View Full Version : Shadowknight reaver nerf?
Mr. Dawki
07-20-2007, 03:24 PM
<p>Reaver: Reduced health returned from 2.5% to 2%.</p><p>ok we already have less heal ability than a palladin AND less agro controll</p><p>why the hate SOE? WHY?</p>
Stuge
07-20-2007, 03:28 PM
<span style="font-family: courier new,courier">This change was confusing to me more than anything else. What prompted the change? Was something broken about it?</span>
Mr. Dawki
07-20-2007, 03:30 PM
<p>honestly out of any PLATE tank , SK's struggle the most because they cant hold agro worth.......well anything.</p><p>and now you nerf what little heal salvation we had going</p><p>/braces for the SK riot</p>
Draggoz
07-20-2007, 03:31 PM
It was probly working as intended. And with the deep hatred SOE has for SKs they had to change it.
<cite>Draggoz wrote:</cite><blockquote>It was probly working as intended. And with the deep hatred SOE has for SKs they had to change it. </blockquote><p> <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I busted out on that one. </p><p>EQ2 is starting to mature. Both of the brawler classes have been suffering a tanking stigma as far back as I remember keeping an eye on it, which was Nov05 when I created mine. </p><p>I never played EQ1, but Im told that monks were somewhere between mediocre and OK at first. And then they got some kind of crazy dps boost that made them "the class to be". Eventually, they got nerfed, harshly. Harshly enough to where Im told they became a junk class and currently still are right up to today. After all this time hearing the "brawlers cant tank" hatred (they actually can, but significantly less than SK's, which Im told are the bottom of the food chain in raid plate tanking, so therefore no one would ever choose them to tank a raid), I think it's becoming clear that the brawlers are falling into the same pattern as their EQ1 ancestor. This may also be the case for SKs. Probably not because SOE hates SK or brawlers, but can find no real place for them in the game because other tanks do what needs be done in the game already. </p><p>Im pretty sure brawlers are done, but I wouldnt give up on SKs just yet. Illusionists suffered for about 10 months before becoming raid re-uberized, so it is possible. Warlocks still have unacceptable aggro problems, and this latest aggro nerf will make the situation even more untenable. Locks can dump about 40 of their 100 AA's into lessening their aggro issues, but is that fair? Meh. There's just so many issues, but I do see SOE at least trying. I'm absolutely thrilled with the smartloot system.</p>
<p>Quote: "Reaver: Reduced health returned from 2.5% to 2%."</p><p> OK ... If you are going to lower our ability to self heal, how about making us more Tank Effecient.</p><p> How about raising Siphon Hate to a % that actually makes a difference... Raise it to 10% - that would at least be comparable to the Pally amends (47% that always gets placed on a HIGH hate builder is still greater than 50% group if you include 2 healers in a MT setup). Right now, I have every AA I can muster, full tank gear with an Ascendant, Tower shield of strife, and AGRO is still a pain in the wazoo to manage. So, honestly the only reason I could see to lower the reaver % would be to make us less solo oriented - well then make us more group oriented - fix the Siphon Hate for crying out loud - dont break the good things we got while neglecting to fix the real problems that we have to deal with.</p><p> <img src="http://i135.photobucket.com/albums/q127/rockylyon/Skar.jpg" border="0"></p>
Nakash
07-20-2007, 07:29 PM
I could not see why it was too much in SOE eye. taking it down by 0.5% drives that skill near to the point where it is useless again in raid. Healing yourself only for 1% of you health cause you loose 1 % every tick. Before this change you had to click 3 spells in this tick to make it usefull. After this change you will have to click 4-5 spells to make it usefull. And with that dawm LAG SOE dosn't get in grip, this is most time in raid not possible. Cutting it by 20% is just not fair. Why do you try to make this skill useless for the SK that raid ? Method seems to be that all skills that people liked are tuned down and the thinks that were not taken are uped. Is this only happen to be in line and so to say we did it to all class AA ? Tune down a thing that gets short in the point where it has a use for raids ends in making it nearly useless. It's on Test now. You should have a second thought about it. If you cant let it go that way for whatever reason, then think about reducing the health lost per Tic lost , or think about less then 20% that is a to big reduce to let it usefull for a AA Endskill.
OrcSlayer96
07-20-2007, 08:01 PM
Skar@Unrest wrote: <blockquote><p>Quote: "Reaver: Reduced health returned from 2.5% to 2%."</p><p> OK ... If you are going to lower our ability to self heal, how about making us more Tank Effecient.</p><p> How about raising Siphon Hate to a % that actually makes a difference... Raise it to 10% - that would at least be comparable to the Pally amends (47% that always gets placed on a HIGH hate builder is still greater than 50% group if you include 2 healers in a MT setup). Right now, I have every AA I can muster, full tank gear with an Ascendant, Tower shield of strife, and AGRO is still a pain in the wazoo to manage. So, honestly the only reason I could see to lower the reaver % would be to make us less solo oriented - well then make us more group oriented - fix the Siphon Hate for crying out loud - dont break the good things we got while neglecting to fix the real problems that we have to deal with.</p><p> <img src="http://i135.photobucket.com/albums/q127/rockylyon/Skar.jpg" border="0"></p></blockquote>Just to clarify, A master 1 Amends is 41%, not 47%, maybe you are thinking of the original percentage they had before they did a wide spectrum tweak(nerf) to all classes. What you say about your class maybe true, but make sure you are using correct percentages on other classes spells...<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Darlina
07-20-2007, 09:12 PM
<p>This can't be serious... 2.5% was already not really helpful, and now turned down even more...? WHY? SK "lives" from this Kind of Skills... Instead they should increase it to be at least more effective... <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> But turning it down is just one Thing... totally ridiculous.... <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
<cite>OrcSlayer96 wrote:</cite><blockquote>Skar@Unrest wrote: <blockquote><p>Quote: "Reaver: Reduced health returned from 2.5% to 2%."</p><p> OK ... If you are going to lower our ability to self heal, how about making us more Tank Effecient.</p><p> How about raising Siphon Hate to a % that actually makes a difference... Raise it to 10% - that would at least be comparable to the Pally amends (47% that always gets placed on a HIGH hate builder is still greater than 50% group if you include 2 healers in a MT setup). Right now, I have every AA I can muster, full tank gear with an Ascendant, Tower shield of strife, and AGRO is still a pain in the wazoo to manage. So, honestly the only reason I could see to lower the reaver % would be to make us less solo oriented - well then make us more group oriented - fix the Siphon Hate for crying out loud - dont break the good things we got while neglecting to fix the real problems that we have to deal with.</p> <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </blockquote> </blockquote>Sorry, didnt feel like looking it up - but regardless, its what makes them a MUCH more viable tank. And my point is, that SK's need something similar - something that works. Siphon Hate (3%) EVERYONE can attest to the fact that it needs to be raised, and that it is more or less worthless atm.
Maroger
07-21-2007, 03:13 PM
Well I solo with my SK all the time and this reaver nerf really huts. I hope they can be persuaded to rethink this. I am not sure what Development even thought about the damage to many solo players when they put this in. Development needs to stop thinking that every player raids. That was EQ1 not EQ2.
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