
Originally Posted by
Kingurz
We all know the answer of why the spellements are getting revision after revision until something sticks.....PvP complaints. However, KI won't say it, because they keep pointing to the "template, DPP, Roshambo, etc" is if they are following an established rule set that oddly keeps being adjusted just like the original set of developers did subjectively. The difference is the new dev team (PvP focused) is changing old spells; the old dev team (PvE focused) would add a whole new spell to make the adjustment. PvE players will just have to settle for whatever is left from the dust. What's worse on the newest changes for Death is that it there are even more conditionals involving your opponent having not just one HoT, but more than one. Barely anyone uses HoTs in PvP and enemies in the PvE arcs where you receive these spells don't HoT at all. HoT conditionals in Beastmoon/Mayhem work, because that system was designed balanced from the beginning and you actually have a scenario of enemies creating an opportunity.
Thankfully, the DoT was added back to Deer as a path, but one of the reasons listed for removing it was that it wasn't Death's identity in Roshambo....yet we still have poison, Skel Dragon, and Avenging. Not sure if that is a warning for those spells in the future. Fools is clearly a better option for first round enchanted strike, but what I don't understand from players in favor of the Deer change is yes, you can hit harder on the first hit of the spell, but no one is discussing the weakness utility that was added? If the "good" aspect of the deer change is the first hit enchant, why aren't those players asking for the weakness to be removed and up the damage on deer to be over Fools? If you are alpha striking with Deer anyways, you don't need the weakness. Enchanting Deer DoT is actually more overall damage than Fools or Deer with weakness (just takes longer....like DoTs are suppose to).
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