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  1. #1
    Player
    Kazzoey's Avatar
    Join Date
    Jan 2015
    Posts
    56
    Character
    Blade Haven
    World
    Mateus
    Main Class
    Gladiator Lv 80
    @Chrono_Rising
    That's true, but once again people are getting bottlenecked into adding too many potency buffs, which are just temporary bandaids over a much bigger issue that's only going to keep getting worse. Of course they won't go with a rework until 5.0 but personally I think we'd all be doing better to request an overhaul for 5.0 more so than the mountains of temporary potency buffs we currently have. Also I already stated my themes in the OP. lol.
    (1)

  2. #2
    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 Kazzoey View Post
    @Chrono_Rising
    That's true, but once again people are getting bottlenecked into adding too many potency buffs, which are just temporary bandaids over a much bigger issue that's only going to keep getting worse. Of course they won't go with a rework until 5.0 but personally I think we'd all be doing better to request an overhaul for 5.0 more so than the mountains of temporary potency buffs we currently have. Also I already stated my themes in the OP. lol.
    There is no reason to not ask for both buffs and a rework for 5.0. Paladin received buffs every patch until their rework in 4.0. They have said before that it is easy to change things like potency or timers and it is apparently difficult to change effects. Both are necessary, give us our band aid, and fix it for 5.0. Given what SE has said about potency and timers versus effects, the only thing Dark Knight could do right now is damage. There is definitely room in the tanking ideas for Dark Knight, an enfeeblement/status/drain tank could certainly work in this game, though it would take care to develop.

    If they went with your theme of dipping into HP pools as a tank they would seriously need to consider allowing dark knight moves to restore HP. I'm not saying this cannot be done, but I think it will cause issues with healers and dark knights dropping faster than other tanks. However, perhaps they could add something to our tank stance that counts as say 10% mitigation, 10% HP up and an HP drain effect.

    In general I think going with HP draining effects on the dark knight will cause more issues with the tank than it will solve (if we are allowed to dip into our own HP pool), though I think it is an interesting idea.

    I don't think the idea of self sacrifice to bolster the team defense will work when both paladin and warrior can do this for free.

    Personally I would rather see them move in the direction of enfeeblement and more resource drain over dipping into dark knights HP pool instead of their mana pool. I think some of your ideas reflect as well. Sole survivor would work well as a HP/MP/TP refresh activated by hitting a target, but allow it to work on everyone. Functionally it would be different from the shielding of warrior and paladin, but would give a nice way of dealing with raid damage that also pairs well with the raid shields.

    I would love for the dev team to put serious thought and effort into giving dark knight a more lore driven experience, there is definitely room for it in the tanking concepts they have so far. But seeing as it took 4 months to fix the effect on shake it off, I don't see this happening in the short term even though it is the preferable solution.
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    Last edited by Chrono_Rising; 01-15-2018 at 12:11 PM.