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  1. #1
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by ArianeEwah View Post
    Actually, they said in their previous interview about DRK (a few month ago, I will look this up, once I am at home and link it here) that they would not change anything about the job until the next expac. IIRC the reason was that a design/overhaul change would be too great and sudden for the design and balance team.

    It saddens me too that DRK (and other jobs) are left unpolished. And while I think that at the end of an expac there should be no issue with balance, I would rather play a fun DRK just like in HW than a "balanced", but boring/annoying one.

    They also didn't solve the tank accessories issue either, so we'll see in 5.0 what disaster they are creating next.

    edit: Translated Patch 4.3 info from the game watch,dengeki,famitsu and gamer interviews.
    We didn't get a tank or healer in SB because they wanted to balance what they already had and screwed that up badly.

    Please forgive me if I don't give SE the benefit of the doubt anymore.
    (2)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  2. #2
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Deceptus View Post
    We didn't get a tank or healer in SB because they wanted to balance what they already had and screwed that up badly.

    Please forgive me if I don't give SE the benefit of the doubt anymore.
    'Screwing up balance' (even though all 3 tanks are the closest in overall performance at this very moment than they have EVER been since Drk was released, but hey, lets be angry!) isnt breaking a promise. SE stated they would not make fundmental/big changes until 5.0 and instead toss out smaller changes in the mean time. What did we get? TBN timer extension, Enmity buffs on multiple skills (PS, Plunge, passenger), shadowwall timer reduction, dark mind mega buff, Plunge animation reduction, salted effect delay removed, a swath of potency buffs on multiple occasions.

    Wow. It's almost like they have been doing EXACTLY what they said they would. There have been a menagerie of 'small' changes that, when combined, have really moved the needle on Drk's performance accross the board on damage, enmity, mitigation, and QoL. The 'broken-ness' of drk is now focused on being 'clunky' and 'not fun' from not so long ago 'unplayable trash' job.

    You dont have to like the changes, or how drk plays. But give credit where credit is due. SE has done exactly what they stated they would (make small changes in the meantime till 5.0) and what they have done (in little pieces over many patches) has dramatically improved Drk's function as a tank. Is it perfect? Nope. But its a helluva lot better than where it started. Each little patch of potency here, QoL there, mitigation buff there doesnt seem like much, but when you put all those little nibbles together SE took a big bite out of the crap pile drk was stuck in.
    (4)