I'm not a fan of simple damage tweaks on the ability. It adds nothing to the game except another button for damage specced knights to push every 8 seconds. If it doesn't add to the class in a meaningful way, why bother?
Fair Enough. I can respect and see your opinion.
The way I see it is that even a "damage specced Knight (Or Chosen)" has a myriad of other abilities that are frankly more important than "deeps bro". I mean frankly, I dont even feel like I use Ravage that much compared to everything else... Between Slow, Taunt, Challenge, checking guard positioning/rotating guard, repel, suppression(chosen), Sever Blessing, etc. etc. etc.
I think a 3 second channel makes it an interesting thing to choose. Frankly, I would be fine to increase the CD as well to something like 10 seconds or 12... But even "just damage" as a channel, adds some fun as a "finisher".
Speaking from a BG player as well, the damage channel on that class is immensely rewarding (partly because it also builds hate) but also because its a decent damager and I feel like I have a good chance at getting a DB when it hits every .5 seconds for decent damage - which does make it fun in SCs. Just 2 cents. So even if the classes are low to medium overall damage, having an "UMPH" ability to help burst someone down... It IS fun.
I've got 2 recommendations for the ability:
1) The utility method. Add some other functionality to the ability to give knights a reason to use it beyond just damage...
...One that I think would be meaningful is a channeled spell interrupt. Make each hit from the ability interrupt spell casting...
My only fear is that this would be TOO good against casters. You get on a healer, snare, Sever Blessing, and then start the Channel and they are SCREWED... Time this with a good KD afterwards, then your channel is almost up again. Game Over. I dont dislike the idea AT ALL, I applaud you for thinking outside the box actually, but my FEAR is that this would be too good as a form of "CC" that also doesnt respect CC immunity timers - which would be combined to completely shut someone down... Maybe I am wrong.
2) The damage method. Instead of just buffing the damage, at least make it interesting and useful.... Change the ability so that when the channeling ends, it places a DoT on the target
Now this isnt a horrible idea at all. Maybe not so much a "DOT" but you could make the damage require a little more "timing" aspect to it... I dont know the ability of the DEVs to do this, but if it were possible to make the LAST hit in the channel deal extra damage... So for (Chosen) since you hit 6x you could do something where the first 5 hits deal X damage and the 6th hit deals like 2x or 3x damage.
- What this does is it is now "counterable" and if you cannot get that FINAL hit off, it wasnt worth the GCD time to do it. It would make you think twice about using the ability and when to use it...
I know we are trying to be "more creative" and what not, but part of me wonders if we are trying to hard too. The biggest issues with these classes are the auto-auras and I truly believe once they come up with a good solution that requires more "management" then you will likely view those GCDs as more precious as they will likely involve keeping up the auras - which then makes you REALLY think twice about using a 3 second channel for "just damage".