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  1. #1131
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    182
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    I'm just gonna leave this link here cause I genuinely think this is a cool rework for DRK and want it to be seen, but they didn't post it in the mega thread cause it was apparently "too long."

    https://forum.square-enix.com/ffxiv/...-the-kit%21%29

    Please Yoshi-P spare us edge lords and Guts-wannabes I just a fun greatsword class
    (0)

  2. #1132
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Quote Originally Posted by Marxam View Post
    Sounds like you should have played during heavsward. Darkside was an OT stance that you could keep up during Grit, which was different to WAR/PLD who had to switch to their OT stance. However, it reduced any MP regen from outside sources except from siphon strike and blood weapon. DA could also buff gcds, ogcds and defensive cds. DRK was a heavy resource management tank between MP and TP. It was jank and annoying at times but to those that manage to master it were rewarded heavily with engaging gameplay and tons of utility.
    For as janky as some of the elements of HW DRK's kit was, there really was only one part of it that stood out to me as being unintuitive to the point of being hurtful to the job's actual playstyle, and that was fixed a long time ago. Blood Weapon in HW used to be a skill speed buff, and at the time where TP was a thing, using it would ultimately end up draining your reserves dry over time, which just felt awful and clumsy.

    Removing TP from the game was great, because it would have fixed this issue single-handedly... they just had to remove everything else fun about DRK too.
    (4)

  3. #1133
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,891
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kiteless View Post
    For as janky as some of the elements of HW DRK's kit was, there really was only one part of it that stood out to me as being unintuitive to the point of being hurtful to the job's actual playstyle, and that was fixed a long time ago. Blood Weapon in HW used to be a skill speed buff, and at the time where TP was a thing, using it would ultimately end up draining your reserves dry over time, which just felt awful and clumsy.

    Removing TP from the game was great, because it would have fixed this issue single-handedly... they just had to remove everything else fun about DRK too.
    Didn't DRK have significantly lowered TP costs in exchange anyways? Felt like PLD was consistently the first to run dry (assuming my Warrior could spend Equilibrium on TP occasionally)...
    (1)

  4. #1134
    Player
    Llyud1996's Avatar
    Join Date
    Oct 2014
    Posts
    102
    Character
    Paper Tank
    World
    Odin
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Sazuzaki View Post
    If this is the case, what other things would we have to spend MP on? Only EoS/FoS? The job is already easy enough, it doesn't need to be dumbed down even more. TBN is extremely powerful BECAUSE you have to take a risk. But TBN isn't even that hard to break, and with how easy most of the fights are, you can just completely ignore it anyway and have barely any consequences.

    The point I try to make is, that other Tanks 25 sec CD is free. TBN is not and tied to our MP which is used as a DMG ressource. Our MP isn't anything more than a DMG ressource at this point. No other Tank has his defensive Kit tied to it's damage. DRK is the only tank that has this, but isn't getting any adavantage out of it, in best case you break even, due to the procc you can get. While the other Tanks also get a Bonus within the first 4 secs of their ability, TBN doesn't have this. As some kind of compensation we got Oblation which is fine.
    Having your defensive tied to your damage ressource makes it that way that you only use TBN when it will 100% pop (not talking about emergencies, but even in those cases it will pop, since it's an emergency). That limits your way to utilize this ability, while the other tanks can use their Heart of Conundrum, Bloodwheeting, Holy Sheltron free, no downside whatsoever, well you need gauge on PLD, but that is purely defensive used, there is no damage abilities tied to your shield gauge.
    And yes TBN is powerful, but these new abilities the other Tanks got are extremly strong as well! Take a look at the excog-like Heal on Heart of Conundrum, it's like 15% heal on a Tank + the 28% mitigation within the first 4 secs.
    TBN needs a rework to keep up, and at least it needs to be freed from our damamge ressource.
    (1)

  5. #1135
    Player
    Visanis's Avatar
    Join Date
    Nov 2017
    Posts
    80
    Character
    Visanis Mitsuna
    World
    Phoenix
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Didn't DRK have significantly lowered TP costs in exchange anyways? Felt like PLD was consistently the first to run dry (assuming my Warrior could spend Equilibrium on TP occasionally)...
    Not in HW, the TP cost reduction was added in SB, if I recall, as an attachment to blood weapon to try to prevent DRK from running out while going faster.
    (1)

  6. #1136
    Player
    Keagian's Avatar
    Join Date
    Aug 2013
    Posts
    82
    Character
    Keagian Lowell
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    I know it will never happen but I do hope the Dev's at least has someone look at the forums and at least understand the grievances we all have for the job and hopefully they'll implement changes in 6.1 to implement QoL or better changes.

    Even if they don't do a rework to most of what we want, the few things I do want to change are thus.

    Make Abyssal Drain cost 3000mp and keep it oGCD. This way it can be used as an alternate to Blackest Night, where in an AoE situation, it'll shine and have a use to keep DRK's alive when we are level synced and don't have Blackest Night below 70. It'll allow players to choose between keeping themselves alive, using the MP to refresh Darkside or using Blackest Night if your already at Full HP. Its already pretty much useless in a single target situation and will help with Burst Button Bloat.

    Give Oblation HP Regan with the 10% reduction, just something to make the skill seem less useless.

    Give Quietus back its MP restore so it has a purpose other than increase damage. Their are times I even wonder why I even have this skill after you get Stalwart Soul as the increase damage doesn't really warrant using it when you can just Spam Unleash+Stalwart Soul so you can use more Blackest Night or use Flood.
    (0)

  7. #1137
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,406
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    I just hope they remove enhanced unmend and do something else.
    (0)

  8. #1138
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    So... you want them to Mend the Dark knight's kit ?
    (0)

  9. #1139
    Player
    Agner's Avatar
    Join Date
    Oct 2014
    Location
    Garleans set my house on fire
    Posts
    76
    Character
    Rivane Azhcrove
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    They should Enhanced Mend DRK's kit and make it feel nice to play, duh!

    Quote Originally Posted by Visanis View Post
    Not in HW, the TP cost reduction was added in SB, if I recall, as an attachment to blood weapon to try to prevent DRK from running out while going faster.
    Blood Weapon TP Cost reduction by 20% was added in 3.07. TP normal costs were reduced further in patch 3.2.
    (3)

  10. #1140
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    182
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Llyud1996 View Post
    The point I try to make is, that other Tanks 25 sec CD is free. TBN is not and tied to our MP which is used as a DMG ressource. Our MP isn't anything more than a DMG ressource at this point. No other Tank has his defensive Kit tied to it's damage. DRK is the only tank that has this, but isn't getting any adavantage out of it, in best case you break even, due to the procc you can get. While the other Tanks also get a Bonus within the first 4 secs of their ability, TBN doesn't have this. As some kind of compensation we got Oblation which is fine.
    Having your defensive tied to your damage ressource makes it that way that you only use TBN when it will 100% pop (not talking about emergencies, but even in those cases it will pop, since it's an emergency). That limits your way to utilize this ability, while the other tanks can use their Heart of Conundrum, Bloodwheeting, Holy Sheltron free, no downside whatsoever, well you need gauge on PLD, but that is purely defensive used, there is no damage abilities tied to your shield gauge.
    And yes TBN is powerful, but these new abilities the other Tanks got are extremly strong as well! Take a look at the excog-like Heal on Heart of Conundrum, it's like 15% heal on a Tank + the 28% mitigation within the first 4 secs.
    TBN needs a rework to keep up, and at least it needs to be freed from our damamge ressource.
    Yeah I get that, but the point is that DRK is already way too easy and straight forward and TBN is kind of the only think adding any sort of depth to the job. I personally don't think TBN needs a rework, but rather Oblation. Ofc it doesn't need to be as powerful as the other CDs from the other tanks since DRK already has TBN, but it can still have the same concept as the new CDs. I wouldn't mind a slight MP nerf for TBN, say like 2000-2500. But making it completely free is a bit too far I feel. And MP being strictly a dmg resource is not a good thing. Just make EoS/FoS another 20-30 second cool down at that point.

    If TBN was made free, the job would have a variety of skills, but absolutely no thought on when to use them. It just simply wouldn't feel rewarding. So rather than just straight up removing the depth from TBN, I'd rather them add more synergy or things that combo off of using TBN. Tbh, I kinda wish Oblation combo'd with TBN and functioned as something to lessen the punishment if TBN fails to break, but also adds a bonus if you use TBN correctly. You get what I mean? Or have Oblation break TBN and just give you a flat 15-30% dmg reduction instead.

    TL;DR: TBN is fine, they just need to expand on idea so it doesn't fall behind the other tanks.
    (0)
    Last edited by Sazuzaki; 11-30-2021 at 06:31 AM. Reason: Adding on some things

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