Sensible Changes for Dark Knight
Intuitive Scaling:Removal of Niches that are Contradictory with Broader Design:Walking Dead made to "absorb fatal damage to instead be dealt at end of duration; caps at twice base health".
The Blackest Night provides Blood proportionate to % of its barrier broken, still to a maximum of 50.Obvious QoL:Dark Mind replaced with Dark Dance, which now causes 20% of damage received over the duration to instead be dealt as periodic ticks over the next 9 seconds. Both the application of and damage received by these periodic ticks can be mitigated.Parity Buff:Plunge range increased to 20 yards and animation lock drastically reduced (on par with Bloodspiller).
Sole Survivor activation speed increased.Logical Redesign:Shadow Wall CD reduced to 120 seconds.
Bloodspiller increased to 440 potency.
Dark Passenger MP cost reduced to ~100/140 of Dark Art's (1800 at level 70).________________________Delirium now allows Blood to be drained in order to prevent Blood Price or Blood Weapon from losing duration. This drain drain increases with each second of use. No CD, just a toggle. No longer the leading Blood spender, but fills the toolkit at its acquired level.
Blood Price now generates MP based on the would-be damage of attacks made against you (still generating MP if dodged or absorbed), plus an additional flat amount.
More Likely Changes:
- TBN duration increased to 9 seconds (+29%). Effect on others increased to 14% (+40%).
- Shake It Off percentile reduced to 7%.
- Divine Veil turned into a stacked key to allow for immediate activation, or made to activate immediately and CD reduced to 90 seconds.
- Either the least noticeable or most toss-out way possible to slightly buff DRK potency.
