Well, I gotta say these abilities looks pretty good, but it is rather clear that some are way better for Single target, AoE or PvP. For example I want to go Necrolords (cuz c'mon, they are edgy af and I like that), but I'm not a PvP player...this ability seems way less appealing for my tanking in M+ or a raid than all the others...literally all 3 are good for tanking...that limb might have some fringe uses, but it will just feel bad as a tanking ability...I'd much rather see a choice of two (or choice from all of them) than this.Now there is a chance you might be able to upgrade or customize that ability..if that is a thing, than it might be such an issue.
when a second pull is too pure
Necrolord : single target damage + affecting mob location. My thoughts : - damage part nothing to say, classic dot. - mouvement part seems not very usefull as a dk. Already have grip to put a mob in melée (and can be even a bad thing as a dps with taking the mob out of the tank melee). I think a snare or a root would make more sense.Venthyr : AoE damage + survivability. My thoughts : - if the number of target affected is not capped or at least 10, damage seems ok compared to the global amount of the necrolord one. - runic power per mob should be 5 instead of 3 so you'll be able to cast one death strike when engaging at least 10 mob. Avoidance seems weird because imo you'll want to use this cast when damaging a group of mob and avoidance makes more sense for soaking mechanics. Maybe give more pr for each mob and remove avoidance is a better compromise.Fae : Nothing to say. Flat AoE damage + survivability (lorewise maybe an absorb instead of a damage reduction).Kirian : Single target damage + survivability. Numbers seems pretty low compared to the fae one,even with the cd reduction
that venthyr ability looks pretty damn good.avoidance is kinda meh, but that's not what you're taking the ability for.
I'm actually looking forward to these spells. As considering these are all class-based, so regardless of spec you're stuck with one of these spells. Don't just say, "Well this ability is good for this spec but not for this spec so it's almost pointless." That would be the same logic applied to all covenant abilities. Instead, think of it like this, "Is there a way I can make a talent build around this ability and make it work?" That's the real question to ask yourself. Don't apply the mathematics of them this early. This is the experiment stage.
I can hear it now: "You belong to WHAT Covenant? LOL. Go away loser, we don't need slackers who aren't committed to playing the optimum spec."
I see the bad players are back to crying about choice even though they are not anywhere near world first activities.Just be honest with yourselves, you don’t need the most optimal build, you tell yourself you do because you want to feel good about yourself and above others.Sorry you can’t get everything in life, either you play the game the way it is supposed to be or you obsess over numbers and lose everything else so you can have top dps in your heroic raid or late mythic lmao xDI had no problems doing non world first content without using the disgusting fire bracers in legion or that talent in BfA and could still get into groups and was never kicked, this ‘oh no they are gonna inspect me and kick me’ is just an edgy meme
No need to look further, you had me already at "sprout an additional limb"
Those numbers sure can't be final, because right now, these have very specific uses. If you are committed to something specifically, and want to be the best at it, you are pretty much forced to go a certain way.I mean if you want to tank Venthyr is easily your best choice.If you are looking to be PVE DPS Night Fae is easily your best choice, as damage wise they seem to move within the same realm, but you get that extra 80 strength.If you are PVP person all 4 have their uses but I do think Necrolord will be the favored one, since it gives you an extra death grip basically.I like the idea of the convenient abilities, I just don't know how much I'm going to like it if they are so specifically tied to a covenant.As an example:-I really liked the Necrolords from the presentation. So I would more then likely want to choose them with my DK. But Night Fae seem to give a better ability for what I'd like to do down the pipe. So I'm supposed to decide if I want to play the way I'd like to, or the way I should be playing to bring the most out of my DPS.I'll keep an eye out for this part, as I'm sure it's going to be tweaked.
To be quite honest, these abilities look incredibly underwhelming. The first one is basically defile/death and decay. The second one is another dot with some damage reduction and pretty high uptime. The third one is some kind of overpowered rune weapon type ability with a bit of AoE damage sprinkled on top? All of these could just as well be passive azerite traits for all I care. I don't really see how they interact with the DK toolkit except for the Venthyr one if you play Breath Frost.The last one is the only one that is remotely interesting even though it's on a pretty high CD. It will probably be pretty overpowered because of its duration and a must have in PvP which shows the obvious weakness of this covenant system. Luckily, I really like the Edgelord Necrolord visuals but for someone who really wants to play Venthyr and is also a PvP player - tough luck. I think it's kinda funny that this was literally the first concern people like Preach had when they heard of this system and Blizzard somehow couldn't figure out this was going to be a problem? I can already see the writing on the wall. System will be finished in Beta (it certainly isn't finished as of now), people see it's hella unbalanced and complain about it. Blizzard doesn't have enough time to react to feedback and releases one of its main features in an unfinished and broken state (BfA says hi). Then they try to fix it with every content patch by slapping a new, unfinished system on top and then they'll completely scrap everything come 10.0. Am I the only one who just wants good ol' class design back? No Artifacts, no Azerite, no Covenants. Just interesting, class specific abilities that are here to stay.
Shadowlands is looking great. But the way everything seems to be tier to covenants in this way really worries me. Everything will feel very temporary I think.. Mounts, transmog, abilities, soulbind.. Why is it not so that when you unlock things, you get them for good? This way it could all be grinded out eventually.I just really hate to think about farming a soulbind and mount etc, for some balancing patch to completely change everything and having to lose everything you worked for by changing covenant. Which is why I wanted class changes and not put everything on an external system again. Too much is hanging on covenants atm!
Those all feel good lore wise. Talking about numbers is just useless without all the rest of the covenants trees. I am a bit concerned for the grasp part of the necrolords ability. It seems good in pvp, but very situational in PvE, since the way I read it, it will be very hard (in the frustrating way, not challenging way) to bring 2 mobs together with it (because you'd grasp the wrong mob, unless you do it with multiple grasp requiring very precise placement.) That also make you lose a lot of damages, since you can't go too close to another mob. At best, that can help you pin a single mob, at the condition that there isn't another mob where you want to pin it. My hope is that the target won't change after the first tic, that way you can go closer to your target, activate, and then "pull it" with you as you go back to the mob pack. I think this twist would prevent the frustrating scenarios.Also the cooldown is very long, I'd imagine more of a 1mn for this effect, but I guess I'm just greedy here.