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  1. #11
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    OP bases their DRK design too much on the mechanics used by WAR. That's not a path I'd recomend taking because Wrath was designed to work in tandem with Defiance.

    On a personal level I'd like to see DRK take up a big sword again like in ages past. XI's iteraction with scythe felt too awkward. MRD's base animations don't really allow for it unless OP intends the job to use a G-axe like MRD and WAR do.
    Quote Originally Posted by Leiron View Post
    lv 30 Dark Blade: Reduces Enmity generated by your abilities by 75%. Increases damage dealt by 40%. Replaces your axe with a greatsword. (RIFT uses the weapon replacement with Harbinger.)
    As Kitru said, you'd need to create animations and models for every axe in the game. I don't think thats a good road to take. And I agree that if you wanted a DPS job to branch off a tank class all you'd need to do is set the job crystal to remove the Increased Enmity tags on abilities that have them.
    lv 35 Creeping Shadows: Delivers an attack with a potency of 120 on up to 5 targets. Additional effect: DoT effect for 35 potency, lasts 30 seconds. Tp cost of 80
    Up the TP cost, remove the DoT. This should be semi-spammable when AoE is called for like Doom Spike.
    No idea what the rest would be
    From a really old suggestion I made for DRK:
    30 Dark Slash: Sacrifice HP to attack your opponent with a heavy slash, dealing physical damage and additional dark damage.
    35 Umbral Symbiosis: Lowers target's Attack and Magic Attack by 3% and increases your Attack and Magic Attack by 3%. Costs 200 MP.
    40 Night Slash: Drains TP from up to three targets in front of you. 400 MP cost. 20 second cooldown.
    45 Asphyxiate: Interrupts spell-casting. 20-yalm range. 90 second cooldown.
    50 Last Resort: Your next three weapon skills consume HP in addition to their normal costs for additional darkness damage.
    (0)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  2. #12
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Kitru View Post
    75% is a bit of overkill. The high enmity mods on the attacks increase the ratio of damage to enmity from 1:1 to 1:2.63. A 75% decrease in enmity generation would cause the class to generate 2/3rds of the enmity per point of damage as other DPS classes. To reach parity, you'd want to reduce enmity by 60%.
    Fair enough, I don't know the exact enmity modifiers, so as long as it matches other DPS classes I do not mind.
    Quote Originally Posted by Kitru View Post
    Of course, the devs have already stated that they could just have the class change from MAR to DRK remove all of the high enmity tags and completely avoid the need for an enmity reduction stance completely. The 40% increase to damage I'm not entirely sure about, especially if you're adding more efficient attacks as part of the job. While it's true that a MAR in DPS gear won't match a real DPS, I'm not entirely sure what the exact comparative discrepancy is; based upon my gut, 40% seems kind of high though. It would probably also serve the class well to tie the damage increase to some other mechanic, like scoring a critical hit applying a stacking DoT that makes up the difference or dealing damage to a target suffering from your Fracture is outright increased, rather than just making it an outright passive increase of that size.
    The main reason for the large increase is because other classes have mechanics to modify their DPS by a larger armount.
    BLM alone uses an 80% modifier through AF3 for fire spells.
    Marauder's just don't have the same DPS capability and need something similar.

    Quote Originally Posted by Kitru View Post
    Changing the axe to a greatsword requires a decent bit of work, since it requires the art team to create two models for every axe they make. It's not an *insurmountable* issue (especially since implementing it would be the same amount of work for them as just creating an entirely new class that uses greatswords), but it's still a concern, especially since it doesn't actually impact gameplay.
    No, you do not need two models for every axe that is made.
    Not at all actually.

    http://cdn.riftgame.com/rift/storm/s...oncept1_lg.jpg

    In RIFT, when a Harbinger applies a weapon buff, it uses a single model for ALL the different weapons in the game.
    Sword and totem? Disappears and its replaced with the Scythe.
    2H staff? Disappears and its replaced with the same Scythe.

    You activate the stance, you get the greatsword in hand regardless of the model
    1 model for everything, easy, simple, and not much work.


    Quote Originally Posted by Kitru View Post

    That's an insanely strong AoE. Fracture costs the same TP and is single target but only provides 300 potency over the (same) full duration. This one is AoE and deals *470*. That outclasses every other DoT in the game by a massive margin *and all of the DoTs we're comparing it to are single target*.
    Yes, by comparison Archer's get two DoTs that hit for around 200+ each, and they both have the ability to trigger Bloodletter which is off the GCD.
    Marauder is infamous for not having non-GCD abilities besides mercy stroke.
    This would help compensate given they are ruled by the GCD more heavily

    Quote Originally Posted by Duelle View Post
    As Kitru said, you'd need to create animations and models for every axe in the game. I don't think thats a good road to take. And I agree that if you wanted a DPS job to branch off a tank class all you'd need to do is set the job crystal to remove the Increased Enmity tags on abilities that have them.
    Up the TP cost, remove the DoT. This should be semi-spammable when AoE is called for like Doom Spike.
    From a really old suggestion I made for DRK:
    As I corrected Kitru earlier, no, you do not need to.
    Activating the stance will replace whatever axe you have with the dark knight sword model.
    The only work becomes changing the animation, which in the worst case scenario you can use the already existing animations in the game which is what is done in RIFT.
    None of the scythe/Axe/GS animations are different, they all exist in the game already.

    I am not sure I agree with the self sacrifice mechanic because many attacks can reduce your health by half already.
    You'd have a strict requirement, and due to the HP sacrifice you'd be squishier than other DPS.
    (0)
    Last edited by Leiron; 11-02-2013 at 05:16 PM.

  3. #13
    Player aswedishtiger's Avatar
    Join Date
    Aug 2013
    Posts
    214
    Character
    Palamecia Dalmasca
    World
    Balmung
    Main Class
    Pugilist Lv 50
    When I read facepalm, I /facepalmed
    (0)

  4. #14
    Player
    Duelle's Avatar
    Join Date
    Mar 2011
    Posts
    3,965
    Character
    Duelle Urelle
    World
    Diabolos
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Leiron View Post
    As I corrected Kitru earlier, no, you do not need to.
    Activating the stance will replace whatever axe you have with the dark knight sword model.
    The only work becomes changing the animation, which in the worst case scenario you can use the already existing animations in the game which is what is done in RIFT.
    Except that Rift and WoW have blanket animations for their two-handed weapons, whereas each animation and combat stance in FFXIV was tailored around that weapon. With the way MRD and WAR hold their weapon, you can't just replace that axe with a great sword. One hand is near the end of the grip of the weapon and the other is near the head of the axe with both feet spread apart, the way an axe should be held to maintain your balance.

    To add a GSword you'd need to replace not only the combat stance but also all swing animations and foot positioning. How much you'd need to change depends on what stance you're going to use. You could cut and paste GLA's stance and tweak it, but that wouldn't look convincing. If you went with something like Siegfried's stance from SCIV, they might as well make a new class because then you'd need a lot of new animations.
    I am not sure I agree with the self sacrifice mechanic because many attacks can reduce your health by half already.
    You'd have a strict requirement, and due to the HP sacrifice you'd be squishier than other DPS.
    The self-sacrifice thing is one of those staples of DRK that you can't really get rid of. FFII's DRK was a knight with some black magic, but the job didn't come into its own until Cecil came in and started cutting himself to deal damage. I'll admit that my suggestion was made WAY before the 1.0 servers shut down, before I knew they were trimming down GLA's sword skill repertoire as well as increasing the importance of stuff like Blood for Blood. You can't even make it heavily based on drains because WAR's tanking model is currently defined by self-heals. DRK is in an odd spot if you were to go with tradition. Now if they decide to reimagine the job the way they've done with Summoner and Scholar we might be on to something.
    (1)
    * The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
    * Design ideas:
    Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)

  5. #15
    Player
    Sinaloa's Avatar
    Join Date
    Sep 2013
    Posts
    248
    Character
    Sinaloa Dorn
    World
    Phoenix
    Main Class
    Scholar Lv 61
    Quote Originally Posted by aswedishtiger View Post
    When I read facepalm, I /facepalmed
    And I bet you were missing words thus silenced and your aggro versus other stupid ideas was reduced.
    (0)

  6. #16
    Player
    Leiron's Avatar
    Join Date
    Sep 2013
    Posts
    563
    Character
    Haeen Kazerith
    World
    Balmung
    Main Class
    Gladiator Lv 90
    @Duelle: What if you replaced it with a Scythe? The grip would not need to be altered greatly if at all.
    (0)

  7. #17
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by Leiron View Post
    @Duelle: What if you replaced it with a Scythe? The grip would not need to be altered greatly if at all.
    Imagine the animation of Skull Sunder with a scythe. Would be more than a little strange, not to mention that the scythe would need to be pretty short.
    (0)

  8. #18
    Player
    MartaDemireux's Avatar
    Join Date
    Mar 2011
    Posts
    1,044
    Character
    Hiraeth Petrichor
    World
    Excalibur
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Gamemako View Post
    Imagine the animation of Skull Sunder with a scythe. Would be more than a little strange, not to mention that the scythe would need to be pretty short.
    There are ways around that. Look at GLA using Straight Shot. It's not like it shoots arrows out of its sword haha.
    (0)
    * I fully give permission for any of my written ideas to be used by SE without recognition.

  9. #19
    Player
    MithrasInvictus's Avatar
    Join Date
    Nov 2011
    Posts
    293
    Character
    Mithras Invictus
    World
    Hyperion
    Main Class
    Gladiator Lv 50
    I would love to see some absorb spells for DRK if, or when, the job is implemented. I loved those! Especially considering that STR is both the mitigation and the damage stat, stealing STR for a few seconds before popping a weapon skill would be pretty great!
    (0)
    When the world was young, the Sun bestowed upon me his crown; always will I light your darkest hour.

  10. #20
    Player
    Gamemako's Avatar
    Join Date
    Aug 2013
    Posts
    795
    Character
    Elysia Mazda
    World
    Coeurl
    Main Class
    Armorer Lv 50
    Quote Originally Posted by MartaDemireux View Post
    There are ways around that. Look at GLA using Straight Shot. It's not like it shoots arrows out of its sword haha.
    That was the point, however -- you'd have to redo the animations, which is just as much work as creating a new class that isn't beholden to a previous class design.
    (0)

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