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  1. #25
    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 Quor View Post
    Over the long run sure, but the long run isn't the only thing that matters.
    Alternatively, you could "bake in" the DA effect on BS when TBN is broken. Hell, remove the blood gauge gain and change TBN to something like "if the shield is broken, the cost of the next Bloodspiller or Quietus is removed and it's potency is increased by 140/60."
    An interesting idea, there are a few thoughts I have on it though.

    First removing the 50 blood gauge gain and just making the next Bloodspiller or Quietus free is actually worse as gaining 50 Blood and being able to use those abilities free are the same, except you lose the option of using the 50 blood for Delerium. I would prefer to just keep the 50 blood gain.

    The baked in DA is an interesting idea but it may be a smidge overpowered in my opinion.

    I do agree that BS could use a little bit of a buff bump but I would rather see it be made into a more interesting ability than just a dps hammer to smack the enemy with.

    That was why I proposed giving a small potency buff to DA+BS while giving regular BS a small potency nerf but with the added effect of decreasing the amount of cooldown left on Delerium by 30 seconds or so. That way you are left with a branching decision everytime you can BS, lots of damage right now or less damage now but with a gain in resources later.

    This would make it more like CnS, which I think is a smarter or at least more interesting move. Although I do think that the mp return from regular CnS needs to be increased with the changes to MP gain and usage with 4.0, probably around the cost of a DA so that it is potentially a more meaningful decision instead of just always DAing it.

    In fact that is what I would like to see more of in general for DRK, DA not just being a "moar dps" button but a decision making button where whether you use DA or not determines what kind of and how big of a benefit you get.

    This approach would also help deal with the problem that I have seen a good number of players on the forums express of DA usage being "boring" and "braindead" since right now DA usage mainly just results in bigger hits so you always want to DA something if you can. Adding variation to that would make you have to decide when and what to DA based on the situation instead of "DA all the things".
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    Last edited by TouchandFeel; 07-21-2017 at 03:40 AM.