Page 8 of 23 FirstFirst ... 6 7 8 9 10 18 ... LastLast
Results 71 to 80 of 223

Dev. Posts

Hybrid View

  1. #1
    Player Armangetto's Avatar
    Join Date
    Mar 2011
    Posts
    44
    Character
    Armangetto
    World
    Valefor
    Main Class
    DRK Lv 99
    They need to change it to where you take multiple hits during the absorb phase to hit a dmg cap. While during the boost phase is a set dmg % boost . LIke 20 to 30%. Also they need to change the timers around. The absorb phase should be 1 min/1 min 30 sec, while the dmg boost should be 2 to 3 mins.

    Or leave Scarlet Delirium as is but swap the timers, 1 min for absorb phase and 3 mins for dmg boost phase. Either option should fix Scarlet Delirium Imo.

    This ANY one hit during the absorb phase for 3 mins is just fucking stupid.
    (4)
    Last edited by Armangetto; 09-03-2011 at 01:12 PM.

  2. #2
    Player Madawc's Avatar
    Join Date
    Apr 2011
    Posts
    62
    Character
    Madawc
    World
    Quetzalcoatl
    Main Class
    DRK Lv 90
    Yes I know Migawari is a spell, I was pointing to its use. It procs only when a certain amount of damage is dealt. I suggest SD to be made in to a JOB TRAIT which procs if more then 50% of your HP is lost. This proc last for 1min and next proc must wait atleast 3min.

    Or the Job Trait could just accumulate damage taken and decay over time. Like a buffer, you fill the buffer up with damage taken and it bleeds off to zero. DmgUp% is proportional to the buffer. Lowering the cap from 49.9% to 30% would be reasonable.
    (0)
    Last edited by Madawc; 09-03-2011 at 07:16 PM.

  3. #3
    Player Taint2's Avatar
    Join Date
    Jun 2011
    Posts
    453
    Character
    Dirtyfinger
    World
    Cerberus
    Main Class
    SAM Lv 99
    Quote Originally Posted by Madawc View Post
    Yes I know Migawari is a spell, I was pointing to its use. It procs only when a certain amount of damage is dealt. I suggest SD to be made in to a JOB TRAIT which procs if more then 50% of your HP is lost. This proc last for 1min and next proc must wait atleast 3min.

    Or the Job Trait could just accumulate damage taken and decay over time. Like a buffer, you fill the buffer up with damage taken and it bleeds off to zero. DmgUp% is proportional to the buffer. Lowering the cap from 49.9% to 30% would be reasonable.

    I agree. Let it stay up for 3min but only proc on large damaging blows/JAs/magic etc. Or let it accumulate. Its just going to piss DRKs off when they pop it and then take 100 points of damage from the mob.
    (1)
    Masamune
    Arma up next!

  4. #4
    Player Kirschy's Avatar
    Join Date
    Mar 2011
    Posts
    25
    Character
    Kirschy
    World
    Fenrir
    Main Class
    DRK Lv 99
    After playing with the JA myself, I'm incredibly unimpressed. The idea behind the JA is great. I think a JA that extends the idea of DRK by taking damage while being able to inflict more damage is right on target. The implementation is just poor.

    I would much rather have the JA accumulate damage taken, and have a lower output. (I'd also request a duration increase too... keep the JA buff active for 2-3 minutes, and then an extra 2 minutes for downtime. [2 or 3min up, 2min down.])

    Attempting to improve DRK damage during endgame fights isn't going to make them any more desirable than they are today. And it's still going to leave them behind other top tier DDs. I strongly suggest a JA like this is reviewed and changed to bump DRK up a top tier damage dealer, while still maintaining a uniqueness from other DD.
    (7)

  5. #5
    Player Quetzacoatl's Avatar
    Join Date
    Mar 2011
    Posts
    527
    Character
    Quetzacoatl
    World
    Leviathan
    Main Class
    DRK Lv 99
    Quote Originally Posted by Kirschy View Post
    After playing with the JA myself, I'm incredibly unimpressed. The idea behind the JA is great. I think a JA that extends the idea of DRK by taking damage while being able to inflict more damage is right on target. The implementation is just poor.

    I would much rather have the JA accumulate damage taken, and have a lower output. (I'd also request a duration increase too... keep the JA buff active for 2-3 minutes, and then an extra 2 minutes for downtime. [2 or 3min up, 2min down.])

    Attempting to improve DRK damage during endgame fights isn't going to make them any more desirable than they are today. And it's still going to leave them behind other top tier DDs. I strongly suggest a JA like this is reviewed and changed to bump DRK up a top tier damage dealer, while still maintaining a uniqueness from other DD.
    Kirschy and I couldnt have said it better ourselves or better than anyone in these forums. Right Now, Square has got to take these notes if we want to see anything good out of this Job Ability. She's a hardcore Dark Knight, and she damn well knows what she's talking about.

    It's rather condescending to say that we'll be able to accept one big hit alone, on our HP to boost our damage, and no further damage accumulated will increase our attack and magic attack. Just one hit, that's it, there's no more damage to take after that? For the 3 minutes we have to get hit? No, we can't see this as contributable to endgame tactics for our endgame linkshells. At all.


    Quote Originally Posted by Chriscoffey View Post
    Well for most updates to dark they sound decent additions but are always implemented as complete fail. I really doubt they adjust this to what the majority agree is what dark knight is meant to be. They have their own ideas about dark knight and it's apparently the back of the bus mentality.
    Last Resort Duration increased to 3 minutes was the best thing they have done for Dark Knight so far. Square needs to try and top that with something everyone can be happy with.
    (2)
    Last edited by Quetzacoatl; 09-04-2011 at 10:01 AM.

  6. #6
    Player Zoner's Avatar
    Join Date
    Jul 2011
    Posts
    88
    Character
    Zoner
    World
    Quetzalcoatl
    Main Class
    DRK Lv 95
    I think SE has yet to realize tactics that has become standard practice in most endgame linkshells

    Quote Originally Posted by Bayohne
    In many cases, dangerous special abilities and magic that are used by the opponent can be halted by Stun, but there are instances where Stun does not work or cannot be cast due to recast timers.
    In such a case we Dark Knights, and most front line melee, are considered undesirable because:

    1. We feed TP to the monster in question, increasing the number of times uses its "dangerous special abilities" and raises the chance of a full party wipe.

    2. Dark Knights often get invited to NMs that need to be stunned, if it is unstunnable, thats one less invite we get

    3. The preferred method of dealing with such NMs is a tank (single or dual-tank), healers and ranged attack/magic, or gain TP from a safe distance and only approach NM to weaponskill.

    Quote Originally Posted by Bayohne
    There are also instances where players will have to take the damage from some attacks in order to stop more powerful attacks instead.
    In instances dealing with a NM that has a devastating weaponskill that you must keep in close proximity, what will end up happening is an increase of Samurai used to stand next to the monster but facing away until their TP is @ 100%.

    Scarlet Delirium's usefulness is truly situational at best. What we were hoping for is something we can use on a regular basis, whether it be farming, meriting, or End Game NMs; something we cannot accomplish with a short duration and asinine stipulation of only the 1st hit being counted.

    In FFXIV alpha/beta we testers had forums like this where we voiced our concerns about the direction things were going, the Devs ignored our advice for the most part and stood fast to their "Vision of how the game should be." I think we all know how that ended up...
    (3)

  7. #7
    Player Armangetto's Avatar
    Join Date
    Mar 2011
    Posts
    44
    Character
    Armangetto
    World
    Valefor
    Main Class
    DRK Lv 99
    I agree that Scarlet Delirium should be a JA that can be used on a regular basis. It shouldnt be us waiting for a high lvl HNM to use a high dmg spell / aoe/ or tp move for us to even use this ablity.

    Just change it to fixed amount of dmg taken <insert amount of hp loss amount here> (50 to 60%?) during the absorb dmg phase or when the 3 min timer runs out.... lol. Then make it a 20 to 30% max dmg boost for the 1 min.(Again swap the absorb duration with the dmg boost duration.)
    (1)

  8. #8
    Player Selzak's Avatar
    Join Date
    Mar 2011
    Location
    Bastok (Bismarck)
    Posts
    364
    I sincerely would rather not even have this ability as it is. It'd just be trash sitting in the JA list. I feel the same way about Tactical Parry.
    (4)

  9. #9
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Selzak View Post
    I sincerely would rather not even have this ability as it is. It'd just be trash sitting in the JA list. I feel the same way about Tactical Parry.

    I feel the exact same way too.
    (1)

  10. #10
    Player Chriscoffey's Avatar
    Join Date
    Jul 2011
    Posts
    214
    Character
    Darkchris
    World
    Lakshmi
    Main Class
    DRK Lv 99
    Quote Originally Posted by Urteil View Post
    I feel the exact same way too.
    Urteil I saw your post in the sam forums. I tried telling you they hate dark knight lol. This is just total lack of caring for one job and "golden egg" spooning of many others.
    (1)

Page 8 of 23 FirstFirst ... 6 7 8 9 10 18 ... LastLast