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Feedback The State of Dark Knights and Moving Forward

Discussion in 'Suggestions' started by TTKirnk, Sep 25, 2024.

  1. Quintarius
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    Quintarius Chronos

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    10:35 AM
    Valtarius
    Dark Knight
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    Vengeance
    after further introspection,
    I'm going to have to agree with the majority here, putting stun on slash blast feels like we are just trying to mimic paladins more and keep them at the top for the best stun skill on a warrior (why should they do the best single target and have the best stun). I would rather the stun be on fury despite the possibilities you could knock the mob out of your fury range. I believe this to be fine because as iPippy stated dks will at least have the tools to deal with this hypothetical detriment.
    In addition, I believe having the stun on slash blast does not scream "O look an identifiable DK skill!" and having having the stun proc on fury instead would better match the idea of making DKs have a better identity.
     
    • Agree Agree x 3
  2. fartsy
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    fartsy Zakum

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    what pikachu meant is in active gameplay the process of stunning + knocking something outside of hit range can be bad for dk. it's kinda like the freeze changes to 5-6 where people still complain about that change but it's really just a nerf to afk in exchange for a buff to exp.

    stunning + kb outside of range means you have to move to catch the mobs. moving around = lower numbers
     
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  3. Quintarius
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    Quintarius Chronos

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    its in a small line but I already adressed this and agree that despite it being a small disadvantage they have the tools to deal with knocking stuff out of range of fury
     
    • Informative Informative x 1
  4. fartsy
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    fartsy Zakum

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    oh gotcha

    i think hero is better comparison to dk since they are both melee with a low damage floor. paladin is god's gift to man
     
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  5. Tobi3
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    Tobi3 King Slime

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    I'll post a summarized idea sometime tomorrow.
     
  6. Dumbbell619
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    Dumbbell619 Red Snail

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    Hello
    Aspiring DK here (have sniper and CB). But if zerk works best under a % of HP, obviously you’re going to want to be under 55% HP as much as possible. What’s stopping the DK from being squishy in boss content when each hit does like 2-5k damage?
     
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  7. iPippy
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    iPippy Headless Horseman

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    iPippy
    It is pretty chill when things hit for 2-5k, but eventually the content starts hitting for significantly more, sometimes even above the current zerk threshold. The proposed extra achilles boost solves that issue though. In addition, the active zerk could even be applied in those situations like pb touch where it might be too rough to practically keep zerk hp topped off, at the cost of 1/1 protection and faster pot consumption from higher damage taken.
     
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  8. Dumbbell619
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    Dumbbell619 Red Snail

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    Ahh I see. But looking at proposed system 3 and the zerk mechanic. It states it loses the defense effect of Achilles so basically you won’t have that 30% reduction while you’re zerking?
     
  9. iPippy
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    iPippy Headless Horseman

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    You would lose the 30% reduction, but you also can stay at 100% hp for full damage and easier footpedal gameplay
     
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  10. Tobi3
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    Tobi3 King Slime

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    If we put the 3 warror classes side by side and compare their skill sets for 3rd job, it's clear that dragon knights stand out as having the most reach and cleave. 4th job is largely an extension of 3rd job's identity, so I think drks should be the dominant cleaving class. It'd be nice if there was a way to promote that.

    But let's look at the main issue first. 'Receive buffs after X damage dealt' is a concern because there's too many pieces that contribute to damage, and not everyone has access to it (levels, equipement, buffs / consumables), and if the damage thresholds were set low, then it'd be trivial. For a drk specifically, instead of reading the damage, consider reading the lines involved with the damage. Crusher hitting 3 targets generates 9 lines, and fury hitting 6 targets generates 6 lines. Since fury has the faster animation, we can say that these 2 skills produce a similar number of lines.

    Another point is to look at 'active' berserk itself. While being able to maintain 100% uptime, the way to do that is to click the skill every 55 seconds. This design seems like it has an unecessary layer to it. So instead, try to visualize the berserk icon as a toggle, where we can switch between the 2 berserk modes. Both modes would be passive, and instead of calling it 'passive and active berserk', we can call it the 'osms berserk' and a 'cleave berserk'.

    Scaled osms berserk with enhanced achilles is pretty comfortable to play. It's easy but not free, in that you still need to care for your hp and boss animations, if you want to do good dpm. But you're also able to heal full and be the tankiest warrior with undispellable resistance at your own call.

    Cleave berserk would be a bit of the opposite. There will be a damage bonus with no hp requirement. Achilles and elemental resistance will be nullified. And there will be a 'bereserk buff', that depends on how productive you are with cleave (lines of damage dealt). The idea is to mimic hex of the beholder, where there is a 'buff level' and the buffs provided. The buffs can can include +%damange, status immunity, and a chance to stun on attack. There would be an automated check every 12 seconds or so, to see if you're keeping up with the cleave. If you are, then the buff level increases for the next 12 seconds, but if not, then the buff level may decrease. A note is that if aura would have an activatable SI (say 20s uptime, 40s downtime), we can time and activate that to build up the buff levels quickly, since increasing attack speed means more lines of damage. In non-cleave content, it may be more favourable to stick with the other berserk mode.

    There's been a lot of interesting suggestions so far, and this is just one way to kind of mix some of those together. I think it would be fun, if there was a system that allowed us to set our own pace, to race ourselves and to improve in that way. I also think that this idea does fit the identity of a drk.
     
    • Informative Informative x 1
  11. nubs
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    nubs Red Snail

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    Just started playing 2 months ago and picked DK due to childhood memories. I don't really care how its end game compare against other jobs. I just want to have fun. (though it'll be nice to know when this is expected to be implemented?) Thanks for taking care of my problems before they become one
     
    Last edited: Oct 8, 2024
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  12. Gabrie
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    Gabrie Red Snail

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    I think it's completely fair that the berserker's buff is active all the time with 100% health, after all it's the only class in the game that needs to perform this mechanic, being more dangerous in boss runs. Sugestion 2 is the best. I'm looking forward to the changes they see for DRK. Is there any prediction of when these changes will arrive?
     
    Last edited: Oct 17, 2024
  13. Bobcat
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    Bobcat Red Snail

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    LovelyBone
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    please boost the up time on hyperbody and spear/polearm boost time...its too short
     
  14. OnlyMe
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    OnlyMe Blue Snail

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    When is the changes gonna be for the DK?
     
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  15. CrispyBacon
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    CrispyBacon Mano

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    Honestly, I don't get why DKs need to be a risky class when their damage output is not so great compared to other cleave classes.
    I assume DKs having HB buff is taken into account, but you have to consider that the majority of people playing high-level contents these days got used to playing just fine without HB. Mostly through HP washing with high intensity.
    Where can DKs stand out now? I'd like to claim that the whole concept of giving a damage buff in inverse ratio to HP is so out-of-date, even on this pre-BB server.
     
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  16. ryanlights
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    ryanlights Wolfspider

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    Dark Knight, Bowmaster
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    lol
     
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  17. Gabrie
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    Gabrie Red Snail

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    APPARENTLY NEVER
     
  18. Pasta
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    Pasta Game Developer Staff Member Game Developer

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    It's our next big project.
    There's a few things that need to be tested live first, like the upcoming custom interfaces (since DK rework will need one), but it's already being worked on.
     
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  19. mard
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    mard Selkie Jr. Retired Staff

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    Will DKs keep their current avoid formula? Or will they somehow become more prone to dying than they currently are?
     
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  20. fartsy
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    fartsy Zakum

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    hp challenges forever shelved
     
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