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  1. #11
    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
    You may not be interested in the nuance of getting there, but a lot of us are, because on top of being a below-par tank across the board, for a lot of people it doesn't feel good. Delirium doesn't feel good. SE removed a lot of DRK's "nuances" in the expansion, and tried to make up for it with small combo potency boosts and a %damage increase on Darkside, which pretty much is exactly in the neighborhood of what you're suggesting, and look where we are now. That's why you're seeing people come up with these ideas. Its okay if you're not interested in the nitty-gritty details, but many of us are, because they do matter.

    Every single nuance can be mathed out to exact potency gains, just as Delirium can.

    For example = Delirium's net gain is the 8s on Blood Weapon, because the MP it gives you only serves as an exchange to cancel out the Blood Gauge cost. Therefore, you can simplify the entire equation of the ability and just remove the BG cost and immediate mana return. When you do that, you see Delirium for all that it actually is: a free +8s on Blood Weapon. That doesn't deserve a 2 minute cooldown. In mana+the attack speed bonus that is about an extra 300 potency per 2 minutes. Its a very weak ability disguised as a strong one.
    I would just point out that sometimes the simple solution is the most effective. For example, all these delirium changes would primarily focus on increasing damage while out of grit in the occasional blood weapon window. This is not only subject to human error (popping without getting full duration, boss jumps etc), but it doesn't do jack for drk in grit. Nor does it increase enmity outside of that narrow window. After that you would need another rework for enmity. And another rework for mitigation. Then you end up reworking the whole job, risk more unintended consequences, piss off the people that like drk the way it is. Its a lot of legwork for less gain. A flat damage boost (by contrast) would increase enmity across the board, including the enmity combo. It would help in grit and out. It would help everything. It starts to address 2 of the 3 issues people have with drk (enmity, damage, not mitigation obiviously).

    Playstyle is a preference. For every person you bring on board with aesthetic changes you loose some (unknown) number of people as well. Fixing (sometimes simply) the core problems just helps everyone who plays the job regardless. Saying 'I don't particularly care what form the solution takes' I simply mean my goal is to solve the problem. Not redesign drk. I'm not here to make judgments on what's 'fun' for 10m players in this game. But I can take a simple, practical approach to fix demonstrable, measureable balance discrepancies. There are people playing drk right now that would HATE the proposed gameplay changes here. Im not gonna try to referee whos 'fun' is more worthwhile. But we can bring drk to an even playing field in function and practicality.
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    Last edited by Aana; 10-18-2017 at 11:28 PM.