2014-07-26, 07:16 PM
ShinkuDragon Wrote:i can see it perfectly fine, the problem is that DrK's and heroes do nothing but damage. nothing else they bring to the table is useful. so how would you balance two classes that do nothing but damage?
DrK revive is once every 6 minutes* if you die once, you're certainly going to die again, so really all that revive is is a one time chance.
You know theres too many of these classes to begin with the same concept, so you cant balance them in that regard. But once you start gaining utility edges people will look at it and whine because their class is exactly the same but you got x more thing than what they have. For instance, even tho you dont like that final pact have 6 min cooldown you can still extend its duration with buff duration. My Xenon have 80% buff duration and I plan to get more when you and I patch arrive in EMS, that already puts you at 54 sec duration final pact, just anotherl ine of 19% or 32% would put you at around a whole min of attacking without the fear of dying.
The ability has high potential but it also requires a pomegranate load of effort to pull that through aswell, so in the end Drk's utility is better than other classes due to final pact (and if you had the dot dmg outside of hard magnus like all other servers your healing ability would matter too).
If a class have too much utility would you rather nerf its utility or its damage?
Foolyz Wrote:Literally what. This game is not based on the MMO Trifecta. Try again.
Funny how you're a paladin, you just proved my point.

