Dragonknight315 -> RE: =DF= DoomKnight Discussion Thread (5/2/2015 12:23:58)
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I really agree with what everyone else says. As I am a HUGE fan of DmK, I really love playing with it. It is crazy how strong it is, but most of it's strength comes from a few select skills. Now: 1( I have not read all of the other posts, so if I say something that has already been proven to be a bad idea, my bad. XD 2( I'm going to go through each of the skills to give my suggestions. These are my personal opinions. I am not a gaming expert, so once again, yeah. XD Taunt/Vengeance: Okay, Vengeance is a really powerful skill. 5 hits of 400% damage due to the DmK boost. If you were able to crit 5 times, you'd get a total of 4000% damage. That is crazy good. However.... I rarely ever find myself using it precisely because it's pure overkill damage. Often, I never use taunt in a fight UNLESS I know I need this skill, and usually then, I go taunt some weak monster in order to unlock vengeance, then go to the monster that is giving me trouble. Otherwise... I just never use this skill. Why not use Life Carve or Blood Rite instead? Those can be used at any moment. The only reason why I would use Vengeance is when I need a huge burst of damage to beat a really hard boss. Honestly, I'm not sure what to recommend here. Vengeance IS great, but when I never use it, that doesn't matter. Blood Rite: Oh boy, my favorite skill in the game. Straight up double damage for the cost of some health. Factoring the DmK Boost, it deals 800% damage non-crit. This is one of the main skills in the DmK arsenal that make it crazy powerful. 3 hits of Blood Rite outdoes Vengeance, and Vengeance has that Taunt/5 turn wait to it. Blood Rite does not have a cool down. Now, I have read what other people have said about this skill, and I agree. I think a set HP amount would be good. It's funny how little you lose against small monsters, but against bosses? You can literally kill yourself with this skill. Dark Aura: This is another one of those skills that is VERY VERY good, but it feels useless. Now, after the wisdom nerf, I think this skill has a lot more use. It halves all MP costs for the entire battle, and DmKs are MP-eating machines. XD However.... Again, I rarely ever use this skill. I rarely ever NEED it, either. It's like Vengeance where I'll only use it in a fight where I know I will need more MP. Now what I am going to suggest may sound incredibly crazy: Make it a MP healing skill. Yes, I'm dead serious. I get that adding a MP heal to DmKs is like throwing a candle into a warehouse full of dynamite. However, I don't want this skill to be a "Mash to win" skill. You should have to be smart about this. But at the same time, I don't want to punish people for using the skill or make it unneeded (how Dark Aura is now). I'm picturing a few ideas for this. 1( This is something kinda similar to Akriloth's MP steal, but instead of ending up with less MP than when you started, you get more. Let's say you have 500 MP and the skill costs 100. You use the skill, so the cost of 100 is deducted. Then you lose the rest of the MP, the 400. You are struck with a MP-heal DoT that lasts for X amount of turns. The total amount healed could be around 600-750. It requires you be in a long battle, and it requires that you make do with some turns without a huge amount of MP. 2( An HP to MP skill. Since I know you can life carve this one to death, I was thinking something drastic. Possibly a 50% HP to gain 25% or so MP. If Life Carve is set to gain a certain amount of health, then this skill could be less broken. It would take some number crunching to get a good ratio between both skills. This skill should make you think "Is the extra MP really worth it? Can I survive a hit after using this skill?" I want strategy. 3( A self-inflicting stun. Pretend you use this skill. It's cost free, and as soon as you use it, you gain X amount of MP. However, you can not act for Y amount of turns (Resting to regain MP). This may be viewed negatively, so there could be some other negative effect instead of a stun. It could be a cool down effect to your skills, IDK. However, I want it so that you can't just readily attack right after using this skill. You need a cost to heal MP. Shadow: This skill... Okay, I REALLY love it. It's very fun to use against challenging bosses because it is an instant double damage boost. That is SWEET. However.... I'm noticing that we are encountering less and less undead. I was thinking that, while you shouldn't have double damage to ALL enemies (I think even the slightest damage boost here would be unfair), I think there could be some kind of nerf/buff for a few turns. For example, against undead, deal double damage. Against anything else, - X% Bonus to hit on the enemy for 5 turns (It's a shadow. So it could be out of fear or a lack of ability to see). Something simple that at least gives more options. I want every skill to at least have some use, be it small, in fights. I don't want us using the same 5 skills over and over. Wake: I really don't have anything to say on this skill. It's great, and I do use it a lot. A lot of DmK skills revolve around darkness, so it makes sense to have a skill that makes the enemy weak to darkness. The only suggestion I could make is to make it use the same formula as Revenant's Curse where the more darkness resist the enemy has, the more the skill weakens them. Favor: This is probably the skill I hate the most. I NEVER use this. I'll be honest. In cases where you MIGHT need this skill, I think that you are much better off switching to another class. In the deepest neverglades, I used Dragonlord instead of DmK because I will not use this skill. Plus, if we follow the suggestions I made with Dark Aura, then this skill is pointless! However, I DO love the idea of a skill that will give you some kind of bonus in exchange for your life X turns later. Very DmK-ish concept. Instead of giving potions, my idea was something along the lines of removing all cooldowns or giving some huge buff. I know I said a damage buff would be extreme in the case of Shadow, but if your life is on the line, I think it fits here. The more powerful the buff, the less turns you should get to live. Split Strike: I rarely use this skill. However, I recommend that it mostly stays the way it is. If anything, I would just buff the damage on the MP hit.In the future, there will be more monsters that use MP, so this could be INCREDIBLY useful. If there is going to be any change made to it, I think it could be a MINOR... MINOR MP steal, or it could be focused into killing MP instead both HP and MP. Life Carve: THIS is the skill that makes DmK utterly broken. Because of it, we have killed the unkillable, beaten the unbeatable, and broken the game itself. Unless you run out of MP, if you can get a hit on a big boss, you are going to win. I agree with the idea of it healing a set amount so that it is useful against big monsters and little monsters, but I have another crazy suggestion. Stop Life Carve spamming. Okay, so the big reason why this skill can break the game is because you can chain Life Carves together. Step 1, use any attack. Step 2, spam life carve. In case of miss, go to step 1. Step 3, win fight. The whole point of my suggestions is to make it so that every skill has a use. Even with Life Carve having a set HP, people are going to spam it, and this would make the other skills less favorable. The way to fix this, to me, is simple. 1( Make it so that it has a 1 turn cool down. Simple, it forces you to use another attack. 2( Program it so that Life Carve's hit doesn't count towards the healing requirements of itself, as in, the game treats it as a miss for the requirements. This may be hard to do, I'm not a programmer, but it's an option in case there is something wrong with the first option. 3( Make it so that the amount that Life Carve heals decreases if used multiple times in a row. Best analogy I can think of is Protect in Pokemon. The more you use it in a row, the greater chance it has to fail. Here, the more you use it in a row, the less it heals. Again, I'm not a programmer, so I don't know if this works. Doom Spikes/Void/Doom Blast: You might be wondering why I am bunching these together. Well, the suggestions I have for these skills really depend on the other, so let me get right to it. Doom Spikes is the best warmongering skill. Hits all enemies, stuns them, deals great damage, and goes by really fast. Doom Blast is also another great skill. It hits the enemy 5 times and inflicts 5 powerful DoTs on them. It's great for dealing a lot of damage really fast. Void, however, is not a good skill. It's super slow and glitchy, and if you wanted to deal damage to the enemy, you have much better options. Now, there is something I've been wanting in DmK for a long time, and this is another crazy suggestion. I want another multi. So, I often find that the time I need another multi is after I've used Doom Spikes. Considering just how amazing Doom Spikes is, it makes perfect sense for it to have a long cool down. However, I think a backup multi would be incredibly useful for DmKs. Now, to my suggestions: Doom Spikes: Keep it unchanged. It's a powerful tool, and it doesn't take away value from other skills. Doom Blast: Standard multi. Hits all enemies, but instead of dealing 400% damage like the basic attack, it deals 200% damage. This way, it allows you to clean up the enemies without being overpowered. Void: Take Doom Blast's place. Instead of using the current animation, it could use one of Seppy's. He has two choices. We could use the one where he jumps up and slices down, hitting 5 times really quickly instead of the 1 Seppy did. We could also use the animation where he attacked with a ball of necrotic energy. In the "Fight Seppy" quest, this was the attack he used that drained our MP. Either way, 5 hits of moderate damage with a DoT for each hit. Now, to make things easier, you could just change void completely into the multi with a new animation and keep Doom Blast the same, but I think Doom Blast fits better for a multi animation. Break: I don't think a lot of people realize just how useful Break is. It deals 2 hits of 100% damage, resulting in the same damage Blood Rite would do. In fact, you are much more likely to do more damage with Break than Blood Rite. Blood Rite has 2 hits, so you can crit on either one of them. Blood Rite has only 1 hit, so you either crit or you don't. Plus, Break reduces the monster's ability to resist stun, giving it great synergy with Doom Spikes. At the moment, I can't really think of any way to improve it or change it. It is a hidden gem of a skill. Revert: Like Void, this skill has some serious issues. If you use this against a monster that has a single hit, you practically have invulnerability for 5 turns (unless it can kill you in one hit). However, it's really slow and annoying. Plus, against single hit monsters, it has the same issue as Vengeance where it is kinda overkill. I wouldn't use it unless I absolutely needed to. To fix this, there needs to be some changes. Along with fixing the speed of the skill, I suggest that it heal a set amount of HP for a few turns along with giving a nice buff. That way, it is useful against all enemies, and it draws the player to use it. 5 turns of 100 HP and a good bonus to hit? Yes please. Something along the lines of that could be really useful. And those are my recommendations. This may not be the right time and place to suggest all of these changes, and I really hope I don't get deleted, but I feel drawn to post these. Again, since all of these ideas come from my personal experiences with DmK along with the fact that I'm not a programmer, I'd love some constructive criticism. Keep in mind that I am trying to make it so that every skill has use without one skill overshadowing the other.
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