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  1. #51
    Player Ayasha's Avatar
    Join Date
    Mar 2011
    Posts
    22
    Character
    Ayasha
    World
    Bahamut
    Main Class
    DNC Lv 99
    I think a lot of people are missing the point of DRK completely when 'suggesting' new ideas. DRK DOESN'T need a critical WS because bro-awesome WS damage isn't really part of DRK repertoire to begin with. Disabling, draining, and consistent spike melee damage are the key skills of DRK. If any WS needs to be modified, the skill modifiers need to be brought to the jobs core stats: STR and INT. The only WS worth using (put lightly) that uses those stats is Insurgency, and we all know SE missed the mark by orders of time zones on that one. To be honest, my main problem with DRK is its reliance on its support job to define the play style. Granted, ALL jobs suffer from that, but most of them have their own inherent job traits to make up for deficiencies; whereas with DRK, you have to change style out of sheer necessity. DRK/NIN adds to survivability, but you severely reduce your ability to do pretty much anything useful. DRK/THF is useful every 30 seconds or every 100% TP, whichever takes longer. DRK/SAM is great for DD, but seigan/3eye is too inconsistent to rely on for the oh sh** moments, not to mention the severe cast/recast penalty received from Seigan/Hasso (yeah yeah cancel buffs blah blah).

    All this, as you internet people say, "too long, didn't read" in summary is to give DRK a more independent state. Abyssea gave people a false idea of what this game is about, and how it's supposed to be played. The last thing we want is for DRK to just be another bandwagon job like MNK is, and SAM used to be.
    (0)
    Last edited by Ayasha; 03-14-2011 at 03:16 AM.
    ~The key to immortality is to not die~

  2. #52
    Player
    Join Date
    Mar 2011
    Posts
    1
    I feel that Square-Enix really missed the mark on a lot of aspects of DRK. It started out (low levels) as a job that has highest attack; and in order to keep the balance, low defense. But at higher levels, Square-Enix modified it to emphasize more on magic. It makes gearing a lot more complex compared to other straight melee damage dealers. Spending time casting also slows down TP generation, which defeats the purpose of having the highest physical attack. All the magic options also make timing critical for DRKs.

    Souleater is an awesome ability, but can't be used all the time since it requires cure. On top of that, Square-Enix keep adding HP- abilities, which not only reduce the effectiveness of Souleater, but it also decreases survivability. A lot of DRKs want high damage (which makes sense since DRKs have the lowest defense), but in doing so would kill the DRK even faster due to the enmity generation. The use of Bloodweapon is so limited that I don't even know where to begin. With these in mind, I would like to make the following suggestions:

    Higher attack/STR base stats to compensate for the slow TP generation (think of fighting undead monsters outside of Abyssea).

    A Darkness-based magic attack (similar to PLD and WHM's Holy, but of the opposing element).

    Addition of Bio III.

    Add more defensive abilities and reduce the casting time of Dread Spikes to match that of PLD's Reprisal.

    Increase the effectiveness of Absorb spells, possibly adding Absorb-Attack/Defense, etc.

    Some way to balance the effectiveness of Souleater and all the -HP gear and job abilities.

    Adjust Souleater so that its more useful without cure spam. Possibly making Blood Weapon or a lesser version of it to pair with the use of Souleater.

    Lengthen the duration of last resort and decrease its enmity generation.

    Some way to temporarily reduce enmity generation.

    More magic to debuff the monsters, such as plague, paralyze, and short-duration terror.
    (1)

  3. #53
    Player Taint's Avatar
    Join Date
    Mar 2011
    Posts
    36
    Character
    Taint
    World
    Cerberus
    Main Class
    RNG Lv 90
    Quote Originally Posted by jpn2k View Post
    I feel that Square-Enix really missed the mark on a lot of aspects of DRK. It started out (low levels) as a job that has highest attack; and in order to keep the balance, low defense. But at higher levels, Square-Enix modified it to emphasize more on magic. It makes gearing a lot more complex compared to other straight melee damage dealers. Spending time casting also slows down TP generation, which defeats the purpose of having the highest physical attack. All the magic options also make timing critical for DRKs.

    Souleater is an awesome ability, but can't be used all the time since it requires cure. On top of that, Square-Enix keep adding HP- abilities, which not only reduce the effectiveness of Souleater, but it also decreases survivability. A lot of DRKs want high damage (which makes sense since DRKs have the lowest defense), but in doing so would kill the DRK even faster due to the enmity generation. The use of Bloodweapon is so limited that I don't even know where to begin. With these in mind, I would like to make the following suggestions:

    Higher attack/STR base stats to compensate for the slow TP generation (think of fighting undead monsters outside of Abyssea).

    A Darkness-based magic attack (similar to PLD and WHM's Holy, but of the opposing element).

    Addition of Bio III.

    Add more defensive abilities and reduce the casting time of Dread Spikes to match that of PLD's Reprisal.

    Increase the effectiveness of Absorb spells, possibly adding Absorb-Attack/Defense, etc.

    Some way to balance the effectiveness of Souleater and all the -HP gear and job abilities.

    Adjust Souleater so that its more useful without cure spam. Possibly making Blood Weapon or a lesser version of it to pair with the use of Souleater.

    Lengthen the duration of last resort and decrease its enmity generation.

    Some way to temporarily reduce enmity generation.

    More magic to debuff the monsters, such as plague, paralyze, and short-duration terror.
    I disagree with a lot of this post.
    Enmity generation is one of the few things DRK has going for it. I'd rather have increased enmity then reduced. DRK has access to very good -pdt and -mdt gear and for a good while there was a top tier tank job. Also we need to get away from casting. DRK will never be on Par with backline jobs for magic damage or debuffs. DRKs job is to do damage, if it changes to debuffing or nuking then it will further kill the job since it won't be on par with existing jobs with that purpose. Also the last thing DRK needs is more att or STR, what it needs is an increase in hit rate, crit rate and WS rate. Att and STR are easily obtained already for DRKs.
    (0)
    Cerberus - Armada
    90poc
    90masa
    85Kannagi

  4. #54
    Player Vitrum's Avatar
    Join Date
    Mar 2011
    Posts
    4
    Character
    Starfall
    World
    Bahamut
    Main Class
    DRK Lv 90
    I find it hilarious that the empy+2 set bonus gives a damage bonus based on our current HP%, and yet our 'staple' ability, souleater, spends HP at a % to deal bonus damage.

    As far as a suggestion goes, I think they should reevaluate either the set bonus or souleater. (Preferably souleater)
    (0)

  5. #55
    Player brayen's Avatar
    Join Date
    Mar 2011
    Posts
    170
    Character
    Brayenn
    World
    Quetzalcoatl
    Main Class
    SAM Lv 95
    Not going to get too much into this thread but from all the things i have read in this thread the only things i liked the most are:
    increased last resort duration and a double atk trait

    I will only add that DRK is severely lacking in WS dmg and its full spell list is as close to worthless as it can get(stun and maybe endark are the only good ones)

    I feel drk is a relatively weak job at the moment due to the nature of abyssea, however any few minor tweaks can easily bring it back to a good job, and there are a number of ways to produce. The above sentence on its lacking WS being its biggest problem at the moment i think.
    (0)

  6. #56
    Player Zicdeh's Avatar
    Join Date
    Mar 2011
    Posts
    3
    Most people I see are just suggesting lifting other jobs traits or abilities, essentially making it a Warrior that wears spikey armor.

    Personally, I prefer new, but distinctly DRK-themed fixes, just off the top of my head, DRK could use battle stances like so many other melee jobs have (Counterstance, Hasso, Seigan, Defender, etc)

    Malevolence; The presence of the Dark Knight terrifies and Demoralizes his foes.
    Effect: When positioned "In front" (Similar to the Breath-range arc) The enemy suffers a penalty to Attack Speed, Casting Speed and Magic Evasion.

    Insidiousness; The Dark Knight's insidious nature lets him hone in on a targets' vitals, and deliver devastating blows.
    Effect: When flanking a target (outside "Breath" range), the Dark Knight ignores a portion of the target's Defense, and evasion. Weapon Skill damage is also increased.
    (1)
    Common sense, it's surprisingly uncommon.

  7. #57
    Player solidous's Avatar
    Join Date
    Mar 2011
    Location
    Sandy
    Posts
    15
    Character
    Solidous
    World
    Lakshmi
    Main Class
    DRK Lv 99
    I think these changes and additional will could help fix dark. It is not fair that we get a watered down version of other jobs abilities.

    Blood Weapon
    Level 51 Job Ability
    Duration: 30 seconds
    Recast: 15 minutes
    When active, all standard melee attacks will cause an Additional Effect that converts the damage inflicted into a "Drain" effect, healing the Dark Knight by 100% of the amount of damage inflicted.


    Last Resort
    Level 15 Job ability
    Duration: 2 minutes
    Recast: 5 minutes
    Increases the users attack by 14.84375% and defense is decreased by the same amount.
    (Desperate Blows should be adjusted to 3% delay reduction per merit.)



    Dark Eternall
    Level 1 Job Ability
    Duration: 30 seconds
    Recast: 2 hours
    User gains a 20% boost to attack and magic attack bonus. Drain Spikes effect gained.
    If user is defeated while Death Eternal is active, the user remains attacking through out the remainder of the Death Eternal's duration, attack and magic attack bonus gain an additional 10% boost.

    Job Trait

    Quick Cast
    Level 95 Job Trait
    Duration: Always active
    User has a chance to instantly cast selected spell.
    Chance of Quick cast activating is 5%
    I do not think this would not be broken as you lose a hit or 2 if it doesn't proc.

    Imbibe
    level 70 Job Trait
    Duration: Always active
    Absorbs a single status bonus from and enemy.
    Chance of absorbing status bonus is 5%

    New Job abilities

    Dark Masochist (or Truculence I doubt SE will find masochist suitable for the game)
    Level 76 Job Ability
    Duration: 2 minutes
    Recast: 10 minutes
    User gains regain effect of 5 TP per tic at the cost of 30 HP.

    Dark Mirror
    Level 55 Job Ability
    Duration: 5 seconds
    Recast: 1 minutes.
    While ability is active damage received by the user will be recorded. limit of damage recorded varies by player level.

    Riposte
    Level 55 Job Ability
    Duration: Instant
    Recast:1 minute
    Damage recorded by Dark Mirror with be dealt two fold to current battle target.
    (0)
    Last edited by solidous; 03-16-2011 at 09:45 AM.

  8. #58
    Player Seoha's Avatar
    Join Date
    Mar 2011
    Posts
    31
    Quote Originally Posted by Zicdeh View Post
    Most people I see are just suggesting lifting other jobs traits or abilities, essentially making it a Warrior that wears spikey armor.

    Personally, I prefer new, but distinctly DRK-themed fixes, just off the top of my head, DRK could use battle stances like so many other melee jobs have (Counterstance, Hasso, Seigan, Defender, etc)

    Malevolence; The presence of the Dark Knight terrifies and Demoralizes his foes.
    Effect: When positioned "In front" (Similar to the Breath-range arc) The enemy suffers a penalty to Attack Speed, Casting Speed and Magic Evasion.

    Insidiousness; The Dark Knight's insidious nature lets him hone in on a targets' vitals, and deliver devastating blows.
    Effect: When flanking a target (outside "Breath" range), the Dark Knight ignores a portion of the target's Defense, and evasion. Weapon Skill damage is also increased.
    Actually those are pretty damn neat suggestions!
    (0)

  9. #59
    Player Zeroe's Avatar
    Join Date
    Mar 2011
    Posts
    159
    Character
    Zeroe
    World
    Bahamut
    Main Class
    DRK Lv 99
    Interesting, I'll have to put a few ideas in myself once I learn this class more
    (0)

  10. #60
    Player Selzak's Avatar
    Join Date
    Mar 2011
    Location
    Bastok (Bismarck)
    Posts
    364
    Quote Originally Posted by Zicdeh View Post
    Most people I see are just suggesting lifting other jobs traits or abilities, essentially making it a Warrior that wears spikey armor.

    Personally, I prefer new, but distinctly DRK-themed fixes, just off the top of my head, DRK could use battle stances like so many other melee jobs have (Counterstance, Hasso, Seigan, Defender, etc)

    Malevolence; The presence of the Dark Knight terrifies and Demoralizes his foes.
    Effect: When positioned "In front" (Similar to the Breath-range arc) The enemy suffers a penalty to Attack Speed, Casting Speed and Magic Evasion.

    Insidiousness; The Dark Knight's insidious nature lets him hone in on a targets' vitals, and deliver devastating blows.
    Effect: When flanking a target (outside "Breath" range), the Dark Knight ignores a portion of the target's Defense, and evasion. Weapon Skill damage is also increased.
    What do you think of this interpretation of the stances?
    (0)

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