Page 2 of 4 FirstFirst 1 2 3 4 LastLast
Results 11 to 20 of 34
  1. #11
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Really my problem is blood weapon and delirium. Those needs to be a top priority. Abyssal Drain needs to be 30s cooldown. Most likely need expansion blood weapon will get the ninja treatment.

    Salted Earth I see this skill getting removed next expansion.
    (1)

  2. #12
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    SE listened to the non-DRK players when making 5.0's iteration of DRK, and that's gotten more people to play it than in the past.

    6.0 won't be anything but more of the same. The move into 6.0 for DRK is just gonna wind up like the move into 5.0 for WAR: more of the same, but less fulfilling than before.
    (2)

  3. #13
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    I don't think that current DRK pick rate have anything to do with how the gameplay is but more about the whole marketing around It, on the raiding scenario is more about TBN and his memes that anything else, everywhere i look they complaing about how the job plays specially for the Blood weapon and delirium changes.

    I just hope they don't trow all the veterans Who loved the true DRK for a bunch of sprouds that jump on the job bcs become the "Warrior" of darkness and have no clue on how really was.
    (1)

  4. #14
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    As someone that has played DRK pretty well since its inception, I can say that I much prefer its current iteration to the fustercluck of dark arts spam that was its original identity. Having to continuously mash the same button is about as far from engaging gameplay as you can get. My only real qualms with it as it currently functions are the same issues taken up with the tank role in general: not enough damage, insufficient self-sustain.
    (2)

  5. #15
    Player
    PeacefulEdge's Avatar
    Join Date
    Jul 2019
    Posts
    52
    Character
    Cainhurst Alviritria
    World
    Louisoix
    Main Class
    Paladin Lv 80
    A) I like what the ost proposed, also Drk needs more gcds.

    B) hi bloodspiller-o-Tron #2948423921

    C) do we know that eos/fos is raw damage dark arts that cost 3k mana?
    (0)

  6. #16
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by PeacefulEdge View Post
    snip
    A) thanks, and agreed

    B) true

    C) That's actually what baffles me. I remember DRK used to have a mana pool of 9480 MP, and DA cost was 2400 MP. If we take the mana regen before pull into mind, and the pre-used DA, your mana pool practically started at ~9600 MP. So, DA was ~140 potency on ~25% of your starting mana pool, and no MP regen outside of BW and SythonS. TBN also only granted 20% on self, and 10% on others, and no 20% passive mitigation (unless MT stayed on tank stance). Rather easy to break, and even if it didn't break - just as unlikely as it may've been - it was "only" 140 potency lost - even with Darkside and (removed) Slashing debuff in mind, it's still just ~170 pot. The longer BW duration, shorter recast, AND the GCD recast reduction + AA mana regen also provided for immense mana restoration. (Also, a broken TBN was a gain if it was used for Bloodspiller in Grit. But no-one stayed in Grit, so... eh...)
    Since ShB DRK has its natural mana regen back, and starts at 10k MP just like every other job. 3k mana on EoS/FoS means that the cost has increased from 25% to 30%, and while we get the natural mana regen of 4k mana/min, BW and Delirium mana gain has been reduced drastically. Additionally, pot/mana has been up'ed by 200%, as well as TBN shield amount PLUS the passive 20% damage reduction on tank mastery trait.
    So, in conclusion/tl;dr: The amount of DA/TBN uses have been reduced/cost increased -> more valuable, the pot/mana has been increased -> more valuable, TBN shield amount+passive mitigation increased -> way more risky. Making TBN more risky while also increasing "DA"/EoS/FoS damage portion was a bad move imo.

    Yes, yes, I know, "if you use it when you have to, there is no loss, and the mitigation is your reward". I've heard that far too often.
    But why limiting it to those moments? Why waiting e.g. 2 whole minutes until we can use it w/o losing 550 pot (Darkside buff included). I can use Nascent Flash or Raw Inutition without lost, and still have it ready at 2 min, even at a "no-burst" window NF does SOMETHING. Same with Intervention/Sheltron and Heart of Stone.
    If the shield was easier to break, or - if it doesn't break - the damage lost wouldn't be so high, I would be more willing to take the risk.
    Again, it just baffles me that in an expansion, where everything has been made so easy that you can't lose anything e.g. buffs anymore, but DRK is the only job with such a harsh mitigation design... that doesn't fit.
    Remember NIN bunshin being on a fixed duration, and they lost valuable GCDs because they had to fit Mudras in between? They fixed that.
    Meanwhile BW is still prone to lag/ping. (I just hope they fix SOME issues in 5.3, but I doubt it, they didn't mention anything the last LL.)
    (1)

  7. #17
    Player
    Juzjuzz's Avatar
    Join Date
    Jul 2019
    Posts
    382
    Character
    J'uzo Okita
    World
    Louisoix
    Main Class
    Gunbreaker Lv 90
    I really like the idea but the mana cost reminds me of good old dark arts spam... (maybe i'm wrong). Fast paced is cool but fast paced & spammy is worse imo (maybe it's just me).
    Dont get me wrong DA looked cool, but not when you see and hear it too much. God i can still remember that sound ;-;
    (0)

  8. #18
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Juzjuzz View Post
    I really like the idea but the mana cost reminds me of good old dark arts spam... (maybe i'm wrong).
    No, you are exactly right. At first, it was my intention to "revert" those Shadow skills to DA values (to ensure more possible usages of TBN/EoS/FoS), but currently - after doing some rotation mappings with CPM and such - I almost certain, it would be better to even increase the mana cost - to lower the CPM of these Shadow skills. But what amount? I am not sure yet. I've done 2-3 different versions before I started with a new, more promising version, away from DA cost value.

    spammy is worse imo
    I admit, my first post was more like "just throwing some cool ideas into the room". I still think it's better than what we currently have with DelIRium (or what SE dev team has probably thought of), but I honestly don't want Stormbloods DA spam back either. When I did more detailed simulations with the "spam BD", I noticed the EoS CPM going up to 12 which made me discard those versions entirely.

    Just a heads-up, I've not abandoned this project yet. It was mostly well received from what I've read, yet with the fear of being too spamy.
    I was testing EoS usage on higher SkS, and at what GCD I start to clip when double-weaving. Even tho I have a pretty good connection/ping to server, at 2.15s it gets pretty difficult to not have the slightest clip. I imagine someone with 200 ping will have even more trouble. So, my assumption 5% recast reduction should be enough for a double-weaving job is most likely true.
    I am also still trying different combinations of mana gain from BW/SS/BS/BD, mana cost, gauge gain/spend options, potency/buff adjustments, CPM count etc etc. Just don't have much time on my hands rn. Tho, I will update the OP once I have a satisfying result. Until then, please take everything in the current OP with a grain of salt.
    (0)

  9. #19
    Player
    LalafellDown's Avatar
    Join Date
    Sep 2015
    Posts
    761
    Character
    Ultima Ultima
    World
    Tonberry
    Main Class
    Dark Knight Lv 100
    I like the AOE DRK now, but I don’t like the spamming of Bloodspiller. I wish it was a more impactful visually. More boom and less spam. I love seeing how Flood of Shadow and Edge of Shadow rip through the screen like a paint brush stroke. I rather spam those two over and over again.

    The visual for Bloodspiller shouldve been something like Edge if Shadows visual. Fluffy and darkness splatters everywhere.

    If they change anything at lest make the visual more exciting.
    (1)

  10. #20
    Player
    Cirdan-Faust's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    32
    Character
    Beor Faust
    World
    Hyperion
    Main Class
    Dark Knight Lv 80
    I really like the idea of blood weapon as a sustained buff. The current "sustained buff" of darkside is just silly. I think Delirium could still be more impactful. I would like to see some interaction between Delirium and Living shadow to promote another level of strategy.
    (0)

Page 2 of 4 FirstFirst 1 2 3 4 LastLast

Tags for this Thread