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Originally Posted by
RyuDragnier
Because, quite frankly, the kit is absolute shit.
Sure, but if StB, ShB, and now EW have proven anything, it's that you don't "fix" a kit just by cropping its skill ceiling, homogenizing it, and making it more boring. I disagree that nothing of value would be lost by homogenizing DRK, however "temporarily" (since we've seen by now that any increase in homogenization makes it that much harder to break free of) that might be.
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I'd rather take a TBN that I don't feel penalized for it not breaking
This is the thing that's so weird to me. Outside of select, especially pitiful bosses, I can pop a TBN at least thrice per minute. P1 I can pop off the tail of any cast + autos. P2 I can pop off autos. P3 I can pop off autos as long as he doesn't jump away mid-duration. P4 I can pop off any instance of raid damage or even just autos so long as I use it far enough before any even that would freeze set autos. Hell, the little pitifully-hitting puppet boss in Smileton can break TBN with just autos as long as you activate it just before an auto would hit, long enough before a cast as to get autos across the full duration. It's also consumed before any other barriers. It's just not that hard to pop once you get the hang of its activation time and memorize the timings of the given fight. But I like that learning being a thing.
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Originally Posted by
Ryaduera
The amount of words used has little to do with how comprehensible it is. Math as an example, the Wave Equation has 18 characters, but 10x12345+1000000000000 has 22 characters but one is significantly easier to understand.
Ahh, I see. That's fair. I'm pretty sure I can word these better than the current half-a-minute's spitball wording given on most of these, though. Or, put more simply, I think any confusion would have more to do with my poor presentation than any of these particular effects. "Stagger" (damage delayed to be taken over time), contextual heals (based on damage taken), hardening (damage being reduced by a flat amount, usually based on the affected's stats such as Defense), etc., are all mechanics that were very rapidly and easily understood in other MMOs. Given better wording, I think they'd be fine here, too.
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Yes, my method does have anti-synergy with barriers, but attaching a heal to a barrier is always anti-synergy. You stopped damage, if you did it right then what exactly are you healing from in the first place? Purely excessive damage. Making it based on missing HP to a capped percentage means you can make it so it restores up to x potency based on missing HP with the full potency being rewarded on, say, your HP being at 50%. The purpose being preventing dropping to near no HP and springing up like nothing happened the instant damage goes though. HoC and Blood whetting don't even do that (single target), and those are already super strong.
Let's put this into a simple scenario. You have 80k HP and a 20k barrier (TBN, Galvanize or EuD, whatever you prefer). If you then get hit for 40k, that brings you down to 60k. Most MMOs' technical language would still refer to that as 40k damage, but if they go out of their way to instead specify "HP lost", then you'd only be looking at 20k. As such, any barrier prior to damage taken would produce 20% less net sustain than would a simple heal, which doesn't seem terribly fair (especially if/when the barrier itself already produces less sustain per GCD unless it crits; CritLo and CritEuD are both... kind of ridiculous in their effective potency).
It's kind of like when an effect goes out of its way to make something already terrible, like SkS, even worse. You just can't help but wonder, "But why?" True, barriers aren't bad --horribly designed for PuG situations, in that allied barriers are uniquely able to replace stronger barriers, but certainly far from weak on the whole-- but I see no reason to design in a "ha, screw you in particular" mechanic just on the basis that "well, you didn't absolutely need a barrier just then anyways, so that's on you," or the like.
Now, the leniency offered by a cap (since you can tune the floor up to compensate for the cropped ceiling) would be fine. I just don't really think it's necessary, and it would add some further complexity. I'm fine with a slightly lower floor and higher ceiling; such already applies to every bit of percentile mitigation in the game and there is almost zero chance in practice of DRK living or dying by that subtle difference in output floor.
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If this is the case then with the extra MP per minute some potencies would have to get lowered. In fact, with most of these changes, a lot of potencies would need to be lowered across the board.
Absolutely. There's no way all this wouldn't require overall kit tuning. I'm just leaning slightly towards not proportionately nerfing Blood spenders in particular to make up for their added MP gen and frequency; instead, they'd be a bit more prominent feature in the kit.
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This is true, but there is good reason this was removed and changed. We are first and foremost the people who take damage.
I have to heartily disagree with this. It's not so much about capacity -- that you are doing damage -- as how you are using it / what you are doing with it.
If a greater portion of my kit is now significant to my survival, I feel that much more like someone whose kit is built around rewarding skill with survival, rather than one whose kit simply tacks that on as an auxiliary factor. Right now, tanks mostly feel like the latter. We're DPS first and foremost in large part because our capacities are so cut in dry. This half of our kit is long-term throughput; this half of our kit is meant simply not to prevent the first's being bottlenecked (by our death) and to increase healer damage. I'd rather the whole thing, or nearer to, feel vital to our survival so that we can feel like we were designed, first and foremost, to be those who take damage, not just "those who deal damage and also, via auxiliary outputs, have a sharper effect on Green DPS damage over time than do raid buffs."
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I will, however, say that while that is technically true for Clemency and Cover, they still have purposes outside of poor play. I like to solo-tank the 89 Ex trial and while warrior is technically better for it because of how busted Blood Whetting really is, PLD plays pretty well in that fight because of the ranged combo. Sometimes, for the adds phase, I have to deal with incoming damage without having a defensive cooldown necessarily ready in that moment, and even in current-tier gear those adds can seriously hurt, so I will throw out a Clemency to prevent myself from dying because if both of those auto-attacks go through at the same time, that is a massive chunk of HP being ripped away from me. Cover can still be found useful in some places to make optimization and I'm sure strats will develop to use it for micro-optimizations. The problem with tying it to ally death isn't necessarily that it rewards the DRK for allies playing poorly, it is that it exclusively rewards poor gameplay. I guess what I'm trying to say is I believe all abilities should always have potential even if that potential is limited.
True, but while I don't think that DRK can step on RPR's toes through on-kill resources, I do think giving DRK any more significant saving tools than are already given (pretty significant already, imo) via TBN and Oblation would push out PLD a bit, and I've always loved PLD's owning that niche. So that's why I decided to stop there. It's just a simple feel-good trait that gets a bit of Dark Avenger flavor when things go south while reducing DRK's healing floor slightly in favor of a faintly more than proportionate increase to its healing ceiling in such a way as, again, taps into the that Dark Avenger vibe when things get bad.
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Oh, here's the quick LD fix, btw, that I somehow forgot to include in my original post:
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Originally Posted by
Shurrikhan
The Obligatory Living Dead FixLiving Dead
Grants the effect of Living Dead. When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, you are healed to 50% health and status will change to Walking Dead.
Living Dead Duration: 10s
Healing received is nullified up to an amount equal to 50% of your HP. While under the effect of Walking Dead, most attacks will not lower your HP below 1.
Walking Dead Duration: 10s- Not a huge fan of it so far, but it covers the basic needs.