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Yes, I have way too much time.
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https://i.imgur.com/Le16fjo.png
Yes, I have way too much time.
Interesting changes. Blood weapon is still learned at 35 so does it just grant dark arts before learning living shadows? Ordering esteem to do an attack with oblation seems pointless, it should change to abyssal drain as a spell so you both cast it at the same time. Salted earth seems a little overkill, but the biggest problem is the size of the bubble which makes it not ideal to stand in if you are in front of the boss. Maybe put the regen on dark missionary and leave it as is on live but add a mana regen effect as long as it placed. I think salt and darkness should still do damage and maybe give blood as well.
I based Oblation -> Abyssal Drain on MCH's Queen Overdrive (except u don't really use it often, here you want to explode your shadow because the max duration is 120s).
I actually thought about radius but I don't think it's that big of a deal. I don't see many complains about Passage of Arms which is conal 8y AoE.
My main concern about current tbn is that it's tied to damage so I wouldn't put any damage on defensive ability :|
I assume you’re just adding scourge because there can’t be a DRK rework that doesn’t include bringing back scourge. But your design is broken on a fundamental level. I thought “maybe he wants to add it as a low level edge of shadow for his blood weapon rework?” Then went and checked and you had it at level 66.
You have it at 200 potency total which is half an edge of shadow meaning there is absolutely no reason to ever use it since it’s the same cost as an edge of shadow but weaker. But if you buffed the potency you have it as a 15s DoT so absolutely all your MP will be going towards upkeeping that and you’ll almost never use edge of shadow again (especially since you changed blood weapon removing one of DRKs few resource recovery options).
Power slash is interesting, would make darkside feel like more of a mechanic and give DRK something to manage during downtime.
Unleash and stalwart soul, sure, why not? Personally I’d prefer they just do away with skill and spell speed and just give us speed as a stat but short of that there’s no reason for these to be spells anyway.
Carve and spit, why?
Shadowbringer, you didn’t change anything?
Blood weapon, as I said you’re removing one of DRKs main methods of gaining resources, are you suggesting it give dark arts for the entire duration? Are you trying to turn it into some kind of blood of the dragon for the living shadow? I’m just not entirely sure what’s going on here.
Delirium, why?
Gonna skip over living shadow until you explain your blood weapon better. But I will say barring your TBN changes, the real version of oblation is a good addition to DRKs kit since it could use a move that it can use in situations where TBN is “too strong”.
Salted earth, I can see what you’re going for, not sure it particularly fits the theme of salted earth, but the mechanic is fine.
TBN, this would make it the weakest short CD mitigation of all the tanks. It’s already barely hanging on with the other tanks getting buffs and you want to nerf the potency AND the recast?
Living dead, pretty much the most boring fix they could do for it but it would do the job. Although DRK still lacks the self sustain of a WAR so it’s still not as viable as holmgang.
Dark mind, better than magic only mitigation I suppose.
Scourge has no reason to exist at the potencies you have listed. Even with revised potencies, the DoT duration is too short.
Power Slash is a decent idea, but when paired with your other changes, you're dangerously close to just removing the Blood gauge in single target (not necessarily a bad thing).
Not much to say on Unleash and Stalwart Soul changes—band-aid fix for a wider issue.
Carve and Spit granting Plunge is unnecessary APM bloat, in my opinion.
Blood Weapon has no interactivity and actually debuffs you when not paired with Living Shadow. You could play around this without too much issue, but the design is a bit incoherent.
Delirium buffed for no discernible reason.
Not sure on the Living Shadow change as I'm not sure how much you're intending Blood Weapon to extend it.
Salted Earth seems alright. Is Salt and Darkness not supposed to buff the DRK?
TBN heavily nerfed for no discernible reason.
Living Dead is just easier to use Holmgang with a longer cooldown. Better than current Living Dead, but that's not saying much.
Dark Mind seems interesting. Reducing the next 4 instances of damage is sometimes very underwhelming, but at other times it's all you need.
It's because ideally now you want to use oblation (aka replace Abyssal Drain ogcd) every 2minutes you lose 1 ogcd per minute. I just thought it would be more fun to have that extra ogcd in there.
You lose 50 blood gauge on Blood Weapon so I just added extra bloodspiller/quietus. And as a direct conterpart to Warriors Inner Release it makes sense because Primal Rend is just a super ranged fell cleave.
I wasn't really paying much attention to potency. Sure make it 30%. Or even 35%. The main thing for me was removing dark arts and mp from tbn in a simple and elegant way without making TBN brainded mash on cooldown ability.
All invulns in the game are pretty simple if u ask me. It's just a stronger effect than Holmgang, hence longer cd. Imo this is as good as it can get without making it some sort of a gimmick.
Living Shadow has expandable duration up to 2 minutes via Blood Weapon. I'm not really removing mana or blood gauge generation. 50 blood gauge Blood Weapon provided is now part of Delirium and instead of mana you get a Dark Arts stack. You don't need the gauge for Living Shadow anymore so it makes sense.
The main thing about new Blood Weapon is that you need to pay more attention when you use it: you don't want to overcap on Living Shadow duration but you want at least a minute so you won't drop it before Blood Weapon is off cooldown again. Also you need to balance darkside so you can use Power Slash.
The whole thing is like a minigame where you want to get as much value as possible out of living shadow.
On a second thought scourge doesn't look that great. Maybe making it cost gauge instead of mana would work better (with/without including it in delirium??). Oh well :l