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  1. #1
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Payotz View Post
    I think my second suggestion doesn't push DRK into an MT spot, since it doesn't matter if the TBN is casted on the DRK, or the other tank; The TBN just needs to break.

    Imo, it would introduce a high risk, high reward playstyle to the job, as the DRK needs to balance vuln up stacks and TBN usage. If they can push it until just the end, then they're rewarded with a high devastating blow, or they can blow it during a TA window.

    This would also kinda emulate the "use your own hp as attacks" part of being a Dark knight by taking more damage the more you bank Nemesis.
    True, it will push you to the OT spot depending of the strentgh of the vuln stacks to get the biggest amount of stacks without risk.
    then is the problem with TBN, it's almost a OP skill right now and it's really hard to break outside of TB an certain situations so DRK can't rely on get a big chunk of DPS coming from it, assuming TBN remains the same with the addition of you suggestion then edge/flood need to be nerfed and each stack of vuln should be equal to the potency nerfed to keep TBN dps neutral otherwise his usage will be affected.

    In resume this proposal remember me to much to shoha from SAM, get stacks and release a powerful attack buy the stacks make you vulnerable, considering we already have edge/flood being a copy paste of shinten/kyuten and our MP bar is basically the kenki bar, I'm not really against it but DRK need to have his own identity instead of having copy pasted mechanics from other jobs everywhere.
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  2. #2
    Player
    Payotz's Avatar
    Join Date
    Jul 2018
    Posts
    310
    Character
    Payotz Reading
    World
    Cactuar
    Main Class
    Scholar Lv 90
    Quote Originally Posted by shao32 View Post
    True, it will push you to the OT spot depending of the strentgh of the vuln stacks to get the biggest amount of stacks without risk.
    then is the problem with TBN, it's almost a OP skill right now and it's really hard to break outside of TB an certain situations so DRK can't rely on get a big chunk of DPS coming from it, assuming TBN remains the same with the addition of you suggestion then edge/flood need to be nerfed and each stack of vuln should be equal to the potency nerfed to keep TBN dps neutral otherwise his usage will be affected.
    And there lies the decision making. Are you going to use TBN and risk not popping it for the more dps gain? Or are you going with the safer option of using edge/flood to be consistent.
    This will raise the skill ceiling of DRK by a bit imo. The better DRKs would be encouraged to try and break TBN without dying himself, so this maybe something like standing in aoes themselves with TBN on aside from using TBN on tankbusters for the OT and MT.

    If you go for the dps gain, and it doesn't break, then you just lost a Flood/ Edge.
    If you go for consistency, you might lose a meaty dps gain.
    The choice is up to the individual player.

    Quote Originally Posted by shao32 View Post
    In resume this proposal remember me to much to shoha from SAM, get stacks and release a powerful attack buy the stacks make you vulnerable, considering we already have edge/flood being a copy paste of shinten/kyuten and our MP bar is basically the kenki bar, I'm not really against it but DRK need to have his own identity instead of having copy pasted mechanics from other jobs everywhere.
    It's different from SAM. Shoha has a cap, and is a button to weave into every 3 iajutsus.
    Mana is a resource so it makes sense that it has similarities to Kenki, which is also a resource, as well as how PLD's Gauge is as well.
    Nemesis demands decision making from the DRK, since in theory, the DRK can stack up to how many Nemesis stacks he wants, and he will be rewarded accordingly.
    There's really no balance/thinking to the way Shoha is for SAM. You just press it everytime it comes up, whether or not it's under raid buffs.

    IMO, it's quite alright to built off base mechanics like resource management, ogcds and combos and the like.
    What's important is how can we build something that has a unique playstyle from those mechanics.

    IMO, my suggestion will make DRK a high risk and high reward tank.
    If you get too squishy, the healers will have more work to do, and you might not be able to survive heavy hitting attacks even with mitigation.
    If you master it and can grab as much Nemesis as possible without dying to tankbusters or party busters, then you're going to be rewarded.
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