I do! A 15% nerf to 50% of your damage is a 7.5% nerf. 15 x 0.5 = 7.5. Extremely basic math!
What are you talking about? BOTH are relevant. You can give a class excellent burst but no sustained (frost or arcane mage) and they can still struggle. The reverse is also true where a class can have extrmeely high pad damage, but struggle to secure kills (survival or destro).
Further, the main nerf to dk WAS its pad damage in the 15% nerf to diseases.
You’re saying things that factually hurt your own argument.
I have advocated for dk buffs since the nerfs were announced and said that they were too extreme, so I’m not sure where you’re getting that, but also you are doing FAR more harm than help with your posts because you’re both objectively and subjectively wrong.
While I agree that some people auto default hate tanks, blood IS disproportionately tanky for the damage it’s capable of putting out.
I fully understand how the ramp and setup works, but it’s not like between two silences, grips, 90% slows, and a functional cloak of shadows with ams that it’s particularly hard to accomplish that setup.
Also, the class is more than durable enough to go through multiple iterations of attempts of that setup to secure kills.
Riders were directly nerfed three times, sanlayn was buffed.
These were separate tunings.
Yep!
They nerfed pad. These recent buffs buff the popping of wounds and festermight stacking I.E. your impactful damage and kill window.
They nerfed the pad and are buffing meaningful damage.
You are LITERALLY proving my point while arguing against it.
pad is not. the spells and actions which bring them to 0 is what matters, the actual damage numbers don’t if they don’t bring someone to 0. you could have a billion DPS in pad, but if someone can walk up and kill you with a setup, then your damage was outsmarted, calling for nerfs because the payoff to that setup was too high in your damage meter is foolish and your ego is the problem.
the one thing i have seen from you is complaining about bloods DS damage being too high without acknowledging that its damage is setup, and low and behold, 35% nerf to the base spell, not even to the modifiers. gee thanks for your advocations.
Effective math. The only way a 15% nerf to diseases would ever be a 15% nerf is if every single global you pressed was virulent plague.
In terms of looking at EFFECTIVE and NON PAD damage, diseases and death coil made up about 50% of a dks damage consistently across settings.
A 15% nerf to 50% of your damage is a 7.5% nerf. Your claim was that a 15% nerf to that damage was a 17-20% nerf. Which is both false and literally impossible.
This is insanely short sighted. Remove dot damage from feral, sp, aff lock, or boomy and tell me that that’s irrelevant to them securing kills.
In the case of bdk specifically, sure XD and that got nerfed and deservedly so. Not how I’d have nerfed it, but it’s honestly a much easier solution.
I didn’t ask for dk damage nerfs ever and have been asking for buffs for weeks. Further, acting like pad damage isn’t also relevant is insane.
FURTHER FURTHER, you keep talking about pad being useless and impactful damage mattering, but dk PAD WAS NERFED AND IT’S BAD NOW. its getting an IMPACTFUL DAMAGE BUFF and you’re saying it doesn’t matter.
I really think the only issue you’re having here is that
okay, but what the actual setup and situation look like for unholy when they go to secure a kill? you are just talking about numbers on the meter, not which spells are pressed under which conditions to have impact vs pad.
UH has dot builds, pet builds, and melee builds. if you are playing the dot build, the dot damage should be relevant, if you are playing the pet or melee build, the dot damage is just pad. again, if you knew what you were talking about…
one which will be forgotten about and still in place long after the hero talents of this expact are removed and replaced with next expac’s feature.
did you know we still have 50% nerfs in place to magus still lingering from from bfa?
the best solution is to nerf the expansion feature, not the base spell.
also, “easier solution” now will result in more work down the road.
coil didn’t get buffed, DS (healing) still gutted, AMS is still gutted, dot build is still gutted, magus is still gutted, gargoyle is still gutted, abomb can’t be placed anymore, and chains is a pretty weak slow these days.
but yeah, bit more wound damage and maybe 3% str on average is going to be “big”
it takes two cooldown cycles of setup to get DS to do that hard hitting burst. and it needs a buff of smaller stacks maintained the whole time on a hard melee class. even in bgs it can be hard to get everything fully maxed out for those big crits.
if i stand in the middle of an arena and let a mage and lock free cast on me, thats my fault, its so easy to disrupt blood that if a blood DK hurt you, it was your own fault for letting them.
Rage of the Sleeper was also a cooldown…you aren’t making a single point here. Tanks should not be doing that level of burst damage AT ALL…EVER lol. Like it’s that simple, whether it takes 2 cycles of setup
(Honestly this is fried because it doesn’t and everything I’ve seen so far says they can output this level of burst on Deathstrikes literally on one CD)
or it takes 10 cycles…it should NEVER happen regardless.
Burst was at an all time high and defensives were at an all time low…honestly was fun in all brackets of PvP. 2s even playing as double dps felt fun and didn’t feel like I was beating my head against a brickwall going against healer/dps comps 24/7. And 3s felt absolutely chaotic, but not in a bad way.
see, the issue with blood’s damage isn’t the damage, since evoker does similar, its the fact that its coming from a tank role. even though most DKs were looking at this as a resurgence of blood dps.
BTW, given that blood takes 50% more damage in pvp while only having 30% more EHP, its actually on par with a typical plate DPS for tankiness in pvp. meaning if you lost to blood, you lost to a pseudo plate DPS using a support class’s damage model. no wonder people are qqing.
the only extra defensive is rune tap, which im not sure everyone takes.
no, blood could hit back to back 2.3m deathstrikes, but not against people. you hit that against npcs, against players in full pvp gear you hit for about 1.2m.
People have screens of them being slammed for 2m+ and you’re trying to gaslight that it’s really only 50% of that because you want to sit in BG’s and never die like a freak show.
anyway, what was their versa like? if someone is a clothie with low/no versa, then yeah, a physical damage spell is gonna hurt, maybe gear better for pvp. or hit a defensive when they hit their go buttons. (thats another issue, blood is so rare in arena, most people don’t recognize their go)