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I've been thinking...


Arkade
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Ominous title, I know. Well, buckle in, because this thread is going to be long. There are a number of things which I would like to see changed or improved with the Knight class. This thread will detail those issues, as well as offer some ideas on how to fix them. 

Knight's Base Kit

I have some radical ideas for the knight's base kit, but for now, I'll stick to the simple changes.

1) When Shield Bash was added as part of the "New Knight", Shield Slam was "temporarily" moved to the #7 slot, with the caveat that the two abilities would be combined into one once they had the tech for it. Rather than do that, I would suggest that they just drop the Shield Slam ability. It was the knight's best ability back in Hunger Dome, but the game has changed so much since then, to the point where Shield Slam has little value. Not only does it root the knight, but it has to be charged, and it does pathetic damage for an ability that has a 100% crit rate (when charged over 66%). On top of that, the Shield Fighter discipline has the exact same ability, except it does good damage and counts as blocking without spending a talent point. Bottom line, there's no need to have both of these abilities in the game, so just drop Shield Slam. The only benefit to Shield Slam is the knock back, but you can get that with Shield Fighter or Force Mage.

2) Can we just combine Noble Blood and Oath of Will into one ability already? There's no reason for this to be a combo. 

3) Make the cooldowns on Shield Swipe and Shield Stun the same. Currently, Swipe is 23 seconds and Stun is 30 seconds. Make them both 25 seconds. What's the point of having them be different cooldowns? If Swipe were half the cooldown of Stun, then I could see it. Maybe that's the change to make. Make Swipe 15 and Stun 30. Either way, the current cooldowns don't make much sense.

4) At some point, Pursuit needs to be fixed so that we can control the length of the animation, the way it used to work prior to the implementation of the new movement controller. 

Swordsman

This is the Knight's best promotion class, but I feel like a few simple changes could really make it shine.

1) Why limit this spec to just swords? Every swordsman is going to take Blade Master because the only ability in the base kit that counts as a sword attack, other than basic attacks, is the Obliterate combo, and there are a limited number of disciplines that can work with the capstone talent. Why not instead make the promotion Weapon Master, and allow players to choose among all the different weapons and disciplines available to a knight? The mechanics can be exactly the same, just with different weapons and discs.

2) Can we change the Critical Obliteration talent to just give all bleeds 100% crit? Let us choose which bleed we want to use. Blade Master gets the Blood Strike Combo, which does a lot more direct damage than the Obliterate combo, and the bleed is on par with the Obliterate combo, even with the crits. In addition, Knife Fighter has a bleed on the 3rd basic attack. Give us options, instead of forcing us to use Obliterate. None of these bleeds stack, so let us pick the one we want and still gain the benefit of the talent.

3) Change Fortified Shield Slam to something more useful.

Secutor

For a promotion that is supposed to be the knight's best in terms of defense, it really leaves a lot to be desired. 

1) The capstone talent is focused on damage and CC. Why? I know there are people that like this talent, but I think it would make more sense in the Sentinel promotion. The capstone should be defensively focused, a la Frostguard.

2) Board and Board is a completely redundant talent. How this made it through the design phase is beyond me. It does exactly the same thing as Shieldmanship, except it only affects Shield Slam and doesn't give a damage bonus. There is no reason to ever take this talent.

3) The Armor talent increases Personal Damage Modifier by up to 4.5%. This talent, however, doesn't benefit the knight while blocking, due to the cap. I would suggest changing this talent to also modify the cap by the same amount.

Sentinel

This is probably the hardest promotion to fix, as I feel like it needs a complete redesign, but for now, I will just focus on the issues with the existing talents.

1) Grip Strength increases Power Efficiency and Power Efficiency Cap by 5% per point. This talent is only necessary because maces, for some unknown reason, weigh 15 more than all other 1-handed weapons. Make maces the same weight as the other weapons. If that means the damage ranges on maces have to be adjusted, fine. We can always add weapon weights if we want. Forcing players to spend 3 talent points just to offset the penalty imposed by the weapon they are forced to use makes little sense.

2) This promotion forces the knight to use a mace. Why? I realize that there are other classes that have much more limited options when it comes to weapons, but you went to the trouble of allowing knights to use a lot of different weapons. Don't take that away by forcing certain weapons into promotions.

3) The Heartless and Pinning talents are each 3 point talents, and improve Hard Crowd Control and Movement Crowd Control, respectively. The net effect of these abilities isn't worth the talent costs. At the very least, both of these should be combined into one 3 point talent. 

The Rest of the Talents

1) If Shield Slam is going to be removed, then the talent that grants the Shield Slam ability has to be replaced. 

2) The Hardiness talent is a waste of 3 points. Every class has a similar talent and no one spends points in it unless they are forced to.

3) The Unbreakable talent says that it increases the damage reduction of Block by 10%. The tooltip should be updated to indicate that it also increases the Personal Damage Modifier cap by 10% while using Block.

A Bunch of Ideas

Some of these ideas would require much more work than others, and some of them might be too weak or too powerful. I'm not expecting to get any of these, but maybe they will spark some ideas for the devs.

1) Replace the Hardiness talent with:

  • Lingering Pain: Increases the duration of the damage bonus from blocking big hits by 2 seconds per point

2) Modify the base kit to have a ranged tray by default. Knights can get a ranged tray via the Arcane Archer and Sharpshooter disciplines, so this should be pretty easy to implement. No melee weapon abilities can be placed in this tray. This would give Knights a place to put Throw Illusion Shield, so it might actually get used, as well as providing space for other disc abilities (Standard Bearer, Bard, Troubadour, etc.) without having to take Arcane Archer or Sharpshooter to get the space.

3) Drop Noble Blood and replace with 4 different Shouts which can be placed in the ranged tray:

  • Energizing Shout: Restores 350 energy over 3 seconds and you gain a Barrier for 500 that lasts for up to 15 seconds. 23 second cooldown.
  • Protective Shout: Raises your armor by 1000 for 10 seconds and you gain a Barrier for 500 that lasts for up to 15 seconds. 23 second cooldown.
  • Intimidating Shout: Deals 60 - 81 + 70% weapon damage to enemies in a cone and reduces their armor by 1000 for 10 seconds. Does not stack. You gain a Barrier for 500 that lasts up to 15 seconds. 30 second cooldown.
  • Encouraging Shout: Heals for 300 HP + 20% Support Power over 3 seconds and you gain a Barrier for 500 that lasts for up to 15 seconds. 30 second cooldown.

All of the shouts would share a cooldown. If you use Energizing or Protective, all 4 shouts would be on cooldown for 23 seconds. If you use Intimidating or Encouraging, all 4 would be on cooldown for 30 seconds. With the Break the Law talent, these cooldowns would drop to 16 and 21, respectively.

3) Replace the Shieldmanship talent with one of these:

  • Protector: Protective Shout now affects all group members within 20 meters
  • On the Move: Removes the movement penalty while blocking and modifies the damage bonus from blocking big hits to instead increase Personal Damage Modifier

4) Add one or both of the following abilities in place of Shield Slam:

  • Feint: A single target attack that does 50 - 100 + 50% weapon damage. 4 second cooldown. Lowers target's crit defense by 2% and lasts for 8 seconds. Stacks up to 3 times. 
  • Biting Blades: A spinning attack that hits up to 5 targets in a 5 meter radius around the caster for 99 - 199 + 124% weapon damage. Cooldown 10 seconds. Whenever this attack hits 3 or more targets, you get a stack of Noble Intent. Lasts 30 seconds. Noble Intent increases the strength of your shouts by 10% per stack. Can stack up to 3 times.

5) Replace Grip Strength with a talent that provides 75 support power per point.

6) Replace the Macemanship talent with:

  • Charity: Encouraging Shout now affects all group members within 20 meters and support power contribution is increased by 20%

7) Modify Board and Board to activate Shield Bash whenever a shield attack is used (Shieldmanship without the damage buff).

8 ) Remove the Pinning talent and add the effect to the Heartless talent.

9) Replace Pinning with a talent that increases healing crit chance by 2% per point.

10)  Replace Fortified Shield Slam with:

  • Increased Pain: Adds 5% to the damage bonus from blocking big hits (the way the Molon Labe passive does, but without the elemental reflection).

11) Not knight specific, but add a Major Discipline that is focused on the Axe (both 1-handed and 2-handed). It would have the following abilities:

  • Get to da Choppa: Throw an axe up to 25 meters, dealing 85 - 115 + 100% weapon damage. Successful throws increase in-combat movement speed by 15% for 5 seconds. 9 second cooldown.
  • Gonna Have Me Some Fun: Swing your axe wildly, striking up to 3 targets 3 times each for 85 - 115 + 75% weapon damage. 23 second cooldown. 
  • I Ain't Got Time to Bleed: Passive ability increases bleed resistance by 10%.
  • Payback Time: Passive ability reduces short cooldowns by 10%.

12) Modify Shield Whiz:

  • Trick Shots: Targets struck with Throw Illusion Shield or Get to da Choppa are inflicted with a snare for 5 seconds. Targets afflicted with both are rooted for 3 seconds.

 

I think that's enough for now. 

Edited by Arkade
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Also why is the Sentinel capstone only based on roots/stun while every other CC promotion gets its capstone on pretty much every CC. Seems so weird to me. 

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On 4/12/2020 at 6:03 AM, Arkade said:

Ominous title, I know. Well, buckle in, because this thread is going to be long. There are a number of things which I would like to see changed or improved with the Knight class. This thread will detail those issues, as well as offer some ideas on how to fix them. 

Knight's Base Kit

2) Can we just combine Noble Blood and Oath of Will into one ability already? There's no reason for this to be a combo.  Agree

3) Make the cooldowns on Shield Swipe and Shield Stun the same. Currently, Swipe is 23 seconds and Stun is 30 seconds. Make them both 25 seconds. What's the point of having them be different cooldowns? If Swipe were half the cooldown of Stun, then I could see it. Maybe that's the change to make. Make Swipe 15 and Stun 30. Either way, the current cooldowns don't make much sense. It pretty dumb atm CD wise agree.

4) At some point, Pursuit needs to be fixed so that we can control the length of the animation, the way it used to work prior to the implementation of the new movement controller. Leftclicking during a pursuit should finish it early imo 

Swordsman

1) Why limit this spec to just swords? Every swordsman is going to take Blade Master because the only ability in the base kit that counts as a sword attack, other than basic attacks, is the Obliterate combo, and there are a limited number of disciplines that can work with the capstone talent. Why not instead make the promotion Weapon Master, and allow players to choose among all the different weapons and disciplines available to a knight? The mechanics can be exactly the same, just with different weapons and discs. Would definetly provide more options for swordmans especialy disc wise since atm for dmg they only have 2 options now (Knife fighter and Blademaster, use to have the poison disc aswell (Forgot name) but now they kinda dont due to a passive on it makes all ur basic attack poison dmg which offers knight nothing but reduced dmg due to cap stone only provides slashing dmg/cap

2) Can we change the Critical Obliteration talent to just give all bleeds 100% crit? Let us choose which bleed we want to use. Blade Master gets the Blood Strike Combo, which does a lot more direct damage than the Obliterate combo, and the bleed is on par with the Obliterate combo, even with the crits. In addition, Knife Fighter has a bleed on the 3rd basic attack. Give us options, instead of forcing us to use Obliterate. None of these bleeds stack, so let us pick the one we want and still gain the benefit of the talent. on topic of bleed and dot dmg types i think it would be nice to have a minor discapline that allows for stacking dots. Problem with dots atm too is they dont stack with other players bleeds and one overides the other which make dot build rather bad (Assuming they didnt change in on test i havant tested that on the new patch yuet)

3) Change Fortified Shield Slam to something more useful. Could have the skill be one of 3 thing depending on the promotion u end up getting.

Secutor

For a promotion that is supposed to be the knight's best in terms of defense, it really leaves a lot to be desired. 

Cant comment to much on this spec since i never played it but it seems they want Knight survival to be based on being healed by healers over self sustain that other tanks classes get maybe give them cap stone and talents that increase incoming heals or when a knight gets healed they gain a barrier for 25% of the dmg healed ontop of the healing or something like that as a cap stone talent passive.

Sentinel

This is probably the hardest promotion to fix, as I feel like it needs a complete redesign, but for now, I will just focus on the issues with the existing talents.

1) Grip Strength increases Power Efficiency and Power Efficiency Cap by 5% per point. This talent is only necessary because maces, for some unknown reason, weigh 15 more than all other 1-handed weapons. Make maces the same weight as the other weapons. If that means the damage ranges on maces have to be adjusted, fine. We can always add weapon weights if we want. Forcing players to spend 3 talent points just to offset the penalty imposed by the weapon they are forced to use makes little sense. This talent allows sentinels to use heavy maces and not run out of energy due to CCing regained energy for the knight aslong as they landed them when people wernt immune u were fine.

2) This promotion forces the knight to use a mace. Why? I realize that there are other classes that have much more limited options when it comes to weapons, but you went to the trouble of allowing knights to use a lot of different weapons. Don't take that away by forcing certain weapons into promotions. Reason i guess is there CC based mainly stuns and being hit by a mace is generaly more stunny feeling than a sword. But yeah personaly i would like to see atleast 2 weapon type options for all classes would make crafters a little easier to move stock when more than 1 class can use said weapon.

3) The Heartless and Pinning talents are each 3 point talents, and improve Hard Crowd Control and Movement Crowd Control, respectively. The net effect of these abilities isn't worth the talent costs. At the very least, both of these should be combined into one 3 point talent.  Sentinels biggest problem i find is the same as every other CC class they have no counter to retaliate it often worst to CC somone if there running juggant cause ur dmg output is so low later on that the healing they get from juggant passive is more than ur dmg output lol. Every CC spec class needs to counter retaliate in some way. Sentinels should have a talent that causes all there CC skill to put retaliate on cooldown of the target affected by X seconds (Duration of CC + CC Control vs opponents CC control resist) this will effectivly be a counter option to retailiate which will put retaliate in a position where it good against most people but not very useful against classes that loose dmg/survivalbility to do CC. 
Other classes could have thing like debuff that doubles stamina cost of retaliate or something to be a different flavor.

The Rest of the Talents

2) The Hardiness talent is a waste of 3 points. Every class has a similar talent and no one spends points in it unless they are forced to. If this is the HP regen talent it needs to be increased like 20 times stronger than it is now, Hp regen stats on items and telents/caps should be increased to atleast 10-20 times its current value so regen builds are a possible option.

3) The Unbreakable talent says that it increases the damage reduction of Block by 10%. The tooltip should be updated to indicate that it also increases the Personal Damage Modifier cap by 10% while using Block. Agree

 

 

I think that's enough for now. 

 

Veeshan Midst of UXA

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11 minutes ago, veeshan said:

This talent allows sentinels to use heavy maces and not run out of energy due to CCing regained energy for the knight aslong as they landed them when people wernt immune u were fine.

I tested on live. I assume the numbers are the same on test.

Heavy rare mace and axe are both 46 weight. Regular axe is 6 weight and regular mace is 23 weight.

So for 3 talent points, the regular mace is 2 weight heavier than the regular axe.

Yes, the heavy weapons drop to 31, but that's just further limiting the choices for the spec. Basically, use a heavy mace or don't bother. At the very least, open it up to other weapon types.

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  • 2 weeks later...

You can animation cancel the pursuit by tapping block. A work around for now. Good to use on swordsman for that odd 1s root animation at the end it cancels it out.

Edited by Darkstar412
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