I'm honestly surprised at this point they haven't added extra effects to Salted Earth at least. I do think that just copying things from pvp when people bring it up tends to not be the solution since a lot of pvp design doesn't exactly carry over to pve, but Salted Earth would function just fine if it worked as it did in pvp. There's precedent for that sort of ability in other MMOs too, tank jobs in other games have massive aoe draw-ins that are really nice for dungeons, and there's NPCs in the game (usually marauder or warrior equivalents) that have something along those lines too lol.
In WoW tank paladins get a benefit by standing in their ground aoe, it would be nice if you got the regen like in pvp or damage reduction. It would probably make more sense to get regen while you stand inside because if it were extra mit people would just complain that a DPS button has a defensive component to it, and people haaaaaaaaaaaaaaaaaaaaate having to forgo damage for defensive benefit, and regen effects make more sense as "light cooldowns" you can just pop regularly without feeling too bad if they get wasted.
Abyssal Drain should probably be untethered from Carve and Spit at this point too, or just be reworked. I'm surprised they haven't brought over Dread Spikes from XI, for those that don't know it was a spell they could use that dealt back the damage that was dealt to the DRK, back to the enemy, and healed for the same amount. It capped out at 50% of your max HP, so once you healed for that amount it would wear off. Some reworking of the spell would be pretty nice and help DRK sustain in dungeons without being overpowering against bosses. Maybe not have the damage portion and just be a cooldown that heals you every time you take damage, then just distribute the Abyssal Drain potency into their other skills.
As for TBN I'm not sure if the devs could ever change it to satisfy most people. I'm one of those that likes the fact that it costs MP and potentially makes the ability more interesting, especially when you optimize and try to carry over the "free" edge into raid buffs. But realistically most content in the game doesn't do enough damage to break the shield, so the short 15 sec CD isn't too advantageous. I'd love to be able to pop TBN on the reg and get value out of it but if it doesn't break it just feels way too bad. I think if incoming damage was increased across the board people's feelings on it would change, both in casual and savage/ultimate content.


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