The problem is mitigation tools and DPS. Which can easily be fixed by adding/adjusting mitigation tools and adjusting potency on skills.
The problem is mitigation tools and DPS. Which can easily be fixed by adding/adjusting mitigation tools and adjusting potency on skills.
I think a lot of this lies on TBN. After dusting off DRK and trying it again I noticed DRK's mitigation relies heavily on that one skill. In comparison to WAR which has Inner Beast that provides a 20% mitigation as well, TBN is far too clunky and cumbersome to use, not to mention that 5 seconds is far too short for this skill to activate. It's really powerful but its duration is too short and the cost is still far too expensive. I'm tired of pulling large mobs then popping TBN and the enemy decides to use their aoes. I feel a 6 second duration is a good start for buffing DRK. Dark Passenger also needs some reworking because it's too much of an mp detriment.
I just thought of something for mitigation, so called fluff mitigation for autos inbetween tankbusters.
It's somewhat similar to WAR has with its gauge.
The blood gauge also increases defence. Say every point of blood adds an x% of reduced damage, nothing overpowered tho.
This may work because we'll almost always sit on some blood as the only way to use blood is in chunks of 50.
Just an idea I'd like to hear what you all think of it.
EDIT: Ofcourse just this won't be enough, Shadow wall needs a change still..
So something like every 20 blood adds 2% damage down?
Personally, I think the Blood Gauge would be more interesting if it was a mix between the Beast Gauge and the Heat Gauge.
From the beast Gauge, it would empower you the higher it gets (Could be damage and defense)
From the heat Gauge, you'd have to manage it in order to keep it high but not too high.
The gauge could fill overtime while Darkside is up AND you're in combat. Skills like Blood Weapon and Blood Price would stop the automatic fill, while leech skills like SoulEater (with a drain effect even out of grit) and Abyssal Drain would give you Blood. Or course, you'd still have all skills that cost Blood, but perhaps less than 50.
And if the gauge reaches 100, you could enter an Bloodlust state where all blood cost are nullified for a few seconds, but then, you'll be "down for the count" (Same debuff as first DRK quest), also for a few seconds. I think it could give DRK a nice damage burst. It would also make the blood gain from TBN more desirable to proc Bloodlust when you need it or get the Blood gauge high just after using Bloodspiller.
Last edited by Reynhart; 11-03-2017 at 06:09 PM.
Let's suppose the Blood Gauge effect would have 5 stacks (0-20, 20-40, etc...) the most important thing, for me, is that gaining two stacks should always give higher DPS than one dark arts effect, to ensure that breaking TBN would always be a DPS increase.
But, to ensure careful usage, I'd make the shield stronger. Not only woud it help our mitigation if we really need to tak a big hit, it would also make it diffcult to break only by auto-attacks.
Making the shield stronger wont work because autos will break it. look at unending coil, autos can hit 20kLet's suppose the Blood Gauge effect would have 5 stacks (0-20, 20-40, etc...) the most important thing, for me, is that gaining two stacks should always give higher DPS than one dark arts effect, to ensure that breaking TBN would always be a DPS increase.
But, to ensure careful usage, I'd make the shield stronger. Not only woud it help our mitigation if we really need to tak a big hit, it would also make it diffcult to break only by auto-attacks.
as for the overheat idea, interesting but if you're just doing damage increase it'll be a mch copy..
Last edited by hoax; 11-03-2017 at 07:12 PM.
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