That video was a good watch.
For all this talk during the media tour on how the dev team 'plays their own game' (which gets shoehorned in once per interview), I'd really be curious to know what jobs they actually play. I'd be incredibly surprised if any of them actually plays DRK on a regular basis. They just have no idea what they're doing with the job, and can't be bothered to listen to feedback.
The skill speed/spell speed merger should be just common sense by this point. It doesn't make sense to specifically penalize some jobs just because they have a gish aesthetic. And yes, if you can't merge the two attributes because of historical potato 1.x code, then just turn everything into weaponskills. Likewise, Blood Weapon was another bizarre miss by the dev team. Why they used a stack system for Delirium and not for Blood Weapon is beyond me. Unless they only thought of Delirium because they were adjusting IR. It's like they don't know what actions are even on the job to begin with.
The point about merging down Abyssal Drain, Salted Earth, and Salt and Darkness was an interesting idea. I find it strange that the dev team kept it at 90 seconds on the basis that we'd have too much weaving. That's not a solution at all, because it's still going to show up in your opener and at three minute intervals. It achieves nothing other than making the action more awkward. If you're worried that a job has too many weaves, then perhaps balance it out with some more weaponskills?
While I like Oblation aesthetically, I'm not really sure what it adds, unless you're allowed to stack both charges on the same target. If you're using it for targeted mitigation, there are much better options, and if you're using the charges to protect two targets at the same time you might as well just Reprisal it for what it's worth. The fact that Reprisal is a role action and provides more mitigation on the same recast should tell you a lot about Oblation's value.
For comparison, look at Arcane Crest, a level 40 Reaper ability:
- Applies a barrier blocking 10% of your total HP
- When the barrier breaks, restores HP over time to self and nearby party members
- 30 second recast
How is this level 40 melee dps action a better mitigation move than a level 82 tank action? Boggles the mind.
What they could have done is just removed the MP cost and the Dark Arts proc from TBN, increased the recast slightly, and made Oblation a 10% barrier shield that does something interesting when it breaks. Perhaps it gives you a Dark Arts proc. Perhaps it reflects back some damage. Just make it interesting.
I think part of the reason why Shadowbringer doesn't seem overly exciting is because you don't really earn it. It's just there, to be pressed on recast. DRK doesn't really build towards anything, which is a bit strange for a resource focused job.
I don't think that their approach to the job system is sustainable. They're adding more and more new jobs to try and attract new players, but there's clearly not enough staff to support the existing ones.



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