i've been trying to get people to see this for a goddamn week now
i've been trying to get people to see this for a goddamn week now
No, you cannot. Shield has to be used up to generate blood. You can't just pop it and after 5 seconds get blood. Needs to be consumed. And BN is a dps loss if you use it more than 3 times, because it is a GCD not an oGCD like C&S. You're better off using that MP elsewhere and getting in a full additional SE combo. Make BN or BS or both oGCD and we'll talk.
I'll shorten what I said above. 60 days before launch they should NOT have this many balancing issues. 2 years to get it right. They only seem to get the jobs right that people on the dev team play (BLM). If no one is passionate about it, no one gives a crap. If you're going to give crappy changes to jobs because you don't understand how they work then open a test server and get feedback 6+ months in advance. This is unacceptable this late.
Regarding the UI gauge. Something that could be nice is
remove the redundant 0-100 integer value representing Blackblood (when there is already a meter in which 0% - 50% - 100% are the only amounts that matter) that is shown on the hilt of the UI.
Allow Dark Knight to store Dark Arts buffs (instead of overwriting/wasting like presently). Use that integer spot on the UI to instead signal how many DAs have been stored (0, 1, 2, 3). Still have to use them within 10seconds or they are lost. That would would raise the skill floor (like they intended) and also give some adv'd play some flexibility in weaving and bursting.
Last edited by Xenosan; 06-07-2017 at 02:01 AM.
Theres something you completely missed from the rest of my post. Nothing is confirmed yet and changes can still be made, this is based off a speculation of what information that has been fed to us. And i'll shorten what I said before, lets wait till release before we start making judgement calls and even after they will still change things in response to feedback from the community if enough people are willing to make a song and dance about it. They did it with the other classes, so why not DRK also?
But i will agree on one thing, yeah they had enough time to get the balance right. It just seems that word isn't in their vocabulary
Last edited by SplittingSkies; 06-07-2017 at 03:26 AM.
No, I didn't miss it. People are discussing this based on what we know right now. If things are changed, terrific. If things are the same, then it's best to vent concerns NOW so hopefully some of it is read by the devs. There's no point in keeping quiet now. If they thought these changes were good/great ALL the way up until April there is still a MAJOR problem with their development team. It isn't based on speculation.. it is based on what they thought at SOME point made sense and were GOOD changes to them. For DRK, it flat out isn't. Other classes made sure to start venting concerns early, and so will I. If it stays as is... DRK is going to be very boring and underpowered at launch. To even be weary of this after two years of "balancing" and sacrificing a new tank job TO balance the existing three is just inexcusable to me.
Must say i agree with Decederes.
We know that is a late april build, but also know that this horrible and convoluted mess of ideas, that is a disaster sans a few classes that even using basic maths fails apart somehow managed to get put on a build, so forgive us for being paranoid when that build was even considered, moreso when they have already an story of having jobs on crap tier status for long time like they did on Heavensward and Realm Reborn
I would prefer to not have to wait 3 months or more so that X class becomes viable, not even asking about being strong, but viable.
Well maybe it is, and i'm sure you missed the subject to change bit but if your being gloomy about it now then I guess thats your call. Going to keep an open mind with it and if it sucks as much as you think it will then I guess a lot of people will end up changing mains. Admittedly it does suck to lose our ogcd's and have to share them as well as the damage factor being removed.
Like Bhearil stated above... this isn't DOOM & GLOOM. This is a pretty rational thought process here. This set, for DRK, as it was shown, was what they came up with after 1.75 years of development. It's an absolute mess, and not ONCE did they think about the fact we have one combo now. If they knew anything about this job they'd know Spinning Slash is used maybe once per fight, and then we're in for nothing but 1 combo spamming and tossing in braindead GCD's between full combos. This was their grand development to balance after nearly two years... I'm irritated I even MAY have to wait 2-3 months later for the job to be viable. It should be viable right away. They have more people now, I should not even be in a position to be worried about horrible imbalances after this much talk about fixing it.
The combo system changes are more aesthetic than anything else. In 3.x, you make a decision on each combo to either use DASE or Delirium, depending on your MP level. SE is never used without DA, so the base ability is kind of useless.
In 4.x, the SE combo without DA is the old Delirium combo, without the INT down effect. You have less variety with the animations, but you're functionally doing the exact same thing. You also make decisions about DA use at multiple points in the combo to ensure that you don't cap. You have the opposite problem to HW: you're not going to lose dps when you bottom out on MP, you're going to lose dps when you cap.
This would be a better change if it wasn't for the fact that the lifesteal effect of SE was locked behind Grit, as Souleater has more use. At the moment, the main drawback is that it forces more double weaving. The time interval between SE and SS becomes that much more handy for setting up DA oGCDs, as a result.
This is an interesting point.The combo system changes are more aesthetic than anything else. In 3.x, you make a decision on each combo to either use DASE or Delirium, depending on your MP level. SE is never used without DA, so the base ability is kind of useless.
In 4.x, the SE combo without DA is the old Delirium combo, without the INT down effect. You have less variety with the animations, but you're functionally doing the exact same thing. You also make decisions about DA use at multiple points in the combo to ensure that you don't cap. You have the opposite problem to HW: you're not going to lose dps when you bottom out on MP, you're going to lose dps when you cap.
This would be a better change if it wasn't for the fact that the lifesteal effect of SE was locked behind Grit, as Souleater has more use. At the moment, the main drawback is that it forces more double weaving. The time interval between SE and SS becomes that much more handy for setting up DA oGCDs, as a result.
While the Delerium combo was removed, the Soul Eater combo itself has multiple variations that can be performed since not only can you DA the Soul Eater ability but now also Syphon Strike, giving potentially 3 viable variants; No DA combo, DA -> SE combo, DA -> SS+SE combo.
I think it would be awesome and a good idea if the DA effect for Syphon Strike not only increased potency but also had a "give X resource" effect as well such as adding to the blood gauge or a mp refresh for Y seconds. That way it would add a 4th viable variant of DAing just Syphon for that resource gain if you decide you would prefer that over the heal from Soul Eater. Either that or give it a slight potency edge over a DAed SE so you have the options of dps or defense/self-heal.
Something like this would add complexity to a single combo and more than make up for the loss of the Delerium combo.
Last edited by TouchandFeel; 06-07-2017 at 07:56 AM.
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