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  1. #1
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99

    Test Server Feedback - Dark Knight

    This is a new thread seperate from the manifesto thread, to save community reps and developers the hassle of reading/winding through the other one:


    And a concise place for Dark Knight discussion to ensue, like the other Job related threads on the board currently.

    We are all looking forward to community rep, and developer responses!



    Absorb - Attri:

    Overall this is a great addition, as long as it doesn't become nerfed into oblivion with horrible casting times, recast times or accuracy, it is a very nice gain. Thank you development team.


    Problems: - Doesn't absorb three buffs when used in conjunction with Nethervoid + Bale Flanchard +2.

    Possessing the mythic weapon "Liberator" shows no increase in the effects absorbed or potency in the spell whatsoever.



    Scarlet Delirium:

    Duration is far too short, the ability offers no noticable potency despite us being necessary to kill ourselves for it to function.

    Even if we attain this incredibly backwards goal of killing ourselves the reward we get is laughable at best.


    The duration needs to be vastly increased so it is feasible for the DRK to gain advantage of whatever 'boon' you had in mind, to use against our foes.



    Example:

    Scarlet Delirium

    Channels the damage the Dark Knight endures into increased attack and magic attack.

    Duration: 180s
    Recast: 300s


    At maximum potency (losing 50% or more of max hp), the Dark Knight will deal 25% more physical and magical damage.

    This will affect Weaponskills and all forms of Magic damage including Elemental WS's, Drains, and those T3 nukes that are borderline useless.



    That being said. . . . .

    The current potency is absolutley laughable and give Dark Knights absolutley zero incentive to cast more magical spells. Or to even push the button let alone make a macro hoping for a noticeable gain in melee/weaponskill damage

    Its even reported that this abiltity does not boost the potency of Aspir/Drain.



    This ability ranks right up there with Arcane Crest in futility and pointlessness, please replace it with something useful or make it worth while!






    Like:

    A Real 2hr
    Blood Weapon finally made a normal ability, because that's what it is.
    Perfect Parry
    Instacast Dark Magic spell with no recast.

    Anything.


    Thank you.
    (14)
    Last edited by Urteil; 09-01-2011 at 10:10 AM.

  2. #2
    Player NeoLionheart's Avatar
    Join Date
    Mar 2011
    Posts
    52
    Character
    Leondimas
    World
    Lakshmi
    Main Class
    DRK Lv 99
    I have to agree with all the points and suggestions provided by Urteil. Mostly the current issue concerning Scarlet Delirium. And judging from many other threads I have seen from various sources, I'm sure many others will as well
    (2)

  3. #3
    Player brayen's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Brayenn
    World
    Quetzalcoatl
    Main Class
    SAM Lv 95
    I will have to agree with the JA being vastly lacking. In terms of usefulness you need to be able to take enough damage form your enemy (as souleatter has shown to not work with it) seems very difficult to do in a 1min window while being able to take advantage of the bonus<have not seen any conclusive numbers for the bonus but i heard dev team say it was 20%?>
    (1)

  4. #4
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    SE please give us dark knights a new job trait or job abilities that our useful, and both fit the theme and aesthetics of the job. In fact here's a couple of ideas


    Job Trait

    Blood Soul lvl 50 -adds a 10% chance that your melee strike will be completely absorbed as HP. Does not work with weaponskills.


    Job Abilities

    Arcana Stike lvl 95 - the damage from your next melee strike is absorbed as both HP and MP. One strike only, duration 30 seconds, recast 5 min

    Blood Lust lvl 91 -the dark knight absorbs the enemy's ATT and STR with each consecutive melee strike. Duration 1 min, recast 5 min
    (10)

  5. #5
    Player NeoLionheart's Avatar
    Join Date
    Mar 2011
    Posts
    52
    Character
    Leondimas
    World
    Lakshmi
    Main Class
    DRK Lv 99
    ^ Good ideas. (^_^)b
    (0)

  6. #6
    Player wish12oz's Avatar
    Join Date
    Mar 2011
    Location
    @marnie
    Posts
    1,254
    Guillotine needs to be crit chance based on TP with the modifiers left exactly as they are too!
    (0)

    http://www.twitch.tv/wish12oz
    http://www.youtube.com/user/r5n/videos

  7. #7
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    I'm really tired of this, dark knight needs some love. Camate can you please issue us dark knights some responses on what is going on with the job and what the hell happened to "Scarlet Delirium." Plus can you please address "Blood Weapon" it shouldn't be our 2hr ability, its duration is only 30 secs its basically a techinique that dnc's can use at will. "Blood Weapon" should be a regular job ability with the duration being 30 secs and the recast being 15 mins.

    Moreover for us to be the KINGS of dark magic and absorption, dncs sure do embarrass us with the utility of their absorptions techniques "drain and aspir samba" to just mention a few. Oh and then there's blm who have access to more useful top tier dark magic the drks themselves, blm have 2 break timers with "Break, Breakaga" and a dark magic nuke "Comet." Please SE help drks you have embarrassed us enough
    (4)
    Last edited by Cljader1; 09-01-2011 at 06:33 PM.

  8. #8
    Player Juri_Licious's Avatar
    Join Date
    Mar 2011
    Posts
    369
    Blood weapon definitely needs to be a normal Job Ability.
    (4)

  9. #9
    Player Cljader1's Avatar
    Join Date
    Mar 2011
    Posts
    492
    Character
    Colliex
    World
    Bismarck
    Main Class
    DRK Lv 99
    I got a question for the rest of the dark knights out there, dont you find it embarrassing that we are the only job with spells that have a freakin 3 MINUTE recast time. Seriously 3 minutes for spells, even RAISE III only has a 60 sec recast time, and Blm and pop off 4k-5k nukes with only a 48 sec recast time. Yet SE gives us 3 min recast timers for drain 2 and dreadspikes, oh and drain 1 has a recast time of 60 secs which is longer that blizzard V, Firaja, it basically on the same recast timer as a whm's raise 3.
    (5)

  10. #10
    Player Muras's Avatar
    Join Date
    Mar 2011
    Posts
    96
    Character
    Muras
    World
    Leviathan
    Main Class
    RUN Lv 99
    Quote Originally Posted by Cljader1 View Post
    I got a question for the rest of the dark knights out there, dont you find it embarrassing that we are the only job with spells that have a freakin 3 MINUTE recast time.
    Not completely true, as BLU's Magic Hammer spell is on a 3 minute timer too. But yes, I still think 3 minute timers on spells is pretty silly.

    Since we're all tossing out JA changes that make sense, I got one that'd be fun and interesting that matches DRK. I dunno what to call it since I suck at naming things, but the name doesn't matter:

    Name: <Unknown>
    Lv: 65
    Duration: 30 seconds
    Recast: 180 seconds (3 mins)
    Description: Makes it possible for your elemental or damage dealing dark magic spells to be used in a skillchain, but not a magic burst.

    Yes, I stole SCH's skillchain strategem, but instead of lasting for 1 spell, it can be used as many times as you want within the 30 seconds. And it works with Dark Magic too. For the record, I'm also 90 SCH, so I don't mind DRK getting this unique ability. And given that SE is sharing things among jobs these days like DNC's Wild Flourish and SAM's Konzen-ittai, or WHM's Divine Seal and SCH's mini Divine Seal Rapture, why not?

    There's probably a lot of examples, but I won't bother looking them all up. And it honestly suits DRK better than SCH given that it's a melee job. When was the last time you saw a SCH seriously try to use Immanence anyways? And believe me, this'll get DRKs casting their elemental spells because they can do the following with it (Since SE apparently wants us to):

    Use Ability > Cast Aero > Cast Bio > *Creates Gravitation skillchain* > Torcleaver > *Creates Darkness Skillchain*

    Although this ability doesn't really sacrifice anything in particular, you could consider the time needed to cast the spells a sacrifice of your melee damage. I've said it before though, that I don't think the sacrifice mentality really fits DRK. I just don't think it works.

    On a final thought (And somewhat non-serious because I know this'll never happen even though it technically makes so much sense), if we really need to sacrifice something, and since SE is looking for things besides HP and MP, how about sacrificing our CHR for something useful? It'd sure give Absorb-CHR a purpose. Just a thought.
    (5)
    Last edited by Muras; 09-01-2011 at 09:21 PM.

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