Will they ever change DRK Runing/idle Animations ?
Its horrible... everyone i know says its horrible... everyone i see in videos say they are horrible its universaly not liked... maybe 0.5% of the players like it or something lol
yeah yeah DRK have bigger issues but man those animations starting to get to me now...
The changes I would love to see on Drk
Remove the auto darkside and turn it into an OGCD toggle
When not in darkside all moves give mana back
When in darkside mana is constantly drained, the final move in the weaponskill combo and all OGCD all cost mana but all heal the Dark Knight.
Obviously numbers for this need balancing to not make it OP but ideally keep the cost of the abilities low but keep the constant mana drain moderate, allowing for at least one full darkside weaponskill combo with 2 OGCD weaved in which then leaves you zero mana and kicked from darkside. the aim would be to balance the mana gain outside of darkside with mana cost of being in darkside, similar to the original design.
Take quietus and bloodspiller off the blood meter
Unlink C&S and Abysall drain
Remove the current delirium and bring back the old weaponskill
Remove Living Dead
New move Overwhelming Darkness to replace living dead so same cooldown time. Fills all darknight resources mana, blood and darkside meter, resources and health regen increased massively overtime for 15 seconds after 15seconds all meters except health are zero'd regardless of state when the ability ends and all gain for these meters are blocked for 5seconds.
Weaponskills:
When in none darkside you're effectively just using a greatsword, once in darkside you start using some of the more darkness themed moves.
None Darkside weaponskill combo
1 Hard slash
2 Syphon strike
3 Delirum
In Darkside weaponskill combo
1 Powerslash
2 Soul eater
3 BloodSpiller
OGCD non darkside
1. Unmend is now a OGCD
2. Scourge (bring it back)
3. Spinning slash (now aoe and a OCGD)
4: Carve and slice reduce cooldown to 18 seconds reduce damage
5: Plunge no change
OGCD darkside
1. Unmend becomes Abyssal drain
2. Scouge becomes Quietus
3. Spinning slash becomes Flood of Shadow
4. Carve and slice becomes Edge of Shadow
5. Plunge no change
6. Shadow bringer unchanged
Current UI elements
The counter for darkside is now the darkest night counter, instead of counting down it counts up while you're in darkside for however long you were in darkside. This is the resource pool for darkest knight and living shadow, at 50 is used to cast darkest night at living shadow can be triggered any point over 50 but last longer the more you use. Add in a second press to living shadow allowing the DRK to destroy the shadow early to return a portion of the cost to the counter.
Keep the blood gauge but give us a move that lets you absorb a portion of the blood gauge to either give a chunk of mana or heal depending on whether you're in darkside or not you could use the old dark arts animation for it.
(In a later change I would like to see this as a modifier with old dark arts. So give us dark arts as a button and bring back status effects either buffs or de-buffs on our some moves, have this bar the resource that is used for dark arts.