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  1. #2751
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,378
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Derio View Post
    LD depends completely on the healing from the attacks. It would need to be at or exceed bloodwhetting healing potency to make difference. Plus it would not need to end Walking dead too early. It would have been better if they just removed the healing requirement.

    I know the disclaimer was not all changes are listed so there is still hope for Blood weapon and sustain issues along with TBN but we wont know until the patch notes in 2.5 weeks
    It would have to be way more potent than Bloodwhetting to work in any raid.

    Bloodwhetting right now is only great in big pulls of trash mobs, its not all that great in actual raid content
    (0)

  2. #2752
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Titoulakikoute View Post
    does this mean that we are getting also new tools and abilities for pve???
    no, that's mean that pvp DRK despite being even more simple due pvp nature of the game will just have exclusive original skills, don't hold your breath thinking we are going to get DA or sole survivor back.
    (0)

  3. #2753
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Interesting to hear Walking Dead will get the oft-suggested healing effect. The potential of a Holmgang with lifesteal directly built-in would justify its CD.

    (Even so, this does sound like the kind of bandaid fix to last the expansion that they'd streamline in the next .0 patch. Like how they added charges to Accelerant partway through ShB before reworking it in EW, or the MNK revamp in ShB before reworking it in EW, or... you get the idea.)

    I'm just hoping that's not the only adjustment to it, and merely a summary of the most notable elements of the change; they didn't list anything about removing the death penalty or separating it from the invuln effect. On existing LD, the healing boost would make it even shorter in effect all for the sake of downtuning its entirely removable penalty, which would be a complete oversight.
    At that point I would think they were trying to make it as unreasonably overcomplicated and self-defeating as possible.

    Them removing some actions from other jobs citing bloat actually has me a bit hopeful about DRK's double-weaving, but I will hold my enthusiasm. It wasn't a comprehensive summary, but that still doesn't mean I should get my hopes up too high for things they didn't say.

    I also believe someone mentioned that one of the untranslated parts suggested they were reducing the level requirements of certain skills on some jobs? Hoping Stalwart Soul and TBN (and perhaps Dark Missionary, but that's a bit lower priority) are on that list.
    (0)
    Last edited by Archwizard; 04-02-2022 at 06:44 AM.

  4. #2754
    Player
    Dracosavarian's Avatar
    Join Date
    Sep 2013
    Posts
    128
    Character
    Brianna Islen
    World
    Sargatanas
    Main Class
    Dark Knight Lv 90
    If the Living Dead changes effectively change the Ultimate into the old school FFXI Drk ability, Blood Weapon, but is significantly more powerful and also doesn’t kill us, I’ll be ok with that.

    We’ll have to wait and see if Walking Dead is still a must be cleansed or die effect. Because losing Walking Dead upon it being cleansed still means the invuln still runs the risk of lasting far less than the full duration of the other Invulns.
    (5)

  5. #2755
    Player
    Hotcheeto's Avatar
    Join Date
    Apr 2022
    Posts
    2
    Character
    Mirchea Luslec
    World
    Zalera
    Main Class
    Dark Knight Lv 90
    Hello, I'm new to the forums, I have a few ideas for a lite drk rework, so that the job can regain it's identity. My idea for it is to become more of a drain tank and make it easier to do synced content pre TBN. Also some moves will be combined to decrease button bloat. I would greatly appreciate feedback.

    1. Dark mind

    Level 45
    10% magic mitigation and 10% damage mitigation, so drk can keep a bit of it's flavor.
    CD 60 Seconds
    Duration 12 seconds
    2. Abyssal Drain level 56
    2 charges
    30 second CD
    250 potency

    3. Stalwart Soul
    Level 42
    At level 72 it can gain MP through a trait

    4. TBN Mastery Trait

    At level 82, TBN upgrades to Oblation
    10 % damage mitigation and a 25% HP shield.
    Duration 10 seconds
    2 Charges
    25 Second CD
    Costs 1000 mana
    This grants Dark Arts which allows for a free usage of EOS, FOS, and unlocks the enhanced dark mind ability.

    5. Dark Arts Mastery

    Level 84
    Allows DA to enhance Dark Mind and Abyssal Drain

    6. Enhanced Dark Mind (Allows drk to become more of a drain tank)

    Level 84
    Ability CD 20 seconds

    20% damage mitigation effect
    Duration 10 seconds

    Buffer effects
    Restores 50% of the dmg Oblation took if it breaks, which would give you back 12.5% of your hp

    150 potency shield over time, duration 4 seconds

    Life steal effects
    Duration 10 seconds
    400 potency healing for single target attacks
    600 potency healing for AOE attacks (not per target)

    7. Enhanced Abyssal Drain

    Level 84
    Only usable while using enhanced dark mind

    2 second window to use this ability while enhanced dark mind is active

    Allows you to get some damage back by allowing you to use AD with increased damage

    Heals for 800 potency, but consumes cancels the effects of enhanced dark mind

    This can be used for an emergency heal or a damage spender on mobs in dungeons.

    QOL changes

    8. Blood weapon
    60 second CD
    5 stacks 20 sec duration?
    Allows You to use Shadowbringer
    Merges with delirium to reduce button bloat

    9. Shadowbringer
    Maybe this could do more damage depending on how low your mana is and/or depletes dark side timer?
    GCD instead of oGCD to reduce button bloat
    GCD becomes usable only when using blood weapon
    2 stacks of this ability are given when BW is used

    10. Bloodspiller
    Has the animation for scourge instead?

    11. Soul Eater
    Uses the animation for power slash instead?

    12. Quietus and Scourge
    Reduce CD of BW by 1 second each time you use the abilities?
    (1)

  6. #2756
    Player
    SylviaCrystal's Avatar
    Join Date
    Feb 2022
    Posts
    23
    Character
    Sylvia Crystal
    World
    Behemoth
    Main Class
    Black Mage Lv 90
    Things I still want to know:

    1- Will the self-healing from WD be enough to top off the DRK? Cause otherwise you're still dependent on a healer to survive YOUR OWN SKILL, thus making it the worst invul in the entire game.

    2- Will the invul effect of WD still disappear before the 10s mark if fully healed?

    3- Will Unleash and Stalwart Soul be reclassified as weaponskills so they scale off your Skill Speed? AoE feels too slow.

    4- Will Stalwart Soul become available at a lower level? Cause spamming Unleash until lv72 is annoying.

    5- Will Blood Weapon have 5 stacks instead of a 10s duration? You still lose a BW proc if you can't double weave because of your ping.

    I many have other issues, such as Abyssal Drain having low Cure potency and also sharing recast time with Carve and Spit, but the list above is my main concern.
    (9)

  7. #2757
    Player
    justinhuang's Avatar
    Join Date
    Jun 2020
    Posts
    42
    Character
    Justin Huang
    World
    Excalibur
    Main Class
    Dark Knight Lv 90

    Proposing some QoA and change

    The recent live letter excites me for the upcoming change to DRK. It is also in this excitement that I hope to see some common ground change that balance between our community comments and Devs idea behind DRK. As such, I would like to propose some QOA change to DRK in no particular order:

    1) Please bring blood weapon to 5 stacks system like requiescat. It reduce burden on players with ping issue and allow 5 AOEs in dungeon. 5 AOEs blood weapon in dungeon will not imbalance this class in my humble opinion.
    2) Bring back Abysmal drain independent ablility from Carve and spit. Potency can be adjust accordingly. This allows DRK players do not contemplate between more DPS or heals. Also it will help healing DRK further since it's currently the worse sustain tank in Dungeon.
    3) Remove Salted Earth button and added the trait in abysmal drain. For enemies that abysmal hits, it will DOT them as well.
    4) In level 86, allow two charge of Abysmal drain. Or allow us to combo abysmal drain, like salted earth, that explode and heal us again from the first enemy that the ability hits.
    5) Make oblation an upgrade to TBN that allows two, or three stacks, of shield. Shield at the second stack, and third, can be less potency than the first one. So maybe 25->15->10. Maybe let it heal us at the expire time if not break.
    6) Remove TBN cost and increase CD timer accordingly.
    7) Make shadowbringer as an upgrade of flood of shadow and add the single target upgrade accordingly with potency adjust. Currently shadowbringer is just another button that does not feel substantial to press. It also make DRK feels bloat.
    8) Bonus: make Dark mind a 15 percent mitigation.

    If there's anything from recent live letter we can take out, is Devs listen to us and try their best to accommodate our needs. Please be respectful and continue to constructively criticize until we get the best version of your favorite class.
    (1)

  8. #2758
    Player
    Seife's Avatar
    Join Date
    Jan 2022
    Posts
    10
    Character
    Seife Valerian
    World
    Shiva
    Main Class
    Dark Knight Lv 90
    I don't like upcoming change to LD. I mean its better than our current invul, but as it only heals when the drk attacks new problems might occur.

    Bosses that vanish right after you have to invul
    Tankbusters you have to take while far away from group
    tankbusters during mechanics you cant attack the boss bc staying in melee range not possible

    Both scenarios make it impossible for the drk to attack during or after the tankbuster, thus not receiving the self heal. Only bc current bosses dont have those mechanics, it does not mean new bosses wont have them.

    Control of incoming healing during invul will be a nightmare, resulting in eventual dps downtime for the drk to not end invul prematurely
    Invul timing will be more strict, also latency might be a problem

    Communication to healers will be more important otherwise they only see you drop in health, heal you like crazy w/o realizing you can heal yourself resulting in a waste of ressources.

    I would have liked a selfheal similar to the "heart of the corundum". Making it an independant skill you can choose when to use it. As far as i can see it, the current plan from devs, is to make the selfheal part of the drks invul. I am not a fan of 70 skills in the action bar and i prefer less buttons but in this case i wwould favour 2 buttons : LD and the self heal, not both connected. They could just change Abysmal drain to the self heal part of LD.

    Change Abysmal Drain to 5 stacks that heal you for 500 - 1000 potency regarding of your current hp or make it like heart of corundum w/o the defensive parts.
    remove oblation and fuse it with dark mind
    make blood weapon stacks
    (1)

  9. #2759
    Player
    Hotcheeto's Avatar
    Join Date
    Apr 2022
    Posts
    2
    Character
    Mirchea Luslec
    World
    Zalera
    Main Class
    Dark Knight Lv 90
    [QUOTE=justinhuang;5880617] I would like to propose some QOA change to DRK in no particular order:

    1) Please bring blood weapon to 5 stacks system like requiescat. It reduce burden on players with ping issue and allow 5 AOEs in dungeon. 5 AOEs blood weapon in dungeon will not imbalance this class in my humble opinion.
    2) Bring back Abysmal drain independent ablility from Carve and spit. Potency can be adjust accordingly. This allows DRK players do not contemplate between more DPS or heals. Also it will help healing DRK further since it\\\\\\'s currently the worse sustain tank in Dungeon.

    5) Make oblation an upgrade to TBN that allows two, or three stacks, of shield. Shield at the second stack, and third, can be less potency than the first one. So maybe 25->15->10. Maybe let it heal us at the expire time if not break.
    6) Remove TBN cost and increase CD timer accordingly.
    7) Make shadowbringer as an upgrade of flood of shadow and add the single target upgrade accordingly with potency adjust. Currently shadowbringer is just another button that does not feel substantial to press. It also make DRK feels bloat.

    1) I really like this idea. Someone could argue that homogenizing is bad in drks case since it already struggles with its identity, but in this case I don’t think it’s bad. Paladin and drk are supposed to be mirrored in a sense, so it would make sense for blood weapon to be designed in a slightly similar way to requiescat.

    2) I never understood why this change was made in EW. It feels bad whenever you have to use AD before a boss in dungeons and lose out on using carve for a bit.

    Would carve and spit in this case function like the single target variant heal, albeit with a higher healing potency (AD still receives healing potency for enemy ofc)? I think that would be pretty cool

    5) This would definitely make the drk a better shield tank imo. This would function a bit like sage’s haima?

    7) I’m definitely all for ShB being upgraded to replaces FOS; The abilities look too similar. I’m not quite sure what you meant by upgrading single target potency. Personally I would like to keep this move relevant at level 90 for single target enemies and bosses.

    Maybe shadowbringer can have it’s potency adjusted, so that it can be used on single targets and mobs. I think the devs could implement this by creating an interaction between shadowbringer, the dark side timer, and quietus.

    Shadowbringer could take some some time off the dark side gauge, and it could have a higher mp cost than EOS. Conversely, quietus could be used in AOE scenarios to boost the dark side timer. This way we could have more engaging mechanics and some more risk involved in using our mechanics, while making use of the dark side timer since it can’t really fall off unless you die.

    I couldn’t fit my reply without deleting some text, unfortunately.
    (0)

  10. #2760
    Player
    Xrison's Avatar
    Join Date
    Dec 2021
    Posts
    61
    Character
    Xrison Wyvernscale
    World
    Famfrit
    Main Class
    Dark Knight Lv 84
    I really hope the change to LD isn't the only one they plan on implementing, because if so I am extremely disappointed.
    (5)

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