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  1. #131
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by Tex_Mex View Post
    TBN is the only defensive ability (belonging to tanks) in the game that is in direct opposition to offensive skills. The TBN shield may be awesome, but losing 500 potency when it doesn't pop is just garbage. Easiest way to fix TBN is as follows:

    Remove the mana cost on TBN, remove Dark Arts entirely, and increase the TBN CD to 25 seconds. This will eliminate the issues with TBN being a damage loss when the shield does not break, while also bringing it in line with other short CD tank abilities (Shelltron, Raw Intuition, and Heart of Stone)
    While I agree that the situation of TBN not breaking and losing the DA proc sucks, especially with how easy it is to do right now, I greatly disagree with the changes that you proposed.

    First off, I feel that the whole TBN breaking and then enabling a strong attack is one of the most interesting parts about DRK game-play and helps sell the sense of bringing retribution to an enemy for them attacking you.

    As for just functionality, the 15s recast as opposed to the ~25s of the others is incredibly helpful in some situations, like wall to wall dungeon pulls where keeping TBN on cooldown really helps with your ability to mitigate damage.
    Additionally, the DA proc is very useful when used strategically since you can plan out a TBN use and have it break before a burst period, build your MP back up before your burst and viola you have an extra Edge in your pocket to use during your burst. Dark Arts is literally a container to set aside an Edge to use at a later time. That is super useful when taken advantage of, so much so that I want the devs to expand it so that I can store two Dark Arts instead of just the one. To me getting rid of it is just simply not a good idea.

    So yes, the TBN not breaking to get Dark Arts situation we currently have is problematic for a number of reasons, but there are far better ways to address the issue than to just burn it to the ground. It's like cutting off your leg because you have a tendency to stub your toe.
    (2)
    Last edited by TouchandFeel; 07-26-2019 at 04:53 AM.

  2. #132
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    Not taking names but I see a lot of people in the who isn`t even lv 80 drk trying to change the class.

    It is almost as funny as the people with gray parses saying the tanks have being "dumbed down"
    (5)

  3. #133
    Player
    ColdestHeaven's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    294
    Character
    Seyrleen Cinderbraid
    World
    Ragnarok
    Main Class
    Machinist Lv 80
    Quote Originally Posted by Tex_Mex View Post
    TBN is the only defensive ability (belonging to tanks) in the game that is in direct opposition to offensive skills. The TBN shield may be awesome, but losing 500 potency when it doesn't pop is just garbage. Easiest way to fix TBN is as follows:

    Remove the mana cost on TBN, remove Dark Arts entirely, and increase the TBN CD to 25 seconds. This will eliminate the issues with TBN being a damage loss when the shield does not break, while also bringing it in line with other short CD tank abilities (Shelltron, Raw Intuition, and Heart of Stone)

    Also, give Dark Mind a 10% physical damage reduction in addition to the 20% magical. This one is obvious........
    I won't repeat what TouchandFeel said above because those are my thoughts exactly. I will say something that kind of reiterates what I already said in my post though: TBN it is NOT in direct opposition to Edge/Flood. It is only if you misuse it, which isn't likely once you get the feeling of how much damage is coming - that is, your only duty as a tank aside from bashing the enemy and keeping it turned away from the party. You strip that and you get the only (laughable) challenge out of the job. Not even a clunky one at that.
    (0)

  4. #134
    Player
    Alaray's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    624
    Character
    Vevri Arctyria
    World
    Balmung
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by TouchandFeel View Post
    While I agree that the situation of TBN not breaking and losing the DA proc sucks, especially with how easy it is to do right now, I greatly disagree with the changes that you proposed.

    First off, I feel that the whole TBN breaking and then enabling a strong attack is one of the most interesting parts about DRK game-play and helps sell the sense of bringing retribution to an enemy for them attacking you.

    As for just functionality, the 15s recast as opposed to the ~25s of the others is incredibly helpful in some situations, like wall to wall dungeon pulls where keeping TBN on cooldown really helps with your ability to mitigate damage.
    Additionally, the DA proc is very useful when used strategically since you can plan out a TBN use and have it break before a burst period, build your MP back up before your burst and viola you have an extra Edge in your pocket to use during your burst. Dark Arts is literally a container to set aside an Edge to use at a later time. That is super useful when taken advantage of, so much so that I want the devs to expand it so that I can store two Dark Arts instead of just the one. To me getting rid of it is just simply not a good idea.

    So yes, the TBN not breaking to get Dark Arts situation we currently have is problematic for a number of reasons, but there are far better ways to address the issue than to just burn it to the ground. It's like cutting off your leg because you have a tendency to stub your toe.

    You don't really ever sit on enough MP for the DA proc to be considered extra in a buff window. You can only do so many things in such a window to start with, and a DA EoS isn't going to do anything (since if you didn't cast TBN, you still have that 3k MP, that is now expended on an EoS anyway). It's not a reward, and it's often more of a punishment for using something defensively (especially if you used it to save a healer from a raid-wide and it didn't pop).

    They could just make the shield, when it expires, explode for 500 potency but not refresh Dark Side. Which just keeps it damage neutral in all cases, while also not letting people dump all their MP into it (since you'd lose darkside)
    (1)

  5. #135
    Player
    Tex_Mex's Avatar
    Join Date
    Aug 2013
    Posts
    412
    Character
    Tex Mex
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by TouchandFeel View Post
    While I agree that the situation of TBN not breaking and losing the DA proc sucks, especially with how easy it is to do right now, I greatly disagree with the changes that you proposed.
    First off, I feel that the whole TBN breaking and then enabling a strong attack is one of the most interesting parts about DRK game-play and helps sell the sense of bringing retribution to an enemy for them attacking you.
    I couldn't disagree with you more on this aspect. It's not interesting. It's simplistic and just flat out lazy.

    Quote Originally Posted by TouchandFeel View Post
    As for just functionality, the 15s recast as opposed to the ~25s of the others is incredibly helpful in some situations, like wall to wall dungeon pulls where keeping TBN on cooldown really helps with your ability to mitigate damage.
    I see your point here. But the skill would need to be nerfed a bit if the mana cost and Dark Arts were removed so that it wouldn't be completely broken. Hence, why I put it in. Adding 10% physical mitigation to Dark Mind would likely offset this though (considering Dark Mind is a 60 sec CD)

    Quote Originally Posted by TouchandFeel View Post
    So yes, the TBN not breaking to get Dark Arts situation we currently have is problematic for a number of reasons, but there are far better ways to address the issue than to just burn it to the ground. It's like cutting off your leg because you have a tendency to stub your toe.
    I'd like to hear your idea for how to do it better.
    (0)

  6. #136
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Quote Originally Posted by TouchandFeel View Post
    While I agree that the situation of TBN not breaking and losing the DA proc sucks, especially with how easy it is to do right now, I greatly disagree with the changes that you proposed.

    First off, I feel that the whole TBN breaking and then enabling a strong attack is one of the most interesting parts about DRK game-play and helps sell the sense of bringing retribution to an enemy for them attacking you.

    As for just functionality, the 15s recast as opposed to the ~25s of the others is incredibly helpful in some situations, like wall to wall dungeon pulls where keeping TBN on cooldown really helps with your ability to mitigate damage.
    Additionally, the DA proc is very useful when used strategically since you can plan out a TBN use and have it break before a burst period, build your MP back up before your burst and viola you have an extra Edge in your pocket to use during your burst. Dark Arts is literally a container to set aside an Edge to use at a later time. That is super useful when taken advantage of, so much so that I want the devs to expand it so that I can store two Dark Arts instead of just the one. To me getting rid of it is just simply not a good idea.

    So yes, the TBN not breaking to get Dark Arts situation we currently have is problematic for a number of reasons, but there are far better ways to address the issue than to just burn it to the ground. It's like cutting off your leg because you have a tendency to stub your toe.
    While I don't think the current mp gain resources are enough to justify it being tied to our damage, I do understand it is done to maintain dark arts in the game and keep the idea of DRK being a resource tank. That being said, it needs more depth. Make the risk and reward higher. If you make it a free defensive ability like all the rest it just moves further in line with war and GNB with heart of stone. Don't take the risk away: keep it the same but add that if it pops you get the 3000 mp refunded. It'll add to the skill ceiling and there is a greater element of reward.

    If they increase the recast timer to 9 seconds that would be appreciated for usage outside of TBs and hard hitting raidwide AoEs.
    (0)

  7. #137
    Player
    Tex_Mex's Avatar
    Join Date
    Aug 2013
    Posts
    412
    Character
    Tex Mex
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Alaray View Post
    They could just make the shield, when it expires, explode for 500 potency but not refresh Dark Side. Which just keeps it damage neutral in all cases, while also not letting people dump all their MP into it (since you'd lose darkside)
    I like this a lot. It would also fit well with the aesthetic of the DRK. Absorbing an enemies damage and then redirecting it back.
    (0)

  8. #138
    Player
    Tex_Mex's Avatar
    Join Date
    Aug 2013
    Posts
    412
    Character
    Tex Mex
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Danelo View Post
    Don't take the risk away: keep it the same but add that if it pops you get the 3000 mp refunded. It'll add to the skill ceiling and there is a greater element of reward.
    The issue here is that now DRK needs to be MT in order to to max damage. This is also not a good design.
    (0)

  9. #139
    Player
    ashwich's Avatar
    Join Date
    Jul 2012
    Posts
    88
    Character
    Alion Darcia
    World
    Excalibur
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Alaray View Post
    You don't really ever sit on enough MP for the DA proc to be considered extra in a buff window. You can only do so many things in such a window to start with, and a DA EoS isn't going to do anything (since if you didn't cast TBN, you still have that 3k MP, that is now expended on an EoS anyway). It's not a reward, and it's often more of a punishment for using something defensively (especially if you used it to save a healer from a raid-wide and it didn't pop).
    The reward is 25% of your health worth of damage, vanished. As a tank if that's not rewarding we should just all be playing DPS. Try that a few more times than the 3 tank busters per encounter, it makes a huge difference for your healers too. Every GCD saved is a net gain.

    People often talk about risk and reward, this is one of those things, why all of a sudden punishment for misuse of ability is bad? Because other tanks don't have to deal with it? I thought we all want interesting, unique and challenging mechanics for DRK.
    (1)

  10. #140
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Quote Originally Posted by Tex_Mex View Post
    The issue here is that now DRK needs to be MT in order to to max damage. This is also not a good design.
    I get it to bust just as much when I'm a mt as when I'm an ot
    (1)

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