Honestly, that's good enough for me.
Honestly, that's good enough for me.
I love how people quote the part where I've explained "It's just an option..." and then proceed to burst out as if I suggest it is the only thing they should change.
btw congrats LD finally stop being treated like a ghost
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They've shown an awareness of the important issues.
I really don't want to roll the dice on another DRK rework from scratch on the basis of vague dissatisfaction. Let's give focused feedback on the biggest design flaws, and iteratively work towards a more unique job identity. Reworking Living Dead and Blood Weapon alone have a ton of potential in themselves. I'd like to see Oblation be addressed such that it has more gameplay impact, and also have a look at conditional mitigation abilities like Dark Mind and Missionary. We're unlikely to get new animations or combos mid-expansion.
Sure but 7.0 will eventually arrived regardless. As I'm aware, create a new animation require time and resource so it won't hurt suggesting about it earlier
If only they put the same level of love and care they did on MNK rework or RPR design they could just fix and properly design a unique gameplay for DRK with what they have now, they have to rework delirium, make Darkside stop being a totally pasive mechanic with a useless gauge, add cohesion betwen skills and resources, ect, ect... DRK just need a complete rework from the scratch since it even have skill adquisition problems and very questionable traits.
If they could rework all of it then it would be great but if not I think blood gauge take priority of adjusting/rework than darkside
here is how my suggestion would change the rotation to fix the "nothing to do except souleater combo between burst" issue
Last edited by The_User; 02-20-2022 at 01:06 AM.
Reworks invariably have to be faithful to previous builds. When you peel back the fancy trappings of new animations, 6.0 MNK is functionally ARR MNK with less positionals, no GL upkeep, and a Blitz finisher system tacked on. They've come full circle with their reworks. And it makes sense. People hated Stormblood's implementation of Dark Arts and memed endlessly on it, and yet many of those same people turned around and complained when it was removed. Jobs like Reaper and Gunbreaker are fortunate in that they've never actually been reworked, so they had complete freedom on the job design from the outset.
I don't foresee Darkside becoming a more complex gameplay element over time, especially considering what happened to the likes of Greased Lightning and Blood of the Dragon. It'll probably just become a trait eventually. What you're more likely to see happen with Delirium is that it simply ends up as an upgraded form of Blood Weapon, since they're both on 60s recasts now. That's not to say that they couldn't do something interesting here to set it apart from IR, but I don't see it involving new animations or new actions prior to 7.x.
I think that reviewing the level acquisition of different actions is a good plan for all jobs in the long term. Many forum posters are going to be be less invested in the levelling experience because they've already have done it, but by all means, they can chip away at that whenever they want.
I mean is DRK have more than enough skills to get a full rework without needing new animations like adding more MP and more variable usage of it to make Darkside being something to actively keep on your downtime, rework Delirium to become yeaha upgraded version of blood weapon that don't include spaming the same skill, mix the resource generation betwen skills to make them feel conected, MP generaging blood and blood generating MP for example, making living shadow being more interactive and interesting by adding a personal damage buff to all your weapon skills under his duration instead of making stronger, a large ect to make DRK way more complete without adding new skills and using what we have, with this base they can do a lot of thing more than just use all your oGCD and spam soul eater combo for a absurd downtime of 45s.
To make Darkside become a more complex gameplay element it should be an actual gameplay element in the first place, GL added speed apart of damage increasing a lot the speed and was way more thight to keep, Blood of dragon granted new skills under his effect, Darkside adds nothing gameplay wise just flat damage, i just want them to add something and if is going to be just this flat 10% damage increase at least make it more interesting to keep on a basic level or make it just a trait but stop pretending is a thing with the gauge and all that stuff. For Delirium as long as the bloodspiller/quietus spam dissapear i will be fully pleased.
Level adquisition affect leveling too, is a great source to get materias for some and it would make DRK gameplay not being so absolutely garbage under lvl 70 affecting ultimates too so is a a necesary fix too, i just want them to make DRK way more complete and cohesive now with what they have and use 7.0 to be a normal expansion for the job for once and not another let's just add more fluff skills and traits bcs we can't design anything more on top of it without giving it the necesary reworks on his kit.
Last edited by shao32; 02-20-2022 at 01:26 AM. Reason: Grammar and small corrections.
I'm also interested in giving Delirium more personality than a diluted Inner Release. But how would you rework it this expansion such that it doesn't use repeated Bloodspiller actions? DRK only has 5 weaponskills to choose from currently.
Doesn't have to interact with weaponskills, it could be anything depending of how much are changed the skills/mechanics around it, for example if they increased MP generation and make Edge/Flood to be part of the downtime by only 1 granting darkside it could grant 1 edge and 1 flood for free for 20 blood every 30s for example, it could be a good evolution of blood weapon with stronger effects and half of the recast, it could be a combo finisher, it could add black blood overtime for x seconds, I could bring 1000 and 1 rework of the skill, the question is not how but when since is not really hard.
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