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Madawc
09-04-2011, 11:44 PM
==Scarlet Delirium==
After testing Scarlet Delirium the general concesus is that it should be changed. Here is a few suggestions:

1. Turn it in to a JOB TRAIT that procs if over 50% HP is lost in one blow.


2. Turn it in to a JOB TRAIT that accumulates damage over time in to a "buffer", while it continously decay towards zero. Damage is proportional to the buffer with a cap of +25%. (*prefered)

3. Have the Job Ability proc only for highly damaging attacks (i.e over 50% HP lost).

I would like to see it a job trait. The last thing DRK needs are more abilities to that "pause" our melee swinging.

==Catastrophe==
The aftermath effect is not as valueable it used to be. This is due to the 25% cap on "equipment haste" which now can be reached with gear alone. Here is a few suggestions:

1. Put Catastrophe Aftermath Haste in its own category. Such that it will NOT be restricted by the 25% cap on ability, equipment and magic. (*prefered)

2. Pair Catastrophe Aftermath Haste with Magic Haste. Such that we can use it together with 25% from equipment and 25% from Ability.

Other. An increase in haste in addition to (1). 15% for the Lv95 version. A damage boost would also be much welcomed.

==Critical hit WS==
People who do not posess the Apocalypse would like to have a multi hit WS with a critical hit chance based on TP.

==Spells==
The elemental spells are still useless. None will ever use them, ever. Suggestion:

1. A job trait that gives 75% Fast Cast and 75% Conserve MP for 10 seconds after a Weapon Skill. This would help Dark Knight utilize its spells for Magic Bursts and Absorbs.

Most Dark Knights want a dark equivalent to Holy.

==Equipment==
Can we augment our equipment with "Enchances Souleater effect" and "Enhances Stalwart Soul"? Could these also stack with eachother in multiples?

Maybe different Paths to augment equipment for instance?

Anathiel
09-05-2011, 05:26 AM
...how many drk feedback threads are people gonna make?

Miitan
09-05-2011, 06:22 AM
...how many drk feedback threads are people gonna make?

SE don't care anyway, so it's just another in the pile tbh.

Urteil
09-05-2011, 09:13 AM
I'm not really liking any of these, especially the casting after WS one.

Madawc
09-05-2011, 06:46 PM
I'm not really liking any of these, especially the casting after WS one.

What exactly are you not liking? The problems I point out or the suggestions I make to correct them? If the latter, please provide something better if you have something you want to share.

The casting after WS trait is something I think would solve alot of our spell casting issues. No way will DRK get enough MAB to make it worthwhile to cast elemental magic so it has to be fast and cheap to use. And also this could allow to use more absorb spells like ABS-DEX and ABS-STR after a WS to actually improve the damage output. At this point casting anything will only hinder damage output from our main weapon.

Urteil
09-05-2011, 10:54 PM
How about traits that just give us faster casting for spells specific to our class.


The entire point of DRK doesn't need to revolve around swinging our weapon, there's already a job for that.


Its called Warrior.

Madawc
09-05-2011, 11:30 PM
I agree that DRK is not just about swinging our weapon. But the fact still remains that nobody plays DRK in a way that limits their damage output. Melee and Magic has to work together, not be in the way of eachother.

If you define "specific to our class" as just Dark Magic why bother giving us elemental spells with a B+ rating never to be used in the first place.

Dark Magic is at Lv90: 354
Elem Magic is at Lv90: 341

It would be unwise to make the assumption that elemental spells do not belong to the DRK class when there is only a 3.8% differance. Hell, if Elemental Spells don't belong to DRK then they definatly do not belong to RDM with a C+ 315 skill cap.

I like this proposed trait to cover all of the spells. Not just the ones deemed by you that are "DRK specific".

So yes, if your suggestion is to have a trait which gives us fast enough casting to make it worthwhile to use about 40% of our spells. I would welcome such a trait. However I would much more welcome a trait which cover 100% of our spells. I'd like to whip out a 1k magic burst after my WS. That is how I think Melee and Magic can work together.

StingRay104
09-06-2011, 03:08 AM
DRK was never meant to have t3 or higher elemental nukes, in fact the fact DRK has elemental is just a side effect of being an arcane melee. However the idea of DRK being able to get extra damage off of magic burst was the reason why DRK has the elemental nukes to begin with, and therefore I can support the idea of an ability that makes us get 75% fast cast and 75% conserve mp after a ws seeing as how it would bring some sense to the elemental side of DRK.

As for the Catastrophe and Crit ws aspect I disagree completely. Apoc is still a great weapon and I understand people want something from it but I cannot give any form of consideration for a relic/mythic/empy weapon in a thread about DRK. I don't care if DRK is the only job that can use said weapon take it to a thread about relics. Besides what about the other weapons ultra weapons DRK gets? What about Ragnarok, Redemption, Liberator, or Caladbolg, they need some love to. As for the give DRK a crit ws this topic is getting old and its completely wrong to begin with. The real statement that will fix every DD in and out of abyssea is let all ws's be able to crit. Then at least everyone can benefit from RR and crit plus gear equally while ws's with crit mods have more consistant crit damage as opposed to those that don't.

More souleater + equip and remove the damn cap is a must. Scarlet Delirium needs to either be made a JT which procs a 1 min 25% damage boost everytime your hp drops below 50% (ridiculous I know) or it needs to be a sublimation like JA that works with a 2 hour absorb duration and a sec recast timer and on 2nd use it activates thed 1 min buff based on hp stored (of course like subli it has a hp store limit so that things don't get broken).

Other than that SE needs to stop ignoring everyone and listen to us or just end the damn game already, pick one.

Thanotos
09-06-2011, 11:00 AM
new JA:
Morph: changes you into a useful job class.
duration: permanent until SE decides to do something useful.

Madawc
09-06-2011, 05:46 PM
Now now, let's give SE a chance.

Leonlionheart
09-06-2011, 06:09 PM
DRK needs to lose less DPS from casting in battle. Occult Accumen is a step in the right direction, but it doesn't work with Endrain and it doesn't work with Dread Spikes. Not to mention it's way too small of a bonus to be even remotely usable.

SE ask yourself, is 25 TP for a spell that takes 3 seconds to cast then 2 seconds for the animation delay really too much to ask?

I mean, in that same amount of time DRK can get 43 TP just from swings.

Absorb-TP needs to go back as it was, it's not like anyone in their right mind will sub DRK for that spell without native dark magic skill (and you don't see RDM or SCH doing too much with their TP, even if it's relic/mythic/empyrean lol). It just adds to the fact that you're burning 33 MP to get usually around 15 TP isn't generally worth it.

Honestly, DRK needs to bring more to the table than stun and voidwatch darkness trigger procs.

Urteil
09-06-2011, 07:58 PM
Now now, let's give SE a chance.

Been there, done that.

Madawc
09-07-2011, 02:18 AM
DRK needs to lose less DPS from casting in battle. Occult Accumen is a step in the right direction, but it doesn't work with Endrain and it doesn't work with Dread Spikes. Not to mention it's way too small of a bonus to be even remotely usable.

SE ask yourself, is 25 TP for a spell that takes 3 seconds to cast then 2 seconds for the animation delay really too much to ask?

I mean, in that same amount of time DRK can get 43 TP just from swings.

Yes!!

When I first read the Occult Accumen description I was like "yes, finally". But then when the implementation came it was just a punch to the gut. Who decides these numbers I have no idea, but I hope that person is reading this.

Rearden
09-07-2011, 10:52 PM
Holy crap, someone let Madawc out of the institution?

On topic: I don't know any Apoc DRK who wants to lose the equipment haste function and not be able to full time PDT, heal themselves, and do damage. Doesn't really make any sense and kind of shows a lack of understanding of effective ways to play as an Apoc DRK, which isn't surprising considering the source.

Madawc
09-08-2011, 12:23 AM
hold on. You actually argue against this because DRK should use -PDT in abyssea?

I have an Apoc and I have never heard of such nonesense from anyone before.

Rearden
09-08-2011, 01:02 AM
To date, name one thing SE has balanced in the overarching scheme of the game because it was unbalanced in Abyssea?

The only thing that has been changed was the 30% damage boost to Relic/15% damage boost to Mythic which largely applies outside of Abyssea and can easily be argued that the changes were made to bring relics up to par with Empyrean's again, outside of Abyssea. I know you like fulltiming your Plastron +1 set for its +55% damage taken but this is somewhat asinine even for you.

I'll go ahead and reiterate that this isn't surprising, considering the source.

Taint2
09-08-2011, 05:35 AM
Holy crap, someone let Madawc out of the institution?

On topic: I don't know any Apoc DRK who wants to lose the equipment haste function and not be able to full time PDT, heal themselves, and do damage. Doesn't really make any sense and kind of shows a lack of understanding of effective ways to play as an Apoc DRK, which isn't surprising considering the source.


It if was its own catagory that would be fine, but yeah otherwise it needs to stay in gear haste.

Zagen
09-08-2011, 05:49 AM
To date, name one thing SE has balanced in the overarching scheme of the game because it was unbalanced in Abyssea?
MNK + WHM being able to duo new NMs :D

Madawc
09-08-2011, 09:04 PM
The game is strange on so many levels. Like why do DRKs get to use so many shields. IIRC in the beta a WHM could sub MNK can get full h2h skills and do Combos on par with MNKs.

Why SE keeps these remnants for all these years idk.

But Elemental Magic is only a job trait away in beeing useful.

And yea, Aftermath Haste from relic should be in its own catagory.

brayen
09-08-2011, 09:35 PM
I find it funny that people continue to justify skill lvl as a means to use it practically. If i recall right Sam was best with polearm on most stuff at 75, pup has high throwing skill, rdm has divine skill with no native spell as does sch, etc etc.

I think as long as they add a dark magic casting time down trait <potent one> it would alleviate the problem <with the only good spells anyways> that drk should cast such as endark and drain. and someone correct me if i am wrong but did they not say they were considering something to this effect already?

As for the relic haste thing, if i am understanding this right, 25% gear 25% DB 15% haste and another 10% after WS? that seems a bit broken to have 75% haste attainable solo on a melee job <not saying someone would sub whm but you get my point>

Rearden
09-08-2011, 10:08 PM
Same figures for party play, he'd have (With a good GHorn or Marcato) an easy 88.x haste (depending on BRD, and one Victory March) active about 60% of the time he was playing, and more likely a higher % of the time he was actually engaged.

What he doesn't understand is that the game actually doesn't allow for any higher than this, but hey, he thinks that WAR's are weak to water because they are fire based