acius
Fledgling
Posts: 90
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Post by acius on Apr 3, 2015 0:30:15 GMT -5
Preliminary tests are showing SKs as pretty sturdy (no real surprise I guess). The damage taken was close to a warriors of equal gear, a bit spikier. Their tanking felt pretty solid for a hybrid, dps felt a bit on the low side. I might be in favor of adding some DPS to SKs. Give me some ideas on how you would like to see this happen. I'll do some more comparisons in the coming days. EDIT - please note I'm not promising anything and any changes will need to get full approval from the other devs. I do intend to be a vocal and active GM here, and want everyone to enjoy this server as much as I have over the past 4+ months. Thanks for lookin into this for us. If you read my petition from a while ago I will admit that was a knee jerk reaction to getting gibbed repeatedly one night in tacvi, I was pretty upset when I wrote that and it wasn't very productive. I had considered deleting it but thought it was best I didn't just for reference. I think the best way to increase out dps is probably going to be either our shroud proc lines or just straight alpha damage. You could in theory bump up the damage portion of the proc without effecting the heal portion too much however, extra healing from those might smooth out the spikey damage a bit. Many people have commented on soul abrasion not working (which would increase the damage) correctly but I haven't really looked into it much personally - might be a good place to start. I know I'd personally rather not see any dps increases from straight spell casting. Until later expansions our spells still have pretty long cast times and if we're getting beat on by something, casting isn't preferable. On a side note, I would like to thank everyone whos dropped in and shared their opinion, having a solid community between us only helps us out in the long run. Sks have always had a really tight knit community over on evilgamer, no reason we shouldn't continue that tradition here.
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acius
Fledgling
Posts: 90
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Post by acius on Apr 3, 2015 0:41:56 GMT -5
I'd keep the touches with the same punch as they have now, but drastically reduce the cooldown timers - they should be used maybe once in an encounter, not once in an entire instance... perhaps a 5min cd? Or if the cooldown remains they should pack enough punch to drop end game bosses down to less than half their health, i mean these things only get used once in an instance so their use should have a significant if not game changing impact when they are used. I would really like to see AE crowd control stepped up, reducing/removing the cooldown on vilify, or some kind of quick reuse AE dot maybe? or an AE lifetap? Maybe a hate aura that causes aggro in nearby mobs (given we are evil and exude that nasty around us). I found my favorite new use for HT - Loot gobbies. I macroed /tar Treasure to bash so it auto targets gobbies in swarms, event trigger for a sound on spawn, instantly HT, collect bags. We can in theory mem all three versions of vilify if you want to use the spell slots.. or need to for that matter. Threat really hasn't been an issue for me, on mobs that matter taunting on cooldown and dot stacking gives us enough threat to out agro warriors. I like the shorter HT cooldown idea and I love the AoE lifetap idea ( i dont see it happened but a man can dream ).
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Post by teflawn on Apr 3, 2015 11:21:40 GMT -5
the only problem i have had with Vilify is if i am supposed to be garbing agro on group adds that happen in a few of the fights in tacvi the 1.5second cast is kind of slow for that vs the instant agro aa the warriors get and having twice hand it interrupted and having that leading to healers being eaten having it cast faster would be really nice with a much faster cool down once agen we run out of spell slots quick
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Post by zephyr on Apr 3, 2015 14:01:30 GMT -5
I will look into raising the cap on SKs for what you guys get off taps. I hit you guys with the same cap as every other melee class, and as it is one of your specialties, that isnt fair. Ill raise what you get out of it to equal necros - but necros will get the added boost of heroic int.
Does that sound fair?
Ill have to look at paladins after I do that though.
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Post by teflawn on Apr 3, 2015 14:27:49 GMT -5
you sir are a prince
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acius
Fledgling
Posts: 90
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Post by acius on Apr 3, 2015 16:07:34 GMT -5
the only problem i have had with Vilify is if i am supposed to be garbing agro on group adds that happen in a few of the fights in tacvi the 1.5second cast is kind of slow for that vs the instant agro aa the warriors get and having twice hand it interrupted and having that leading to healers being eaten having it cast faster would be really nice with a much faster cool down once agen we run out of spell slots quick The only two fights I can think of where this makes a difference is the hatchling boss and tunat, in both cases adds are attached to health percentages. Hatching shouldn't be any issue for you, your healer box should be able to tank them fine. Tunat is easily predictable. I'm not against more hate generations but we already have the tools for this, its just a matter of using them properly.
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acius
Fledgling
Posts: 90
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Post by acius on Apr 3, 2015 16:10:53 GMT -5
I will look into raising the cap on SKs for what you guys get off taps. I hit you guys with the same cap as every other melee class, and as it is one of your specialties, that isnt fair. Ill raise what you get out of it to equal necros - but necros will get the added boost of heroic int. Does that sound fair? Ill have to look at paladins after I do that though. Incredibly fair. Would like to see. Pallies are severely under represented here, they have a stima of being boring and useless would be interesting to see how you can make them interesting. Unresistable stuns? AoE stuns? Large damage component to some of their spells? Its been so long since I played a pally I dont remember what was in their kit that made them unique.
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Post by Vinlar on Apr 3, 2015 16:48:59 GMT -5
For paly's, it was pretty much the ability to stun, group heal, and be an incredibly sturdy tank. On this server they can't stun very well, since well nothing is really stunable. They also severely lack the ability to grab solid AE agro. Pretty much the only way they can is by spamming group heals, which is iffy at best later on.
I have some ideas that I would like to implement for various classes in the form of class specific augs, but that will be a bit down the road. Got lots to do still for the upcoming content and getting the mage pets worked out.
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Post by Gamoril on Apr 3, 2015 19:03:12 GMT -5
I will look into raising the cap on SKs for what you guys get off taps. I hit you guys with the same cap as every other melee class, and as it is one of your specialties, that isnt fair. Ill raise what you get out of it to equal necros - but necros will get the added boost of heroic int. Does that sound fair? Ill have to look at paladins after I do that though. Sounds great, thanks Zephyr! Also glad to see Paladins getting some love.
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Post by Genesis on Apr 3, 2015 19:07:30 GMT -5
I won't post all the Paladin stuff here since it's the SK forum but I appreciate the representation. I'll post something up in the Paladin forum so we can get a discussion going there, although I expect it to be a much smaller crowd, don't see too many Paladins around.
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trixi
Fledgling
Posts: 61
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Post by trixi on Apr 3, 2015 20:06:59 GMT -5
Legend
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Post by zephyr on Apr 4, 2015 8:30:47 GMT -5
Please check the test server and give me some feedback on the lifetap change. Its boost over 24% over other classes (necros got a boost by 30%)
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Post by Tynnonium on Apr 4, 2015 12:00:18 GMT -5
Ohhhh mannn. Eyeballing my SK real hard right now. He may get some serious playtime soon.
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Post by zephyr on Apr 4, 2015 13:05:37 GMT -5
Goal is for warriors to be the best defensive tanks, paladins best stun/aggro tank, sks most flexible/survivable with all the taps and spells at their disposal (and second best aggro tank, almost equal to pals)
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acius
Fledgling
Posts: 90
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Post by acius on Apr 4, 2015 17:56:21 GMT -5
Please check the test server and give me some feedback on the lifetap change. Its boost over 24% over other classes (necros got a boost by 30%) On test now doing some testing with just shroud and our two higher level life taps. The damage from the spells is the same (at least the shroud procs)however, the healing has been increased quite a bit. If were going for a dps increase, both spell components need a pass(damage as well as healing on at least shroud, lifetaps themselves look great, crits can be extremely strong but other than that they look good). If thats not the intention however, then its looking really good right now. I dont have a lot of time today to do much testing, I just pulled a double and I need to be back at work in 6 hours so sleep is preferable but I would like to spend some time in txevu and tacvi tomorrow and see how its lookin. Either way these adjustments with the skin fix puts us in a great position moving forward.
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