Hopeful Guy -> RE: =DF= DeathKnight Discussion Thread (9/27/2014 6:33:19)
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This class... Ash, you have outdone yourself. The few problems I noted: Life Steal is a bit OP IMO. I mean, 6% of your HP heal for 5 turns is amazing on its own (would be third best HoT in the game if memory serves), without the fact that it does that as damage as well. The DoT is also incredible, and is certainly better than enTropy and Pyromancer's many DoTs. You get this for 50 MP, not much at the sort of level this class is for. On Weaken, -50 Crit is a touch weird. It doesn't make much difference, since -40 Crit= 0 Crit. Either way, the enemy doesn't crit. I think this class is way too good at defence. You have: -3 turn Stun -2 turn Stun (with a VERY strong DoT attached) -Heal on hit -Life Steal (HoT+ amazing DoT) -Passive that can be changed to heal (tiny but permanent) -Unhittable Shield for 4 turns (unless enemy has 50+ Bonus), CD just 6... NOTE: The shield doesn't work on Turn 1- is that intended? -Crit debuff Tweaks suggested: Garb needs to be fixed on Turn 1 (bug, I think) and I suggest a cooldown of 10 turns at least. Also, I would suggest 150 M/P/M coming down to 110 or so, to give enemies a chance to hit you. Inspire Weakness should probably become a Boost debuff, -25 odd. If it was a blind, then Weakness-> Garb would be completely unhittable, and the Crit debuff would make hardly any difference were it -20 as opposed to -50. Will could maybe just have no Stun attached, and the DoT being less damage for 5 turns. Life Steal should be nerfed in some way (4% per Turn, maybe) And everything else is awesome as far as I can see.
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