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  1. #41
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by SyzzleSpark View Post
    So what is it about the now that makes a physically effective DM a solution to a problem that only exists in theory, but a 40% Shadow Wall and additional fluff CD a solution to a problem that exists in practice?

    Both provide the same thing, more mitigation, specifically higher uptime physical mitigation. I do not understand whence cometh the disagreement or why it was worth derailing a thread intended to discuss buffs to the job, hopefully as a united front.
    Your original post I responded to couched your ideas for buffs on the premise that 'Drk is fine now, but will have problems in the future if fights are different' idea. I have been trying to say that if you honestly think drk is 'fine now' then it doesn't need the buffs you you described because its 'fine now'. Later you clarified that it has problems 'now' (such as the lack of fluff damage mitigation in current content). I then added salt for my own distaste of the constant exaggeration of (insert sad job of the month's) in my responses (a bit to heavily probs). I assumed, on your 1st post, that you were just another "DRK SO SAD NEEDS BUFFS" that aren't based in any logic/reason (ie: Well it needs buffs cuz it might be broken in the future QQ!!").

    You have since more specifically described what the current issues you feel are with drk. I realize i can come off as just nitpicky/combative over stupid crap. But most fourms are just filled with baseless complaints about misunderstood ideas or feelings instead of facts. I just want people to drill down to the root and be able to articulate, rationally, what their issue is instead of just parroting what some reddit post said or demanding things because 'feelings' that don't actually make sense or worse, flatly untrue.
    (1)

  2. #42
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by TouchandFeel View Post
    I wholeheartedly agree. I just feel that it is best to try to avoid to fall into the trap of regarding all people's voiced opinions in the same light just because so many people tend towards parroting hyperbole.

    While I may not always agree with Syzzle on things and I know that at times they can be a bit brusque, I also understand where they are coming from. Syzzle, myself and a number of other posters here in the DRK threads have in the past taken the stance of presenting things clearly, trying to present thoughtful dissections of abilities and how they affect balance and all those things that you say people should be doing, only to be met with being ignored or "shouted down" by others (often players who mained other tank jobs) who weaponized hyperbole to drown out the "opposition". Some of us have gotten sick of it, especially when we see others using this same hyperbolic approach to get heard by the devs, and have decided to "crank up the volume" so to speak.

    Believe me, most of us would much prefer to have nuanced and thoughtful discussions on these topics, we have just found them to be ineffective to get any traction.
    Of course. I'm accustomed to being annoyed by the hyperbole parrots in forums asking for a pony (the wars did it too recently) and come out strong assuming that people are more likely to be that than reasonable. Just as many come prepared to fend of the 'other' tanks trying to shout you down. Then we end up yelling at each other when with clearer eyes we'd be fwends!

    I like the discussion though. I think I have been underestimating fluff AA damage a bit. I play war in raids since 2.0, and Drk on the side, but I don't generally raid with it. From a tank buster/big damage perspective I have thought drk was relatively fine overall (only minor discrepancy, especially when out of tank stance), but probably overlooked the fluff as its always just dismissed as just that. Fluff. And while I know Drks mechanics, math etc and know the raids via war, I have probably been overlooking the fluff aspects. But thanks to the handful of reasonable people I have been reconsidering that position.
    (4)

  3. #43
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Aana View Post
    snip
    For sure, I get where you are coming from as well, especially in regards to being a tad fed up with the level of hyperbole on these, and really any forum.

    I agree with your assessment that Dark Mind is great and quite powerful for busters, especially if you pair it with TBN, so no problems there. But as you also alluded to, it is terrible for fluff damage since it probably just won't work on it. While busters are going to be the more impactful attacks that a tank will have to deal with since it is a much more black and white situation of you survive or you die, the fluff shouldn't necessarily be discounted. While not a hard skill check, it is still a steady resource drain (tank hp and healer mp) that needs to be managed, not to mention the less fluff that the healer has to compensate for frees them up for assisting more with dps.

    So a big part of the issue with DM being magic only is the fact that it strips it of the flexibility to be used for busters or for fluff, which is a constraint that really none of the other job specific defensive abilities have asides from Raw Intuition, to which I feel parry should just be made to mitigate magic damage too. This is just compounded by DRK feeling like it is just missing a level of low end more consistent damage mitigation compared to the other tanks. So in a ways a bit of a double whammy in this one place that often gets overlooked since it is deemed "not important" by many, especially those that don't have to deal with the issue and therefore don't really see it.

    As for me, I just really want defensive abilities to not be tied to magic or physical damage only. I want this because I feel it would free up the content team from these self-inflicted constraints of having to have busters and raid-wides be magic damage, and then in turn that would allow them to start to push away from the formulaic implementation that we have as to what a buster is and how to implement defense and heal checks. For example why does a buster have to be this big telegraphed single attack? Why can't you create a similar situation by having the boss summon a bunch of small adds whose "fluff damage" would add up to a lot of damage? Heck, make it even more interesting where different players get a target marker on them and then different groups of these adds go after them. Do you have the mt and ot split the adds to split the damage, making it easier to potentially heal through but then splitting dps between the two groups? Do you try to stack all adds on one tank and hope you can heal through? Do you pop an invulnerability cd to solo tank them? What if the adds gained a stacking buff based on how many other adds where close to them? Etc.
    I just feel that removing things that reinforce artificial constraints on what things "have to be" in boss and raid encounters will allow designers to be a bit more crazy and creative when coming up with content.

    Honestly, I kind of feel that DM was originally intended to be the DRk answer to having a designated buster-focused defensive ability akin to IB or Shelltron. However with TBN being added and usurping that spot, it then begs the question "well, what is DM there for now?".
    (0)
    Last edited by TouchandFeel; 10-14-2017 at 05:48 AM.

  4. #44
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    I’m glad we were able to come to a consensus, hopefully people read through the whole thing lol.
    (1)

  5. #45
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by TouchandFeel View Post
    Snip
    Lol woah there nelly! Entire tank/boss redesign! While I cant say I agree with the overall homogenization of damage, its interesting. Theres an odd line between removing the illusion of choice/bloat/needlessly complex mechanics and homogenization. Did Drk really 'need' a 3rd combo? Or scourge? Nah. But now that the 'bloat' is gone, a lot of people seem to want it back. Same with any number of streamlining based changes. Homogenizing damage would be easier to balance for obvious reasons. But is that artificial constraint a + or negative to the game? If every ability is just "I take less damage" it takes out some of the nuance in tanking. Whats the difference between rampart and raw intuition at that point? Theres no longer a choice in what to use, even if it that choice is currently artificially created. At a certain level, that creates engaging gameplay. To much and its clunky. To little and its to simple/dumbed down. (EG: No more sub stats. Everyone has 'ilvl' stat. etc).

    TLDR: at a certain point 'streamlining' becomes boring. Maybe im just not creative enough, but I cant see a lot of mechanic things that become available just because CDs become more straightforward/similar. Any of the examples you used could be done with the current system as far as I can tell.
    (0)

  6. #46
    Player
    Argyle_Darkheart's Avatar
    Join Date
    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    Shadow Wall should not "match" Sentinel or Vengeance; please make it unique (technically it's already unique--uniquely bad).

    Some random ideas:
    - Increase its duration to 20+ seconds.
    - Decrease its recast to 90 seconds (probably too good).
    - Add a Dark Arts effect/interaction.
    - Add a secondary effect/interaction.
    - Make it an actual wall (possible raid mitigation?)!
    (2)
    Last edited by Argyle_Darkheart; 10-14-2017 at 09:24 AM.

  7. #47
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Argyle_Darkheart View Post
    Shadow Wall should not "match" Sentinel or Vengeance; please make it unique (technically it's already unique--uniquely bad).

    Some random ideas:
    - Increase its duration to 20+ seconds.
    - Decrease its recast to 90 seconds (probably too good).
    - Add a Dark Arts effect/interaction.
    - Add a secondary effect/interaction.
    - Make it an actual wall (possible raid mitigation?)!
    Pretty much this. I typically lean towards the duration increase. The trouble is Vengeance is so much crazy better than even Sentinel its difficult to balance Shadow Wall between the two of them without also creating a situation in which Sentinel is underpowered. For instance, Shadow Wall at 20s duration and 120s recast is pretty well balanced with Vengeance, as you're trading the counter attack for an extra 5s duration, which is reasonable. But then Sentinel looks kinda meh in comparison. They could buff Sentinel to 45 or 50% if this were the case though. If something is gonna be on a 3 minute cooldown, I think its reasonable to have it be powerful enough that you'd likely not need to stack it with anything else.
    (0)

  8. #48
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Shadow wall needs a duration increase or a cooldown decrease from its dreaded 3 minute timer.

    Dark Mind. There is so much physical damage in stormblood that sometimes I forget that this even exists until I see a magical attack that actually hits hard.

    Notice how the other two tanks now have raid wide mitigation. It would be nice if DRK got something that helped the party.

    Dark Passenger simple, cut the mp cost in half.

    DRK as it stands has the worst cooldowns and tbh if we didnt have TBN we would have the worst mitigation out of all the tanks.
    (2)

  9. #49
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    I think I would like to see a middle ground on shadow wall: 150 second recast, with 15 seconds mitigation, and blood price effect regardless of stance.
    (2)

  10. #50
    Player
    konpachizaraki's Avatar
    Join Date
    May 2015
    Posts
    173
    Character
    Grandfall Fraxinus
    World
    Tonberry
    Main Class
    Warrior Lv 70
    list of dark knight changes that i want to happen
    1.get rid of sharing the cooldown mechanic of inner release and unchained and inner release cooldowns should be 60 seconds
    2.increase fell cleave potency to 1200 but increase the gauge consumption to 100
    3.increase inner beast potency to 900 but increase the gauge consumption to 100
    4.increase the potency of butcher block, storm eye and storm path to 300
    5.bloodbath need to make a return
    6.onslaught should not cost gauge to use
    (0)
    Last edited by konpachizaraki; 10-15-2017 at 03:00 PM.

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