Cyrenius
Member
|
First of all, I would like to thank the Artix Entertainment team for creating such a great game for us. I am a proud Doom Knight since Doom Knight was first introduced (so yes, I am a Doom Knight V1). Some of you recognize me as “that guy with the ludicrous item suggestions”, lol. And yes, some of my ideas I admit I realize are over the top I will admit once I receive feedback from the community. I do have four I think rational questions, from the Artix Entertainment team, from the community, whoever, regarding a few things. And no, I’m NOT expecting V1 to be unlocked for more fights in the Inn or anything ludicrous like that, lol. I do agree it's out of balance due to it's life carve being every turn and removing 15% of a boss's HP in one fell swoop. First, why do the level 90 versions of the Defender’s Dragon necklaces, belts, and rings have NEGATIVE immobility when all other levels have POSITIVE immobility? Is this a bug / oversight? And if so, why has it not been fixed? Everything else is BiS overall and defensive (not offensive, there are higher main stat necklaces, belts, and rings). I can understand why the single elementals were absorbed into all being increased at 85, that is logical. NOT the immobility being switched from positive to negative at 90. Why is there not 5 free stat points at level 1 so we can have 450 stat points, for example, at level 90 instead of 445? Why does the Elemental Unity Defender end at rank 15 (level 77) instead of, say, rank 18 (level 90) when all other defender’s items end at level 90? Why is Doom Knight v2’s ultimate skill 99 turns when v1’s was 24 turns and all other classes is somewhere in the vicinity of 10? (I can understand the life carve being every turn and removing 15% of a target’s HP being out of balance, although I don’t think the final skill is considering it can only be used every 24 turns (with v1) and takes 3 turns to charge on both versions. Thanks!
|