Spoken like someone who.......doesn't play the class.
Moving on.
Spoken like someone who.......doesn't play the class.
Moving on.
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.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.
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.
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
Last edited by whiskeybravo; 09-13-2018 at 11:21 PM.
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