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  1. #51
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
    Posts
    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Ditto View Post

    Riposte
    Guarantees a parry on the next 2 incoming attacks. The second parry is at 50% of the parry strength of the first. Each parry immediately triggers a 100? potency counter attack.
    //Vanquish Effect: Restores MP equivalent to the amount of damage each counter did.
    //Grit Effect: Restores TP equivalent to the amount of damage each counter did.

    30? Second Cooldown.
    Not gonna comment on the post as a whole plenty have.. But this is OP as all hell.

    If things hit for 100 sure. but your talking about a skill that WOULD fill your TP or mana to full every 30 seconds. Ignoring the fact that the mana portion would be largely worthless due to needing to parry while in a dps stance.
    (0)
    Quote Originally Posted by Zantetsuken View Post
    Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.
    Quote Originally Posted by kazeandi View Post
    This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.

  2. #52
    Player
    Ditto's Avatar
    Join Date
    Aug 2013
    Posts
    557
    Character
    Echo Sindria
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Zarzak View Post
    Not gonna comment on the post as a whole plenty have.. But this is OP as all hell.

    If things hit for 100 sure. but your talking about a skill that WOULD fill your TP or mana to full every 30 seconds. Ignoring the fact that the mana portion would be largely worthless due to needing to parry while in a dps stance.
    You might want to at least read the whole post then. Or at least just what is in bold. (It's bold for a reason)

    Also, there is plenty of reason to tank outside of a tanking stance.
    (0)

  3. #53
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
    Posts
    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Ditto View Post
    You might want to at least read the whole post then. Or at least just what is in bold. (It's bold for a reason)

    Also, there is plenty of reason to tank outside of a tanking stance.
    I did read the whole post. It says numbers are placeholders. I'm giving feedback that they need to be drastically reduced in the TP department and giving feedback that a ripo ability in an offensive stance is misplaced. Assuming the whole offensive stance idea went ahead make it a 2 hit offensive attack that restores MP similar to sipon. Makes far more sense.
    (1)
    Quote Originally Posted by Zantetsuken View Post
    Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.
    Quote Originally Posted by kazeandi View Post
    This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.

  4. #54
    Player
    Ditto's Avatar
    Join Date
    Aug 2013
    Posts
    557
    Character
    Echo Sindria
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Zarzak View Post
    I did read the whole post. It says numbers are placeholders. I'm giving feedback that they need to be drastically reduced in the TP department and giving feedback that a ripo ability in an offensive stance is misplaced. Assuming the whole offensive stance idea went ahead make it a 2 hit offensive attack that restores MP similar to sipon. Makes far more sense.
    I could see the TP becoming a problem if it's implemented like that, sure, and it'd probably really also lead to having some really unusual amounts of TP. A flat rate would probably be better. Yet at the same time though, I'm questioning if it'd be a good idea in general to have to rely on one of our on demand tank buster mitigation abilities to restore TP. It may be better suited somewhere else entirely.

    And I'd be fine with that offensive version as well, I'd like it a lot better.
    (0)
    Last edited by Ditto; 07-14-2015 at 05:36 AM.

  5. #55
    Player
    Zarzak's Avatar
    Join Date
    Aug 2013
    Posts
    599
    Character
    Zarzak Tigerspirit
    World
    Leviathan
    Main Class
    Warrior Lv 60
    Quote Originally Posted by Ditto View Post
    I could see the TP becoming a problem if it's implemented like that, sure, and it'd probably really also lead to having some really unusual amounts of TP. A flat rate would probably be better. Yet at the same time though, I'm questioning if it'd be a good idea in general to have to rely on one of our on demand tank buster mitigation abilities to restore TP. It may be better suited somewhere else entirely.

    Eh... Assuming the fight has a tank buster it would likely be used enough to keep TP steady if it restored a couple hundred.

    to be equal to invig it would restore 100 (400 every 120 so 100 every 30) but you could easily argue bumping it to 200/250 because DRK already have to handle MP as a resource so making TP a "easily managed resource" wouldn't remove resource management from the class.

    Even if you had to hold onto it for a 50 sec reuse tank buster or something similar would be plenty to keep you running.
    (0)
    Quote Originally Posted by Zantetsuken View Post
    Newer players to MMO games will likely draw from their experiences playing FPS games, GTA, Dragon Age, Skyrim, etc.. and they will evaluate a MMO based on that criteria. But other online games (and offline RPGs) are designed to be picked up, played for maybe 5 months and then abandoned for when the next big game comes along. A Veteran MMO gamer knows that the experience of the game is stretched out over years, and if crafted properly, it leaves players with some of the best gaming experiences to be found anywhere.
    Quote Originally Posted by kazeandi View Post
    This is the problem most content is solo and you get your group action from a cross-server queueing tool. This is not like older MMOs where servers developed real communities. It's more like MacDonald's Drive-Thru, where you queue up, do your run, then never meet those people again.

  6. #56
    Player
    Celesian's Avatar
    Join Date
    Aug 2013
    Posts
    42
    Character
    Celesian Windstalker
    World
    Leviathan
    Main Class
    Pugilist Lv 60
    A very easy fix to DRK would be to roll Reprisal's 10% dmg into Delirium. PLD has no CD on Rage of Halone and it reduces STR by 10% all Reprisal does is reduce Physical and Magical by 10%. This would allow both MT and OT's to use DRK's really good debuff without having some gimmicky parry to proc it. It would also cut ability bloat which is always a good thing. A potency nerf maybe needed on Delirium if it was added to it but no big deal there as you would only use it when debuff was falling off anyways. This change alone right there would give DRK a place in a raid no matter what. The DRK could essentially replace a PLD or WAR at that point due to being able to keep there debuff up reliably.

    Soul Eater should be around 450-475 potency IMO and instead of healing give a shield for the amount healed. This would give mitigation rather than self healing which we all know self healing will never work on a tank due to having 16K hp and only healing for 1.5K every 6 seconds. Maybe if i'm getting hit for 1-2K every 2 seconds it would work but tank buster's hitting for 10-12K yea self healing is crap. Give me a shield that reduces that dmg by 1.5K or so and stacks with other shields works much better.

    Outside of that I think the DRK is fine we just need to give it a place and telling us Magic Damage will be more prominent in raids doesn't work for me. Okay I have dark mind that reduces Magic Damage by 30% if I use dark arts Well guess what rampart does it to and is only 20 seconds longer on a cd. Granted rampart is 20% but still when you compare Dark Mind to Rampart it isn't much of a comparison.
    (0)

  7. #57
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    I kind of like Soul Eater. I just think it should be removed from Dark Arts and have a higher potency. We have too many abilities for Dark Arts. The healing actually helps, an option to charge up the attack by holding it would be a great feature too, so you can swing as soon as you need that healing.
    (0)

  8. #58
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Nektulos-Tuor View Post
    I kind of like Soul Eater. I just think it should be removed from Dark Arts and have a higher potency. We have too many abilities for Dark Arts. The healing actually helps, an option to charge up the attack by holding it would be a great feature too, so you can swing as soon as you need that healing.
    I'd prefer if Soul Eater's DA not only gave us HP back, if it would also add a DoT that does damage to the enemy and gives us HP healing for exactly how much it's ticking for. Unsure if that's a weird idea or a bad idea, I'm just giving suggestions.
    (0)

  9. #59
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Both cases are asking for a bit much. I for one enjoy managing DRK's MP. The key issue here is making that management worth it.

    I think one thing that could go a long way would be having DA SE add a shield on top of the heal (maybe cut back the actual heal a bit or something), similar to adloquium. That would give DRK a potent mitigation tool that it had previously been missing.
    (0)

  10. #60
    Player
    Cryptfox's Avatar
    Join Date
    Sep 2013
    Posts
    117
    Character
    Cryptfox Tercero
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 60
    Quote Originally Posted by Kiteless View Post
    Both cases are asking for a bit much. I for one enjoy managing DRK's MP. The key issue here is making that management worth it.

    I think one thing that could go a long way would be having DA SE add a shield on top of the heal (maybe cut back the actual heal a bit or something), similar to adloquium. That would give DRK a potent mitigation tool that it had previously been missing.

    I actually suggested this in an earlier post in the thread. Except apply it to damaging abilities that got buffed by DA. Hence dmg shield from AD as well but a weaker shield like 10% of dmg to be shielded
    (0)

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