I think this also goes here
To resolve this discussion you have to go to the first versions of the game:
kn conquest vs dread chosen
kn conquest:
https://web.archive.org/web/20081205050 ... aspx?id=10
it was built giving priority to parry, according to runefang's procs good damage would be done, be hard and could be used
smashing counter, more gear and RR the kn would hit harder, be harder to kill and could stun more. but it also provided utility to meele dps (crit debuff, wouds debuff,
aoe snare and defense chance debuff).
conclusions
1. Damage and tankiness were good if the conquest kn managed to generate agroo (aoe snare) on meele dps to trigger runefang procs.
2. good utility.
3. stack parry to use smashing counter.
4. allowed a softer build but more focused on damage.
His function was to do damage but also to offer utility basically "A Mastery path focused on destroying your enemies" maybe you will not be the one to destroy them but they will be destroyed.
dread chosen:
https://web.archive.org/web/20081207030 ... aspx?id=13
thanks to his enormous damage (much more than the kn's thanks to the critical build) he was able to destroy a single target and also we must remember that his damage was sustained over time.
less tankiness because he needed to stack more offensive stats but it was easier to stack defensive stats (with less rr invested) which gave him some balance but was intended to
do a lot of damage to a single target.
conclusions
1. Sustained damage to a single target. (much much damage)
2. The target you are being pressed for can basically do nothing.
3. should stack str and crit.
4. He did not offer as much utility to the group but he compensated that with a lot of damage.
His function was to cancel a dps and remove it from the game, basically the objective was to make the poor soul that was being targeted feel dread ... "A Mastery path focused on offense".
Myrmidia's fury and relentless:
MF: it did damage when runefag was up, since (I think it worked like this) MF had a damage that scales with str, so it did not deal a damage per hit but a base damage
in 3 seconds.
relentless: it did much more damage than MF for the critical build and str and also because relentless did damage per hit, this ability hit 5 times and each hit had
possibility of being critical and trigger crippling strikes.
which was better? They cannot be compared because they had different functions. sometimes it's better for everyone to hit hard, sometimes it's better not to let the best enemy dps play.
The problem currently is that although in theory the kn conquest and the chosen dread do the same as before it feels bad, it feels wrong
and this can be due to several factors:
1. people who do not understand that they are not equal.
2. the devs who listen to these people.
3. the devs trying to balance them by making them the same.
4. Remove tactics and change skills without understanding what the class is doing. This causes that when you play you feel that something is missing.
What would I do, wipe everything and change numbers only.
finally the most important thing and hopefully this is read by the devs:
The tanks must generate agroo because if they do not, people ignore them, in a game like this that is player vs player, the tank must have some damage
so that they are not ignored (I find myself many times in the situation where a healer is being hit by an enemy tank and my allies ignore it and so do I
because we all know that he will not kill the healer).