Um ... you basically just kept TBN on cooldown like you do now, spit out a Quietus when you had 50+ Blood the same as now and the rest was mostly DA+AD spam. It wasn't complex and was unarguably repetitive. Now, you are right that what we currently have is also not complex and very repetitive, but a boring AoE rotation is not limited to DRK and is a different topic unto itself.
The most consistent praise that I have seen for the old DA+AD spam was the massive heals and how godly it made players feel, which I will agree was true. You felt super powerful because it was completely over-powered. Take that aspect away and players would not feel the same about it. It's a fine and often emotionally blurred line between being "too simple and boring" and being "more work for less or equal results".
As for "I hate it because it's a WAR ability", really not so much. PLD technically had the mechanic first. So why don't you hate Inner Release and Delirium for being Requiescat+Holy Spirit clones? Why don't you hate Bow Shock for being a Circle of Scorn clone? I could go on ad naseum since so many abilities and mechanics between jobs are essentially cloned or variations of each other.
Pointing to just one example of this pattern and saying that you hate it because it is just like another ability is superficial at best and only touches on a very shallow "what" instead of actually contemplating the "whys" of it all. While it is justifiable to want unique mechanics and game-play, you need to actually provide sound justifications and reasoning otherwise it just comes across as reactionary and not very thought out.
So you hate the spam-burst mechanics, that's fine and a perfectly valid opinion but it is just that an opinion and not the reasoning to validate said opinion. You need to put forth an argument as to why spam-burst mechanics are bad.
That's what I tried to do. You don't have to agree with my assessment but I at least put thought into presenting an argument and backed it up with reasoning.
It also seems like you didn't quite understand my argument, as I was arguing as well that the single ability spam-burst mechanics are at this point in the game bad. I just looked beyond my current feelings on the matter, detached it from any specific job and looked at the mechanic itself since complaints are not limited just to DRK, took into account that they previously were considered by many players to be fun and enjoyable and yet now they are seen as being lame and boring. Basically just trying to take a few steps back, take an objective viewpoint and look for an evolving pattern in the mechanics and the subsequent player reception of them. That's how I came up with my hypothesis on why players currently feel the way they do about spam-burst mechanics.
So a little TLDR for that to make it easier to understand ...
- Spamming a single button for your burst is mechanically simplistic, which can quickly become not engaging.
- We the players likely tolerated it before because it was super powerful and relatively new in regards to mechanics and having such strongly defined burst periods.
- It's no longer new and so the shiny of it all has worn off and we see it better for its simplicity and are underwhelmed.
- Some jobs like PLD got an extra layer of complexity added to their spam to make it feel different while others were stuck with the same old thing (WAR) or just got the boring old version (DRK).
- The tanks that most depend on their burst periods for active engagement in their offenses got saddled with the more simple burst mechanics.
As you can see, I never argued for the simplistic spam-burst mechanics that we currently have for WAR and DRK. I argued directly against it, saying that those jobs should have more complex burst mechanics than either PLD or GNB due to their reliance on burst for offensive game-play and being more light on rotation mechanics.
I think if you slowed down a bit and didn't just react emotionally, you'd probably see that we are and have been arguing for essentially the same thing if not something similar.
Lastly, we shouldn't forget that one of, if not the most brought up complaint for DRK previously was its lack of proper burst damage. Could the devs have implemented it better? Most definitely, but lets not lie to ourselves that "keeping the DRK identity" of being sustained damage was something that was asked for when the exact opposite was the reality. Burst phases on tanks that sync with raid buffs are a thing and aren't going anywhere unless they completely change the combat design in the game, they just need to better implement them for the different jobs.



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