The big thing touched on above that hits my funny spot is the whole importance of class roles. What are the 'ideal' class roles of each of the tank classes? There is a big drift here from live (a good thing imho) but we seem to not have any defined roles for the classes beyond tank/healer/dps. I've heard a few things, like SKS were supposed to be the kings of single target aggro, Pallys ae aggro and warriors just best overall but needing support. That obviously isn't the case here with scythe and bloodlust. Without making this a warriors are op thread, I think we can agree that a warrior will out tank either knight both in less damage taken and the ability to self sustain, out dps either knight and have better (or at least near effortless) ae aggro versus the other two knights. (to be fair the dps gap is a lot closer now with the bash upgrade, and I haven't parsed it out) Add in the lack of need of mana, and all of the utility that the knights are supposed to bring to the table goes mostly out the window later once raiding really begins). That has been my experience anyway, YMMV. There are a few fights and areas where paladin undead abilities and or SK...feign death... are necessary and a few fights mechanically where one knight or the other is the needed tank, but overall both knights are certainly second cousins to equally geared/tiered warriors in 80% of raiding/xp situations. These things being said, what ARE the class roles of knights? I always assumed, that it was sk's were the dps tanks, warriors the tanky tanks, and paladins the healing tanks. Currently this is definitely not the case. Maybe at t14 it is different but this isn't what I am seeing. Basically I just go in, burn a TON of mana holding aggro off of any on tier dps and am not doing much 'cool stuff' other than tab target terroring everything in sight (I can only imagine the pain pallys must suffer), and look longingly at a warrior just ae autoattacking while he naps, sips lemonade and ends the fight at the same ability to enter a fight as when he started...I look at my 40% burned mana bar and sigh a little (forgive the obvious hyperbole).
SKs used to outdamage paladins by a small amount, now with the new R2, I'm not even sure I do outdamage a paladin anymore. That being said, paladins certainly need help in aggro generation, but what a lot of people are suggesting are just upping dps, which I'm not sure is the answer. Don't get me wrong, I want to do more dps and I don't exactly want paladins to NOT do more dps but what I'm getting at is my original point: class roles. How should we define the class roles of each tank and what should be done to their abilities to make the classes actually FEEL unique and play uniquely? For example, in Vanguard, the SK equivalent was the 2hs tank, the pally the sword and board tank and the warrior the dual wield tank (also come back Vangaurd, we miss you). Class roles can be broken up in many ways, so keep in mind that I'm just spitballing here.
Maybe this is too late in the revamp process to push this much of a change of direction but that is what I'd really like to see over 'moar deeps' 'moar aggro' is cool neat new unique stuff. Dps and aggro increases are certainly helpful for kind of short term balancing but especially since the devs have the ability to add actual new AAs to the game, along with spells and tomes (psst, thirdsktome cough), this could be an opportunity to really differentiate the classes in a way similarly to how Live did. For example, SKs had crappy necro pets FOREVER on live, but eventually (when like level 75 or whatever it was went in), SKs got their very own pet line, not tied to the necro line. They had unique spell lines, some of which were copied here, spears and the SK spell here Touch of Chaos was a whole line of spells that instead of a dot recourse it just gave mana/hp to the group as one chunk (incidentally much better for those who like buff slot management).
Random SK thoughts:
--The SK pet tome line is actually a good example of exactly what I'd like to see more of. I think the end game implementation leaves a bit to be desired, as others have mentioned above (having to use a pet clicky from another classes pet, and never actually using my own pet to do all the cool stuff is a bit of a sticking point), but that being said, it is unique and fun/interesting in a way that more bash damage is not (though I quite like the bash damage changes, don't revert that).
--Undead nuke line, why do sk's and pallys even have this, those spells are literally never useful at the levels they are attained, but at least paladins have other evocations spells they might actually cast, sk's do not. My evocation skill is maybe 100 and unlikely to rise unless I get exceptionally bored one day. On live it looks like sk's were given a 'scythe' line of quick casting undead nukes retroactively at lower levels on up. (not suggesting you do this for sk's but if you are going with an actual 'revamp' then changing lower level spells might be worth considering. I get that this game really starts at 65, especially on this server, but then why bother having pre 65 spells at all if half of the spell lines we get don't tier up past level 50ish (I'm looking at you sk mez)
--Harm Touch/Improved Harm Touch/Leech Touch: At 65 without tomes its about two spears worth of damage on a 35 minute timer. With four tomes done it might do nearly as much as a wizard's base crit or a three or four ranger non crit bow shots (about 9300). I LIKE leech touch quite a lot as a save my butt maneuver, but it sure isn't all that impressive. Currently it will heal about 60% of my hp total with one tome, with all four it should be a complete heal, but again, I have to do four tomes to make one of my class defining abilities do what it essentially should already do. Though again, if new aa's were added this would just be part of base progression rather than something 'special' which is how class tomes otherwise seem now.
-Voice line of spells: Why last ten minutes...is the design intent to make me never use it because the recast and reuse are both ten minutes so it annoys me out of actually gemming it? You win Sod
-OK I'm going to admit it, I just want to murder things with a huge 2 handed axe (or a 2 handed sword, I'm willing to compromise), please make this happen devs...
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I'm talking a lot about sk's here, in what seems to be a pally focused thread, so forgive me, but that is the class I'm much more familiar with and can speak with much more knowledge on.
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One thing to look at across the board for knights is knight skill caps:
Melee weapon skills: 245 (why?)
Archery: 250 (why?)
Hand to hand: 250
Dodge/Parry/Riposte: 225
Bash: 250
Taunt: 200
My understanding from reading older threads was that the difference between 225 and 250 was much more important than one would think versus red (raid) mobs, though that was never definitively confirmed to be the case. In a thread or two on defensive skill caps, if I recall correctly it was suggested that getting your skills past 250 was a bigger bonus to the skill than anything before that, though it was antecdotal so may be incorrect or I could be remembering incorrectly. If this is the case then block would also be in the same boat skillwise since the most common high end shield (Amalgimated Greatshield) is 110 base ac (115 w aug, assuming augmented ac applies the same as base ac on shields, so a 220-230 skill). Even if it is the same reduction overall that's a 10% less defensive skill rate.