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  1. #61
    Player
    Thunda_Cat_SMASH's Avatar
    Join Date
    Dec 2014
    Posts
    2,105
    Character
    Sylvana Tenebri
    World
    Malboro
    Main Class
    Marauder Lv 79
    Quote Originally Posted by SyzzleSpark View Post
    IDK what the healer community is doing but we should adopt their strategy.
    Healers proclaim themselves as dead, state classes are broken with mass hyperbole and sheer exaggeration, turn blind eyes towards anything remotely positive, and spread doom and gloom with a fervor that would drive Junko Enoshima toa passionate glee.

    In short, healers amusingly do everything they can to spread all the despair they can with knee-jerk reactions.

    So, if you want those changes bad enough, spread despair!

    They also prioritize DPS over literally everything.

    Oh, don't forget to emphasize how worthless you feel as class X in content, especially if you cleared already.
    (1)
    Last edited by Thunda_Cat_SMASH; 07-19-2017 at 09:47 AM.

  2. #62
    Player
    eagledorf's Avatar
    Join Date
    Oct 2013
    Posts
    610
    Character
    Jugem Mumei
    World
    Tonberry
    Main Class
    Gladiator Lv 37
    Honestly though, the healer balance with 4.0 was a massive heap of raw garbage. The amount that AST was overpowered (and still remains overpowered, though to a slightly lesser degree thanks to the Balance nerf) was not amusing.

    Not to mention, they were just very, very poorly designed. Like amateur. I suspect actual amateur game designers could do better than "this skill eliminates your entire gauge, which is used for only one skill, which cannot be used if you used that first skill. Oh and if people move the second skill stops doing anything, but keeps depleting your resources" (Dissipation and Fey Union) or "here's an AoE heal that procs with a very, very low chance on only single-target heals" (Indulgence).

    For all the complaining, healers clearly got it the worst. As of 4.05 I think DRG and SMN got it the worst now.

    If in 4.1 they give WAR utility and make corresponding adjustments to DRK and PLD to account for that, it's actually a fix. Right now it's still not great, but we know that the adjustment isn't complete yet.
    (0)
    Last edited by eagledorf; 07-19-2017 at 09:55 AM.

  3. #63
    Player
    Falar's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    502
    Character
    Kane Blackstone
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Thunda_Cat_SMASH View Post
    Healers proclaim themselves as dead, state classes are broken with mass hyperbole and sheer exaggeration, turn blind eyes towards anything remotely positive, and spread doom and gloom with a fervor that would drive Junko Enoshima toa passionate glee.

    In short, healers amusingly do everything they can to spread all the despair they can with knee-jerk reactions.

    So, if you want those changes bad enough, spread despair!

    They also prioritize DPS over literally everything.

    Oh, don't forget to emphasize how worthless you feel as class X in content, especially if you cleared already.
    I noticed when the previews hit WHM instantly had a 200+ page thread.

    I certainly expressed some DRK concern early, but WOW those guys...............I assumed their class was ruined.
    (0)

  4. #64
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    I was thinking for a while that Walking Dead would let you be targetted by raise skills, which would also remove the effect, but that would severely screw over BLM by making RDM even more in demand.
    (0)

  5. #65
    Player
    Eliroth-Kaminari's Avatar
    Join Date
    Oct 2016
    Posts
    78
    Character
    Moku Satsu
    World
    Odin
    Main Class
    Dark Knight Lv 90
    Drk main issue points are.
    Drk dmg midigation is worst then counterparts now specially where in need war can swap for IB whit out punishment.
    Living dead need rework.
    Dark passenger take us 2400 manna to give some debuff that pld can spamming whit 1k cost.

    One point of notice ogcd spiller will not work because it will collide whit da its Allredy hard to da carve and spit whit out delaying next gcd. Not to mention it will be instant +375potency buff every 15s or so.

    I'm disappointed on patch as well because we are at. Best even whit pld dps now whit shit load less Def and utility
    (0)

  6. #66
    Player
    Kalocin's Avatar
    Join Date
    Jun 2017
    Posts
    270
    Character
    Letho Orwyth
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Eliroth-Kaminari View Post
    Drk main issue points are.
    Drk dmg midigation is worst then counterparts now specially where in need war can swap for IB whit out punishment.
    Living dead need rework.
    Dark passenger take us 2400 manna to give some debuff that pld can spamming whit 1k cost.
    Actually to salt the wound it's 4800 for the debuff, 2400 only gets you a 100 potency aoe. Compared to Abyssal Drain it's kind of sad.
    (1)

  7. #67
    Player
    Mahrze's Avatar
    Join Date
    Jun 2017
    Location
    Ul'dah
    Posts
    796
    Character
    Mahrze Crossner
    World
    Jenova
    Main Class
    Monk Lv 80

    Lightbulb Pipe dream and full of balance issues but it's a general idea.

    What's the problem?

    Oh boy, where to start. DRK as a Tank is a great concept it's a class that can make use of the damage it receives and deals to do something. Sadly, it seems that the 4.0 changes collide with the original concept and now SE doesn't know what to do. The Blackblood gauge came in to make the original trifecta of resource management (which is what almost every DRK who played it seriously loved) to a resource management where we need to press more buttons than it's worth, yielding a varying mileage in results to both the offensive and defensive capabilities of DRK that in the end are nothing short of underwhelming.

    Why's that a problem?

    DRK was a mixed bag of offensive and mitigation resources in 3.0, you had base cool downs that were buffed by stacking skills like Shadow skin with (Dark Arts) Dark Mind for great Magic mitigation, but now our mitigation is basically nonexistent until we get to 70, to have a skill which we will undoubtedly gravitate to (The Blackest Night) only to find very diminishing returns) Our death cheating skill is too much of a gimmick to be worth the risk unless you have a good coordination with the healer. And our offensive capabilities were made a one trick pony.

    What's the root cause?

    Conflict in design. Skills that restrict and divide the job's potential by coupling skills and making them mutually exclusive, when the job’s strengths came from its high degree of adaptation.

    What are some solutions and how can they address the core issues?

    Problem #1: Grit/Darkside/Dark Arts/Blackblood: This I believe is the crux of the matter. Grit and Darkside now cancel each other with Grit only bringing 20% increased mitigation and enmity gain. Darkside has no maintenance penalty and it's power output is more than welcome. Dark arts is now being linked to more abilities that the cost of use , window of use and benefit is clunky and gimmicky. Blackblood, and MP by collateral, can reach overflow status so easily you're hard pressed on usage when blackblood only supports damage output.(And minimally)

    Solution #1: Grit and Darkside become one button managing the DRKs duality of roles (Entering Grit changes the icon to Darkside, pressing Darkside changes the icon to Grit), however, Grit and Darkside function differently (and with this change, so will Dark Arts) and switching has a minimal MP cost (10% or whatever range you gain when you die for both modes)and becomes an OGCD Ability

    Grit: Enmity and Mitigation remain the same. Damage output penalty negated (Since we already negate it by the Grit+Darkside Stack). Added effect is increased healing effect when below 70% HP by 10% and by 20% below 50% HP.

    Darkside: Damage increase remains the same. Increases the MP cost of abilities by 15%(The darkarts replacement). Uses 5% of MP on weaponskills and 1% autoattacks to increase damage. (the old MP tick now only triggered when in combat) MP regeneration negated except by the usual skills.

    Dark Arts replaced by "Hollow Glimmer", can only be used in Grit: Uses MP (10%) to boost defensive bonus of Grit to 30% for 15s. Increases Healing potency of incoming magic by 50% if used when under the effect of Living Dead. 60s cooldown.

    Blackblood: Grants a 5% increase to offense or defense as long as 10> points are available in the gauge. Increase is limited to the stance.


    Problem #2: Mitigation toolkit limited and has poor performance in contrast to other tanks.

    Solution #2: Dark Mind and Shadow Wall gain adjustments to their potencies and coodldowns. Living Dead gets reworked.

    Dark mind: 15% mitigation for all types. Cooldown and Duration remain the same. MP cost is 15%.

    Shadow Wall: Cooldown goes down to 120s

    Living dead is changed to Unholy Sacrifice. When HP reaches 1. DRK gains "Voice of Death" Status. If HP isn't healed to 50%. DRK dies. If healed aboce 50%, DRK gains 50 blackblood and a status "Death's Messenger" granting them 5s of inmmunity.


    Problem #3: Damage output limited to burst phase with long cooldown time. Limited number of OGCDs to weave and a redundant gimmick to power up attacks.

    Solution #3: Adjustment on Delirium, Quietus, TBN and Bloodspiller

    Delirium: retains its current effect but only affecting blood weapon. Deliurum has a CD of 60s and costs 20% HP to activate.

    Quietus and Bloodspiller: They become OGCD and Ignore targets DEF. Quietus potency 320. Bloodspiller 650. each use 30 blood

    The Blackest Night: 10% of max HP shield for the party. for each broken shield, DRK gains 10 blood. Uses 50 blood. 120s CD

    Dark Passanger: Renamed to Dark Wave. 480 potency line AOE, damage scale down similar to flare/holy, costs 50 blood. CD is 30s


    How does the solution and adjustments fit into the bigger picture of the job and the role as a whole?

    Job defines it's identity as a job that can take the punishment and deal it too. Having the chance to focus on one side or the other without the current crippling penalties and diminishing returns. Gains more ogcds to weave in when in DPS mode and gains mitigation to increase survival ability through the leveling curve and drastically reducing it depending on mostly one ability at end game.
    (0)
    Last edited by Mahrze; 07-20-2017 at 05:16 AM. Reason: Adding wall of text

  8. #68
    Player
    EusisLandale's Avatar
    Join Date
    Jan 2015
    Posts
    567
    Character
    Eira Landale
    World
    Cactuar
    Main Class
    Dark Knight Lv 100
    Asking for complete reworks of the core of the Job like that is better saved for when expansions are coming up.
    Little, and sane, adjustments. Ask for those.
    (4)

  9. #69
    Player
    Kalocin's Avatar
    Join Date
    Jun 2017
    Posts
    270
    Character
    Letho Orwyth
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Mahrze View Post
    What's the problem?

    I think it may be a bit much asking to redefine the job and skill names, as much as I'd like it I think we should focus on small necessary ones they reasonably need to do. Ie. Reducing mana cost on Dark Passenger, lowering Shadow Wall's gcd, throwing a secondary effect on Bloodspiller etc.

    That being said I like the idea of Grit/Dark Side swap since you're right about the damage thing.
    (1)

  10. #70
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by EusisLandale View Post
    Asking for complete reworks of the core of the Job like that is better saved for when expansions are coming up.
    Little, and sane, adjustments. Ask for those.

    I agree that smaller, more strategic changes are a better approach as opposed to "tear it down and start again".

    Never underestimate how drastically you can change the final composition or feel of something with a few well thought out smaller changes.
    (3)
    Last edited by TouchandFeel; 07-20-2017 at 06:13 AM.

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