Vegeance's damage is mostly vestigial at this point, but I do have hope for the return of counter attack mechanics in 6.0. I've pointed out elsewhere but two of the new Blue Mage spells (Cold Fog/White Death and Chelonian Gate/Divine Cataract) seem to be experiments designed to test out possible new "counterattack" systems for the tanks.
The Dark Arts spam was the result of them attempting to fix multiple problems and the solutions inadvertently creating a new one because the players played the job differently than intended.By the way, the problem wasn't addressing the MP drain on Darkside. The problem was deciding that replacing it with Dark Arts was Dark Arts a Dark Arts good Dark Arts idea. The job was fairly tightly designed between resource usage and expenditure. The next game designer who came along to do the Stormblood rework very clearly hadn't the foggiest how any of this worked. Which is fair because they have like four people designing jobs.
Darkside's interaction with cutscenes, cinematic attacks and transitions was one problem they attempted to fix by stopping the Mp Drain. This increased DRK's available MP throughout combat.
The other problem they attempted to fix was that HW DA could in theory require triple weaving between gcds (i.e. DA+Dark Mind/CaS->DA+Souleater) depending on timings. They tried to do this by attempting to make TBN->DA+Bloodspiller be the primary dps MP spender while MTing in Grit to reduce ogcd use while MTing and making Syphon Strike and Bloodspiller DA enhanceable to allow for DA shifting while OTing. That didn't quite workout due to the MTing in dps stance meta and increased MP availability.



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