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  1. #21
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,814
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 90
    DRK players shouldn't be bottoming out their MP and should be trying to keep at least approximately 1 DA worth of MP in reserve so it is always ready for you to use things like TBN and CnS.

    In a way it is similar to the way you would try to keep yourself from running too low on MP and Darkside falling off in 3.X.

    The problem with this though is that you also want to keep your MP low enough so you don't cap and waste resource gain. So you are stuck between not wanting to go too low and not wanting it to get too high, which again is not that different than it was in 3.X, however now in 4.X you gain and burn through MP much faster which makes keeping your MP in the desired zone much more demanding, there simply isn't enough "wiggle room" which makes the feel of the resource management aspect feel cumbersome and clunky.

    Personally I feel increasing DRK's resource pools of MP and Blood would help a lot in making the resource management game-play of DRK feel smoother and better. Of course other things need to be done as well to improve DRK game-play but that would be a step in the right direction.
    (1)
    Last edited by TouchandFeel; 04-15-2018 at 04:12 AM.

  2. #22
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,384
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Ninja Lv 90
    Quote Originally Posted by Risvertasashi View Post
    ...
    Discussing total damage taken is a red herring. The effectiveness of your mitigation depends on when you mitigate, rather than how much. Are you mitigating some random auto which is probably already covered by the incoming regen ticks? Or are you mitigating a tank buster that would have otherwise have killed you?

    Here's an outcome measure that's actually relevant. Take a look at the relative damage output of each tank.








    Here's another. Take a look at the pick rates of each tank.


    Perhaps the most telling fact of all is that you can see players switch off of the job for progression and speed runs. If there's no problem with the job, why are you switching off of it outside of casual play?

    The Steve Jobs-esque solution of "Don't hold it that way," is no solution at all. There are problems with gameplay. There are problems with balance. But most importantly, there's a problem in fun. That's what the playerbase is taking issue with. That's quite a bit harder to math out.

    That's why a rework is necessary.
    (8)

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