Im just surprised no one on the team decided that enhanced unmend trait should have been changed to proc plunge. If only we had other jobs that do such a thing like SAM, or RPR.
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Im just surprised no one on the team decided that enhanced unmend trait should have been changed to proc plunge. If only we had other jobs that do such a thing like SAM, or RPR.
Don't mention scourge, it gives me PTSD flashbacks of all the absolutely amazing Drk animations we had in HW that they just yeeted into oblivion :(
Everyone remember to pour some out for Scourge, Dark Passenger, Dark Arts, Og Delirium, POWERSLASH and finally now plunge, you will all be missed while we spam theses new goofy looking moves.
https://www.youtube.com/watch?v=IXMTLM19JZw
I loathe Living Shadow, mechanically.
It's boring and visually-irritating in practise, since it just copies arbitrary versions of my own actions, making my rotation look like a cluttered mess of random AOE actions and other visual-spam for 20s.
It's like all of the distracting junk that I turn-off from other Players, except it can't be disabled.
And then on top of that, it adds literally nothing to my rotation — in 7.0, I don't even need to bank Blood any more, because rather than fixing on-pull Blood generation or Living Shadow activation-time, SE decided to just take the most simplistic solution possible.
If Living Shadow at least only followed me around, and literally "Shadowed" (ie, literally copied / duplicated) my own actions, it would lead to potentially-interesting decisions about how to execute GCDs during the Living Shadow duration.
Even better if Living Shadow was an actual separate entity that could do something vaguely-unique, like off-tank a separate target.
Or if Living Shadow had no cooldown, giving DRK a branching choice-path for how to spend Blood during its entire rotation, rather than "pool for burst, and sometimes blow-off a Bloodspiller to avoid over-capping".
...Conceptually / aesthetically, Living Shadow is cool.
But as-is the usual theme with FFXIV Job Design since Shadowbringers (and, I'll argue, somewhat since Stormblood), the general idea is just "oh this looks cool, doesn't it?", with no actual substance or interest beneath that surface-level contribution.
Honestly believe if the dps 1>2>3 was Scourge, Souleater and power slash. This would satisfy so many HW DRK players and newer players would prefer the cooler animations.
Meh even adding them back for the blood combo would probably of gotten a more positive reaction.
Yeah, would have been nice, but that would involve the dev team giving a damn. Personally I'm out, gonna play my month on release cause I stupidly bought pre order, but after that I'm ghosting. Dev's have fallen for the WoW trap, too big to fail nonsense, where they all nod along to how brilliant their decisions are, when the playerbase hate everything they've done and they are keeping people who are basically hooked on a sunk cost. I've seen this before not staying around for it again, will just play a different MMO from now on, maybe give ESO another go or something.
DRK back in HW also had Delirium an ability like Storms Path but reduced magical dmg, so back then we had Power Slash, Soul Eater and Delirium for fun flashy combos vs what we have today which is just Soul Eater spam til the Chocobos come home.
God I miss stacking Storms Path + Delirium + Reprisal (when Rep was exclusively DRK only) I know why it was changed it was so strong but it felt so good.
They need to literally remove "Living Shadow" once and for all, and all skills associated to it. It's the worst that ever happened to the job. Instead of giving 2-3 dark-based spells with actual spellcasting, they just added a dumb shadow that we can never control at all.
I understand it's some nice flavor from the story quests, but I agree. It needs some kind of major change to it if it is going to be kept at all.
I like the idea of it being more of an actual shadow. Like it appears next to you and literally mimicks the skills you input. Making it effectively more of a damage multiplier than a fickle DoT-pet.
I also like the idea of it having an area of influence, like a second Salted Earth but like a GEO luopon. Maybe as like an executable blast skill.
Or it could just be a single blast-summon spell, where it appears, does a unique attack, and disappears. And then you could summon it multiple times. Probably the least inspired option, mechanically, but at least I wouldn't need to look at it disappointingly half the time.
It be pretty sick if it doubled your resource generation or something allowing for crazier burst windows or something along those lines.
As an incredibly minor point, I'm glad they're adding Disesteem to his attack pattern because losing Quietus made me wonder if this skill was even worth using in trash packs. Not that it makes the skill all that more engaging.
Big damage attacks dont really bother me, my issue with it is more of
lv80: big damage attack capstone (living shadow)
lv90: big damage attack capstone (shadowbringer)
lv100: big damage attack capstone (disesteem)
It be cool to have buttons to press that didn't say "Recast 120s"
The big damage attacks bother me in the sense that it's just more fire and forget potency bloat shoved into a damage multiplier window with already too much RNG variance.
Honestly for level 100 I wouldn't even have minded very sparsely timed super attacks... But actually make it feel special? Like bring the PVP style personal limit breaks into PVE, attacks you only use maybe once per encounter. Have some actual fanfare for the level cap skills.
More of 2 minute meta slaving is just tired however. But then the entire PVE design feels tired, so why should we expect them to actually celebrate the game reaching this point.
You are not managing blood - its literally a question of: are you at 100 and about to gain more blood from Blood Weapon or Souleater? Use Bloodspiler, otherwise keep gaining blood. Are you in 2 minute window? Use bloodspiller.
There might have been the point of "Oh 2 minute raidbuffs are coming, I need to have 50 blood for Living Shadow as it takes 5-6 seconds for it to start attacking!" but its getting its blood cost removed. Blood Weapon granted 5x stacks each giving 10 blood, so under Delirium you might overcap, so you had something to manage, but now Blood weapon is 3 stacks.
Conclusion: There's no bloodgauge "management". A true mangment system would be like RDM where you have to know the amount you are entering burst with, or RPR's blue gauge.
MP "management" is the same story but with a bit more depth...
*Every* job has that.
None of the jobs have any moments where you're actively engaging with the game. What little choice that is left is actively being removed. Like Gapclosers or using certain burst cooldowns during Add phases.
There's very little to no decision making. I think to some extent that's fine, but when you're only allowed to have fun for 15 seconds once every 2 minutes there's a problem.
Jobs need more post burst job mechanics and abilities.
Not to be the Blue Mage evangelist, but it has pretty simply solved the problem by just making it completely impossible to spam all its resources during a single window.
Of course for normal jobs we have too many meta believers crying about it if even a single follow up oGCD or pitiful gap closer hit doesn't fit inside the burst window, even if to think it's a real problem, you have to completely miss that the balancing takes it into account and it's still the top DPS within it's role.
I can only imagine the screams of "jank" and "bad design" if you gave a normal job whole second page of resources that will never be optimally usable within a 15 or 20s burst.
Which is another problem of their own making.
People wouldn't be so obsessed with fitting every oGCD into the 2-minute windows if the entire game didn't revolve around it.
Missing the 20+% damage buff by 0.5 seconds when you know you're not getting any buffs for the next 105 seconds just feels bad.
Always wondered, instead of axing plunge (and replacing it with this bland teleportation stuff) they could have modified it with unhanced unmend
Plunge with only one charge
Enhanced unmend new effect:
When you use unmend, you get a free Proc of Plunge on top of your existing proc charge
(the only one you have)
Cooldown of 30 sec for the Proc charge
This way players would have access to plunge when really needed, and when going away from the boss in case of mechanics or AOE, after casting unmend they could use plunge again, without the need to constantly spam it for damage optimization and have it when facing bosses (or maybe even adds)
(also i'm just randomly saying stuff so feel free to tell me if i'm wrong/saying crap)
Living Shadow would be better if we could set the figure to be a shadow copy of our WoL, complete with it's current glam but in black/shadow.
Oh yes Shadow Jutsu is the way.
I wish the devs would allow us to customize living shadow like modders already do. I like the big paint bush effects on DRK attacks.