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  1. #1
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by TouchandFeel View Post
    I do not think giving DRK a magic vulnerability debuff is a good idea.

    If DRK is the only job that gets it, that is a huge raid dps boost which would make them potentially mandatory.
    It's an effective 1% increase on Magic damage (10% at 11% uptime is 1.1%)
    This would affect some damage of Dark Knights, some damage of Paladins, healers, and casters.

    Also, Summoners bring a variant of this (Contagion from Ranged summons). No one considers them mandatory as it is.
    (1)

  2. #2
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Kabooa View Post
    It's an effective 1% increase on Magic damage (10% at 11% uptime is 1.1%)
    This would affect some damage of Dark Knights, some damage of Paladins, healers, and casters.

    Also, Summoners bring a variant of this (Contagion from Ranged summons). No one considers them mandatory as it is.
    On the topic of utility -

    Dark Knight's utility at the moment probably amounts to simply being the tank that loses the least from being in its tank stance (read: *being* in tank stance, not from the act of turning it on) due to Bloodspiller, and I'd say that's pretty much it. Its a good MT from a raid DPS standpoint, I guess.

    As someone pointed out in another thread, TBN qualifying as utility is a very big stretch considering that at no time is a 5K shield necessary beyond what cooldowns the target is already likely to have running, and it also tends to be inferior in the long term to things like Apoc and Palisade, in addition to risking a DPS loss in comparison. So DRK definitely needs something else in this regard. And you can't give DPS-based utility to one tank without giving it to all of them lest you want to go back to huge discrepancies in personal DPS like those we had in HW.

    At this point, since DRK's identity is kind of in the dumpster, I wouldn't be opposed to looking at some previous FF and FF-related games' lore for DRK abilities, without any of the HP sacrificing nonsense that would hurt DRK as a tank in this game.

    Akin to sacrificing HP, DRK could get something of a defensive equivalent to Wildfire, that compiles all of the damage you take for, say, 15s, and then converts a percentage of the total into a raid-wide shield at the end of the duration. In this sense the DRK is indirectly sacrificing HP to benefit the group.

    A possible Living Dead rework could be something similar to Last Resort or Life/Death from Bravely Default, wherein Walking Dead is simply cleansed by an Esuna equivalent, and during Walking Dead you get an added benefit of increase damage dealt/reduced damage taken.

    Why we don't have some sort of self heal that costs mana/blood escapes me, as we are a tank, after all, and our self-healing is by far the weakest, and yet we do not have the ability to convert this one resource into HP even though half of our job is converting blood into mana, mana into blood, or either into potency. Seems we should be able to convert at least one of those resources to HP.

    Given the nature of our mana as a resource, there's actually a lot of inspiration from BLM that I wish SE would take for DRK. A reverse Convert (sacrifice 20% of maximum MP to restore 30% of maximum HP) feels like a no brainer for DRK, as do abilities like Manaward and the old Manawall. Maybe something like the latter for ourselves, to shore up our physical mitigation, and the former to be cast on party members instead.
    (1)
    Last edited by SyzzleSpark; 07-29-2017 at 03:53 PM.

  3. #3
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by SyzzleSpark View Post
    All dis.
    Admittedly strange how blood works.

    I had considered starting a discussion topic about the inherent problems with the Tank gauges, which serve as resource lists instead of timers, and how their current implementation and interactions are both flawed but solid concepts.

    In the case of Dark, it was the feeling that while gauge generation was suitable (Having both active and reactive components), the ways it gets spent are not. It's between a lackluster cooldown, or a single target or aoe swing. (Quietus gaining the MP per hit though has given it a solid place for what it does, though)

    The removal of many fun-if-ultimately-not-impactful OGCDs, but keeping Sole Survivor was a strange move. Sole Survivor itself could serve as the vehicle for some of Dark's current problems, though I personally believe a change to the basic function of Delirium would be a better long term fix.
    (0)

  4. #4
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,481
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by SyzzleSpark View Post
    Why we don't have some sort of self heal that costs mana/blood escapes me, as we are a tank, after all, and our self-healing is by far the weakest, and yet we do not have the ability to convert this one resource into HP even though half of our job is converting blood into mana, mana into blood, or either into potency. Seems we should be able to convert at least one of those resources to HP.
    Reverse convert/self clemency is a great idea, one of those things that once mentioned you wonder how you never noticed it was missing.

    That plus a more useful sole survivor and TBN breaking giving you a free dark arts and I think DRK would be in a pretty good spot. Although I'd still miss scourge.
    (0)