
Originally Posted by
Freyyy
I actually agree with you everything you're saying. I think we basically just don't mean the same thing with the word "active". Things like that happen sometimes and I may be the one mistaking then. Might be just a "feel" thing.
I'd like to respond on the TBN issue that has been discussed a few times recently tho. People wanting it to become free are really starting to worry me. Do you want every job to just do everything for free ? Just press a button anytime and you get things ? How is that fun ? They've already ruined WAR with this mindset, please don't take DRK away.
We have yet to argue about Dark Arts, though? The topic of our replies to each other was specifically Darkside, a mechanic entirely separate from TBN.
I've never advocated that TBN should be outright free. Ever. Generally speaking, I've only ever advocated for increased complexity and depth for DRK, not less. I dislike the new Delirium, and much preferred old Inner Release, though I would have preferred that it also double BG generation over its duration so that it had a bit less delay to its effectiveness in dungeons.
Admittedly, separate from any discussion with you, I have advocated that TBN should have a lower %HP absorption -- from 25% to 20% -- for two reasons: (1) it otherwise becomes nearly impossible to pop when badly overgearing dungeons during their forced single-pack pulls (think Twinning first pull), and (2) it's just straight up overpowered at the moment, and I believe its 15-second CD is far more vital to its gameplay than its %HP margin, especially given that even the mere 15% given in SB seemed pretty darn impactful over time.
But that's it. You're barking up the wrong tree here. If I've misunderstood, and you've used the second person without reference to the person you've quoted directly prior, I apologize, but for now you appear to be putting words in my mouth that are the exact opposite of my own arguments.
Edit: To be clear, I like the risk-reward component of TBN. I just don't think it should be susceptible to fundamental scaling issues (as above when incoming damage in dungeons at no mitigation, slows, or stuns, are still too low to pop TBN) or, to a far lesser degree, counter-intuitive design (99% use is 100% cost, but mitigating that 1% more gives it... 0 cost). Which is a lot like how I feel about Living Dead (greater maximum HP = harder to pop LD itself in time if precasting for trimmed CD and --far more importantly-- greater WD healing requirement).