i dont even disagree but what kind of savage are you running that tbn doesnt pop in your opener, it literally always does for me and i apply it 2 seconds before pull
Printable View
I do hope they find a way to make blood weapon useful without having to rely on activating it a millisecond before the gcd refresh. Bunshin might not be a bad way to go though, but if you're only guaranteed 5 hits, how much mana should be restored?
I would hope that if they keep the same 600/per for 3000 total, we at least get BW every 45 seconds again.
still waiting for that high ping friendly blood weapon SE
It should generate 50 blood and however much MP 5 GCD's under BW would net.
That would be on top of however much Syphon Strike and CnS would net you if used under BW. It'd also address the fact that BW is tougher to use in AoE since DRK's AoE moves are classified as spells and hardlocked to the 2.5s recast.
why it hasn't been implemented yet is baffling, and just keeps being a token demonstration that the dev team just doesn't give a [explitive] about DRK. In a patch with QoL adjustments for WAR, DRK was ignored again, and it's far from the first time BW was brought up here in these forums.
If the devs took the time to code in a trait that made specific classes/jobs have their spells scale with skill speed and weaponskills scale with spellspeed it would probably be considered overpowered by at least someone.
And as why they haven't have had the time to get implemented in yet, a bunch of factors which includes, but not limited too; time, resources, 1.0 spaghetti code, lack of motivation(see resources), lack of communication(see resources), FF7 Remake, etc.
Square-Enix needs more people on the development side of FF14 if they REALLY want to finish FF7 Remake because FF14 is their big money maker at the moment. More so than FF7 Remake EVER could be.
I'm fine with the whole "there just aint been enough feedback on it" aspect. I'm also fine with "they're busy doing other things." It aint a big thing overall.
But saying "oh it'd be so hard to have a thing scale with skill and spell speeds" is bupkis. Revised Bunshin shows a clear enough model of how Blood Weapon can function without breaking or overpowering the class. That's not at all what I'm saying to do, on your first point. It's not "coding a trait" it's "reworking a skill so it functions without chance of error."
how would we go about balancing BW then? there are some questions we have to ask for the greater scheme of things.
-do we make it a 60 sec cooldown that gives you 5 stacks of "blood weapon" that generate 600mp/10 blood per weaponskill/spell?
-how long would the stacks last? would they last up to 30 seconds in case you need to multi weave or pause your weaponskills due to disengage? or would they last 15 seconds so that they wont be so grossly spread out in terms of BW cooldown vs duration?
-would 5 stacks totaling 3000/50 be enough for a skill on a minute long cooldown? what if mana consumption is increased because abyssal drain is brought back as a spender?
-would Stalwart being moved to lv 40 and CnS having its mana generation buffed (or cooldown cut in half) generate enough mana to allow for BW to be a 60 sec cooldown?
-would delirium being reworked into a resource generation skill allow for BW to be balanced at 60s? or if the current inner delirium stays, would we have to make BW cooldown 45s instead?
lastly, does this mean it falls on us to tell square's devs how to balance the tank they don't like playing? its these sort of questions (and many more im sure) that would have to be answered by a dedicated tank developer, something that is integral to the longevity of tank job design. having a reluctant DPS dev answer our questions won't be good for the next expansion or 2 coming up im sure.
Bolded responses save for your last one.
YES. We as players need to tell the devs, IN CLEAR, CONCISE, AND DIRECT AND MEANINGFUL LANGUAGE, what we, as players, do not like, and what we want as improvements. There needs to be unity and cohesion in "What is the problem? How can it be fixed?" before we'll see any sort of improvements. Don't think so?
Nascent no longer needs a target to use.
Ninja as a whole was reworked.
AST now has more MP generation through their cards.
WHM lilies were redesigned from the ground up.
SCH got Energy Drain back around what, 5.01? 5.05? 5.1?
Monk is getting some kinda big overhaul in 5.4.
Bard.
It doesn't matter that it's a "dedicated tank dev" or not, but as long as SOMETHING is conveyed LOUDLY and in an organized manner enough, then eventually change will happen. The developers are not lazy, but they are slow to react, but they do listen. In hindsight it makes sense why DRK turned out the way it did in 5.0, because a lot of the comparisons for SB DRK were made to WAR, as "wow WAR can do all this why cant we do all that?" So of course the development team would've been lead to think "oh the DRK players just want to have WAR's style of gameplay? okay!"