RE: =DF= DoomKnight Discussion Thread (Full Version)

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Deviance -> RE: =DF= DoomKnight Discussion Thread (7/10/2013 22:32:18)

Doomknight is really OP, so much that it allows me to focus on the aesthetics and artwork of the game. I mean, I dont have to get the best of the best items anymore, since some of them dont have artwork that I like. Ive always loved the art, and now I can do the "appropriate" amount of dmg (avg of 500dmg per hit maybe?) because it'll just do it automatically for me. its just a personal thing since Im pretty lazy sometimes. I love it bitterly. Bottom line, it is just beautiful ^^




Miran -> RE: =DF= DoomKnight Discussion Thread (7/10/2013 23:36:29)

I got this armor for the 7th Anniversary of creating my account, last december, and it has been a wonderful class to farm with (especially for my 4 secondaries who don't see much play time outside of wars.)
Very fun for raids and when you're either in an "Overkill ALL the things" mood or want to tackle Uberbosses. I think you just got to know when not to use it to have the most fun in DF, but everyone is responsible for one's own enjoyment in that regard. Quite fitting, that DmK can corrupt the player as well as the character. [;)]




andybaum005 -> RE: =DF= DoomKnight Discussion Thread (7/10/2013 23:44:31)

I recently bought the armor about a week ago, and I have to say, it is a truly amazing class. Man, I thought riftwalker was a powerhouse when I was using it, but this thing makes that class look pathetic in comparison. (albeit, I do prefer Riftwalker's animations a little bit. Much smoother and flashier.) Also makes high-HP bosses SO much easier, thanks to life carve. And don't even get me started on how much quicker I can go through enemy packs. Definitely a must-buy if you have the money, assuming you want to feel like a total juggernaut and be able to breeze through the game with ease.

I do hope that they get around to fixing the break skill, though. I mean, it does seem kind of unfair to me that one gender-type basically gets 100% of the armor's power, while another only gets 95% of it for the same price. I also wouldn't mind if, every once in a while, an NPC made note of our class during conversations, since it IS supposed to be by far the most feared class in the world of Dragonfable. Or maybe a quest that would provide some backstory on the set. Not that these would be a huge deal to me, but they could be some neat little bonuses that would add even more to the purchase. ^^




mds2005 -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 0:43:02)

I agree that it should eventually get new, better animations, including a few from Sepulchure. At least as flashy (and not as sound-glitchy <.<) as Dragonlord's newer animations.

It should also get dark-red sword trails, similar to Chronocorruptor's. <.<




Firos -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 3:46:35)

My only request is that the animations get some touch ups. My biggest issue with the class is that it has the weird walk cycle that old dragonlord used to have and it drives me INSANE.




Warmonger Starsaber -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 4:29:22)

An Amazing class for warring, I usually can do 3-4 WPM on foot waves with it, I do kind of wish I could get rid of the glowing eyes, like how Seppy has, he doesn't have the glow with his helmet.




Vivec -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 6:45:08)

@warmonger Starsaber that is the only thing that annoys me the glowing eyes, looks great but during dialogue it drives me nuts.




Warmonger Starsaber -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 7:13:06)

That's why I try not using it in certain quests and cutscenes, it just looks wierd when there is a close up on the Hero.




CinderFallenAngel -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 13:02:56)

I just end up using Doom Spikes and spamming Life Carve. Using Favour when needed, then again I don't go for the extreme/melt face fights.




WarMongerRave -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 16:27:12)

I love how the impossible crawler is so easy with doomknight




Talion -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 16:33:44)

I love this class to the death ^_^ and enjoyed every single of the DCs it gave. When you reach very high levels, it is so great to have something really OP [:)]




Digital X -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 16:41:05)

I'm one more DmK package away from the Class. Is it still "top dog" even regarding the nerf it got a while back, or whatever happened to it?




flashbang -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 16:43:28)

quote:

Until I learn self restraint I can't handle DmK.


This.




WarMongerRave -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 16:56:15)

again what is this self restraint you speak of
*DoomArmor don't listen to them you like the power I give you*
*Me yaaaaa power*
*DoomArmor MUHAHAHAHAHA*




Midnightsoul -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 20:19:29)

I think DmK needs an appropriate mana regen move and a shield move. Favor is not enough.
Shadow Buff is kind of pointless.
And the fact that mana costs increase as you level up is kinda wrong to do. It should be fixed.




Womba -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 21:17:18)

quote:

Is it still "top dog" even regarding the nerf it got a while back, or whatever happened to it?


No class can compete with the raw damage output DmK has... it's just THAT powerful.

quote:

I think DmK needs an appropriate mana regen move and a shield move. Favor is not enough.
Shadow Buff is kind of pointless.
And the fact that mana costs increase as you level up is kinda wrong to do. It should be fixed


DoomKnight is meant to have you focus on Darkness element attacks though since you also get the NSoD. Nothing is useless on it... you just gotta use it properly if you're doing something outside of "Spam Life-arve Hue."

The high and rising MP costs is actually a legitimate weakness of the class considering EVERYTHING it does deals a base value of 300% damage. (Blood Rite being 500% if I'm right? correct me if I'm wrong). There should be NOTHING in the entire game outside of Unbeatable Bosses that would actually give DoomKnight any trouble whatsoever. Long quests? Drink MP potions - Enter fight - Use Favor - end fight in one turn (or 2) - Continue quest.

I'll repeat myself redundantly to.... there is NOTHING that should give DoomKnight trouble. Unless it's supposed to be unbeatable... and even then DmK can last a while against those. (except roid-rage Seppy)

DoomKnight. Is the absolute Power-House. It has no need for defence with all of the offence it has built in.




Kazuki_Kitsuki -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 21:48:38)

You know, I just remembered the burning eyes for the male Doom Knights. Can't we just use the eyes from Ascendant, but red instead of blue? If it weren't for those flaming eyes when not wearing a helm, I'd hide the helm so I can see the hair I chose for my Doom Knight.

And wait, it got nerfed? Didn't notice any cut to its power at all. Heck, it seems even stronger than before I took my year and a half break.

@Midnightsoul: As Womba said, it doesn't need shield skills because of its multi-hit stun skill and life carve, which either stops the enemy or lets you sap their health. DmK is about three words: Damage per strike. The class is all about making whatever you are facing deader than dead, so dead that even Sepulchure and all his necromancers wouldn't have a hope of even making the smallest bones twitch. Add into it that the sword, helm and cape make you nearly impossible to hit, and you also get massive stat boosts, you don't need something to regen your mana and buff your defense unless you somehow manage to get stunned back to back. As for shadow, you are supposed to use the NSoD, which is the strongest darkness weapon of them all, meaning even more DPS. The fact is, the stronger you are, the harder it is to find a challenge. If it weren't for Sepulchure using his NBoD-roid, DmK might be able to trash him.




salene -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 21:53:46)

yeah, deatharrows, i didn't know you knew the word "self restraint"

just kidding, but ya, who else wants to see another DK npc? me fo sho!!!!




Kazuki_Kitsuki -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 22:22:24)

I personally would like to see what happened to Sepulchure, now that he's just a old regular doom knight, with a rather large hole in his chest. Kinda hope he joins us to crush the Rose, not double cross us like Sek-Duat. I still want to rip off his wings for what he did, then shove that light arm where the sun doesn't shine.

BTW, what's 'self-restraint?' Wait, hold that thought! Just saw a mild annoyance, aka Drakath. (uses Vengeance)




WarMongerRave -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 22:51:22)

what are some famous DoomKnight name you can come up with one mine is Arthas Menethi WoW what a good name for a DoomKnight[:D]




mew626 -> RE: =DF= DoomKnight Discussion Thread (7/11/2013 23:20:15)

ALL HAIL THE DARKNESS!

I love DoomKnight like I love my money. [;)]




Vivec -> RE: =DF= DoomKnight Discussion Thread (7/12/2013 0:20:52)

What about a Doom Knight belt,necklace and ring ?




Chaoto -> RE: =DF= DoomKnight Discussion Thread (7/12/2013 6:23:54)

Doom Knight class is a great stress releaver if you're having trouble with a certain boss or if you are getting tired of farming/Beating war waves and want to just speed things up a bit. The armour looks very cool too in my opinion.




ASdeTergI -> RE: =DF= DoomKnight Discussion Thread (7/12/2013 6:50:34)

Some of the moves I feel are just thrown in there and useless to the class as a whole. The stun resist reducer is unneeded (and bugged for males) as DmK is too OP to even need stun. Also, the 2 hits that also remove mana is useless because too few monsters even use mana and (same argument), even if they did DmK is too OP for it to matter. Also, the buff to damage on undead is useless because that is only one type and DF has so many more. Even if it has story value you could just strap on a light sword and blast the undead to bits. Furthermore, the refilling potions thing is useless, replace it with a mana healing skill and hp is takes care of nicely by life carve. Also, the halving mana thing is useless too as the basic attack is so OP that you dont even need mana for anything except bosses and even bosses fall too quickly for any use. UI think basically when the class as a whole is so op, the DF team had to put few filler moves. I mean DmK is fine with only these moves: life carve, blood rite, doom spikes and the health return move.




Lemonus -> RE: =DF= DoomKnight Discussion Thread (7/12/2013 7:33:15)

All I know is DmK is OP, since I most likely won't get the it for the rest of my life because of pricing.

Or maybe when I get a job...





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