
Originally Posted by
DaiTenshu
Right, I'll do that for sure next time. With that being the case, what do you think of these adjustments/changes? I didn't want outright change anything save for Dark Mind and having it upgrade to Oblation. I'd like to know your opinions.
Honestly, I think that overall your suggested changes, while not bad, don't change things enough in terms of evolving the game-play feel of DRK. They mostly just add a little more to what already exists, like you said was your intent, and those extra bits are a mixed bag for me. Some I like and some I don't.
Below are some of my specific thoughts.
- Blood Weapon using stacks instead of a duration is a pretty common and well liked suggestion. I'm all for it.
- I felt there was a bit too much self-healing added to different parts. I agree that DRK needs way better self-healing, but I feel that it should be more consolidated into specific abilities instead of spread out over many.
- I think that TBN breaking shouldn't directly refund any MP and that it awarding a Dark Arts to then fuel an Edge or Flood is more dynamic since it links more of the kit together, particularly the defensive to offensive aspects. It also shouldn't be MP positive which giving it an MP refresh when broken on top of a Dark Arts would do, since this would result in players trying to just use and break TBN on cooldown to maximize their dps. TBN is best kept dps resource (MP) neutral like it is.
- I don't think Dark Mind should evolve into Oblation and I personally think Oblation as a whole should just be nixed and TBN should get some extra goodies like the other tank short-cooldown defensive abilities got.
- I'm all for increasing the amount of Dark Arts that can be stored and I have been suggesting that since the beginning of Shadowbringers.
- I think Living Dead needs to just be completely redone or replaced instead of just increasing the durations of LD and WD by a couple of seconds.