Page 19 of 21 FirstFirst ... 9 17 18 19 20 21 LastLast
Results 181 to 190 of 201
  1. #181
    Player
    hoax's Avatar
    Join Date
    Oct 2017
    Posts
    13
    Character
    Rin Delaney
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Chrono_Rising View Post
    ...
    So we'll just be DA SE for 30 seconds? sorry but that sounds silly lol these changes sound drastic and something SE would never do.

    Delirium gives MP and extends BW/BP. The way it works is fine. The problem lies in the cooldown and cost. Why does it cost 50 blood and has a 120 cooldown?

    I think reducing the cooldown to 60 seconds would work, yes this is half of what it is now maybe reduce the reduce the MP restore as well to balance it out. With this change reducing the cooldown of BW/BP as well to 30 seconds would sync the abilities not just with each other but also with most of the party wide buffs (Trick). Further more I posted this in another thread already but giving DA BS a higher potency so that the DA priority is CS > BS > SS/SE, because right now we just dump MP on whatever after CS.
    (0)

  2. #182
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by hoax View Post
    sorry but that sounds silly lol these changes sound drastic and something SE would never do.
    You saw the buffs WAR got in the last 4 months right?
    (11)
    Last edited by SyzzleSpark; 10-28-2017 at 02:01 PM.

  3. #183
    Player
    EuronTribal's Avatar
    Join Date
    Oct 2017
    Posts
    10
    Character
    Euron Tribal
    World
    Leviathan
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by SyzzleSpark View Post
    You saw the buffs WAR got in the last 4 months right?
    Exactly, And I think the change that shake it off saw seems like a wild suggestion from a thread. I mean come on I don’t think anyone thought they were going to make it into as good of a utility that they did. There is absolutely no harm in people offering their ideas of how to fix the class.
    (1)

  4. #184
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    My only concern is TBN becoming AOE with Dark arts which is a pretty cool idea and probably the easiest route for the devs to take but it would be half our MP to dump a 5k shield on everyone for 5 seconds and that's assuming it stays at 10%. The only other option for current skills would be soul survivor but I'm still leaning heavily towards that skill staying as a HP/MP grab but changed so that its more easily used.

    This is irrelevant to the current discussion but I find it ironic they gave drain to casters as a roll skill never to be used due to gcd/cast time and dps loss while drks could benefit from it as an instant cast with a cooldown of say maybe 60 seconds and a much higher potency. I came from ffxi and mained drk though so it could just be those rose tinted glasses.
    (0)
    Last edited by Mycow8me; 10-28-2017 at 09:04 PM.

  5. #185
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    @hoax actually I don’t think that spamming soul eater would be the ideal. SE is a obvious route, but I think the ideal would be to mix up siphon strike, soul eater, the blackest night, and bloodspiller. Warning, we are entering a hypothetical theory land:

    If we had such a skill the math’s would change a bit around TBN, the reason is that if everything has its dark arts effect then we are no longer losing a dark arts when we use TBN the goal would be to make sure we cap on mana before the buff ends and to pump out as many bloodspiller a through tbn as possible while trying to cap our mana. Clearly some of these will utilize soul eater as well, but to offset losses we would need to throw in some siphon strikes to a) cap mana b) proc even more bloodspillers.

    As for your suggestion of cutting delirium’s cooldown in half I agree, this is another way to accomplish the goal by just extending more bloodweapons. Honestly, I think cutting both the cooldown and the blood cost are in order and I don’t think it needs to be balanced with lower mana returns.
    (0)
    Last edited by Chrono_Rising; 10-29-2017 at 02:29 AM.

  6. #186
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Skills that have a recast alongside a resource cost honestly isn't acceptable. You can go through skill lists between all the tanks or even all jobs and I doubt you have many skills or abilities that not only have a recast time but also have a hefty resource cost. Yet DRK does for some reason.

    Dark Passenger shit as it is has a recast alongside a hefty cost of MP. Delirium has a 2 minute recast and also costs half your Blood Gauge. TBN is a glorified Sheltron with a MP cost and a 15 second recast.

    It just baffles me why they designed skills this way while others either use up a resource or simply have a CD and the skill doesn't use up any resource at all.

    Only other skill that behaves in this manner stupidly is the BLM's Convert. Because honestly an HP cost and a long CD together just isn't right either.

    Annoying.
    (4)

  7. #187
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    I think the idea of skills that have both a cooldown and a resource cost, and are best utilized by hitting them on cooldown, is a pretty sound one, at least in theory. They're made to reward foresight, to understand your own rotation as well as your own resource generation rate, and to reward you for having enough of a resource to use them on cooldown while punishing you for overextending yourself and coming up short.

    In 3.x, I thought that this was a pretty well-executed part of DRK's toolkit. You needed to make sure you had enough MP for Dark Passenger every 30 seconds, and you needed to make sure you had enough MP to DA Carve and Spit every 60 seconds. It worked out fairly well, I thought.


    I don't think it works as well with the 4.x kit, though, and it would probably be better if the cost were removed from Dark Passenger, the DA effects added to the baseline versions of Dark Mind and Carve and Spit, etc.
    (0)

  8. #188
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Mycow8me View Post
    My only concern is TBN becoming AOE with Dark arts which is a pretty cool idea and probably the easiest route for the devs to take but it would be half our MP to dump a 5k shield on everyone for 5 seconds and that's assuming it stays at 10%.
    Yes, but when a shield breaks, it gives back blood. Even if a DA-TBN would give half blood back, it could be a way to jump to 100 Blood almost immediately.
    (0)

  9. #189
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Quote Originally Posted by Reynhart View Post
    Yes, but when a shield breaks, it gives back blood. Even if a DA-TBN would give half blood back, it could be a way to jump to 100 Blood almost immediately.
    Its practically "half" our mp. I dunno about you but my mp pool is rarely ever half or more filled during fights cept after a delirium/possibly during bloodweapon both of which I will be least likely to even want to use an AOE TBN. I usually try to stay around 1/3 MP pool but trying to stay around half or more to be ready to use an AOE TBN would be pretty rough. Gaining 100 blood instantly would be pretty neat, IF we were at 0 blood every time it happened. If you do it from 30 blood your only getting 70 etc... If DRKs got a higher cap on blood then maybe I could see it being useful but realistically I'll probably never be at 0 blood when trying to use it and may not even have enough MP at the time. Perhaps a % of MP returned for every shield broke or something along with blood. There are options but I feel like this will still end up being a part of the resources draw problem DRKs see for almost everything they do when others get it for free. Maybe we should have a larger MP pool as well. I really don't know but current functionality of drk causes me to think this won't work or won't be used without changes.
    (0)

  10. #190
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Mycow8me View Post
    snip
    I agree, I feel that if we had a change like this we would need SE to accommodate this by having a larger blood pool to avoid wasting more potency by overcapping. However, I feel this is a less than satisfying solution.
    (0)

Page 19 of 21 FirstFirst ... 9 17 18 19 20 21 LastLast