
Originally Posted by
Dtrip19
My responses will be numbered to correspond with your points
1) This is actually a good point that i forgot to consider. I think this would be easily fixed by maintaining the current 300 cure potency on souleater and simply bumping it up to 600 when enhanced by Dark Arts
You initially said that it would be based on damage dealt. Also changing the cure potency on Soul Eater doesn't fix the problem because the frequency of using Soul Eater is indeterminate. Even if you adjust the cure potency to compensate for the projected frequency of use, what happens when players don't adhere to what you thought they would do? If they decide they don't want to use DA+Soul Eater for the heal because the resource cost is better spent elsewhere like for the extra potency provided by DA+Power Slash, the increased cure potency means nothing. If instead they decide to just go all in on DA+Soul Eater it forces a dps loss for excessive survivability gains and still leaves DRK with no real "passive" defensive/sustain tool in their kit like the other tanks just get. The proposed changes, even with an increase to Soul Eater potency, just create a messy situation that ends up being problematic for the job.
Simply put, changing the "passive" survivability aspect of the DRK kit, the constant heals from Soul Eater, ends up stopping it from working as intended, removing that aspect from the kit and unless you want to potentially mess up DRK that same consistent background boost to survivability needs to be added back in to the kit elsewhere and in a way that it will work in all encounter situations. You did not do that, leaving the DRK kit with an integral piece missing.
2) you must have missed it, but at the end of Power Slashes description it says it would give you Darkside for 30 seconds, stacking up to 60 seconds, basically just storm's eye but it can stack twice, so my intention was for the skill to work exactly as you said it should.
I did not miss it and what you are saying is not how I said such an ability should work, I was actually saying the exact opposite. I said that additional combo-enders like what you proposed would inevitably have to be tied to either a buff like you suggested or a DoT, both of which are things that other jobs already do and adding them to DRK would not really make them any more fun and just make them more like other jobs which is something that has become a real point of contention among tank players of late.
I then went into how another tank job that many seem to love the game-play for, despite a lack of a second combo-ender, handles breaking up combo rotation monotony. I then asked why can't DRK go more in that kind of direction or some other direction opposed to just falling back on "just add a second combo-ender".
So again, I read what you suggested, understood it clearly and did not agree with it.
3) Not true. This version of blood weapon works almost identically to the StB version, and Blood Weapon was by far the most powerful and important ability you had against large groups, you just had to know how to use it. If you used your resources properly, you could chain quietus and abyssal drain back to back for the whole time you had blood weapon active. Used in this way, blood weapon generated an insane amount of resources for you and allowed you to heal for an insane amount while dealing lots of damage too. The new aoe combo is the for when blood weapon is not available, essentially it replaces the utility of blood price by giving you something to do while blood weapon is not up.
Yes, the ability itself would be very close to what there was in StB however it then essentially negates the AoE combo and game-play we have now in ShB.
I also didn't go into it before because I have frankly gotten sick of having to argue this point, but DA+AD spam is in of itself not actually fun game-play. If spamming Bloodspiller during Delirium is considered boring game-play, which I agree it is, then why is spamming a different ability fun. It's only seen that way because of how grossly overpowered it was with the self-heals. Remove how overpowered it is and I guarantee you that people would immediately begin to complain about it not being fun. As for it being overpowered, well I shouldn't have to point out where the problem with that is. Then on top of that you proposed making it far more powerful in single-target while still keeping it spammable. Sure you don't get 10 Blood from it, like you would from the Blood Eater combo, but being able to spam a 600 potency damage and cure ability is more than a bit too much. Intentionally designing imbalance is not something that should be done.
4/5)Your concerns that you have for TBN and Delirium would not be a problem at all. In fact, the way those two abilities work negates the issue that either could cause on their own for DRK. If you spend MP on TBN and get blood back in return, you can never find yourself in a position that you don't have enough MP left because you can always turn it back into MP with Delirium. Another way to look at it is, if you have 50 blood but no MP, you can use Delirium to get the MP you need for a TBN, then once the shield breaks you are refunded, making it a 0 sum game, almost identical to how current TBN works. The only difference here is that now the neutral resource is blood instead of MP.
As for giving DRK a burst window for raids, if people are so adamant that DRK has one, they can always change Living Shadow to have a shorter duration but higher dps so that all of its damage fits into a 10-15 second window.
It's not neutral though. The crux of your argument that it is "neutral" is your proposed change to Delirium, which you made a GCD weaponskill that costs 50 Blood, can be used whenever resources permitting and has a potency of 300. Because it is a GCD ability, that means it will displace or delay other GCD abilities. You attempted to compensate for this by giving it 300 potency. However that value is flawed because it doesn't account for many other factors such as timing of encounter phases affecting what GCDs can be fit in and where, and accounting for non-combo GCD usage among other things.
Basically it falls into the exact same problematic situation as Bloodspiller did in StB where because it is a GCD the potency to aim for compensating is a moving target. Then on top of that you made the potency gain from DA on other GCD abilities variable, which just muddies the water even more because it then makes the value of the MP resource variable and I won't even get into trying to codify the value of other things gained from MP expenditure through DA like self-healing.
It's for exactly all these reasons that the devs changed to the new mechanics that separated MP from Blood, because there were to many variables and too many extraneous things that were nigh impossible to quantify the value for.
Also just look at the values you presented just in terms of the potency value of Blood when spent. We will also ignore the delaying or replacing of a GCD since both abilities being looked at are on the GCD and so both do that.
Bloodspiller provides 700 (as said in your proposal) potency and costs 50 Blood within 1 GCD.
Delirium provides 300 potency directly and either another 200 or 350 potency through DA within 1 GCD (since DA is oGCD) equaling 500 or 650 potency.
That means that Delirium is a potential loss of 200 or 50 potency.
Now if instead the MP from Delirium is spent on TBN to break it and gain another 50 Blood we have side-stepped the above potency loss but have brought ourselves back to the same cross-roads as before and have also used up a GCD to do 300 potency, displacing other potential GCDs that could have done more or less damage, creating the ambiguity that I already talked about.
If we then assume that Bloodspiller retains the current 600 potency, it becomes a likely loss of potency versus Delirium. If instead we say that Bloodspiller lands in the middle with 650 potency, it then becomes potentially equitable with Delirium plus DA, but only when used on Power Slash and then you still have the problem with Delirium to TBN and the ambiguity there.
Trying to throw together two different resources that fuel both GCDs and oGCDs and make them interchangeable ends up just being messy and no matter how you try to compensate by tweaking numbers it just has too many variables to get right.
As for making Living Shadow DRK's burst, if people think Delirium is boring and not fun to execute, what do you think people will feel about Living Shadow?
Living Shadow is generally okay right now because it is something extra that you layer into your burst to add to it while still performing your standard burst mechanics. Reducing DRK's heavy burst mechanics down to a single button press will not go over well and definitely not be fun or engaging.
6) My version of DRK does generate MP more slowly than StB DRK, but it still generates a lot more than current DRK. Currently, DRK generates enough MP to cast 3-4 TBN's per minute. My version would generate enough to cast 7-8. On top of that, since TBN rewards blood which can be converted bacj into MP rather than strictly a free Edge of Shadow, that blood can instead be used to cast another TBN, letting you theoretically chain them infinitely if you get them to pop every time
So no, quantity of TBN's would not be an issue in the slightest.
I mistakenly mixed up the mention of 400 MP with the stated 800MP gained from Syphon Strike, so I will retract point 6.