Knight Adjustments

Suggestion

Knight’s Might [Passive]
Damage boost has 50% effectiveness against players.
Fix the passive not increasing the damage of certain abilities, i.e., [Extravagant Flare], summons like the bees from [Pollen Slam], and more.
Optional: Passive increases the damage of Triple Slash.

Defensive Stance
No longer restricts mobility or abilities in any capacity.
Stored Damage Multiplier: 2.5x >> 3x
1% damage reduction per +100 bonus hp is swapped with damage redirection instead.
Updated description: “[Protection] Gain 1% Damage Redirection per +100 Bonus HP.”
[NEW] PvP Duration: 100% >> 75%
PvP Mod: 70% >> 50%
Optional: Improve VFX so it’s easier to see.

Taunt
Skill Points: X/5 >> X/3
Demoralize Path Points: X/5 >> X/3
Vulnerability: 7.5%-20% (2.5%) >> 5%-20% (5%)

Cleave [Two-Handed Weapon]
Damage Increase: 75% >> 50%

Reasoning

  • The passive has boosted Knight’s damage output too much in PvP. This change prevents tanky Knights from dealing excessive damage gained from the passive, while heavy Str Knights keep their damage output.
  • Defensive Stance hasn’t meshed with the rest of the class’s abilities since release, and the main factor for that is that it prevents the use of mobility moves. Knight’s nature in this game is more aggressive, so shifting Defensive Stance to mesh with the current abilities is the best option for supportive builds to function properly.
  • Reduce Taunt skill point cost as a general buff to Knight and for flexibility to invest in other abilities.
  • Cleave’s 2-handed version offers too much value, especially after offhands have become established. The original value was intentionally inflated for 2-handed builds to become viable, but now that can be toned down. On top of this, Defensive Stance buffs are an indirect buff to 2-handed Knights, so this nerf is needed.