~Natures Mist Revamp: Poisons for x amount, stacking up to 3 times for 10 seconds. Damage increased. Cooldown unchanged.
-Piercing Shot and Multi Blood Shot removed.
The weapon damage is being used in all 3 of the combined AOE, nothing changes. The DOT is still having a chance to be used all 3 of those times, just like the regular AOE. I love how this proves I'm trying to destroy balance XD.
I love how you essentially just danced around my whole explanation why this essentially nerfs Archer’s AoE damage without even addressing it, so I take it that you concede.
Speed cooldown reduced from 6 to 4 minutes.
-Nature Swiftness removed.
Make it a toggle and I have incentive to untoggle such a powerful attack speed boost.
That’s a you problem I guess. Other Archers would be more than happy to toggle the buff.
-Crossbow attack speed changed from 1.4 to 1.3.
Help them compete. Not beat Glads.
Yeah, and I said that this doesn’t really help them compete against Glad damage, which makes it a bad reasoning.
-Bomb Arrow instantly deals damage.
If it does then I am wrong about that, but I never seen it happen.
Just make a lvl 95 fighter or archer and test it out yourself.
-Force Slash changed to knockup instead of knockback.
In many MANY other games/shows it has made you fly. Maybe not in real life (I haven't tried it) but this isn't real life.
So referencing troll physics is your argument? If anything, rupturing the ground would cause the target to sink into the ground than bounce them upward. Both Force Slash and Devastate essentially push targets to the ground, so explain to me how the hell does this send someone upward? Do tricksters suddenly become intangible when it’s about to send the enemies upward or what? This is just silly.
-Passive bonus damage changed to true damage.
I guess I had wrote it incorrectly then, my bad. The reason I have xxxx-xxxx dmg to next attack instead of next attack is stronger lets say, is so it wouldn't be abused and say they use the attack with BoTs.
This eitherway still makes up for a bad passive since it’s just extremely gimmicky and you’re not in the control of being able to use it.
-Sneak Attack casting distance increased to 9.0m.
I didn't realize it was a bad idea, but I did realize it was a 30 sec base cd, I thought it was at least 1 min. Also Glad dash isn't "decent" it's stupidly powerful.
Stupidly powerful how? It’s not like being able to dash makes glads uncounterable. Ranged classes don’t really care for Glad dashing all that much when they can just CC the glad and make their dash useless. As for melee PvP, Glad can use dash to dodge melee CC such as Devastate to gain an edge over his opponent if he times it correctly. This, if anything, encourages skillful handling of the skill, it doesn’t insinuate that it’s „stupidly powerful“, but rather that its user is „stupidly powerful“.
-Shame Passive removed.
~New Passive: Pressure: Missing or dodging an attack will cause your next basic attack to not miss and deal an additional xxxx-xxxx bonus damage.
Im saying currently all Specs do is pure raw damage, and it would be much more their play style if it was kept that way.
So explain to me how the hell does it not help Spec to have a partial defense ignore passive? Reducing opponent’s def is much more beneficial than simple damage increase. Spectres do deserve strong damage buffs considering the fact they’re essentially confined to dealing single target damage only and lack the CCs which Reapers have. If a single sword can reduce opponent’s defense for a long time (fatal slash), I don’t see why a pair of swords couldn’t do something similar.
-Bone Slicer, Fatal Slash Knight only upgrade.
Glad's are the class which get a huge load of benefit of set switching, compared to any other class. Remember the uproar when they couldn't set switch for a day?
Not just glads, but fighters in general. Knights can also set switch for fatal slash, demo, immobilize, vitality, toughness etc. Just like Glads. We’re not taking set switching away here, we’re just giving slash set switching to Knights exclusively.
-Whirlwind damage increased.
A Knight is doing such minimal damage with his AOEs anyway, and Glads need a form of nerf to their damage anyway. Mostly looking at their passive.
Knight is not supposed to deal massive AoE damage in the first place. Seeing Glad passive being gone would be nice, but I severely doubt Gamigo will do it. We’d also have to come up with a replacement for Heat of Fury, because it would become obsolete with a different passive. I’d be definitely down for reworking the passive and HoF though if it comes to it.
-Slice and Dice damage increased.
-Earth Strike damage increased.
Tanks are great tanks! They are relevant as tanks! But they relevancy dies thanks to Glad.
Again contradicting yourself. You’re just being redundant by saying Knights are relevant, but then changing it to that they’re irrelevant because of Glads.
~Discharge now turned into a pull ability, rooting the target for 1 second. Can stay as the same animation, but repeated backwards as if pulling the sword back by a chain.
Nowhere did I say Discharge loses its damage. Purge and Reaper pull aren't aggro elevating skills but they still bring in the target. A root allows for a counter fear or a quick CC stun, but it doesn't let a say Glad Dash away instantly.
If you change its effect, there’s no guarantee it will work the same way it has worked up until now. Why would glad want to Dash away instantly, when he needs to be in melee range to deal with the knight to begin with? If anything, Knight would just save Glad’s trouble coming up to him, and if Knight tried to CC the Glad right away after the pull, the Glad would just use Deva to get behind the Knight and CC him back, or even use Cross Counter to just make Knight’s Deva obsolete and save his Dash for a better moment.