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  1. #51
    Player
    Cosaint's Avatar
    Join Date
    Jul 2017
    Posts
    38
    Character
    Olefin Raydric
    World
    Coeurl
    Main Class
    Dark Knight Lv 80
    One thing that I really want adjusted for DRK is plunge. It has the same issue as Repelling Shot had, you have an utility skill tied with a potency, so you use it to increase your damage on cooldown and don't have it up from when you need. Not to mention its clunkyness. Plunge needs to get the same treatment as Shukuchi, make it faster(removing animation lock in the process), increase range to equal Onslaught. I remember back in Neo ExDeath, my plunge would cancel midair because the boss went out of range. That's ridiculous.
    C&S needs the same treatment as Assize got in Stormblood. Devs need to understand that everytime they tie damage to an utility skill, the players will always favor the damage aspect of it as "optimal". C&S should do fulldamage and recover MP without DA, that alone could solve a lot of DRK oGCD bloat, same for Dark Passenger, just give it full effect without dark arts.
    (2)

  2. #52
    Player
    Cosaint's Avatar
    Join Date
    Jul 2017
    Posts
    38
    Character
    Olefin Raydric
    World
    Coeurl
    Main Class
    Dark Knight Lv 80
    Another thing is how blood gauge works, its terrible. it takes forever to fill and you have the same issue with a broken gauge as warrior did. I think every GCD should give 10 gauge and have souleater give 20, kinda like warrior works and remove the blood aspects from Blood Weapon and Salted Earth.

    Speaking about Salted Earth, this skill is terrible. It's terrible to place ground target AoEs when you play on keyboard, you always end up clicking other stuff and breaking your combo. Yes you can use a macro, but macros can't be queued, so most of the times you end up spamming the macro button. Please rework this skill to work similar to Circle of Scorn or just remove it completely.
    (3)

  3. #53
    Player
    347SPECTRE's Avatar
    Join Date
    Feb 2017
    Location
    Limsa Lominsa
    Posts
    586
    Character
    Khirrika Moshroca
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    Non DA Carve and Spit restores mp, DA + CS does not restore mp
    (0)

  4. #54
    Player
    347SPECTRE's Avatar
    Join Date
    Feb 2017
    Location
    Limsa Lominsa
    Posts
    586
    Character
    Khirrika Moshroca
    World
    Midgardsormr
    Main Class
    Gunbreaker Lv 100
    Phone edit: C&S is fine the way it is. During pulls use non DA version for mp where needed. In single target use on cooldown with dark arts
    (0)

  5. #55
    Player
    Arkfrost's Avatar
    Join Date
    May 2016
    Location
    Gridania
    Posts
    161
    Character
    Luma Arkfrost
    World
    Phoenix
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by Aniya_Estlihn View Post
    Tank stance is a learning, leveling and progression tool
    And it shouldn't be. It is called tank stance, which means its meant to be used for tanking, while damage stance is meant to be used for doing damage.
    Quote Originally Posted by Aniya_Estlihn View Post
    Enforcing tank stance is a way to drive away the tanks that currently exist and push more people away from trying out tanks
    I disagree. It might be a driveaway for some dps greed tanks who think they're a dps and not a tank, but imo it encourages lots of new players to play tank, since many feel discouraged about tanking, because they have the responsibility for the group and don't want to tank without tank stance because they fear to lose aggro or to die because they didn't use the appropriate tank cd in the right time, but at the same time those people are frequently blamed for being a bad tank since they're only tanking in tank stance and not doing damage by other dps greed tanks. I've experienced this countless times in PF groups, which is why many don't want to play tank right now (already talked to many people about this).
    Quote Originally Posted by Aniya_Estlihn View Post
    and while you can play like that, it is wrong outside of casual play
    And that's what needs to be fixed imo.
    Quote Originally Posted by Aniya_Estlihn View Post
    as not focusing on doing damage in this MMO is not only the least engaging thing you can do
    Well, that is your opinion. I find it waaay more engaging to stay in my tank stance, use my tank cd's at the right time, not having to worry about dps all the time and instead focusing in mitigating that party damage with things like blackest night, cover, passage of arms, etc. and looking at the boss, preparing for what he's doing that I can prevent as a tank, running around doing mechanics appropriately, etc. That dps element is just an unnecessary addition and in my opinion a good tank is not someone who does big d*** dps, but one who never dies, mitigates nearly any possible damage and uses his defensive cooldowns perfectly throughout a whole content.

    Quote Originally Posted by Keldion View Post
    Paladin players neither need nor want to return to the days of Heavensward.
    I think what you are talking about is the fact that no one wanted paladin, because he wasn't as good in raids as a DRK+WAR combo. If you readjust all the tanks the same way, no one gets less preferred though. I'm talking about making it so all tank jobs have to tank in tank stance and do damage in damage stance.
    Quote Originally Posted by Keldion View Post
    If you start balancing an encounter around super tank busters, WAR will cheese through them with Holmgang if you make no further adjustments.
    And I am specifically talking about making lots of adjustments and further adjustments.
    Quote Originally Posted by whiskeybravo View Post
    Press button.
    So? Anything you do in this game is "Press button". Even a perfectly optimized dragoon opener is just 23x "Press button" and I'm saying this as a dragoon main.
    Quote Originally Posted by whiskeybravo View Post
    How are we going to judge if we are getting better or not if our dps is always stuck at 1000 (or whatever)?
    And this is exactly the toxic mentality I hate most, the reason why almost all my ffxiv friends quit WoW and the reason why Yoshida will never implement an ingame parser. All 3 instances I mentioned (me, my friends and yoshida) don't want player skill to be judged based on plain numbers in a parser and you can even be banned in FFXIV for judging someone's skill in ingame chat because his numbers weren't high enough. In WoW this is always done (people get kicked from raid parties without a word if their dps isn't on point) and WoW is considered to have one of the most toxic raiding communities in MMOs, because everyone is just looking at those numbers instead of people doing mechanics right.
    And to answer your question on "how are we going to judge if we are getting bette ror not": Easy. By seeing how often a person died, how perfectly mechanics were executed and how fast the boss died. "But yu can't see individual progress with this" -> This is an MMORPG. Raids are teamwork and individual skill doesn't matter. Group skill matters. If the group clears content faster, everyone got better and that's what the mentality in raiding should be: Progressing as a group. If you want to be an op solo player, go play FF15 or any solo title, but that's not a point for a team game.
    (4)

  6. #56
    Player
    Valdegarde's Avatar
    Join Date
    Jul 2015
    Posts
    299
    Character
    Hildegarde Rosea
    World
    Lamia
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Arkfrost View Post
    I'm talking about making it so all tank jobs have to tank in tank stance and do damage in damage stance.
    As much as I vehemently disagree with this sentiment I understand it as a valid opinion among a certain player population. However, this topic and changes listed have been about adjusting Dark Knight in accordance with the current tank balance, not about changing how tanking fundamentally works from the ground up for everyone. Perhaps such a debate might be fought for a reshuffling in 5.0 and beyond, but what's being argued for here is a better implementation for how Dark Knight may interact with the game as it is currently presented.
    (0)

  7. #57
    Player
    whiskeybravo's Avatar
    Join Date
    Nov 2013
    Posts
    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Arkfrost View Post
    Even a perfectly optimized dragoon opener is just 23x "Press button" and I'm saying this as a dragoon main.
    Pressing 1 button for a mitigation CD is not anywhere near the same as a 23 GCD rotation. You don't just 23x Heavy Thrust. At least make a reasonable argument lol

    Quote Originally Posted by Arkfrost View Post
    Raids are teamwork and individual skill doesn't matter
    Except that there is no team without the individuals. If you take a group of people who've never raided before and put them in a savage raid, they don't instantly clear because all of a sudden they are a "team" now. No, it takes competent individuals to form a competent team. Individual skill absolutely matters, otherwise you are just carrying the weakest link(s). And, regardless of whether you realize this or not, perfectly executed mechanics = higher dps. How fast the boss died is relative to the group's DPS. Your argument contradicts itself. If you're focusing on achieving higher damage then the only ways you can do that are by sharpening up every other area. If you sharpen up every other area then your damage naturally increases. It's the same goal either way.

    Quote Originally Posted by Valdegarde View Post
    but what's being argued for here is a better implementation for how Dark Knight may interact with the game as it is currently presented.
    My apologies. Back to the topic that sort of started this diversion, I think Grit should remain with MP cost but should should be taken off the GCD, give it smoother action turning on and off (more like War). It's always felt like there is a weird delay with turning it off especially.
    (5)
    Last edited by whiskeybravo; 03-08-2018 at 02:59 AM.

  8. #58
    Player
    Nedkel's Avatar
    Join Date
    Dec 2017
    Posts
    2,023
    Character
    Chloe Lehideux
    World
    Zodiark
    Main Class
    Samurai Lv 74
    Quote Originally Posted by Arkfrost View Post

    I think what you are talking about is the fact that no one wanted paladin, because he wasn't as good in raids as a DRK+WAR combo. If you readjust all the tanks the same way, no one gets less preferred though. I'm talking about making it so all tank jobs have to tank in tank stance and do damage in damage stance.
    And I am specifically talking about making lots of adjustments and further adjustments.
    So? Anything you do in this game is "Press button". Even a perfectly optimized dragoon opener is just 23x "Press button" and I'm saying this as a dragoon main.
    And this is exactly the toxic mentality I hate most, the reason why almost all my ffxiv friends quit WoW and the reason why Yoshida will never implement an ingame parser. All 3 instances I mentioned (me, my friends and yoshida) don't want player skill to be judged based on plain numbers in a parser and you can even be banned in FFXIV for judging someone's skill in ingame chat because his numbers weren't high enough. In WoW this is always done (people get kicked from raid parties without a word if their dps isn't on point) and WoW is considered to have one of the most toxic raiding communities in MMOs, because everyone is just looking at those numbers instead of people doing mechanics right.
    And to answer your question on "how are we going to judge if we are getting bette ror not": Easy. By seeing how often a person died, how perfectly mechanics were executed and how fast the boss died. "But yu can't see individual progress with this" -> This is an MMORPG. Raids are teamwork and individual skill doesn't matter. Group skill matters. If the group clears content faster, everyone got better and that's what the mentality in raiding should be: Progressing as a group. If you want to be an op solo player, go play FF15 or any solo title, but that's not a point for a team game.
    But the game is designed that way and not another, your team dont need to, but have to meet certain DPS level in order to beat the end game content, and this is dictating the players priorities.
    If the raids never had a enrage timers but instead it would be difficult on some different way than it is now, it would be all different. However its not, and the biggest part of the blame you should put on Yoshida himself and the game developer team, they designed it that way and they made it the most important part of the game i mean raids in this case.
    Players just adjust, they dont have power over this things.
    A tank playing in tank stance even if having extra mitigation hurts his team for doing so. If the game would have the dungeons rewarding as well as raids, the story would be totally different, but well its not and it seems raids will remain the most important part of the end game.
    Dungeons are different and tanks could play in tank stance there, but well its not the case, i would love to see dungeons being the most important part of the game along side with raids, but thats not going to happen.
    (0)
    Last edited by Nedkel; 03-08-2018 at 03:26 AM.

  9. #59
    Player
    Awful's Avatar
    Join Date
    Jul 2015
    Posts
    1,280
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Arkfrost View Post
    I find it waaay more engaging to stay in my tank stance, use my tank cd's at the right time, not having to worry about dps all the time and instead focusing in mitigating that party damage with things like blackest night, cover, passage of arms, etc. and looking at the boss, preparing for what he's doing that I can prevent as a tank, running around doing mechanics appropriately, etc.
    I disagree, I can be defensive while being offensive and helping the group with Shake it Off, pre-planning Vengeance so I can get more potency per auto attack while getting it que'd for the next TB, that makes a great tank, as for preparing what the boss does next it's all laughably scripted, with the exception being O7S but even then it has multiple patterns.

    What's funny is you mentioned all that while being in tank stance when you can perfectly do it in DPS stance while positioning/tanking adds etc, you can do everything you can do in tank stance while being in DPS stance.

    Quote Originally Posted by Arkfrost View Post
    That dps element is just an unnecessary addition and in my opinion a good tank is not someone who does big d*** dps, but one who never dies, mitigates nearly any possible damage and uses his defensive cooldowns perfectly throughout a whole content.
    Again I disagree nothing in this game in casual content is gonna 1 shot you and even in raids what else are you going to do? Sit there and spam Rage of Halone and Butchers Block getting all that sweet threat when you can Voke+ Shirk with your OT/Shadewalker with your Nin to get more threat and provide more overall raid DPS? It's not about going balls to the walls no regard for CDs or the raid group DPS, it's about contributing and pushing yourself to the max as a tank you need to understand that because clearly you don't.



    Quote Originally Posted by Arkfrost View Post
    And this is exactly the toxic mentality I hate most, the reason why almost all my ffxiv friends quit WoW and the reason why Yoshida will never implement an ingame parser. All 3 instances I mentioned (me, my friends and yoshida) don't want player skill to be judged based on plain numbers in a parser and you can even be banned in FFXIV for judging someone's skill in ingame chat because his numbers weren't high enough. In WoW this is always done (people get kicked from raid parties without a word if their dps isn't on point) and WoW is considered to have one of the most toxic raiding communities in MMOs, because everyone is just looking at those numbers instead of people doing mechanics right.
    I don't get how this is toxic when parsers are there to help you improve and if you're in a static it shows who's not pulling their weight/needs to improve, it's a tool to use how you see fit. As for people being kicked it should happen if you're not preforming adequately why would I wanna bring a DPS who does 1-2k less than the other DPS and keeps dying to mechanics over and over? Not to mention you're free to use it in pugs to see the overall group play and see who's doing what.

    Doing mechanics right + DPS uptime is the sign of a good player so that last part there of everyone looking at numbers vs people doing mechanics is just wrong, a good DPS will do mechanics and DPS at the same time.

    Quote Originally Posted by Arkfrost View Post
    This is an MMORPG. Raids are teamwork and individual skill doesn't matter. Group skill matters.
    Wrong individual skill contributes to the overall continuity of the group, if you have people who have never raided once and their individual skill is lesser than an actual group of raiders they aren't a raid group. Their individual performance will plummet and it'll show when they either hit enrage because they're not doing uptime or they can't execute mechanics in conjunction with DPS.

    In the end all the points you outlined is just wrong, tanks should contribute, healers should contribute, DPS should be at the top of their game this isn't lvl 30 content this is max lvl where everyone expects everyone to know their role and preform well.
    (9)
    Last edited by Awful; 03-08-2018 at 06:02 AM.

  10. #60
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Arkfrost View Post
    And this is exactly the toxic mentality I hate most, the reason why almost all my ffxiv friends quit WoW and the reason why Yoshida will never implement an ingame parser. All 3 instances I mentioned (me, my friends and yoshida) don't want player skill to be judged based on plain numbers in a parser and you can even be banned in FFXIV for judging someone's skill in ingame chat because his numbers weren't high enough. In WoW this is always done (people get kicked from raid parties without a word if their dps isn't on point) and WoW is considered to have one of the most toxic raiding communities in MMOs, because everyone is just looking at those numbers instead of people doing mechanics right.
    And to answer your question on "how are we going to judge if we are getting bette ror not": Easy. By seeing how often a person died, how perfectly mechanics were executed and how fast the boss died. "But yu can't see individual progress with this" -> This is an MMORPG. Raids are teamwork and individual skill doesn't matter. Group skill matters. If the group clears content faster, everyone got better and that's what the mentality in raiding should be: Progressing as a group. If you want to be an op solo player, go play FF15 or any solo title, but that's not a point for a team game.
    Yeah, uhm... with regards solely to the bolded section...
    That's all done by doing damage. If you don't die, you do more damage. If you don't mess up mechanics, you do more damage. Everything in this game is about doing more damage.
    If even one person in a raid isn't pulling their weight and not doing enough damage, but they're still doing mechanics and surviving, that still means that the rest of the raid has to pick up the slack on that one person's missing DPS potential.
    (0)

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