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  1. #10
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by ADVSS View Post
    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?).
    What the- wha- oh my god, please tell me you're joking. SB Delirium is an important part of DRK's kit, it increases your Blood Weapon uptime by a lot and should be used as much as possible.

    Blood gauge was actually implemented very well - it interacted with MP through TBN and Delirium, both in single target and AoE. Having to keep an eye on both resources and having synergy between them was part of the design and it worked great. Removal of HW skills had nothing to do with implementation of blood gauge. They all had their clear problems and SE simply chose to remove rather than rework them. It was a bad decision imo, but again, nothing to do with the gauge.

    Quote Originally Posted by whiskeybravo View Post
    The main thing I recall regarding DRK burst was that it really didn't have a burst phase of it's own, it relied more on shifting stuff around to better line up with raid buff windows.
    That's not an "issue" it's part of fun and identity of the job. It made DRK active and flexible. Who cares that WAR's timed burst is better for dps in most encounters(given you actually have right raid buffs timed with that burst)- it's WAR's thing to do more damage, buffing DRK could've been working more on it's already stronger self mitigation and adding utility. There's no way SE will let WAR not be ahead in damage anyways, we've already seen it in SB.

    Quote Originally Posted by whiskeybravo View Post
    I'll admit, from the outside looking in Delirium always seemed like a pretty weak ability that could've served a more important purpose. I think the math worked out so it seemed like a fairly strong ability on paper (not really sure), but I don't know, it just seemed to lack any real pizzazz IMO. If they wanted to make it mechanically similar to Inner Release they should've at least done it a different way - like instead of making it "no cost" have it refund the cost after performing an action. Even a little change like that would've at least made it less obvious of an IR clone. (I'm not discounting anything else they could've done with Delirium, just something off the top of my head)
    No. Just don't try to make DRK play more like WAR and let it be it's own job, how about that? If somebody wants to play a timed burst job, they know where to go.
    Delirium did indeed feel somewhat "flat" at first, but ultimately it plays part in MP and blood management and does it's job. There was no need to "fix" it. Not everything needs to be a flashy, huge burst button - that'd be boring.
    (2)
    Last edited by Satarn; 06-13-2019 at 04:34 AM.