Patch Notes - August 10th, 2021

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HEADLINES
  • Shadowknight and Paladin Discipline system rework.
  • Top end dungeon tweaks.
QUALITY OF LIFE - BUFFS
Now that a lot of the foundational systems have been implemented, we have been discussing ways to re-add the quality of life benefits that players enjoy, but within these new systems.

Players have expressed concerns with how variables to raid recovery times clash with the new buff system, the following change is designed to smooth this out.

Currently, buffs do not expire when a player is safe inside a city (eg. Athica while not in combat or PVP); this was a past quality of life addition. We have extended the "safe in city" rule to include areas that allow binding. An iconic example would be the bind location known as "tables" (or table if you're a purist).

DISCIPLINES
A six second lockout timer has been added to disciplines after a player swaps weapons.

TANK REBALANCE
As we move forward, we would like to explain where we see each tank ranked in different categories:

MITIGATION
Warriors would continue to be the best at physical mitigation with Paladins the worst. The caveat being, Paladins will now specialize further in spell mitigation to differentiate them.​
  • Physical Mitigation: Warrior (13%+) Shadow Knight (7%) Paladin (5%)
  • Spell Mitigation: Paladin (7%+)
AGGRO
Currently, the tank single target aggro order is not correct. Warriors are too low due to our weapon balance and Paladins are too high due to Zealous Might aggro multipliers.​
  • Single Target Aggro:
    • Shadow Knight: Single target aggro should be easy and efficient. Other raid members should be jolting rarely.
    • Paladin: Single target aggro should be the lowest of the three tanks. Other raid members should be jolting often.
    • Warrior: Warriors should be between Paladin and Shadowknight aggro, being closer to Paladins. Other raid members should be jolting sometimes.
  • Area of Effect Aggro:
    • Paladin: High aggro on 6+ targets. Easy and efficient to generate.
    • Warrior: Moderate aggro on current target and decent aggro on 2 to 3 other targets. Targets beyond this should produce noticeable aggro loss.
    • Shadowknight: Unbreakable aggro on a single target. Aggro on a second target should be moderate but need to be worked for. Targets beyond this should produce noticeable aggro loss.
SINGLE TARGET DPS WHILE TANKING
Warriors should always provide the largest DPS while tanking. Shadowknights should be second, closely followed by Paladins. Currently Paladins are doing too much single target tanking DPS due to Zealous Might multipliers.​

KNIGHT SHIELDING MASTERY
  • This AA has not been working, it was not adding its bonus to shields for knights (for at least 10 years). It now properly applies its bonus.
BASH
  • The bash damage formula now applies diminishing returns to bonus damage from shoulder and shield armor class as it increases.
  • Using bash currently applies a bonus aggro value that is equal to shield AC; knights receive a multiplier to this bonus value. For this patch, we have increased this multiplier. We feel that bash is an appropriate source for aggro for knights; it scales with level, gear and accuracy. By buffing this source we can spread out aggro generated by more absurd sources. This is one adjustment that will assist with the low level paladin aggro issues we have received from feedback.
WARRIOR
The aggro multiplier of bloodlust has been increased to put warriors in a more appropriate spot for aggro generation. This is an interim fix until warriors receive a full discipline rework.

PALADIN
All Paladin stances have been removed (including aggressive and defensive), and reworked or replaced with Disciplines. We see the Paladin as a hybrid between Warriors and Clerics. Clerics tend to be a bit more melee oriented in design, so Disciplines were also designed to accentuate this. Paladin will be the top healer of the three tanks both while tanking and as a raid utility. To differentiate the Paladin from the Shadowknight when it comes to mitigation, we have further advanced their Spell Mitigation theme. Paladin single target aggro was nerfed, while also increasing their area aggro generation. We have given the Paladin three tools to help with emergencies that arise from aggro:
  • A single target aggro information skill, similar to Jayla's Insight.
  • Fast casting target of target healing spells.
  • A unique taunt skill.
PALADIN DISCIPLINE ABILITIES
Paladins may purchase the following disciplines from the Paladin Guild. Be sure to explore for additional ranks!​
  • Pious Strike - Ranks I to VI. Strike an undead target, banishing their existence from this plane. Has a chance to weaken your target. Has a very rare chance to deal massive damage to your target.
  • Lady's Strike- Ranks I to VI. Bash your target with your shield, dealing physical damage and generating aggro to those around you. Deals additional damage to stunned targets. Requires a shield. This ability should bring low level paladin aggro to values that feel better while leveling. Because this ability is bash damage, it inherits the properties of bash.
    • It interrupts spells.
    • The damage can never crit.
    • Bonus aggro is generated against your primary target using the above BASH rule.
  • Cleansing Strike - Ranks I to VII. Channel a purifying flame into your weapon, striking your target with fire damage. Additional chance to deal a critical strike against Undead. Requires a two handed weapon. Consumes both stamina and mana.
  • Holy Inspiration - Read the tide of battle, gauging how close another player is to pulling aggression off you. Only works if you are the primary aggro to an enemy.
  • Moment of Truth - Ranks I to II. Force your enemy to focus its rage toward you. Only usable in combat. Must be in melee range.
PALADIN DISCIPLINE BUFFS
  • Bastion of Faith - Ranks I to III. The defense of the faithful, granting 3/4/5% melee mitigation and 3/5/7% spell mitigation.
  • Althuna's Fury - Ranks I to III. Faith exudes might! Your zeal carries you into battle, increasing melee damage but decreasing mitigation and aggro. Increases melee damage by 10/15/20%, increases melee damage taken by 5/7/10%, and reduces aggro generated by 5/10/15%.
ZEALOUS/RIGHTEOUS MIGHT REWORK
Due to Zealous and Righteous Might's impact on single target DPS and tanking aggro, these spells have been reworked. Althuna's Fury is intended to provide measured Paladin melee damage, while dissuading from use while tanking. Aggro loss has been distributed to Bash, healing, and Lady's Strike. These new healing spells accentuate the Paladin's healing and spell mitigation strengths.​
Inspire your target's target with the power of faith, healing them and mitigating spell damage for a duration. This buff will also heal them again on their next successful block.
  • Inspire Belief- Target's Target, 287 Base Heal, 1.5s cast, zero recast time, 3.5s recovery, 12s duration, 2% spell mitigation. (Reworked from Righteous Might)
    • Bestow Light - Fade on block, 95 Base Heal.
  • Runic: Inspire Faith- Target's Target, 691 Base Heal, 1.5s cast, zero recast time, 3.5s recovery, 12s duration, 3% spell mitigation. (Reworked from Zealous Might)
    • Bestow Faith - Fade on block, 399 Base Heal.
BLINDS
Blind spells can no longer be overwritten; freeing up a spell slot for some who used two. Paladin blind spells now lower dexterity instead of attack. The dexterity debuff value increases with spell rank. Additional lower level blinds have been added to assist the leveling paladin. Searing light gets a balance nerf as it was out of bounds numerically.​
  • Flash of Light - Decreases dexterity by 5.
  • Glint of Light - A new magic-resist blind purchasable at level 18. Decreases dexterity by 8. Has a magic-resist adjust.
  • Gleam of Light - Decreases targets dexterity by 5.
  • Fervid Light - A new fire-resist blind purchasable at level 45. Decreases dexterity by 12.
  • Blinding Light - Decreases targets dexterity by 16.
  • Wave of Light - Decreases targets dexterity by 10.
  • Searing Light - Decreases targets dexterity by 20. Mana cost increased to 120. Resist adjust lowered to 75. Direct Damage component removed.
STUNS
  • Words of the Righteous is a new single target stun available to Paladins to purchase in late game areas.
  • Descending Judgement has been reworked into Word of the Templar, an upgrade to Word of the Crusader. Descending Judgement provided a lot of a Paladin's aggro while also being predominantly hated by a large portion of developers and players.
HAND OF PIETY
The cooldown of Hand of Piety has been reduced to 20 minutes.​
HEALING AGGRO
Healing aggro generated by a Paladin using single target, self, or target's target healing spells has been slightly increased, outpacing other healer classes.​
DIVINE REFUSAL
The base healing has been increased to 17% (from 13%). Ranks of Divine Radiance further increase this amount. 20, 25, 33, 50%, (from 14, 17, 20, 25%). The AA description has been updated.​
Focuses your fighting spirit, increasing the chance to flurry against undead. Paladins will refuse to die from undead once every 24 hours. Ranks of this AA reduce the cooldown and increase the heal amount of this innate skill.
DIVINE STUN
The AA description has been updated to inform players that this spell generates aggro:​
Training in this ability gives you a new, fast-casting low-resist stun that work even on creatures immune to stun spells. Always generates a medium amount of aggro.
UNDEAD NUKE
Paladins may now learn Banish Undead at level 64. Literally the best buff, so I saved it for last. Nuke on.​
SHADOWKNIGHT
All Shadowknight stances have been removed (including aggressive and defensive), and reworked or replaced with Disciplines. We see Shadowknights as a hybrid between the Warrior and Necromancer classes. Because Necromancers are more spell oriented, Shadowknight Disciplines are not themed around weapon use. Damage Over Time spells were adjusted to play a core role in Shadowknight gameplay. Leech stance has been converted to a short cooldown ability, setting self-healing below Paladins, and above Warriors. A few tools were given to a Shadowknight to address mana sustain, being the cousin of a Necromancer. The mechanics of pet sacrificing should feel better:
  • Instant triggering
  • Failure messages describing when the ability requirements are not met
  • Introduced at lower levels
  • Pet clickies no longer allow for pet sacrificing, being replaced with a class skill
Lastly, a Shadowknight is the undisputed champion of Single Target aggro. Veil spells have been replaced, shifting aggro to new single target aggro tools.

INNATE DOT AGGRO
Shadowknights now have an innate bonus to aggro generated from damage over time sources. Spell casting subtlety for Shadowknights will now also apply to DoT aggro.​
VEXATION OF BLIGHTS
Each rank of this new AA further increases the aggro generated from damage over time sources. This AA also applies a multiplier to the Shadowknight's contribution to DoT Weakening. Excerpt from our forums detailing this mechanic:​
DOT WEAKENING
Weakening effect works by adding up all the damage done to a mob by DoTs in a single tick. For the remainder of that tick, the mob directly deals less damage in melee based on how much DoT damage it is taking in proportion to its HP.
LOW LEVEL DOTS
Low level DoT levels have been lowered to increase usability. New low level DoTs have been added to their repertoire. Adjacent spells shuffled to maintain 1 spell per level.​
  • Disease Cloud - Level 3 (from 5)
    • Locate Corpse - Level 5 (from 3)
  • Clinging Darkness - Level 9 (from 11)
    • Fear - Level 11 (from 12)
  • Fever - New, Level 12
  • Engulfing Darkness - Level 18 (from 20)
  • Heart Flutter - Level 21 (from 36)
  • Virulence - New, Level 30
  • Dooming Darkness - Level 33 (from 44)
  • Searing Blood - New, Level 42
  • Scourge - New, Level 45
  • Boil Blood - Level 48 (from 53)
  • Inflame Blood - New, Level 53
  • Asystole - Level 56 (from 60)
  • Cascading Darkness - Level 58 (from 59)
DISEASE DOT/DEBUFF REWORK
The following spell line has been adjusted and added to. Three of these spells replace the Shadowknight veil line.​
  • Heart Flutter - Duration lowered to 30s, mana cost reduced.
  • Arrhythmia - New, Level 34, 2.0s cast time, 30s duration. (Reworked from Veil of Dis)
  • Heart Panic - New, Level 44, 2.0s cast time, 30s duration. (Reworked from Veil of Marlow)
  • Asystole - Cast time reduced to 4.1s, duration lowered to 30s, mana cost reduced.
  • Cardiac Arrest - New, Level 65, 2.0s cast time, 30s duration.
  • Runic: Heart Possession - New, Runic Two, 2.0s cast time, 30s duration. (Reworked from Veil of Kaezul)
SCORCH BLOOD
A new fire DoT available to Shadowknights to purchase in late game areas.​

TERRORS
The cooldown has been removed from all terrors; freeing up a spell slot for some who used two.​
  • Terror of Gradalsh is a new terror available to Shadowknights to purchase in late game areas.
SHADOWKNIGHT DISCIPLINE ABILITIES
Shadowknights may purchase the following disciplines from the Shadowknight Guild. Be sure to explore for additional ranks!​
  • Meld Bone - Reap undeath from the fading of life, summoning your highest level pet from your spell book. If used on a target that is close to death, the cooldown of this ability will be lowered. Requires melee range.
  • Touch of Hatred - Ranks I to VII. Instill deep hatred upon your enemy, greatly increasing their aggro towards you. Requires melee range.
  • Festering Harvest - Ranks I to VII. Harvest the life of another through a festering touch. The life healed increases with the number of your afflictions on the target. Requires melee range.
  • Deceitful Doubt - Instill powerful doubt upon your enemy, dispelling a beneficial buff with a chance to interrupt spell casting. Requires melee range.
  • Pet: Edict of Pain- Commands your pet to sacrifice itself, imparting its strength to you for a duration.
  • Edict of Pain- A buff granting the Shadowknight a 500/1000 Delay Death life value, 15/25 Disease Resist and 1/2% physical mitigation.
    • Delay Death is most commonly known as "Purple Club", a negative life value that must be exhausted before a player dies.
  • Pet: Grave Pact - Ranks I and II. Commands your pet to sacrifice itself, restoring mana through it's undeath.
The following Discipline skills require ranks in Servant Training to use:​
  • Pet: Noxious Blast - Commands your pet to sacrifice itself, causing disease damage to nearby foes.
  • Pet: Reaper's Touch - Commands your Pet to sacrifice itself, Draining HP from its target and giving it to your group
  • Pet: Ritual of Gore - Commands your pet to sacrifice itself, mesmerizing nearby foes in a spectacle of gore.
  • Pet: Withering Curse - Commands your pet to sacrifice itself, infecting its target with an incremental damage over time spell. This ability counts towards Festering Harvest's heal.
Meld Bone and each sacrifice skill have their own cooldown timer.​

SHADOWKNIGHT DISCIPLINE BUFFS
  • Shadow of Marlow - Ranks I to III. You fade slightly into the realm of dreams, granting 5/6/7% melee mitigation.
  • Putrid Aura - Ranks I to III. You are wreathed in a caustic aura, increasing the damage of all your damage over time spells by 25/50/100% but decreasing melee mitigation by 5/7/10% and aggro by 10/25/50%.
  • Spirit Anchor - Merge your energies with the spirits of the dead, guarding yourself from detrimental mana drains. Mitigates mana drains with a value less than one fourth your maximum mana.
  • Terror Guard - Wreathe yourself in nightmares, enthralling all those who strike you in combat.
FLAYING STRIKES
This AA now increases damage dealt to Ancient and Young races in addition to Humanoid Monsters.​
SHROUD OF THE LICH
Weapon proc moved to slot 5 to allow for more usability.​
UTILITY BENEFICIAL: CONVERSION
Deathly Temptation mana regen increased to 12, health decay increased to 12.​
NECROMANCER
  • Deathly Temptation is now available to purchase at level 40 as a nice step between Call of Bones and Lich.
DRUID
  • Cataclysm mana cost increased.
ROGUE
  • LOIO and Refuge discipline vendor costs have been lowered.
  • A poison vendor has been added to Kelethin, and the poison vendor in The Mountain Crags of Tarhyl has been updated.
  • Nimble Dance duration extended to 10s.
  • Crippling Point now has a vendor cost.
  • Fixed a bug that prevented Concealed Blades AA from working.
  • Gutsy Gambol movement speeds increased slightly. Stamina costs decreased slightly.
  • Wisterol has been re-added to Poison Merchant to allow continued crafting of Savage Frenzy for Marlow quest.
ENCHANTER
  • The duration of the Misdirection line of spells has been doubled.
SPELLS
  • Cleric symbols, Savagery, and Reagent conservation descriptions corrected.
  • Razadian Conservation has been corrected, setting its value at 25%.
  • Flash Powder Ranks I to III correctly state which reagent they require.
  • Flash Powder Rank III now correctly requires a "Flash Powder" reagent.
  • Suffocate, Gasping Embrace, Torment of Gnyrt, Asphyxiate, Chokehold, and Misery of the Swamp spell descriptions updated.
  • Critical Precision spell description updated.
TOP END DUNGEONS

GLOBAL CHARM CREDITS
Initially we only allowed charm credits to drop from enemies with a respawn timer greater than 30 minutes. Based on feedback and additional data, the following changes have been made. A linear drop adjustment has been added because we want to reward more difficult play.​
  • Respawn limit has been lowered to 20 minutes, and lesser charm credit drop chance lowered by 20%. (More zones, less chance)
  • Greater charm credit drop chance increased by 100%.
  • A linear drop adjustment based on enemy level has been added:
    • 20% drop penalty at 55, 33% drop bonus at 65
CITADEL OF THE CLAW
  • Rust Code added for all named.
  • Experience slightly increased.
  • Visiting nobles have a higher chance to rust code named and drop Commander's Orders.
ELDENAL'S MANSION
  • Hybrid-type Rust Code and accelerated respawn feature added.
  • A new visitor awaits your arrival.
BLOOD QUARRY (ROCK SIDE)
  • An additional Rebel Acquisition token quest has been added that involves this area.
  • Rust code added for named.
  • Trash in this wing now drop Yclistinite Bits.
EMBERFLOW
  • The spawn delay on cash named has been lowered to 5 minutes (from 30min)
WEAPON BALANCE
  • Ortananoch's combat innate, Legacy of the Dragonkin, has been altered. Proc rate has been increased, but will fade after five procs. Proc damage lowered to account for a higher proc rate.
  • Entropy's Spine damage proc, Withering Wave, has been changed to a flat damage value instead of a scaling value.
SUNKEN CATHEDRAL
  • Fixed bugs with named mobs spawning - should work normally henceforth.
  • Improved Quest NPC behavior.
  • Wax Fruit increased from snack to meal.
  • Unfeeling alkahest behavior improved.
  • Improved encounter flagging (Thanks Rymy, Marthog, Wuuc, Paxit).
  • Aggregate fungi should no longer fall under the world.
  • Zone quest reward received a bug fix.
  • Tunnel mushroom add spawning frequency reduced.
  • QoL improvements with respect to the amount of items.
  • Revisions were made in the spiral room.
  • Main quest line lengthened a bit - a new bonus awaits for those going all the way.
  • Quest encounter receives rebalancing and items brought in line with the difficulty.
QUESTS
  • A short little quest in Sundered Mountains offered by Freya the Blacksmith that was broken and could not be completed is fixed.
  • Ryzan's Dagger quest which was broken and could not be completed has been fully redone, now accessible by rogues level 60 and above.
  • Previously, killing 6 of 7 required types of stonemites & elementals for the quest "Things that go bump in the mines" incorrectly gave text implying the quest was complete when it was not actually complete. This has been fixed.
  • Gleaming Steel Sword has been added to the Well-Illustrated Treasure Map loot table.
  • Forest of the Fallen:
    • Vaton has listened to reason and will now allow all animal trappings to be done at the same time.
    • Guorth is allowing multiple defenders at once during the Yiv invasion of the Kromtor fort.
    • Gravedigging with Gumdor should work better.
MISC
  • The command system transition is complete. Commands using /cm will no longer work and will display an error
  • Yclistinite Credits can now be purchased in Lake of Ill Omen. Credits are tradable and can be redeemed for their full value.
  • Increased Heart Panic (Previously Veil of Marlow) and Taraztu's Healing Flames drop rates.
  • The Lug Worm has been fixed.
  • The Silent Halls: Soul Hunters of Rajzaa spawns changed to be more dynamic.
  • Cryospine bodytype has been adjusted to 'animal' to allow druid charm.
  • Lifedraw spell proc added to Ghostmetal Shield.
  • Max health of "a faerie trickster" lowered slightly.
  • Rotten Core(s) are no longer stackable.
  • Axe of Continuous Attraction was fixed to prevent a rare but serious malfunction. Thanks Stever for reporting the issue.
  • The Fletching combine to create Quiver of Scornwood Arrows is now up-to-date with the Fletching revamp in a previous patch.

KNOWN ISSUES
  • Archaic: Tarhyl's Raging Curse is currently not functioning correctly. (Fixed)
  • Some disciplines have occasionally been failing to land successfully with an "out of combat" message
  • The new Paladin target of target spells are not landing on Allies. (Fixed)
  • Edict of Pain I is not working. (Fixed)
  • Paladins can target themselves with their damaging discipline abilities
 
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Ok this is really good feedback that includes information that helps narrow down what you are talking about. Example, Heal spell canceling did not have a message associated with it. This does and allows me to search for that exact message to narrow down locations that could cause it.

There was a change eight months ago to prevent lifeflow clicks from healing the caster (Undying Loyalty). Later someone reported you could still heal yourself by not having a target. Two months ago a block was put in to prevent this. From what it looks like, this is probably blocking wizard PBAoEs because they recourse Arcane Echo (Part of the check looks for a recourse). I would guess you can still cast PBAoE stun/blind without a target?
I can check that in a few moments, I'll post results here.

I have found no issues so far with my Pbaoes. I will check the undead aoes after I finish my current adventures and update.
 
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The big issue with SK pre-patch was the amount of mana (and to a lesser extent, time) that had to be used when keeping aggro on multiple targets. It was quite customary for me to spend a decent-sized chunk of mana Terror of Kaezul & Marlow'ing (whenever R2 was on CD) each target when pulling rooms of mods during your average exp group. After playing with the rework, where SK aggro is now more dependent on casting multiple DoTs on each target AFTER you do your initial terrors, it seems like the mana-management problem and the aggro-set up issue was exacerbated. This can be problematic when tanks are encouraged to pull trains or whole rooms for higher tier groups.

I just wanted to share my feedback as a longtime player of this game as a shadowknight main. I would like to hear insights from other and maybe more well-adjusted shadowknight players on whether my criticisms and observations are valid.
 
Played with the new Paladin toolkit a bit more,

Agro doesnt seem too bad - 6 mobs is still pretty doable for agro, 6+ got a bit loose, lady strike wasnt enough to firmly hold on targets that were being missed with aoe blinds/stuns. Single target agro was doable in a casual setting without too much loss...but a lot of button mashing.

Can't wait for lady strike on 2h, that will be a nice improvement.

I do have 2 questions.
How does the dev team feel about balancing some endurance recovery into the toolkit, so knights have a method of maintaining endurance besides just not using the abilities. For paladins, was thinking the inspire faith line would be a neat way to do it, add some endurance recovery to the block recourse. I dunno SKs, so someone else would have to chime in if they like the idea.

And are the devs dead set on the base mitigation numbers. I may be alone in this one, but it feels bad they we get to be the lowest on the DPS and mitigation front.
 
Played with the new Paladin toolkit a bit more,

Agro doesnt seem too bad - 6 mobs is still pretty doable for agro, 6+ got a bit loose, lady strike wasnt enough to firmly hold on targets that were being missed with aoe blinds/stuns. Single target agro was doable in a casual setting without too much loss...but a lot of button mashing.

Can't wait for lady strike on 2h, that will be a nice improvement.

I do have 2 questions.
How does the dev team feel about balancing some endurance recovery into the toolkit, so knights have a method of maintaining endurance besides just not using the abilities. For paladins, was thinking the inspire faith line would be a neat way to do it, add some endurance recovery to the block recourse. I dunno SKs, so someone else would have to chime in if they like the idea.

And are the devs dead set on the base mitigation numbers. I may be alone in this one, but it feels bad they we get to be the lowest on the DPS and mitigation front.
I like this idea, but the R2 gives the recourse to whoever is on aggro. Might not be super helpful if the Paladin doesn't have the aggro in a raid situation, but I see that It could be nice in group setting.

Perhaps having a spell that gives Mana for endurance? Like a holy lich would be different, or perhaps an AA that might grant the knight endurance by percentage on a successful melee strike?

What do you think Enderi?
 
Having touched shadowknight recently the best way I can summarize the changes is that playing the class feels like a chore. It is not rewarding, it is not enjoyable. There was a very good post by tevinter that described the smoothness or enjoyability of a class and this comes across as completely misunderstanding that ideal.

I am pushing a lot more buttons than before that do not feel rewarding or often times even necessary. The mitigation stance will almost always without fail be defaulted to so I am not sure why it has a 1 minute duration. Outside of maybe first ruins where you dare think of hitting the other button. Reapplying the button every 60 seconds is completely unnecessary.

The inability to press buttons while greyed out but playing a class that needs to constantly cast is awful. I don't know how feasible it is to fix this but as it stands half my gameplay is being told I am unable to use a discipline due to casting recently. No "clutch" festering harvests will happen because chances are you've most likely pressed a spell gem in the last 3 seconds and are in knightly time out.

There is a new short duration buff recourse that on paper is again nice but in reality its just tedius to constantly reapply the pet buff, Why not just roll this into soulshroud or any of the other functionality to make gameplay smoother. Again if you're raid tanking a mob this button is almost assuredly being press by default.

Pets themselves I enjoy finally being responsive, unfortunately they die half the time to a random aoe upon being summoned . No amount of companion health is going to prevent this and it again makes playing around that aspect of the class random and irritating.

Dots cast too slow and cost too much mana to be used in exp groups while having too low of a damage value to be meaningful in most zones. Once again the age old monster of spellgems has reared its head and I have no idea what I am supposed to drop for scorchblood.

Regardless of how often veil was actually up for exp content it was still a step back in shadowknight panic buttons as others have said. I still stand by the necessity of aoe aggro especially in a world where groups don't massively out tier nearly everything they're doing.

As suggested in the previous thread

  1. Condense buffs/debuffs and recourses, there simply aren't enough spell gems for this to ever not be a nightmare to utilize.
  2. FD Really should be either an AA or an Item, Even with the dps stance our warrior was constantly getting dumpstered by a shadowknight essentially mandating it be memmed for raids.
  3. Spell gems are just kind of doomed without these two things happening.
There are plenty of other suggestions like lowering mana costs, cast times, increasing dot durations, lowered cooldowns etc that would make this class smoother to play.

But as it is it just feels like an even more frantic mess than the previous incarnation, sorry for the negativity but I can't summarize it any better than that.

Also can we for the love of god remove the spell grey out time from Voice of Kaezul so some lesser knights might take advantage of it without needing to force sks to refresh every time we want to cast it. Maybe slam it on an item too if you are feeling wild and want to violate someones bag space.
 
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Dots cast too slow and cost too much mana to be used in exp groups while having too low of a damage value to be meaningful in most zones. Once again the age old monster of spellgems has reared its head and I have no idea what I am supposed to drop for scorchblood.
Otcho, great post! I feel same way about Paladin aggro spells in general. Not only do they take too long to cast, but during and after the cast while global cooldown is active, I cannot activate a new stance or strike from the new combat system. The old "/s 4" style system allowed one to manipulate stances while casting or on GCD.

Perhaps having Knights being able to cast faster and actually use the new abilities while casting and in GCD would be a major improvement to the new playstyle and make it more streamlined?

What do you think about this, Cole?
 
I agree with what Eyate said. Not being able to use disciplines during spell casting/grey out leads me to just spamming the button hoping that it’s up. Maybe if every sk/paladin spell just had instant cooldown like terror if activating disciplines during grey-out is not allowable due for client restrictions.

1.) Making FD an AA so we can utilize some of these newer spells.

2.) Increase the duration of our dot and mitigation stances to at least 2 minutes, but hopefully even longer. Dropping your stance and not being able to re-apply it because you are casting a 2 second dot followed by a 1-2 second greyout period makes for some squishy times.

3.) Combining Touch of the Succubus and Brazen bull to help save on spellgem slots.

I’ve gotten to play with the changes a bit now and have some more thoughts if you want them/if they will make a difference. The no recast on terror is really nice and I’m looking forward to Meld Bones working a lot better, hopefully in the near future.

If you’d rather there be sk/paladin specific threads for feedback, we can try to consolidate there instead

Thanks!
 
3.) Combining Touch of the Succubus and Brazen bull to help save on spellgem slots.

Maybe an sK exclusive AA that applies a Brazen Bull like effect whenever a dot successfully lands?

I've been playing my scrub sK a lot more lately since enchanters got pummeled and the spell gem issue is really real.

FD AA would help tremendously (even for entry level 65 duos) but consolidation of all the useful dots and debuffs would be great.
 
Dropping your stance and not being able to re-apply it because you are casting a 2 second dot followed by a 1-2 second greyout period makes for some squishy times.
First of all. It costs nothing to re-up your stance. Just had to throw that out there. ie you can re-up it whenever.

I did some testing. the grey-out time is a client-side block. Nothing we can do there. My two cents, as a caster class you should be familiar with the "rhythm" of grey out time already. Even in testing this was hard for me to notice. (unless your a button slammer?)

Lastly, duration of knight stances will increase. I agree, there is a lot more buttons to press than before and one more isn't needed.
 
I did some testing. the grey-out time is a client-side block. Nothing we can do there. My two cents, as a caster class you should be familiar with the "rhythm" of grey out time already. Even in testing this was hard for me to notice. (unless your a button slammer?)
Yes, I smash buttons very hard when I play this game!

Thank you for increasing the duration, much appreciated!
 
5 minutes
Why not make them forever?

Just make them toggle like current warrior stances. Attack Stance, Defend Stance, Vindicate Stance, and Reckless Fury

As you said, they "costs nothing to re-up" so why are we trying to force a player to just remember to press a button ever x time increment.

This is equally as enjoyable as it is to click Combine every ~ hour.

All this stuff should simply last forever it will increase enjoyment for all with zero drawback.

EDIT:

After testing Bastion of Faith II on my 55 pally I can see it uses endurance as you are in the stance, 0 to use however it will drain once you are in the stance or whatever.... Why is this a thing?

All these new stances seem to make "Decrease Endurance Loss by" buffs and worn effects a huge deal. Especially how the stack. Is that being looked into?
 
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Why not make them forever?

Just make them toggle like current warrior stances. Attack Stance, Defend Stance, Vindicate Stance, and Reckless Fury

As you said, they "costs nothing to re-up" so why are we trying to force a player to just remember to press a button ever x time increment.

This is equally as enjoyable as it is to click Combine every ~ hour.

All this stuff should simply last forever it will increase enjoyment for all with zero drawback.

EDIT:

After testing Bastion of Faith II on my 55 pally I can see it uses endurance as you are in the stance, 0 to use however it will drain once you are in the stance or whatever.... Why is this a thing?

All these new stances seem to make "Decrease Endurance Loss by" buffs and worn effects a huge deal. Especially how the stack. Is that being looked into?
Well, it would be nice if we could even have a way to regen stamina as well. Pressing my stance hotkey once per minute and making sure I am not casting or in GCD when using this button is pretty lame.

It would be cool if Knights could regen stamina by being healed? That would be something useful.
 
The bandolier nerf (i.e. swapping weapon and dropping stance for 6 seconds) is super lame , it also locks you out of moving items in inventory like swapping a clicky. it even seems to lock you out of accessing inventory via i button. Can only assume these are bugs though. I really am starting to feel like nothing i have done over the last tens years+ here for my toons means anything because everything is being subject to de powering for odd reasons or no reason at all explained.
 
All these new stances seem to make "Decrease Endurance Loss by" buffs and worn effects a huge deal. Especially how the stack. Is that being looked into?
This is what I envision stamina rework to be:
  • Remove the current stamina cap
  • Refactor maximum stamina calculation
  • Convert all "Decrease Endurance Loss by" buffs into "Gain flat stamina per tick" buffs
  • Redo all stamina costs for all discipline skills
 
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