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  1. #21
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
    Posts
    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    what moves he uses is irrelevant--it's just regular ticks of X potency damage over his duration (barring weirdness like server ticks giving him more or less moves in that window, aforementioned animation issues, etc), much like a DoT. most of the other 'starter' DoTs have also been pruned out of the game, with fracture being an easy example.

    what scourge had "wrong" with it was previously cited due to low potency--that they had nerfed themselves prior, as if on purpose to bring that about--and class feature complexity making upkeep of it difficult alongside managing aggro and various class-specific meters and stances and whatnot (which is no longer and issue as of 5.0 watering down basically everyone to a fairly uniform greyish lump).
    I'm not saying the class couldn't/shouldn't get it back, just noting that we do sort of now have a ~18s DoT of 300 potency/second currently, instead of the previous 18s DoT of 40 potency/second with an added 100 potency upfront.
    EDIT: nevermind, napkin-ing this out since it's bothering me
    math's looking like:
    living shadow: (assuming 18s due to animation locks) 300 * 6 (ticks) = 1800 potency over 2 minutes

    scourge DoT: 40 * 6 (ticks) = 340 potency / 18s
    with 6.666[...] applications / 120s that means roughly 1584 potency ((40*6)*6.6) over 2 minutes
    + 700 (since it's upfront you get the 7th activation for the .666etc part) = 2284 potency over 2 minutes

    so... we lost close to 500 potency in the lurch (which i wonder if the various new OGCDs like edge of shadow make up for). unless my math's wrong anyway (if anyone wants to break the 2 minutes down into 3s ticks and count the DoT potency of those 40's more directly by my guest).
    (1)
    Last edited by SpiralMask; 02-19-2021 at 01:02 AM.

  2. #22
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by SpiralMask View Post
    .
    The Shadow is more akin to 400 potency. Youll notice the '300' hits much closer to Soul Eater's 400 than Siphon's 300.

    But in fairness, if we were to scale up Scourge so that it maintained its relative strength...

    It'd probably be 100 up front / 75 tick for 6 ticks (18s).
    (0)
    Last edited by Kabooa; 02-19-2021 at 02:43 AM.

  3. #23
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    A lot of people want it back because a dot is something to manage in between this 1-2-3 boredom inducing spiel
    (9)

  4. #24
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
    Posts
    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    oh i agree, getting more stuff to do after the 5.0 homogenizations would be very welcome.
    (0)

  5. #25
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Personally, I would like Scourge back as the "old" one. 1 button, no combo needed (or combo break), trying to keep ~100% Dot uptime just like old times. That alone should be enough for HW content.
    For Stormblood+ content it could increase your blood gauge for every tick, similar to BRDs soul gauge, but without the rng factor. Its full duration + initial hit potency should be that of Bloodspiller or higher, as it used to do as much damage as Fell Cleave back then (highest potency skill during HW).

    On Salted Earth: I would like to see its duration reduced. With all the forced (or "auto") repositionings we had this expansion I don't see it getting better as the time goes on and the next expansion is already knocking at the door.
    So instead of Salted Earth doing the (Dot-)damage, it will apply a Dot to its victims. During its duration it will refresh the Dot until the enemy leaves the ground effect or duration runs out. While it will not guarantee full Dot uptime in every situation, it will increase the "ensured" damage on its target(s). Also, ground-targeting abilities are a pain!
    (1)

  6. #26
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by SpiralMask View Post
    what moves he uses is irrelevant--it's just regular ticks of X potency damage over his duration (barring weirdness like server ticks giving him more or less moves in that window, aforementioned animation issues, etc), much like a DoT. most of the other 'starter' DoTs have also been pruned out of the game, with fracture being an easy example.

    what scourge had "wrong" with it was previously cited due to low potency--that they had nerfed themselves prior, as if on purpose to bring that about--and class feature complexity making upkeep of it difficult alongside managing aggro and various class-specific meters and stances and whatnot (which is no longer and issue as of 5.0 watering down basically everyone to a fairly uniform greyish lump).
    I'm not saying the class couldn't/shouldn't get it back, just noting that we do sort of now have a ~18s DoT of 300 potency/second currently, instead of the previous 18s DoT of 40 potency/second with an added 100 potency upfront.
    EDIT: nevermind, napkin-ing this out since it's bothering me
    math's looking like:
    living shadow: (assuming 18s due to animation locks) 300 * 6 (ticks) = 1800 potency over 2 minutes

    scourge DoT: 40 * 6 (ticks) = 340 potency / 18s
    with 6.666[...] applications / 120s that means roughly 1584 potency ((40*6)*6.6) over 2 minutes
    + 700 (since it's upfront you get the 7th activation for the .666etc part) = 2284 potency over 2 minutes

    so... we lost close to 500 potency in the lurch (which i wonder if the various new OGCDs like edge of shadow make up for). unless my math's wrong anyway (if anyone wants to break the 2 minutes down into 3s ticks and count the DoT potency of those 40's more directly by my guest).
    There really is no need to make it complicated.

    Old scourge was 100 intial and 40 per tick for 30 seconds(10 ticks). 500 total potency.

    Living Shadow is roughly 380 pot x7 with 3 attacks having AoE components. 2min CD.

    You can get 4 uses of Scourge per 1 living Shadow. 2000 pot vs 2660. Scourge is also a GCD so you pay the cost of the GCD average of the Soul Eater combo which is about 350 ish potency. So in reality, old scourge is only a 600 potency gain versus LS' flat 2660 potency button. Not to mention due to the nature of LS being all pooled in one short period it will capitalize more on buff/pot windows.
    (0)

  7. #27
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I would expect to see Living Shadow expanded on, such that there's interaction with your other abilities. It doesn't really make sense that there is a dedicated UI element to show the remaining duration unless they were planning on doing more with it. Why do you need to keep track of the amount of time left if it's just fire and forget? Even if it's the functional equivalent of a DoT at present, I would be surprised if it remained that way next expansion.
    (1)

  8. #28
    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
    Going to quote my self from another thread that started up recently https://forum.square-enix.com/ffxiv/...-Knight-in-6.0
    Quote Originally Posted by DRKoftheAzure View Post
    1)I would love to bring back enmity combos because enmity is WAY too passive, though I think DRK and WAR would need this the most.
    2)Bring back Scourge have it be a third middle combo button (can still be a DoT) and re-work Delirium as Scourge's combo ender with some kind of debuff effect.
    3)Balance Plunge as a single target combo starter that becomes Dark Passenger while under the effect of Dark Arts that's also burst cone AoE combo starter(still a gap closer) that combos into Quietus(still PBAoE) and Flood of Shadow(still line AoE) with their inital potencies the same(except Dark Passenger which is base 600 potency) and and potency is boosted by 400 when using a Dark Arts stack
    4)Bring back the PVP skill Tar Pit, re-work it for PVE and have it be the middle combo button for Unleash and make Stalwart Soul combo after Tar Pit(stronger AoE combo outside of AoE burst combo
    5)Bring back the PVP skill Carnal Chill, re-work it for PVE and have it be the target AoE combo starter, re-work Salted Earth into the middle combo button(applies Scourge DoT to all enemies hit by it and leaves a separate DoT puddle) and re-work Abyssal Drain as the combo ender(weakest damage dealing AoE combo but generates most enmity)
    6)Make Edge of Darkness, Bloodspiller, and Carve and Spit basically the single target equivalent of number 3(including Edge of Darkness upgrade into Edge of Shadow via Dark Arts)

    And just for the combos idea, active mitigation needs to take a back seat unless they plan to buff the duration of active mitigation skills to be half as long as the cooldown which I am down, and more focus on passive mitigation via Bloodbath(A.K.A. lifesteal) mechanics and some damage down debuff mechanics as well have most of these changes available as late as level 50 so that way leveling past 50 and playing through the story becomes WAY more enjoyable and fun. Because if it's not fun, you're doing it wrong...

    EDIT: Also Delete Living Shadow if I can't maintain it and if it can't take hits for me, re-work Darkside into an MP Draining Toggle again and re-work Dark Arts into the demonic love child of GNB cartridges and RDM Balance gauge while bringing back the Dark Arts button(requires Darkside active first). And FOR THE LOVE OF EMET-SELCH AND ELIDIBUS PLEASE MAKE LIVING DEAD GO INTO A 10 SECOND PURE INVULN SHOULD IT FALL AND MAKE WALKING DEAD STATE NOT SUCK BY MAKING IT HEAL YOU TO 100% AND GIVE YOU PURE INVULN FOR 10 SECONDS WHICH MORE THAN JUSTIFIES A 5 MINUTE COOLDOWN!
    This quote here is basically everything I would LOVE to see change that would get me back to actually playing Dark Knight. Besides I wouldn't want to disappoint Zenos and have our final epic showdown feeling empty and boring now right...?
    (0)
    Last edited by DRKoftheAzure; 02-21-2021 at 05:39 PM.
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  9. #29
    Player
    nanashinana's Avatar
    Join Date
    Mar 2018
    Location
    Ul'Dah
    Posts
    7
    Character
    Nanashi Skyglade
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    My only wish is for them to delete Inner Delirium.
    And I miss my Dark Arts and Scourge animation.
    (5)
    Last edited by nanashinana; 02-22-2021 at 02:54 AM.

  10. #30
    Player
    Valknut's Avatar
    Join Date
    Jul 2014
    Posts
    107
    Character
    Agni Highwind
    World
    Excalibur
    Main Class
    Conjurer Lv 90
    I have no idea what's wrong with DRK, but I want to know why level 50 PLD feels more complete then level 70 DRK. I want to know why the job that gripped me in HW is such an awful mess to play where I legit just feel like I'm doing nothing productive.
    (1)

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