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  1. #1
    Player
    HyperiusUltima's Avatar
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    Jan 2015
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    1,410
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100
    Just to note, the 20% Damage Buff would basically make DRK start to compete with WAR and leave Pally behind some(which I think is ok since they’re technically the ‘defensive’ tank). Blood Price restoring HP would increase the CD of it more than likely; but if they do that they’d Have to have good scaling.
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  2. #2
    Player
    whiskeybravo's Avatar
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    Nov 2013
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    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by HyperiusUltima View Post
    Just to note, the 20% Damage Buff would basically make DRK start to compete with WAR and leave Pally behind some(which I think is ok since they’re technically the ‘defensive’ tank). Blood Price restoring HP would increase the CD of it more than likely; but if they do that they’d Have to have good scaling.
    I guess I sort of forgot to mention that the 20% buff that currently comes from Darkside would be made into a DA combo finisher. Thus giving the class more interaction instead of just having a button you press for a stance and then forget about.
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  3. #3
    Player
    Falar's Avatar
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    Mar 2016
    Location
    Ul'Dah
    Posts
    502
    Character
    Kane Blackstone
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    Spoken like someone who.......doesn't play the class.

    Moving on.
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  4. #4
    Player
    whiskeybravo's Avatar
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    Nov 2013
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    2,840
    Character
    Whiskey Bravo
    World
    Leviathan
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Tint View Post
    I think you don't understand how important the ressource management for DRK gameplay is. It is the core of the job. The constant mana spending and rebuilding is what makes a DRK a DRK (in this game).

    You just can't remove the Dark Arts spam without offering an alternative to spend that mana on. Changing Dark Arts to affect combo finishers is nice and all - but it doesn't solve the core problem: The ressource management.

    We had the automatic mana drain through Darkside in 3.0 and we have the manual mana drain through Dark Arts in 4.0 now. The manual drain is spammy, but it gives you more control over your mana.

    The question is not what else can Dark Arts do - the question is how can DRK spend his mana without losing control over it and without spamming too many buttons.

    We already have a tank with different combos and buffs: WAR. I think DRK should keep his ressource management gameplay.
    It's not that I don't understand how it works, but I didn't want to get into suggesting potency or specific values because I'm probably going to get it wrong (and at this stage it's relatively unimportant). But it did cross my mind and the only thing I could really come up with is increasing the base MP cost and increasing the recast a bit. And as for resource management, I did offer a 3rd resource to manage... And I didn't exactly come up with a whole concept here, so if you wanted to use your imagination and create other avenues to spend MP, via self buffing or other abilities which would consume it, you are absolutely free to.

    At the end of the day, if it's a bad idea it's just another bad idea. No harm? I thought this approach was at least slightly more interesting than continuously buffing Soul Eater and things for +140 potency.


    Quote Originally Posted by Falar View Post
    Spoken like someone who.......doesn't play the class.

    Moving on.
    Yea well, can't say I'm a WAR main who doesn't care about the state of my co-tanks. Least I tried /shrug
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    Last edited by whiskeybravo; 09-13-2018 at 11:21 PM.

  5. #5
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by HyperiusUltima View Post
    Just to note, the 20% Damage Buff would basically make DRK start to compete with WAR and leave Pally behind some(which I think is ok since they’re technically the ‘defensive’ tank). Blood Price restoring HP would increase the CD of it more than likely; but if they do that they’d Have to have good scaling.
    technically the rule is low utility high dps, DRK have the lowest utility of the 3 and even if we want to say TBN is equal in utility as SIO then DRK should have same levels of dps as WAR, PLD will not suffer on they spot bcs they have so much utility they still have a high impact on progresion and some strats.

    Quote Originally Posted by whiskeybravo View Post
    Living Dead

    Sacrifices all but 1 HP to create a Dark Shadow for 10 seconds. The Dark Shadow will absorb all damage taken for it's duration, up to it's maximum HP. If after 10 seconds the Dark Shadow is not destroyed, its remaining HP will be restored to you.

    on the other hand i really like the livind dead change, it renforced the DRK lore of sacrifice but i dont get something, if DRK use living dead, sacrifice all his HP and being invulnerable 10 seconds, how would you expect dark shadow being destroyed for the HP? its then a super TBN and no a invulnerability? then its a super shield and depending of the strengh of the shield a TB or shared mechanic can kill you
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    Last edited by shao32; 09-13-2018 at 04:39 AM.

  6. #6
    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 shao32 View Post
    on the other hand i really like the livind dead change, it renforced the DRK lore of sacrifice but i dont get something, if DRK use living dead, sacrifice all his HP and being invulnerable 10 seconds, how would you expect dark shadow being destroyed for the HP? its then a super TBN and no a invulnerability? then its a super shield and depending of the strengh of the shield a TB or shared mechanic can kill you
    That was a last minute idea I didn't get to fully flesh out. I imagined it as something like a shield, you could say, but if it isn't fully exhausted it just returns what's left. If the damage is more than the Dark Shadow's HP (let's say eating an Ultimate Embrace) then it's just destroyed and you're left with 1 HP.

    I think it would be OK to have the DRK able to receive heals for the duration so healers would be able to heal them up before the effect expires and they start taking damage again.

    As for possible CD, I was thinking 4 mins. I don't think it would be good (for PLD) to have both DRK and WAR on 3 min invulns compared to Hallowed. Especially considering there's been some debate about increasing Holmgang's duration.. But that's a large scope issue in general. I think the CD could be reduced given it's not a "guaranteed" 10-sec invuln, could just be for one attack. It get's rid of the die-by-your-own-ability problem and becomes a little more useful during an emergency.
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    Last edited by whiskeybravo; 09-13-2018 at 05:01 AM.

  7. #7
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by whiskeybravo View Post
    That was a last minute idea I didn't get to fully flesh out. I imagined it as something like a shield, you could say, but if it isn't fully exhausted it just returns what's left. If the damage is more than the Dark Shadow's HP (let's say eating an Ultimate Embrace) then it's just destroyed and you're left with 1 HP.

    I think it would be OK to have the DRK able to receive heals for the duration so healers would be able to heal them up before the effect expires and they start taking damage again.

    As for possible CD, I was thinking 4 mins. I don't think it would be good (for PLD) to have both DRK and WAR on 3 min invulns compared to Hallowed. Especially considering there's been some debate about increasing Holmgang's duration.. But that's a large scope issue in general. I think the CD could be reduced given it's not a "guaranteed" 10-sec invuln, could just be for one attack. It get's rid of the die-by-your-own-ability problem and becomes a little more useful during an emergency.
    i preffer the use all you HP and being unable to die for at least 7 seconds with the same recast, since we can move it will be perfect, only we need a reliable source of recovering hp.
    im in the opinion no invulnerability should be less that 5 min so i dont think that should be done.

    Quote Originally Posted by Zyneste View Post
    WAr can trap themselves in AOEs and is unable to use invuln without a target.

    PLD can use the god of all invulns but its cool down is only accessible once or twice an encounter.

    DRK has allot of flexibility in his cool down, allowing him to pop it up to 10 seconds early, not a second of his invuln is wasted. It will proc when he actually needs it. He can also run around and use it without a target.

    Living dead has allot of things going for it. The punishment mechanic is fine, its just a little too much. This sort of compromise would avoid wipes from failing the skill.
    the 10 seconds precast just make it easy to use but no matter if is holmgang or hallowed no healer would heal the tank if he know they will be use a invulneravility and precast it 10 seconds its worthless you archive the same result when you saw the attack and all done, the 10 second after are the same, except WHM the other 2 healers arent going to wait to DRK reach 9 seconds to heal him and if you are a WHM you just trow benediction bcs is a offgdc so dont affect you rotation at all.
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    Last edited by shao32; 09-13-2018 at 06:45 AM.