Heavy agreement on almost all accounts here. DRK feels like it works it's way up to almost... what, nothing?
I can't legitimately propose any worthwhile changes on DRK. I'm not a game dev, I'm not a person who adjusts balance, but I like to have fun on my jobs.
As such, I generally don't make long posts on job adjustment, but maybe people would see this and come up with much better ideas based off of it: I wish they would attempt to turn DRK's glaring faults into something actually fun and interactive. Why not?
For example: We overcap the absolute hell out of Darkside, so why not turn that into an actual mechanic? Maybe it could start off as a more basic buff (i.e. Lyth's speed buff suggestion) and turns into a damage buff upon "overcap" to signify our mastery of the Darkside as we fight. As for MP generation or Living Shadow or general blood gauge, I'm not sure what I could really suggest there.
Maybe Delirium could let you change into another slower phase with said Darkside overcap (which also gives us our black flames, jesus square I'm begging you by now) that has a different GCD combo replacing Souleater, using something like adjusted Edge of Shadow animations (i.e. an altered Scourge or Reprisal, or even the same animation but flipped) for in-between along the lines of the GNB suggestion. I mean, shit—they could literally just adjust old animations to feel crunchier/heavier and people would probably love it. The return of old animations is something a LOT of people have been asking for. This could obviously be a bit wonky with role actions, but I digress. I'm trying to offer a suggestion that doesn't completely screw over the team into making excessive amounts of new animations, while also making the job feel like it wasn't totally Frankenstein's monster'd together.
Maybe we could return the 4.3 edition of Sole Survivor as a fix to Living Dead, even. You get the chance to use it to remove yourself out of Walking Dead state or you screw yourself into depending on your healers based on how you time it during a fight. Would it suck to have to weave more on this job? Maybe, but it'd still feel less awful than having to deal with Living Dead as it currently exists.
With all of that said, all of this might not work with the current systems SE has in place. I am no game dev. At least it might give some significance to us actually having a gauge/timer for our Darkside.
If you want a tl;dr: Give us a reason to overcap Darkside. Make it seem like we were lousy greatsword wielders at first who mastered the craft using more precise, magic-infused blows. Give us an "out" to Living Dead's penalty that feels good to use and adds more to the job with 4.3's Sole Survivor adjustment. Make that different by allowing us to recover some of our HP after the cooldown ends, potentially making it have the same 10 second timing as other invulns relevant/different. I'm not sure what to say regarding bloodgauge, living shadow, and MP usage. Maybe incorporate that into the revised Delirium?



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