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  1. #11
    Player
    Andevom's Avatar
    Join Date
    Aug 2013
    Posts
    718
    Character
    Andevom Vonskivaux
    World
    Diabolos
    Main Class
    Dragoon Lv 100
    These are pretty ridiculous and waaay off balance.

    34. Death--Instantly kill an enemy under 20% HP. If enemy is immune, deals damage with potency of 500. 40 second cooldown. 5 second cast time. Costs MP.
    40. Doom--calls forth a demon to take an enemy's soul. Enemy's str, dex, mind, and int are reduced by 5% for one minute. After minute expires, enemy dies, or if immune to death, enemy takes damage with potency of 600. 2.5 second cast. 240 second cooldown. Costs MP.
    That's just...insane. This is supposed to be a tank job, and those would be overkill for a DPS class.

    What makes the most sense is something comparable to Shield Oath/Defiance. Increased Enmity (and maybe parry rate), but a Max HP reduction thrown on. It'd give DRK a slight edge when it comes to putting out solid damage as a tank and still maintain hate control, with the risk of getting overwhelmed due to fewer HP.
    (0)

  2. #12
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Verlyn View Post
    When doing this sort of thing you want to avoid using placeholder numbers. It draws attention to the numbers instead of the concept and that will cause you undue frustration.

    That said, concept is still way too strong. The HP cost would have to be much larger on some of these skills to be balanced. Especially the one that relegates damage to a fixed of your HP per hit for a few hits. It's like 'Hey, we can completely negate mountain buster and then receive a healing boost after it, for free!' You're very forgiving on the sacrifice aspect, to the point where the DK using its sacrifice skills isn't really a sacrifice at all, considering that HP is just gonna get healed right back up before the GCD completes. That DK basically gets ridiculous bonuses for free.
    I agree actually. Neither Void should sacrifice 20% hp and each of the next hits should remove 10% HP. Which means you must be above 40% to survive this. It was definitely OP.
    (0)

  3. #13
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Andevom View Post
    These are pretty ridiculous and waaay off balance.


    That's just...insane. This is supposed to be a tank job, and those would be overkill for a DPS class.

    What makes the most sense is something comparable to Shield Oath/Defiance. Increased Enmity (and maybe parry rate), but a Max HP reduction thrown on. It'd give DRK a slight edge when it comes to putting out solid damage as a tank and still maintain hate control, with the risk of getting overwhelmed due to fewer HP.
    The MP cost of both those abilities is extremely large, plus they have a long cooldown AND a cast time. I made a typo on the Death cooldown, supposed to be 80 seconds. That said, the potency should be reduced to 400 and 500 I believe. On top of that, intelligence influences the damage output of these abilities; as tanks they're going to want vitality, and their weapon is physical so it doesn't increase magic damage, which is why this ability is powerful.
    (0)

  4. #14
    Player
    Verlyn's Avatar
    Join Date
    Dec 2013
    Posts
    230
    Character
    Leif Freivjr
    World
    Ultros
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Altijacek View Post
    I agree actually. Neither Void should sacrifice 20% hp and each of the next hits should remove 10% HP. Which means you must be above 40% to survive this. It was definitely OP.
    If I was going to go with that skill at all, I'd change the dynamic up completely. Make it so the DK's life force is sapped by a fixed percentage per tick (like a self-dot), in addition to consuming the same amount per hit and make it a cooldown. That way they can't just flip it on and off. They'd turn it on, lose the sacrifice HP up-front, then be stuck in it even during the weak hits. Maybe make it about 5-10 seconds duration.

    That's just an example idea, obviously and it probably comes with its own issues. Hard to determine how crazy this stuff would be in a party dynamic. I'd imagine DKs with heavy handed HP sacrifices wouldn't be much fun to heal for.
    (0)

  5. #15
    Player
    treuhavik's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    689
    Character
    Vik Vicious
    World
    Hyperion
    Main Class
    Samurai Lv 90
    Wait, you're building a tank with cast times...? Also, why would they design a STR based job to have INT based abilities? Just lower the potency and have it scale with the jobs main stat.
    (0)

  6. #16
    Player
    AlexionSkylark's Avatar
    Join Date
    Sep 2013
    Posts
    722
    Character
    Alexion Skylark
    World
    Behemoth
    Main Class
    Conjurer Lv 70
    (0)

  7. #17
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Verlyn View Post
    If I was going to go with that skill at all, I'd change the dynamic up completely. Make it so the DK's life force is sapped by a fixed percentage per tick (like a self-dot), in addition to consuming the same amount per hit and make it a cooldown. That way they can't just flip it on and off. They'd turn it on, lose the sacrifice HP up-front, then be stuck in it even during the weak hits. Maybe make it about 5-10 seconds duration.

    That's just an example idea, obviously and it probably comes with its own issues. Hard to determine how crazy this stuff would be in a party dynamic. I'd imagine DKs with heavy handed HP sacrifices wouldn't be much fun to heal for.
    I thought I wrote down that it would last for two hits only? I don't know and yeah I mean I'm just looking for feedback, not trying to defend my ideas at all :P
    (0)

  8. #18
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    Quote Originally Posted by treuhavik View Post
    Wait, you're building a tank with cast times...? Also, why would they design a STR based job to have INT based abilities? Just lower the potency and have it scale with the jobs main stat.
    Mainly because I believe it should have magic abilities, and it might be interesting to make crafting gear or customizable gear with both stats in the future. This is why we only ever have a single important stat in this game lol XD
    (0)

  9. #19
    Player
    treuhavik's Avatar
    Join Date
    Feb 2013
    Location
    Limsa Lominsa
    Posts
    689
    Character
    Vik Vicious
    World
    Hyperion
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Altijacek View Post
    Mainly because I believe it should have magic abilities, and it might be interesting to make crafting gear or customizable gear with both stats in the future. This is why we only ever have a single important stat in this game lol XD
    Don't get me wrong, I'd love to go back to XI Haste/WS gear-swapping but this game currently couldn't handle multiple attributes and I don't think that's going to change w/ 3.0, if we're being realistic here.

    I too agree that DRK should use some type of dark/black magic but they won't give a tank casting times. Most PLDs can't even handle using cross-class stoneskin, the skill difference between good and bad DRKs would be far too vast for SE to tolerate. Think more toward instant-cast abilities or the murdra system, something that won't be interrupted while taking hits.
    (0)

  10. #20
    Player
    Altijacek's Avatar
    Join Date
    Nov 2013
    Location
    Laredo, Texas
    Posts
    701
    Character
    Phil Collins
    World
    Midgardsormr
    Main Class
    Marauder Lv 60
    Quote Originally Posted by treuhavik View Post
    Don't get me wrong, I'd love to go back to XI Haste/WS gear-swapping but this game currently couldn't handle multiple attributes and I don't think that's going to change w/ 3.0, if we're being realistic here.

    I too agree that DRK should use some type of dark/black magic but they won't give a tank casting times. Most PLDs can't even handle using cross-class stoneskin, the skill difference between good and bad DRKs would be far too vast for SE to tolerate. Think more toward instant-cast abilities or the murdra system, something that won't be interrupted while taking hits.
    They have a stance where spells won't be interrupted though. Just making sure you saw that.
    (0)

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