with. I simply thought it somewhat humorous that the devs would respond to the DK when the overwhelming consensus of the community is that healers need balancing. So, you lose at your silly attempt to derail the issue that this post was, in fact, about.
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02-15-2007, 01:39 PM
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#9
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Join Date: Feb 2007
Posts: 333
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Quote:
Originally Posted by rameses_thoth
Wow...ya know, I really can't stand it when people get nerfed and immediatly start pointing at other classes as "needing a nerf".
You admit that the scythe of doom/ravaging endurance combo was overpowered, ya had time to use it (while it was bugged) to your advantage, and now that it's brought into line with the rest of the game, you start crying about healers needing a nerf?
C'mon. Seriously.
Khemses, Dread Knight.
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In line with the rest of the game??? You overstated that. Sure it could have been nerfed but it was over nerfed. The 10 second recast would have been fine and would have fixed it. Now its basically worthless for its lifetap effect and in PVP with the dmg nerf as is.. its completely out of line with everything else.
put the recast on it.. and put the rest back to how it was.
They have a point as to where they should prioritize nerfing... and not single out a back bruner issue that barely needed to be nerfed. Nerfing is stupid anyways... it brings people down.. would have been better to start us out weaker then bring us in line. Now when the healer nerf does come its going to be hard on them.. I say forget nerfing and bring people in line with the top class and go from there.
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02-15-2007, 01:45 PM
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#10
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Join Date: Apr 2006
Posts: 739
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Quote:
Originally Posted by warakus
In line with the rest of the game??? You overstated that. Sure it could have been nerfed but it was over nerfed. The 10 second recast would have been fine and would have fixed it. Now its basically worthless for its lifetap effect and in PVP with the dmg nerf as is.. its completely out of line with everything else.
put the recast on it.. and put the rest back to how it was.
They have a point as to where they should prioritize nerfing... and not single out a back bruner issue that barely needed to be nerfed. Nerfing is stupid anyways... it brings people down.. would have been better to start us out weaker then bring us in line. Now when the healer nerf does come its going to be hard on them.. I say forget nerfing and bring people in line with the top class and go from there.
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Yeah...that sound like fun...and then we'll all be unbeatable and be able to AE grind 10 mobs at a time!
Yeah, no thanks. Face it....it was an anamoly, wasn't intended to be the way it was. Problem was fixed. Welcome to the way the game is supposed to be played. Here is your tissue.
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02-15-2007, 01:51 PM
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#11
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Join Date: Jan 2007
Posts: 14
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Quote:
Originally Posted by warakus
In line with the rest of the game??? You overstated that. Sure it could have been nerfed but it was over nerfed. The 10 second recast would have been fine and would have fixed it. Now its basically worthless for its lifetap effect and in PVP with the dmg nerf as is.. its completely out of line with everything else.
put the recast on it.. and put the rest back to how it was.
They have a point as to where they should prioritize nerfing... and not single out a back bruner issue that barely needed to be nerfed. Nerfing is stupid anyways... it brings people down.. would have been better to start us out weaker then bring us in line. Now when the healer nerf does come its going to be hard on them.. I say forget nerfing and bring people in line with the top class and go from there.
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It's actually not a ten second recast as notes would suggest. Mine is recastable after two seconds post patch. Maybe three...can't really tell. Anyway...the cooldown doesn't fix it in a working manner honestly. Because, to AOE level you would get a TON of mobs on you. The more...the better honestly. So...you have ten mobs hitting you. You usually wait till about 25-40% health and hit the Scythe...BOOM...instant full health. ANd it did 200-600 dmg per mob for me depending on crits. So...The cooldown wouldn't actually nerf it too much because you don't use it as soon as you can anyway. Ten seconds would probably work perfectly grinding mobs 1-2 levels below you.
I think a lowered return on health was completely necessary. But, the extent that it was lowered was ridiculous. In reality...this was not a pressing issue as you didn't see the DK flying up in levels on all the servers anyway. So many more things that the devs could have fixed imo.
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02-15-2007, 01:55 PM
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#12
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Join Date: Feb 2007
Posts: 333
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Quote:
Originally Posted by Vengeful
Yeah...that sound like fun...and then we'll all be unbeatable and be able to AE grind 10 mobs at a time!
Yeah, no thanks. Face it....it was an anamoly, wasn't intended to be the way it was. Problem was fixed. Welcome to the way the game is supposed to be played. Here is your tissue.
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Im on Tharridon... come hand it to me
You obviously are going off the boards.... I did it and it didnt work as good as they were claiming.. it was all hype. Do you play a DK? I doubt it.... anyways you know where I am.. come hand me the tissue!
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02-15-2007, 01:58 PM
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#13
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Join Date: Jan 2007
Posts: 14
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Ah...I'm on Tharridon also...can I come hand it to you?
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02-16-2007, 12:39 AM
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#14
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Join Date: Jan 2007
Posts: 21
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I play a level 20 Dreadknight on Florendyl (Grik). Where I can't comment on PvP, I can say that pre-"nerf" it was pretty powerful. I loved keying on the end drain and just mash it until I was practically healed to full. Where I admit it's practically useless now, I don't think they intended for it -originally- to be so powerful, but I guess it doesn't matter since enough people whined about it.
Maybe it was essential in PvP though, so I guess I can't go into too much without missing some parts. Either way, the class wasn't destroyed because of this one nerf. Use Harrow more strategically and don't cripple yourself on one attack (In terms of PvE.)
EDT: I do have to give a thumbs up on the OPs claim to it not being worth it though. The amount of endurance spent with such little payback reminds me of crafting. :P
For the record I do love crafting.
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Last edited by Aimbodhg : 02-16-2007 at 12:42 AM.
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02-16-2007, 12:45 AM
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#15
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Join Date: Feb 2007
Posts: 333
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Quote:
Originally Posted by Cris
Ah...I'm on Tharridon also...can I come hand it to you?
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Yessssss!
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02-16-2007, 05:55 AM
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#16
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Join Date: Jan 2007
Posts: 101
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I would actually like it to have some base agro added if it is going to be left in it's current state, is it just me or dose the move seem to have no inate threat modifier in the move at all ?. When it was imba and i could hit ravaging darkness and spam scythe of doom times infinite it still wouldn't pull the mobs on to me, just the single target that i was selecting with auto attack seemed to get rather annoyed by the move while the rest went on there merry way mowing down w/e while i was getting full health. I even went as far as to test it on someone by getting them to pull 8-9 Krokodus then shadow stepping into the lead and hitting Scythe as they ran past, it AOE'd the entire train yet only one turned to fight me.
Unless of course it is intended to be a no threat AOE heal for Dread Knights, in which case the current reduction in the amount it heals for needs to be upped a tad, i would settle for a long timer high health return or a low timer, low cast cost if it where to stay at it's current value, but right now it is just weird, I'm starting to think there is more to this move than the general heard and kill tactic anyways.
Maybe we will find out in the later encounters of this game how handy the move will be =)
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02-20-2007, 10:26 AM
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#17
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Join Date: Jan 2007
Posts: 23
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OK, I see that people are saying that Scythe of Doom generates aggro. I have yet to see it. I have AoE'd thing with this skill and have never drawn aggro with it, ever! I have to back up and Black Wind mobs before aggro turns to me on multiple mobs pulls. Anyone else have this issue?
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__________________
Ishma Koval - Dread Knight
Elevyn Tval - Disciple
Alonnar Touelalfar - Sorceror
Araziel Pathstalker - Ranger
Gulgrethor Server
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02-20-2007, 07:13 PM
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#18
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Join Date: Feb 2007
Posts: 209
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Quote:
Originally Posted by Kyin
25%hp from 4 mobs doing 400hp per target is a 400hp heal for the SK, (much less than the 1200 that it was. Now that is a large deduction but it is still fair, you have an AoE attack that build hate vs a group and heals you the target for a small amount.
Now later when this spell does 1000+ per target your getting healed for 250 per target. Just remember its an AoE spell that nets you agro to multiple mobs while healing you slightly. Yes I agree 35-50% hp gain would have been nicer but well its still a heal =)
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Scythe I costs 40 endurance, does 80-88 dmg per mob and now returns 25% of that damage.
It's total crap now and was never overpowered.
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02-20-2007, 07:16 PM
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#19
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Join Date: Feb 2007
Posts: 209
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Quote:
Originally Posted by Cris
ANd it did 200-600 dmg per mob for me depending on crits.
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This is either an error on your part or a blatant lie.
Scythe does 80-88 dmg per mob and has no damage modifier.
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02-20-2007, 07:27 PM
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#20
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Join Date: Feb 2007
Posts: 76
Server: Gulgrethor
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Quote:
Originally Posted by DrK
This is either an error on your part or a blatant lie.
Scythe does 80-88 dmg per mob and has no damage modifier.
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nope he's not lying, i usually do 180-210 on an average hit against all mobs. From what I understand SoD is like Vexing Strike, even if it doesnt add your weapon dmg it still takes into account the dmg boost from your STR bonus.
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__________________
The guy walks into a bar, and says...
"Ouch!"
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