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  1. #11
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,416
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Honestly outside of TBN the cooldowns need adjustments.

    When you run any content outside of lvl 70 you can literally see and feel where DRK suffers in the mitigation department.

    Hopefully our cries dont go unanswered and they make some serious adjustments in 4.2
    (1)

  2. #12
    Player
    whiteblade89's Avatar
    Join Date
    Jun 2015
    Posts
    374
    Character
    Auron Vale
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Gonna post this here just to see if anyone feels the same. I agree that drk needs some work in the CD department. But my question for all the DRK's out there (specifically those who played it in HW) how do you guys feel about the nerf to the mp gain of Blood Price? Do you guys feel like it's ok the way it is now as opposed to what it was in HW? I ask because my biggest gripe with DRK currently is just that. Blood Price used to be incredibly satisfying to use and allowed for awesome self sustain during big pulls. And I understand that it's meant to build blood more than mp now, but are we ok with that? I'm fine with BP being locked behind grit. My problem is that compared to Blood Weapon, the mp gain from BP is nowhere near on the same level as BW. Imo, the two skills should be relatively equal in terms of the amount of mp you get from them. Any thoughts on this?
    (0)
    Quote Originally Posted by alimdia View Post
    It really isn't that hard to treat other people like human beings.

  3. #13
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by whiteblade89 View Post
    But my question for all the DRK's out there (specifically those who played it in HW) how do you guys feel about the nerf to the mp gain of Blood Price? Do you guys feel like it's ok the way it is now as opposed to what it was in HW?
    I feel like the MP regain nerf was to counter people who use BOTH Blood Weapon and Blood Price but Blood Price has Grit restriction(needs Grit on) like Blood Weapon(needs Grit off) and feels like they just said close enough when they applied MP nerf AND Grit restriction and in turn undertuned the skill too much, so in order to make Blood Price useful again just increase how much MP it gives OR make Blood Price like WAR's Unchained skill which ignores stance penalty, allow Blood Weapon to be used during the Blood Price window, have the Vengeance effect of dealing damage when hit, and buff Blood Weapon with Dark Arts effect of increasing damage dealt and have lifesteal/Bloodbath effect.
    (0)

  4. #14
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,349
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    of course it was better in HW, but with the MP gain of Quietus it's okay.

    Blood Price gives blood > use blood to get mana.

    unnecessary skill bloat and clunky, but it allows for Dark Arts Abyssal Drain spam in big pulls, especilly if you use Delirium to extend the duration of Blood Price, so technically not much has changed.

    but remember it was originally not planned that Quietus gives mana, it was patched in in 4.05 - wich is just another proof that the devs messed up big time with the DRK, and this is just a bandaid fix.
    (0)

  5. #15
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    Quote Originally Posted by whiteblade89 View Post
    Gonna post this here just to see if anyone feels the same. I agree that drk needs some work in the CD department. But my question for all the DRK's out there (specifically those who played it in HW) how do you guys feel about the nerf to the mp gain of Blood Price?
    It's obvious why it was nerfed. It's been nerfed for the same reason that spells like Holy have reduced damage for multiple targets.

    And that's why I can't be bothered to complain, because it's not going to be reverted. Devs despise the super-pull tactics, and are doing what they can to stamp it out this expansion. And it's certainly getting harder to do, but still plausible.
    (1)

  6. #16
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,349
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Ekimmak View Post
    Devs despise the super-pull tactics, and are doing what they can to stamp it out this expansion. And it's certainly getting harder to do, but still plausible.
    all they have to do is to increase the damage of trash mobs. as long as a regen is enough to heal through a single pull, of course we will pull more...

    i once pulled super big in bardam's mettle - we didn't wiped, but only because of living dead and it was all in all something i will not do again. sorry again healer, but i just had to test the limits xD
    (0)

  7. #17
    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 DRKoftheAzure View Post
    I feel like the MP regain nerf was to counter people who use BOTH Blood Weapon and Blood Price but Blood Price has Grit restriction(needs Grit on) like Blood Weapon(needs Grit off) and feels like they just said close enough when they applied MP nerf AND Grit restriction and in turn undertuned the skill too much, so in order to make Blood Price useful again just increase how much MP it gives OR make Blood Price like WAR's Unchained skill which ignores stance penalty, allow Blood Weapon to be used during the Blood Price window, have the Vengeance effect of dealing damage when hit, and buff Blood Weapon with Dark Arts effect of increasing damage dealt and have lifesteal/Bloodbath effect.
    I don't necessarily agree on the cause, I tend to think along the lines of abyssal spam being the reason for the giant nerf hammer. Though you may also have a point about grit locking it to prevent using both Blood Price and Blood Weapon. I love the answer to 3.x complaints about not having access to blood weapon in grit: "well now you don't have blood price out of grit... look we fixed it"

    Blood Price is just such an underwhelming skill now. Single target with optimal conditions and I can expect what? 100 blood and 1 extra dark arts every 100 seconds, and I need to use delirium on that to achieve those numbers. It is super underwhelming.
    (0)

  8. #18
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Chrono_Rising View Post
    snip
    Valid point. DRK needs more resource generation to be just as good as WAR and PLD, and another combo finisher before 50 to be better than PLD for anything that isn't end game. The new Delirium is nothing more than a glorified MP regen which is supposed to generate more blood gauge but it fails due to being a 120 second cooldown AND using blood gauge. I would be okay with it IF it also recovered HP and a GCD, if it just extends 1 of 2 skills which BOTH which are locked under stance conditions, on a 120 second cooldown and costs 50 blood gauge, and to add insult to injury, TBN which only gives 50 blood gauge when it breaks, costs mana that you just got from Delirium, doesn't even break with Grit. I think it would be better for the Blood Gauge to be used for mitigation/self healing, and MP to be used for DPS/utility debuffs. Though that is just my ideal DRK at this point... that reminds me I should probably update that DRK wishlist for 4.2...
    (0)

  9. #19
    Player
    Deathshiro's Avatar
    Join Date
    Sep 2013
    Posts
    111
    Character
    Shiro Falh
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    I feel like SE backed themselves into a corner with these PLD and DRK changes. DRK's whole niche in 3.x was "magic tank" whilst PLD was "physical". Well now PLD mitigates magic WAY better than DRK AND does more damage AND more utility. You could still say "well DRK has Dark mind which is free magic mitigation, while true PLD has a job gauge that is literally only for 2 defensive options, a block(magic mitigation) or a Blackest Knight on another person (10% damage reduction... practically same thing).

    So you have to ask yourself, what does DRK do better than the other tanks? Their AOE is nothing to write home about, their dps is dead last, they have no raidwide utility, they have the least amount of self defensive cooldowns, no way of dealing with auto attacks (RIP Dark Dance), etc etc.

    SE needs to give this class an identity, or it will continue to be the least played and worst tank job in the game (of course, unless they make it stupid overpowered which would be dumb)
    (2)

  10. #20
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Deathshiro View Post
    snip
    You mean like PLD right now?
    (0)

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