that problem may stem from DRK players having their own vision of the what the job should be. I've seen a suggestion about having LD cost a percentage of your mana relative to your remaining HP once the 10 seconds are over, which i thought was cool, but then others think that the DPS loss might make it too punishing. plus, if this change is made taking into account DRKs current mana buildup, that still leads to multiple follow-up questions needing to be asked, such as which skills should have their mana generation buffed to compensate for this change, or if this should be implemented for 6.0 as opposed to 5.4/5.5.
I understand that you don't see a point in reactivating the MP economy for the current build. I just added those as a small change to help current DRK feel a little more like its old self. the more pressing matter is that we DRK players need to ask ourselves the big questions for 6.0.
which skills should return as mana spenders?
should those skills potencies be tweaked to account for additional mana generated compared to SHB DRK?
which skills should return or remain as mana building tools? should blood weapon be our only tool, or should another thing be added? if so how frequently do they come up and how much should they generate?
do unleash and stalwart cost mana to allow for more spending options, or do we leave them more as building tools like they are now?
do we make living shadow the burst window for DRK or leave Delirium as an IR clone for burst?
do we propose a baby TBN to be learned at earlier levels, and how much mana would it cost? or should we keep TBN at lv 70 and instead buff low level DRks damage to compensate for lack of active mitigation?
what skills do we make proc with TBNs Dark Arts? or should Dark Arts come back as a charge button?
stuff like this is what we need to come to an agreement on and propose ourselves, since the devs seem to be unable to make a balanced DRK that everyone can enjoy from the feedback we've left in the past.



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