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  1. #21
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Februs View Post
    That's also just a drop in the bucket to the mass amounts of other changes being implemented. You can read the rest here, if you're interested.
    Oh wow, that's... some serious buffing. I definitely prefer the shorter, snappier Carnal Chill for one. For some reason I thought people were still talking about the last set of DRK PvP buffs; I missed this set completely. Agreed that the DA change component is purely QoL. It's nice that it'll no longer ever stick out past the 2nd GCD, even if that change isn't exactly significant either.

    Quote Originally Posted by Februs View Post
    I really don't think they're changing anything else (I figure they would have said something by now if they were), but that's not to say they never will (a man can hope).
    I'll just stand by my hopes for a significant Grit mana cost reduction and a slightly Dark Arts cost reduction. That and maybe some small buff to DD, DM, and SS (preferably in a way that eases access to otherwise MT-locked skills from OT position or from afar, perhaps with an ally-targetable support element).

    Side-note though: That Aetherflow buff seems overkill, just like the SMN overall damage nerf before (as deserved as the burst nerf may have been when combined with their very nice general output). Would really rather it be reduced to 1 stack lost per hit, but One-Ilm Punch able to strip two debuffs on crit, making it a bit more useful on average, even if no longer THE arcanist hard-counter. If ammo is currently removable, then it should get the same treatment.
    (1)
    Last edited by Shurrikhan; 04-08-2016 at 02:27 PM.

  2. #22
    Player
    Grux's Avatar
    Join Date
    Dec 2013
    Posts
    61
    Character
    Locke Cole
    World
    Tonberry
    Main Class
    Dark Knight Lv 70
    The changes doesn't seem like it'll help you kill faster.
    The 40% reduction is a nice defensive utility to the team I guess.

    I still don't see DRKs being preferred over WARs/PLDs tbh as the amount they bring to the table is just not as much as the other two.

    It's a slight improvement.

    I was expecting more on the utility side of things.

    For PvE - I don't think it's a buff as your rotation is limited by the cds - particularly CnS. Changes close to nothing imo.
    (0)
    Last edited by Grux; 04-08-2016 at 04:41 PM.

  3. #23
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Oh wow, that's... some serious buffing. I definitely prefer the shorter, snappier Carnal Chill for one. For some reason I thought people were still talking about the last set of DRK PvP buffs; I missed this set completely. Agreed that the DA change component is purely QoL. It's nice that it'll no longer ever stick out past the 2nd GCD, even if that change isn't exactly significant either.
    I'm not surprised you missed it. It was only posted yesterday morning. I caught it because I frequent the PvP forums. I actually made that thread, so I feel like I should check up on it from time to time, especially now that Feast is out. Back in the day, SE ignored PvP so hard that it might as well not have existed, but since Feast's release they've (seemingly) taken a much stronger interest in listening to the PvP community and acting on the feedback we've been giving them. It's not often that I see a PvE related change, though; so, I figured that I should share it here for the sake of awareness.

    Quote Originally Posted by Shurrikhan View Post
    Side-note though: That Aetherflow buff seems overkill, just like the SMN overall damage nerf before (as deserved as the burst nerf may have been when combined with their very nice general output). Would really rather it be reduced to 1 stack lost per hit, but One-Ilm Punch able to strip two debuffs on crit, making it a bit more useful on average, even if no longer THE arcanist hard-counter. If ammo is currently removable, then it should get the same treatment.
    I'm not 100% positive about this, since I don't play Sch or Mnk, but I think the primary issue with Aetherflow was that the CD on One-Ilm Punch is too fast for a Sch's to counter, should the Mnk know what they're doing. The timing ensures that a Mnk can easily dis-spell a Sch's aetherflow stacks and have a second One-Ilm punch at the ready as soon as that the Sch builds those stacks back up. In casual 8 vs 8, this is not such a big problem. There's another healer, and the fights are so cluttered that tactics tend to go right out the window. In ranked solo-queue and 4 vs 4, however, it made sch almost unplayable.

    Before the changes to the casting interruption threshold, seeing a Sch in your team was almost synonymous with an automatic loss. After they changed the interruption threshold Sch became viable again, but they can still be decimated by an experienced Mnk. They also lack the CC utility to defend themselves against such an attack, unlike Whm's or Astro's who can paper tank or halt enemy advances (hence the nerfs to sleep's duration). A coordinated team can effectively neutralize and eliminate a Sch in under a minute flat. I've actually been in a match recently where I saw it first hand. We had an experienced Mnk in the party who pretty much solo'd the Sch the entire time while the rest of us mopped up the dps. Between that and me throwing up a stun on their pet, the Sch was next to helpless to defend themselves, and their team hardly got any heals at all. It was one of the fastest fights I've ever been in, including the original WD, and it kinda felt dirty ... But a win's a win, right?
    (0)
    Last edited by Februs; 04-08-2016 at 05:20 PM.

  4. #24
    Player
    CoolCat's Avatar
    Join Date
    Aug 2013
    Posts
    126
    Character
    Cocoon Ravi
    World
    Behemoth
    Main Class
    Armorer Lv 90
    I enjoy this small buff, dark arts into Abyssal Drain is faster now in a big pull if I want to just recover alot of hp. Before I would be sitting there for there couple of sec waiting on the DA cd.
    (0)

  5. #25
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    I think this was a step in the right direction. It made DA DD and DA DP an easier combo, but all that mp for a few sec of dodges.....

    Also I think getting more mp back from Syphon Blade, Blood Price and Blood Weapon is a good idea.
    (0)

  6. #26
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Jhett_Magnum View Post
    I think this was a step in the right direction. It made DA DD and DA DP an easier combo, but all that mp for a few sec of dodges.....

    Also I think getting more mp back from Syphon Blade, Blood Price and Blood Weapon is a good idea.
    I believe the MP returns are a preset value though.
    (0)

  7. #27
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by MagiusNecros View Post
    I believe the MP returns are a preset value though.
    haha whoops forgot about how it goes based on max mp. Nvm then.
    (0)

  8. #28
    Player
    Mirch's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    810
    Character
    Mirchea Luslec
    World
    Odin
    Main Class
    Conjurer Lv 70
    Now that DA has 3 secs CD my deeps went soha PvP or PvE it doesn't matter great change for DRKs.
    My deeps is so high it smells weed
    (0)

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