Utterly disappointing is how i feel about this.
Let's break it down. My usual rotation at 70 which has served me well.
* Pop TBN as mass pull begins
* Get 50 gauge from the barrier break as i start the 1-2-3. Getting back my spent MP to ready for the next part
* Pop blood price to keep mp up and more gauge
* Pop DA and Abyssal drain to get back the HP off the pack around me
* Pop Quietus from the gauge to restore back all the consumed mp and have plenty for the next TBN and next rotation of this.
And there it went come 5.0 wrecking it.
So now I get a free hit from one of these new attacks from TBN? But more dps isn't gonna do much if i've just lost my main ability combo to stay alive.
And you've nerfed blood gauge buildup even with the blood weapon changes.
(edited) And you left salted earth more of a joke with a doubled cooldown.
And unless it's heal is significantly buffed to be used as say an emergency heal on bosses and a single target 60 sec AD is a useless novelty you get every couple pulls. From it's mainstay as a DRK sustain tool.
You've nerfed one of the main MP regen tools in quietus so no sustain on the other side.
And let's be honest the point of delirium now is just the DPS burst, what are we going to actually be spending this sudden MP infusion on exactly with dark passenger gone, TBN giving free hits and at best you get one between it and deliriums cooldown, and no need to juggle spending DA for bonuses with other abilities. Combo it with the new DRK attacks by going mp regen hit, flood of darkness, mp regen hit? At least it's not five bloodspillers in a row?
On a side note yes DA was spammy but I have very mixed feelings about it's removal, as combined with other changes it feels like we're on the road to homogenization.
Honestly though and this may sound silly what kills me isn't even the mechanic changes so much as how it does seem to run utterly contrary to the entire lore they've laid out for DRK that's in game personified by the blood gauge among other things. It feels like they gutted what made the class the class by removing the mainstay abilities and combos that encouraged seeing just how many things you could take on (or as i called it, hurt me more snake!) and utilizing the fact from the mechanic standpoint of the more things around the more effective your skills were in the case of blood price abyssal and old quietus.
A gimmick shadow clone and a couple extra attacks really don't make up for it. Unless that 72 combo really does give enough MP regen to make the new attacks more than once a fight uses.
Either way I'm glad DRK is my secondary class, I'm looking forward to the BLM changes a lot more, the tank changes so far do not leave a good feeling.

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