DoomKnight Gear Updates Feedback + Suggestions (Full Version)

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GwenMay -> DoomKnight Gear Updates Feedback + Suggestions (6/5/2021 18:38:35)

I was pleasantly surprised yesterday when while playing Dragonfable I decided to equip my Necrotic Sword of Doom and saw it, along with the other DoomKnight items, had received an update to its all resists. I think this was a great change because like the May 21 design notes noted, they were feeling "lackluster."

I was also very curious why the cloak and helm only had +7 all resist and why none of the items received -health resists, so I decided to look on discord and saw that the cloak and helm originally had +10 all resists and were nerfed to +7 all resists, seemingly in response to a few comments on discord servers, official and unofficial.

Now that we have had two weeks to see the changes, I think the forums are the best place to give feedback on the DoomKnight gear changes and whether they should be rebalanced again, so I made this forum post for everyone to give their feedback and suggestions.

Here are my thoughts: DoomKnight gear should not be the absolute "best in slot" gear, that should be Inn Challenge Rewards. However, DoomKnight gear should be at least as good, and maybe even better, than the best Dragon Coin gear.

DoomKnight class and gear are not just premium package items, they are also a reward for loyal supporters of Dragonfable. Therefore, I don't think it makes much sense that the level 80 DC cloak "Nick's Toasty Cape" should have 3 more all resist plus immobility resist for 200 Dragon Coins than DoomKnight Cloak, or that a level 72 DragonCoin helm "Fierce Dragonlord Helm" should have 3 more all resist, 4 more immobility and -14 health resist compared to a level 90 DoomKnight helm. DoomKnight gear balancing should take into consideration comparable DC items as well as comparable Inn rewards.

With that being said, my initial proposal for rebalancing would be:
1. Give NSoD -10 health resist to balance out the 10 all resist. This would make the weapon more usable with DoomKnight's healing and somewhat comparable to Forced Reflection, although still below in terms of health resist and stat bonuses.
2. Give DoomKnight Helm 10 all resist and -10 health resist, and lower Light and Dark resists accordingly. This still keeps it below Ancient Dragonlord Helm but makes it comparable to Fierce Dragonlord Helm.
3. Give DoomKnight Cloak 9 all resist and lower Light and Dark resist accordingly. Keeping it at 9 keeps it below a lot of other top tier DC and Inn capes resist wise, but I think the Cloak's stats make up for it.

The most substantial changes here are the addition of health resist; the all resist update did make DoomKnight gear more generally useful but also (perhaps unintentionally) nerfed the items' synergy with DoomKnight's healing skills; matching all resist with health resist for NSoD and DoomKnight helm should counter that while bringing the items more in line with comparable DC gear.

I am very interested in what staff and other players think, both on what the "standard" for DoomKnight balancing should be and what that should translate to gameplay wise.





Zork Knight -> RE: DoomKnight Gear Updates Feedback + Suggestions (6/5/2021 20:27:44)

I definitely share the sentiment that DoomKnight accessories which you have to wait over a year to get, should not be inferior to DC gear that you can grab anytime. There's definitely an issue with overpowered DC items that kinda stand between DoomKnight and Inn gear.

Personally I feel the right move would be to nerf the offending DC gear, similarly to what was done to weapons above 10 All resist.

In the case of capes, we first had the inn ones (Unraveler and Necro Paragon) given -10 Health to offer something in return, and I thought that was a good move.

With helmets it's trickier, because there is only one Inn helmet at 10 All, ADL, which is a reward from one of the tougher and most iconic challenges. Meanwhile there is a whole host of DC helmets at 10, 9 and 8 All. I really do feel the better solution for these would be to bring down ALL the offending DCs gear.




Laeon val Observis -> RE: DoomKnight Gear Updates Feedback + Suggestions (6/6/2021 2:38:21)

While I can understand that you want to make the DmK accessories better, you are trying to make them general purpose instead of selling the theme of the iconic power class. For that, let’s go ahead and do a quick review of DmK. Its baseline damage output is quite potent. At the same time though it is built to end things quick as most of the skills have lengthy CDs and accelerating those CDs shortens the fight to just 3 more turns. During that time, heals are mostly for, if we were to have a villain’s perspective, “Just for minute hindrances.” Lore wise, Sepulchure is the sole DmK we know of. Even so, all his incarnations that we have seen is a combatant where slowing down is not in the vocabulary (even if he was stabbed by his own sword). All in all, the current All numbers in the DmK accessories embody the unrelenting fury of the great DoomKnight himself. Your heals are impacted, sure, but you have the painkiller and the stun resist to last just enough to land that fatal Dark Ritual combo.

While I do not want to derail topic, altering stat and resist numbers beyond the GG/UOK All hammer for outlier DC items is easier said than done for items before the Ashendal era as those were times where balancing numbers were still archaic if any such concept did exist back then. FDL will most likely not receive any hammer as its stat/resist combis became a recognized heritage courtesy of the ADL series. NTC, on the other hand, only has one competition with Chaosweaver’s Cloak (referencing BiS Word doc), therefore not really having too much data to warrant a change for now.




Branl -> RE: DoomKnight Gear Updates Feedback + Suggestions (6/6/2021 6:22:26)

To be fair, the Doomknight Helm is BIS defensive for Darkness and Light resistance, so it does have a niche.
The Cloak is only outdone in BIS Defense in Darkness by another special offer cape, but for light, it is outdone by the Radiant Wings of Light, which is definitely weird, since that cape doesn't really have inferior overall stats to the Doomknight Cloak)

Now if the niche the staff wants to follow for that item set are BIS defensive for those elements, then all that really needs to be done is tone down the Radiant Wing's Light/All Res combination or tune up the DMK Cloak's. Or for all I know, they could take it in a whole other direction.
But personally, I'd rather have more accessories follow this trend of having these fringe case uses rather than having a bunch of All res accessories you throw in a bank and never use again when you get the Inn Challenge accessories.

Regarding Nick's Toasty Cape, the closest thing to it would be the Wings of the Unraveler. And comparing the two, Wings have slightly better per dodge stat, but the cape has +4 immobility. In every other regard, it's pretty even. Probably a sign the Toasty Cape should be toned down a bit given the Wings are an inn challenge accessory and are going pound for pound with an old Level 80 200 DC cape.




dratonyos41 -> RE: DoomKnight Gear Updates Feedback + Suggestions (6/11/2021 7:21:00)

I wish there are color custom DmK helms and capes. My AQW inspired Ornate DmK is incomplete for now. I'm even willing to pay dragon coins. I really like my Sepulchure's Helm though. Hope i can see CC Sepulchure's Helm soon
https://i.hizliresim.com/3mdgtvs.png

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