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  1. #1
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    195
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Danelo View Post
    Agreed. It wouldn’t be difficult to make an invulnerability that fit DRKs “identity”. What I don’t understand is why haven’t they made any meaningful changes to it? Many talk about WAR getting changes bcs the community is explicit about the exact changes it wants to the class whereas DRK leaves the door open and gives ideas... I don’t understand this. I haven’t heard one LD idea where someone said “it’s this or nothing” and that creates wiggle room for the dev team to create based on the TONS of feedback... over the last 6 years... the only thing I’ve heard is something Different is better than the current LD.
    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.


    Quote Originally Posted by shao32 View Post
    While i support change the order of learning certain skills and bandfixes to Bloodweapon and abyssal drain i considering the increase of the resource generation right now it's kinda useless, i mean yes i want more resource generation and have real management but considering DRK MP is scriped now to be in the 60s window and being a TA slave i doubt it would be worthy change that now considering the cost of the skills and the status of darkside, MP generation and usage need an extensive revision buffing it a bit now won't help much to his downtime more than forcing you use 1 edge early and increase the chances of fit 1 less on raid buffs or use your dark arts when you don't want it.
    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.
    (0)
    Last edited by bundythenoob; 08-29-2020 at 04:35 PM.

  2. #2
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by bundythenoob View Post
    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.
    Well everyone knows I have my own vision for DRK. But even I will admit that we all need to be unified in some capacity if we want to see the some of those visions become a reality.


    Quote Originally Posted by bundythenoob View Post
    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.
    All right, let's see the questions.

    Quote Originally Posted by bundythenoob View Post
    which skills should return as mana spenders?
    Dark Passenger and Edge of Darkness/Shadow.

    Quote Originally Posted by bundythenoob View Post
    should those skills potencies be tweaked to account for additional mana generated compared to SHB DRK?
    This, for me at least requires reworking Dark Arts COMPLETELY which would more like the following; Dark Arts is used for various things for specific set of abilities/weaponskill/spells such doubling potency, ignoring MP/Blood Gauge costs, adding more effects, or even outright changing the skill for more damage(which applies the double potency after for EVEN MORE DAMAGE).

    Quote Originally Posted by bundythenoob View Post
    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?
    Souleater, Syphon Strike, Abyssal Drain, Carve and Spit, Quietus, Bloodspiller, and Stalwart Soul, though are mostly tied to combos.

    Quote Originally Posted by bundythenoob View Post
    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?
    See above answered questions.

    Quote Originally Posted by bundythenoob View Post
    do we make living dead the burst window for DRK or leave Delirium as an IR clone for burst?
    See above answered questions, but as for Living Dead... Lyth already provided a good alternative to what we already have in the game but... their is a good chance that the devs won't bother to even fix it no matter what suggestion we give...

    And as for Delirium, make it a combo ender that maintains Darkside related buffs with Scourge being second stage combo button(Hard Slash is the base combo starter).

    Quote Originally Posted by bundythenoob View Post
    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?
    Baby TBN would be Shadowskin, 25 second recast with 10% HP shield, NO MP cost, becomes The Blackest Night at level 70 quest with 25% HP shield.

    Quote Originally Posted by bundythenoob View Post
    what skills do we make proc with TBNs Dark Arts? or should Dark Arts come back as a charge button?
    See my answer to the second question, and I will say bring back Dark Arts as a separate button that gives max number Dark Arts stacks(think Monks Chakra stacks that lets you hold maximum of 5 but you get to hold 5 more at higher levels) and this also answers question number 5 as well.

    Quote Originally Posted by bundythenoob View Post
    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.
    I agree. And I gave some of my input, I just hope we can agree on at least some of the things.

    (I still think DRK should have more combos, just saying)
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  3. #3
    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 bundythenoob View Post
    snip
    I know what you mean and intend and i agree but what i mean it was the MP buffs you suggest aren't enough to make it feel it like it's old self, it needs almost double the amount of MP generation to being comparable to HW at least, thats why i said i don't see it bcs with those small amounts you will almost do nothing to archive what you want.

    outside of that i covered what i think about DRK 6.0 should be here https://forum.square-enix.com/ffxiv/...re-of-the-job. but to make a resume i think DRK needs:

    - increase the amount of resource generation in both MP and Blood to return his resource management identity and gameplay back.
    - Rework or remove Delirium, and build something that work with the rest of the kit in a unique way, resource management, upgrade skills, anything unique that feel like something DRK will do.
    - restore the skill singergy and make useless mechanics like darkside and living shadow being way more involving gameplay wise and not just simple decoration.
    - and place the burst under living shadow in a unique way no other job have leaving his MP and blood being unique at the same time in his usage again.

    That's what i want, but over everything Delirium must die and be forgothen forever, it's the biggest behavior for me.
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