Well, then increase weaponskill potencies by 8%. ;)
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The problem with flat damage is that they will need to keep buffing us since we lack a true burst phase. Warrior is high because its personal buffs line up well with party buffs. As the expansion draws on the peaks will get higher in relation to our relatively stable output. So we will end up having to constantly beg for potency buffs.
I agree just buffing darkside any more would just become comical. It has zero interaction with anything. You turn it on when you change to drk and never turn it off. The only 'gameplay' it has in SB is turning it off during long dead spaces when your brd is refreshing MP and it gives more refresh than the cost to turn it back on. Much fun. Wow.
My only problem with most delirium buffs I see proposed are 2 things:
1: Practical. Its a 2min CD. That's a lot of dead space for a 'job fixing' buff and they are mostly centered around BW excluding consideration of its second function in grit.
2: Thematic. 1 massive buff to a 2min CD. I (personally) have always considered Drk as a DOT kinda class in HW and now. Drk has never had very strong burst play. Its a constant barrage of OGCD spam (kinda like sam). Of course every job has 'burst', but Drk has always been a consistency machine. (unlike say, war). I think of Drk more like a sam in that context. The train that just gets up to speed and never stops. Putting a MASSIVE focus on an 8 second window every 2 min burst window seems un-Drk to me.
All of drks abilities just increase resources over time. Not like infuriate, zerk, IR, FC which are all designed from the ground up with stocking up resources and exploding. Drk has lots of things that SLOWLY add up. 1 blood from salted. 10 blood per combo. Little MP every combo. Offensive abilities do the same. More MP over time. That MP can only be spent in DA sized chunks every few GCDs. The entire job is designed to just be a hose shooting out DPS in a steady stream. BW just turns up the hose pressure a bit, but also comes back up faster than any other tank damage CD. Etc. Giant buffs to delirium go counter to that thought process in my mind.
I agree, they cut that from us though by removing so many oGCDs without adding any. That’s paladin’s identity now. I’ve outlined in other posts what I think Dark should be, but I think it would take an expansion level event to change it.
For better or worse, they just replaced the spam with more DA spam. Like you said. Were not getting some massive ground up rework til an expansion.
For Delirium, I think you can make it part of an overall package, but not a silver bullet on a 2 min timer for Drk.
As has been stated, I think there is some broad concensus for at least 3 points.
1.Drk could use some type of 'fluff' physical mitigation to counter Pld passive shield and the 'extra' CD on war(and lolParry stacks in defiance whenever people tank stance). What dark dance used to fill. Drk seems to be OK on busters
2.Drk is (I forget the number even though ive seen it 100 times) 5-7%ish behind the other tanks in overall DPS
3. Drk could use some type of non-power slash combo enmity boost for enmity maintenance/snap like swipe/scorn/onslaught provide.
I still like the idea of passenger becoming cost effective/neutral and giving it a large enmity mod to fill #3.
Delirium could definitely use some love to help in some of that. Damage being the obvious as an extension of what it already does, but some type of fluff mitigation wouldn't be to far fetched either. Random thought. When activated gives (some undetermined amount) of parry/armor/etc for the remaining duration of that instance of BW/BP (including the extension) in addition to a small damage buff. It would help justify the long CD, make it a piece of fixing 1/2 and not make it some big burst damage centerpiece of a DOT class. This would also help balance the skill in grit/out of grit. (its just worse to use in grit now, but with the mitigation lasting SOOO much longer due to BP instead of BW it would add some oomph to the grit version while still enhancing non-grit.)
Someone somewhere in some thread here posted an idea about deleirum giving some big -damage%, unlocking actions from grit and a buncha other stuff. Repurposing some of that idea.
I don't think it would necessitate an "expansion level rework", they just would just need to make changes to better utilize what OGCDs DRK has and to empower more frequent usage of them.
For starters if they just fixed Dark Passenger to make it a useful ability that you want to weave into your rotations when it is available, that is one more ability that you have at your disposal. Personally I still want to just see it get it's base cost removed, a damage down debuff added to it and have either no DA effect or just one that boosts damage. This turns it into a net dps boost since it has no cost as well as gives you that fluff damage defensive that DRK needs as well as the party-wide defensive utility that the other tanks have. It also fits with the risk vs. reward idea, just keep throwing it out for the dps or hold off to save it for the defensive aspect for certain instances where you may need it.
Another thing that could be done, and an idea I have been mulling about in my brain over the past few days, is to reduce the cost of Unleashed and make it an OGCD ability. That would greatly differentiate it from Abyssal because you could weave it into your rotations for aggro maintenance without breaking your combo flow. That would potentially even help or solve the issue of DRK not having something like Circle of Scorn for more "passive" aggro generation throughout a fight.
They could reduce Carve and Spit's recast time to 45 or even 30 seconds while rebalancing DAed potency to compensate for it being available more often or potentially leaving the potency alone since DRK needs a dps boost overall.
Delerium's recast could be reduced as part of it getting a rework to make it a more worthwhile ability.
Things like this mixed with Dark Arts usage, TBN usage as well as the other OGCDs would give you a lot to weave and I don't feel would require waiting for an expansion to implement. Heck, none of the changes that I listed above are even close to the level of rework that Shake It Off got.
I feel that by taking the stance of "oh, well we will need to wait for an expansion to get the fixes we need" we are just selling ourselves short and will result in us continuing to get ignored.
These changes can be made, incrementally if need be, and without huge "back to square one" reworks if done intelligently. Sure some things need a hefty overhaul, but there are a lot of bits and pieces in the kit that could be made to shine with a bit of refinement and polish. SE has already shown how quickly they can turn around and make changes like this with WAR, so surely they are, or should be, capable of doing it for DRK.
To be clear, I think a ground up rework of what the class should be, would take a lot of time effort and care because I don't think its as simple as going back to 3.x, look how long it took to fix one skill on warrior. However, to fix the issues of dark knight being behind on many if not all metrics they could be able to do that by 4.2.
Changing potencies and timers shouldn't take long, but they seem insistent on not doing anything. But even something like dark passenger being on a 30 second cooldown would still need something like 440 potency base in order to fill the gap in pps. (440-140)/30 = 10 pps
3. Why not on Plunge? I'd say someone screaming at you through the air is a pretty threatening gesture.
It would most certainly work, I just like most skills to have some unique function. Right now plunge is a free gap closer/dps button. Passenger is a DPS skill that's a dps loss and adds a blind that literally doesn't work on bosses/raids. Plunge will be used regardless as a DPS gain and gap closer. Id like to add function to dead-ish skills before enhancing 'working' ones myself. But any OGCD ability could get an enmity buff to fill that role.
For DPS, the first task at hand is to alleviate the pernicious potency tax from Actions.
In 3.0 there was that exploit where you could double-dip in DA bonus effects from a singe Dark Arts by double-weaving DA>Ability>SE/PS/etc.
Well, the double-weaving is mandatory now. So to start, make that old bug a feature. Remove the 'consumes Dark Arts' aspect from Dark Mind, Dark Passenger, and Carve and Spit.
There is still the MP management aspect to using these skills (even if DP had a lower cost). There's still a recast timer on all them. So there's still CD + resource alignment and double weave stress to all of the them. That is enough.
If a GCD ability consumes Dark Arts, then Dark Arts should raise that GCD's potency. Power Slash and Abyssal Drain should have their damage increased by Dark Arts same as the other actions. Their utility effects of HP Absorb and Bonus Enmity should be genuine Added Effects gated behind Dark Arts (I would want the same for Souleater's HP absorb).Quote:
Dark ArtsAttune with the darkness within you, increasing the potency of several actions...
These changes won't go too far, but its a logical start. This is potential potencies that already exist in the kit, but they're getting pissed away.
The real value isn't just for these present skills either. This establishes a rule for all future Ability/Spell/Weaponskill Dark Arts Effects where there won't be a -140 potency caveat left hidden and unsaid in every DA'able Action's tooltip.
That's irrelevant to the "charge system" DA is, and it's really unappealing. Double weaving is already a problem during Blood Weapon, making it mandatory won't fix the issue except allowing the use of DA/DM before a DA weapon skill, which will still cost 1/3rd of the MP bar and force us to consume an other 3rd for a mandatory TBN to survive a TB. It will "fix" the cost of DA/DM the clunkiest way possible.
On the offensive side, only two other oGCd are here and they are on a 30s and 1min cooldown.
Franky I don't get how people can still call out this bug as "good ol' times" while it was fast fixed and not interesting at all. It allowed a few tricks adding a few potency if you weaved it right, but it's just a weak skill ceiling overall.
The difference is DACS going from +310 a minute to +450, DADM going from -140 to -0, DADP going from -80 per minute to +200 (even with its base cost/gain in the shit state that it is).
There is no strain or affect to the rotation save what already exist - except, hey DADP is viable. If you want to sit on CDs until Hard Slash? You still could, and still benefit (Your DA will carry into Siphon).
Still the cklunkiest way to ask for a potency upgrade. DA-DM should be fixed somehow else especially now that TBN exists.
They could bump all our oGCD abilities besides dark passenger by 50, boost salted earth to 100 potency ticks, and boost dark passenger by about 60. I think those would be more palettable small changes as far as dps goes. I still really think delirium should do more than extend blood weapon by 8 seconds.
I'm all for delirium changes but adding mitigation to it is pointless cause it would never be used for that purpose... Delirium needs to stay a DPS enhancement but somehow be more useful for what it does.
Soul survivor needs to be our mitigation/HP grab which is technically what it is just a very roundabout way of it that makes it almost useless for single target fights. I'm sure SE could think of a better way to implement this if they tried... or maybe that's giving them too much credit, at one point in time it was used on party members that died lolwut.
Yeah I think I would like to go back to my original idea for delirium of just making it a double damage buff for a short duration.
Regardless of whatever buff/change could be made to DADM, if it doesn't grant a DPS gain to compensate for the lost Dark Arts, then that dynamic relating to TBN hasn't changed.
Those binary utility effects of 3.x Dark Arts do not fit in Stormblood. When it was just DA+(SE/CS) and Scourge was our hardest hitting WS it wasn't so detrimental, but now its DA+(SS/SE/BS/CS); DRK DPS and DA-use is more strongly correlated.
Consider that losing 140 potency is the difference between a Fell Cleave and an Inner Beast.
There's a similar conflict for DAAD; TBN for the same MP cost is doing so much more, and DAAD is more lost DPS. DAAD aught to have a damage boost equal to DAQ, and both need to be closer to Dark Passenger. Coincidently, if DAAD had something close to that it would be in the range of a Steel Cyclone.
There's a bottle neck in Dark Arts. Clearing that up would have a recursive benefit for every skill down the pipe.
If DRK were able to hold multiple DAs at once for DADASE (580pot), DADABS(680pot), etc.... I think how/what possible Delirium buffs do would be pretty straight-forward.
One other idea for delirium is to give it a window in which abilities gain their dark arts effects without consuming mp. We could even add a perfect balance effect of removing the combo requirement for a short time to maximize our potency. Make the duration close to 30 seconds and we have something like a dark version of berserk.
So we'll just be DA SE for 30 seconds? sorry but that sounds silly lol these changes sound drastic and something SE would never do.
Delirium gives MP and extends BW/BP. The way it works is fine. The problem lies in the cooldown and cost. Why does it cost 50 blood and has a 120 cooldown?
I think reducing the cooldown to 60 seconds would work, yes this is half of what it is now maybe reduce the reduce the MP restore as well to balance it out. With this change reducing the cooldown of BW/BP as well to 30 seconds would sync the abilities not just with each other but also with most of the party wide buffs (Trick). Further more I posted this in another thread already but giving DA BS a higher potency so that the DA priority is CS > BS > SS/SE, because right now we just dump MP on whatever after CS.
Exactly, And I think the change that shake it off saw seems like a wild suggestion from a thread. I mean come on I don’t think anyone thought they were going to make it into as good of a utility that they did. There is absolutely no harm in people offering their ideas of how to fix the class.
My only concern is TBN becoming AOE with Dark arts which is a pretty cool idea and probably the easiest route for the devs to take but it would be half our MP to dump a 5k shield on everyone for 5 seconds and that's assuming it stays at 10%. The only other option for current skills would be soul survivor but I'm still leaning heavily towards that skill staying as a HP/MP grab but changed so that its more easily used.
This is irrelevant to the current discussion but I find it ironic they gave drain to casters as a roll skill never to be used due to gcd/cast time and dps loss while drks could benefit from it as an instant cast with a cooldown of say maybe 60 seconds and a much higher potency. I came from ffxi and mained drk though so it could just be those rose tinted glasses. :rolleyes:
@hoax actually I don’t think that spamming soul eater would be the ideal. SE is a obvious route, but I think the ideal would be to mix up siphon strike, soul eater, the blackest night, and bloodspiller. Warning, we are entering a hypothetical theory land:
If we had such a skill the math’s would change a bit around TBN, the reason is that if everything has its dark arts effect then we are no longer losing a dark arts when we use TBN the goal would be to make sure we cap on mana before the buff ends and to pump out as many bloodspiller a through tbn as possible while trying to cap our mana. Clearly some of these will utilize soul eater as well, but to offset losses we would need to throw in some siphon strikes to a) cap mana b) proc even more bloodspillers.
As for your suggestion of cutting delirium’s cooldown in half I agree, this is another way to accomplish the goal by just extending more bloodweapons. Honestly, I think cutting both the cooldown and the blood cost are in order and I don’t think it needs to be balanced with lower mana returns.
Skills that have a recast alongside a resource cost honestly isn't acceptable. You can go through skill lists between all the tanks or even all jobs and I doubt you have many skills or abilities that not only have a recast time but also have a hefty resource cost. Yet DRK does for some reason.
Dark Passenger shit as it is has a recast alongside a hefty cost of MP. Delirium has a 2 minute recast and also costs half your Blood Gauge. TBN is a glorified Sheltron with a MP cost and a 15 second recast.
It just baffles me why they designed skills this way while others either use up a resource or simply have a CD and the skill doesn't use up any resource at all.
Only other skill that behaves in this manner stupidly is the BLM's Convert. Because honestly an HP cost and a long CD together just isn't right either.
Annoying.
I think the idea of skills that have both a cooldown and a resource cost, and are best utilized by hitting them on cooldown, is a pretty sound one, at least in theory. They're made to reward foresight, to understand your own rotation as well as your own resource generation rate, and to reward you for having enough of a resource to use them on cooldown while punishing you for overextending yourself and coming up short.
In 3.x, I thought that this was a pretty well-executed part of DRK's toolkit. You needed to make sure you had enough MP for Dark Passenger every 30 seconds, and you needed to make sure you had enough MP to DA Carve and Spit every 60 seconds. It worked out fairly well, I thought.
I don't think it works as well with the 4.x kit, though, and it would probably be better if the cost were removed from Dark Passenger, the DA effects added to the baseline versions of Dark Mind and Carve and Spit, etc.
Its practically "half" our mp. I dunno about you but my mp pool is rarely ever half or more filled during fights cept after a delirium/possibly during bloodweapon both of which I will be least likely to even want to use an AOE TBN. I usually try to stay around 1/3 MP pool but trying to stay around half or more to be ready to use an AOE TBN would be pretty rough. Gaining 100 blood instantly would be pretty neat, IF we were at 0 blood every time it happened. If you do it from 30 blood your only getting 70 etc... If DRKs got a higher cap on blood then maybe I could see it being useful but realistically I'll probably never be at 0 blood when trying to use it and may not even have enough MP at the time. Perhaps a % of MP returned for every shield broke or something along with blood. There are options but I feel like this will still end up being a part of the resources draw problem DRKs see for almost everything they do when others get it for free. Maybe we should have a larger MP pool as well. I really don't know but current functionality of drk causes me to think this won't work or won't be used without changes.
The problem is mitigation tools and DPS. Which can easily be fixed by adding/adjusting mitigation tools and adjusting potency on skills.
I think a lot of this lies on TBN. After dusting off DRK and trying it again I noticed DRK's mitigation relies heavily on that one skill. In comparison to WAR which has Inner Beast that provides a 20% mitigation as well, TBN is far too clunky and cumbersome to use, not to mention that 5 seconds is far too short for this skill to activate. It's really powerful but its duration is too short and the cost is still far too expensive. I'm tired of pulling large mobs then popping TBN and the enemy decides to use their aoes. I feel a 6 second duration is a good start for buffing DRK. Dark Passenger also needs some reworking because it's too much of an mp detriment.
I just thought of something for mitigation, so called fluff mitigation for autos inbetween tankbusters.
It's somewhat similar to WAR has with its gauge.
The blood gauge also increases defence. Say every point of blood adds an x% of reduced damage, nothing overpowered tho.
This may work because we'll almost always sit on some blood as the only way to use blood is in chunks of 50.
Just an idea I'd like to hear what you all think of it.
EDIT: Ofcourse just this won't be enough, Shadow wall needs a change still..
So something like every 20 blood adds 2% damage down?
Personally, I think the Blood Gauge would be more interesting if it was a mix between the Beast Gauge and the Heat Gauge.
From the beast Gauge, it would empower you the higher it gets (Could be damage and defense)
From the heat Gauge, you'd have to manage it in order to keep it high but not too high.
The gauge could fill overtime while Darkside is up AND you're in combat. Skills like Blood Weapon and Blood Price would stop the automatic fill, while leech skills like SoulEater (with a drain effect even out of grit) and Abyssal Drain would give you Blood. Or course, you'd still have all skills that cost Blood, but perhaps less than 50.
And if the gauge reaches 100, you could enter an Bloodlust state where all blood cost are nullified for a few seconds, but then, you'll be "down for the count" (Same debuff as first DRK quest), also for a few seconds. I think it could give DRK a nice damage burst. It would also make the blood gain from TBN more desirable to proc Bloodlust when you need it or get the Blood gauge high just after using Bloodspiller.
Let's suppose the Blood Gauge effect would have 5 stacks (0-20, 20-40, etc...) the most important thing, for me, is that gaining two stacks should always give higher DPS than one dark arts effect, to ensure that breaking TBN would always be a DPS increase.
But, to ensure careful usage, I'd make the shield stronger. Not only woud it help our mitigation if we really need to tak a big hit, it would also make it diffcult to break only by auto-attacks.