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10/10/09, 9:13 AM
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#826
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Glass Joe
Blood Elf Death Knight
Darkspear (EU)
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There is no way they can let the shadow part double dip, I agree. They've spent forever and a day trying to streamline any move that double dipped to be more straight forward so to suddenly turn around and let an Unholy Death Knight, something the PvP community still has nightmares about, run around with a random nuke just isn’t going to happen. In saying that, the so called 'random nuke' is already looking like a bit of a wet fish.
More than likely the shadow part will be based on the pre-crit value, unfortunately that then leaves us with a rather weak strike.
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10/10/09, 9:58 AM
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#827
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Don Flamenco
Blood Elf Death Knight
Moonglade (EU)
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Well that is what i fear as well.
For PvE this looks decent. With 30% armor reduction give or take, the damage SS will put out is decent.
A non double dipping Scourge Strike where the magic part is affected by armor as well sounds like an enormous PvP nerf though, in a stadium where Death knights are not exactly dominating either.
Even worse is that this scourge strike is almost twice as susceptible to dispels.
The change makes no sense.
Instead of having it scale with armor penetration, it now needs armor penetration to be even somewhat viable.
I really can't wait until they fixed the PTR so we can actually see how this is going to work. Ghostcrawler still speaks in riddles.
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10/10/09, 1:51 PM
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#828
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by Foxx2405
Instead of having it scale with armor penetration, it now needs armor penetration to be even somewhat viable.
I really can't wait until they fixed the PTR so we can actually see how this is going to work. Ghostcrawler still speaks in riddles.
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Well, it is nearly impossible to avoid ArP, so it is nice that Unholy gets a bigger benefit.
GC is a marine biologist that changed to game design. Communiation isn't his strong area, but GC's posting is better than it was pre-GC. Give GC and his team the benefit of the doubt and wait to see how it performs with proper code.
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10/10/09, 2:28 PM
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#829
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Glass Joe
Blood Elf Death Knight
Firetree
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Originally Posted by ShinKosh
There is no way they can let the shadow part double dip, I agree. They've spent forever and a day trying to streamline any move that double dipped to be more straight forward so to suddenly turn around and let an Unholy Death Knight, something the PvP community still has nightmares about, run around with a random nuke just isn’t going to happen. In saying that, the so called 'random nuke' is already looking like a bit of a wet fish.
More than likely the shadow part will be based on the pre-crit value, unfortunately that then leaves us with a rather weak strike.
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That's basically what they've said they want to do. By letting it double dip on raid buffs, it hopefully becomes strong enough to merit use over a it/ps, ob or bs/bs, but also keeps it weak enough in pvp when those buffs aren't present to not be game breaking. UH DK's are also hardly a PvP nightmare anymore, except maybe in lower end ratings. In serious arena pvp, Dks are very underrepresented right now following the string of nerfs.
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10/10/09, 3:07 PM
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#830
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Piston Honda
Pandaren Shaman
Kel'Thuzad
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Originally Posted by RukiaFT
That's basically what they've said they want to do. By letting it double dip on raid buffs, it hopefully becomes strong enough to merit use over a it/ps, ob or bs/bs, but also keeps it weak enough in pvp when those buffs aren't present to not be game breaking. UH DK's are also hardly a PvP nightmare anymore, except maybe in lower end ratings. In serious arena pvp, Dks are very underrepresented right now following the string of nerfs.
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Exactly.
What I am afraid of is that the need to stack ArP now in Unholy will gut some of our other damage output in the tree. Losing Str gems in pvp as Unholy is going to be a nerf all in itself. I am not sure what GC is trying to accomplish here but at the moment it looks bad for pvp DK's.
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My better smells like french toast.
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10/10/09, 3:49 PM
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#831
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Banned
Human Death Knight
Zuluhed (EU)
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Originally Posted by Foxx2405
A non double dipping Scourge Strike where the magic part is affected by armor as well sounds like an enormous PvP nerf though, in a stadium where Death knights are not exactly dominating either.
Even worse is that this scourge strike is almost twice as susceptible to dispels.
The change makes no sense.
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Absolutely right. SS will be fully(!) affected by armor and worse, it will be more dependent on getting our diseases up. I believe you can say, this will absolutely kill unholy pvp as long as there are going to be shamans out there. They simply use their totem and SS hits for less than a blood strike.
For PvE it might though become a good change, giving us the possibity to not fully ignore Armor Pen. without making us somewhat relying on that.
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10/10/09, 6:15 PM
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#832
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Piston Honda
Night Elf Druid
Kirin Tor (EU)
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Originally Posted by MissnL1nK
Exactly.
Losing Str gems in pvp as Unholy is going to be a nerf all in itself. I am not sure what GC is trying to accomplish here but at the moment it looks bad for pvp DK's.
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and don't forget you still need to gem Spell penetration for the shadow part.. yay
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10/10/09, 7:33 PM
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#833
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Glass Joe
Blood Elf Death Knight
Darkspear (EU)
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Originally Posted by RukiaFT
That's basically what they've said they want to do. By letting it double dip on raid buffs, it hopefully becomes strong enough to merit use over a it/ps, ob or bs/bs, but also keeps it weak enough in pvp when those buffs aren't present to not be game breaking. UH DK's are also hardly a PvP nightmare anymore, except maybe in lower end ratings. In serious arena pvp, Dks are very underrepresented right now following the string of nerfs.
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I totally agree that Unholy Death Knights aren't the monsters they were back in Season 5, that madness ended a while back but the general arena community, perhaps the lower end, still cry for blood when they see DK buffs in fear of the S5 Monster being reborn.
This new Scourge Strike does look like its going to be pretty balanced in raids yea, but unless you have a warrior/rogue following you around in PvP and dropping the major armour debuff on your targets the damage of Scourge Strike will be laughable. A while back GC commented that as a class with no execute style ability, our system revolves around a quazi-execute move like Oblit or SS, a high damaging strike on demand that can be used to burst someone down in a PvP setting. If they are really, truly wanting Scourge Strike to be this double dipping then it makes a joke of this. The Unholy DK has to stack Armour Pen and Spell Pen for one move in addition to all the other stuff, then score a double crit in PvP and hope that they are already low enough to finish them cause we all know that sort of luck doesn't come often. This is assuming the diseases haven’t been removed of course.
This change would make DK's semi dangerous in the lower end arena while a joke in the upper bracket and like you said, last time I checked Unholy isn’t rampaging around in the arena like back at release so I cant understand this nerf.
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10/10/09, 9:16 PM
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#834
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by ShinKosh
The Unholy DK has to stack Armour Pen and Spell Pen for one move in addition to all the other stuff, then score a double crit in PvP and hope that they are already low enough to finish them cause we all know that sort of luck doesn't come often. This is assuming the diseases haven’t been removed of course.
This change would make DK's semi dangerous in the lower end arena while a joke in the upper bracket and like you said, last time I checked Unholy isn’t rampaging around in the arena like back at release so I cant understand this nerf.
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Maybe you don't understand PvP, but this SS change does not mean you stack ArP, just that stat goes from worst stat that Unholy dislikes to have on gear to something that is nice. You still need Spell pen, but that is nothing new (just that you get rewarded even more).
Unholy is by far the best PvP spec (17/54), with 7% being Blood and Frost. However with the rise of Shaman, DK are underrepresented, so the SS change can be allowed to be a positive without messing up PvP balance.
Anyway, there are two steps to implementing a new ability: mechanics first, and then numbers later. First they need to get the physical + magic done right, then they can tweak what it does.
Last edited by frmorrison : 10/10/09 at 11:46 PM.
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10/10/09, 10:30 PM
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#835
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Glass Joe
Blood Elf Death Knight
Darkspear (EU)
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Perhaps I phrased myself incorrectly when I said one had to 'stack' Armour Pen. Of course no one in their right mind (with the numbers as they are currently) be going out to 'stack' ArP, that would be bordering on stupid. You say that it is a stat that will go from worst to something nice. Do you see many PvP armour setups that have a spare abundance of ArP?
Obliterate, a move that Scourge Strike is commonly compared to sits at 80% weapon damage before modifiers, Death Strike at 75% and both have a scaling mechanic dependant on the number of diseases currently on the target and both could technically benefit from ArP but you don’t see frost DK's tooling up with armour penetration gems cause Obliterate is designed to be used without them hence the whopping 80% base strike.
Currently the offer on the table is Unholy to get 50% plus some gimmicky 37.5% shadow, which is dependant on both ArP and Spell pen and which falls dead on its face with a few diseases removals. Unholy (0/17/54) might be the preferred spec right now, but is that because its the most viable or because its the cookie cutter of choice? Do you feel that Unholy needs a nerf for PvP?
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10/10/09, 10:34 PM
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#836
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Piston Honda
Pandaren Shaman
Kel'Thuzad
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Originally Posted by frmorrison
Maybe you don't understand PvP, but this SS change does not mean you stack ArP, just that stat goes from worst stat that Unholy dislikes to have on gear to something that is nice. You still need Spell pen, but that is nothing new (just that you get rewarded even more).
Unholy is by far the best PvP spec (17/0/54), with 7% being Blood and Frost. However with the rise of Shaman, DK are underrepresented, so the SS change can be allowed to be a positive without messing up PvP balance.
Anyway, there are two steps to implementing a new ability: mechanics first, and then numbers later. First they need to get the physical + magic done right, then they can tweak what it does.
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By saying that the best pvp spec is 17/0/54 I think you need to play your DK a little more bro. The only viable pvp specs for Unholy right now are 0/17/54 and 3/17/51(3% crit on SS), which allows a player to get Lich. Putting 17 points in blood for Unholy pvp is pretty ignorant.
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My better smells like french toast.
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10/10/09, 11:53 PM
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#837
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Protector
Ashstrike
Human Paladin
No WoW Account
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Originally Posted by ShinKosh
Unholy (0/17/54) might be the preferred spec right now, but is that because its the most viable or because its the cookie cutter of choice? Do you feel that Unholy needs a nerf for PvP?
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I made a typo, of course the "best" spec is 17 Frost 54 Unholy. That has the most "PvP" type talents so the cookie cutter spec isn't going to change much in 3.3. Unholy needs a PvP buff since SS got nerfed too much and this change is aimed at providing it.
Whether it will be enough should be better known in a future PTR builds, which is my point. Don't complain or lament until you see something in its intended action.
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10/11/09, 5:08 AM
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#838
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Don Flamenco
Blood Elf Death Knight
Moonglade (EU)
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Originally Posted by frmorrison
Maybe you don't understand PvP, but this SS change does not mean you stack ArP, just that stat goes from worst stat that Unholy dislikes to have on gear to something that is nice. You still need Spell pen, but that is nothing new (just that you get rewarded even more).
Unholy is by far the best PvP spec (17/54), with 7% being Blood and Frost. However with the rise of Shaman, DK are underrepresented, so the SS change can be allowed to be a positive without messing up PvP balance.
Anyway, there are two steps to implementing a new ability: mechanics first, and then numbers later. First they need to get the physical + magic done right, then they can tweak what it does.
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Short bit in regard to your earlier post: I have nothing against Ghostcrawler what so ever, i think the game has gotten way better since he's posting on the forums. All i was saying was that he is not really making the mechanics of Scourge Strike very clear in his post.
The way it works now totally goes against blizzards "campaign" not to have wacky attacks in the game that either do no damage or do insane damage depending on a dice roll.
The SS change does not mean you stack ArP, i think you understand people in here the wrong way. We are saying that the new SS requires you to have some form of armor mitigation for it to be good enough in pvp.
This is not about numbers, this is simple deduction. If in PvE SS is to be balanced where bosses have around 30% armor mitigation all the time, its either going to be very strong or very weak in pvp depending what type of player you hit.
I play arena (and BG) pvp on my DK too. The reason unholy is the favored spec is because unholy has the most utility. Anti-Magic Zone, Ghoul with a stun, Bone shield (best defensive CD), high damaging diseases, gargoyle (very strong burst CD).
You dip into frost simply because of lichborne and mainly because of endless winter. (So you can chain + PS and are done with diseases and have him snared at the same time).
The problem unholy (DK's in general but unholy in particular) have is that we lack an execute move. We have 3 abilities that do some burst: Death Coil / Scourge Strike and last is our 3 min CD gargoyle. If scourge strike is not longer viable as a burst attack in pvp unholy have nothing left in PvP other than great control. (which is good but other classes can do that + a ton of burst).
So far it seems the new scourge strike is going to have individual crits, and in that way also a "Shadow Tripple crit" so to say, where the shadow component double dips.
To balance that out they need to make the single crits weaker than the current crit. So that the Tripple crit won't get overpowered.
That means that the only burst you'll see on scourge strike is when Mars and Jupiter allign and you get the mythical tripple crit. That seems like very bad design.
Not to mention dispels. When i fight arena against shaman teams i have to assume i'm fighting targets with pretty much no diseases all the time.
When i fight priests I have to assume my target has abolish disease up all the time.
When i fight paladins, i have to assume that when my chains get cleansed, so do the diseases.
Only druids can not cure diseases.
I know numbers are not final yet. But that means that at the moment we can only discuss the mechanics of the new SS (and even of that we are not sure).
And the new SS is really the only 3.3 topic its currently worth talking about.
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10/11/09, 8:01 AM
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#839
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Banned
Human Death Knight
Zuluhed (EU)
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Originally Posted by Jabez
I think that's the point. They don't want DKs to be able to put out as much random burst as they normally do. So instead of giving them an execute, they're "doin it wrong" like always
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It's not yet right working on PTR but you can exclude that it will double dip that way. That's surely not going to happen.
I think both components are going to be mitigated by armor, but both will crit absolutely seperate, meaning that if the physical part crits, the shadow part damage will still be based upon the physical non crit damage so that the shadow damage part won'be affected at all by a crit of the physical dmg part.
It might be possible that both parts will be affected by eg hysteria.
IF (a big if!) the shadow part is affected by crit on the physical part, then they won't let it crit seperately based on crit damage. Double dipping is something they have been for working for months to make it not happen. It would be the complete opposite of what they have been doing all the time, giving us a non crit ability that deals nearly no damage but with extremely high numbers with a lot of crit luck.
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10/11/09, 9:00 AM
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#840
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King Hippo
Orc Hunter
Chamber of Aspects (EU)
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I still think it will double dip, not with everything however. Part one will be ability (think about it as real SS) using melee crit, while shadow part will be spell (200% crit, using spell crit, not affected by Subv, 2h spec, VS, Outbreak or 2xT10).
Big problem, especially in PvP, comes from shields. If it will work same way as for Paladins - Judgement absorbed, no mana from JotW - then it will be terrible vs anything that uses shield - physical part absorbed, no shadow part = joke damage. While this creates some interesting choices (if shield then use DS) it is nerf.
I don't see double crit a problem in PvP. SS will be too situational to be viable: any team with disease cleaner or target with shield up = new SS does absolutely joke damage. OB is definitely better choice in any case if new SS will stay this way.
In any case I don't see why they play with new SS when it will be just OB with different icon and more complicated formula behind it...
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