Quote Originally Posted by Satarn View Post
The issue is that a lot of people don't actually play jobs right and thus don't understand how they work - I don't mean they don't fully optimize, but straight up fail to utilize job mechanics. For people like this anything will "feel" good, as long as it looks good.

It seems to be SE's go-to strategy for "fixing" jobs tbh, just slap a bunch of flashy effects and people will eat it up. It's easy to see with MCH - they tried to make it more appealing in SB so they added acrobatics to every gcd while actually breaking the gameplay. With SHB again they doubled down on the flash with tools and a mecha and look at how many people suddnely wanna switch to MCH - all the while experienced MCH players already theorycraft it to not just suffer from same gameplay issues as before, but suffer from them even harder.



Part of the problem is that a lot of people giving feedback pointed out what they don't like, while failing to realize why it's an issue and not explaining it properly. Look at how many people rejoiced at the removal of DA without even thinking what it really means. SE has a tendency to remove mechanics rather than fix them, but a chunk of community really encourages that.

I've seen a lot of people asking for DA to be replaced with some burst buff like FoF or IR or complain about how DRK has to "work so much more than other tanks for the same results", so it's not so surprising they dumbed it down and made the job play more like WAR. I really wish people were more thoughtful with their feedback honestly.

Although I more wish devs used their "professional experience" to, well, know better.
Yeah I mean when ss recovers 1/4 of what it currently does, with an mp pool almost right in line with the 10k we will be getting its clear that the potency increases from using DA are baked into a forced rotation, that we lost the choice to boost the attack(or defense in HW which i liked)
The blood gauge really felt forced and tacked on in SB despite the fact we were already maintaining a gauge in mp, so much so that the kit had to be stripped to feel mostly complete at near max level(does anyone even use SB delirium?).
But DA maintenence being gone is illusory, its just harder now to bounce back if you bottom out because the gains are 4x less
DA spam might have been annoying but the HW rendition made it both an offensive and defensive choice when planning ahead.
I wouldve liked to go back to HW but made the magic only concept a little more fair and streamlined to the other 3 tanks.
Then I wouldve wanted a fair look at living dead, and see if we couldnt get DRK some more survivability(burst lifetap), in their own themed way.
But again, never fond of the gauge to begin with.Anyway, I guess the management of darkside and blood gauge, is now just a syntax replacement to the mp management, and everyones forced to at least perform half optimally, or theyll go out of darkside and mp.(not that DS is anything to worry about, just feels tacky but unnecessary with the romaval of skills that having it on blocked like BP.)
But again, not a hardcore raider, so I didnt think we needed Fell Cleavez, rather a little more utility, and a fair invuln that works outside raids and voicechat(which the game does not provide) personally, id like to see parries work on magic as well, but thats just another gripe of mine.