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  1. #2971
    Player
    Mugear_bahamut's Avatar
    Join Date
    Aug 2014
    Posts
    258
    Character
    Hrothgar Lothbrok
    World
    Tonberry
    Main Class
    Dark Knight Lv 90
    Why does TBN still have a recast timer? It’s already bad with it not automatically turning into Oblation when popped. It should at least have the upside of being insta-recast.

    I like the idea of merging Salt and Earth with Abyssal Drain. Delete Salt and make Abyssal drain apply a DoT instead.
    Also unless it touches spaghetti code chaos, Abyssal Drain leeching HP with each tick of the DoT applied would be within the job fantasy.

    DRK has that unjustified button bloat that previous BLM had.
    (1)
    Last edited by Mugear_bahamut; 05-03-2022 at 04:25 PM.

  2. #2972
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Shurrikhan View Post
    Ahh, gotcha. My bad for not checking far back enough for context.
    They might be referring to the post I made a few pages back where I talked about ideas to bring back DA without making it intrusive and putting it on a 60 sec cd and have their tool kit revolve around it in a similar way that Infuriate works with WAR.

    https://forum.square-enix.com/ffxiv/...thread/page295

    Though I only gave just ideas on DA re-implementation and didn't really bother to go in-depth since its all hypothetical. Though I guess a decent summation is if you took WAR's Infuriate and 6.1 blood weapon stacks and combined them to create a stack system that augments your gcds and some ogcds to a much bigger extent, in an attempt to replicate 3.0-4.0 DRK.

    Ultimately its only just potency increases with some resource regen to alleviate things like failing to pop TBN and some burst heals when needed. Things like blind, heavy, stun, etc. in pve content a ships that is long gone given the current player base and demographic.
    (1)

  3. #2973
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Given that bosses are immune to most status effect, yeah. Though if it has another effect attached on top it could work. Like a blind+damage down effect, or a slow+dot. That way it works both for adds and for bosses.
    (0)

  4. #2974
    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 Kalaam View Post
    Given that bosses are immune to most status effect, yeah. Though if it has another effect attached on top it could work. Like a blind+damage down effect, or a slow+dot. That way it works both for adds and for bosses.
    To be fair, though, we really do need to rework all status effects such that they affect enemy stats (of which bosses should have greater value) by an player-stat-based amount, such that they can still work on bosses, too, just at a reduced proportion (and to roughly equal actual effect).

    For instance, if Blind from a ilvl585 player trims 100 Accuracy, and your average mob from a ilvl585 dungeon has 400 Accuracy, but a boss that deals some 3x damage with its autos and dodgeable specials would have 1200 Accuracy, then that Blind would trim about the same damage, on average, from each, due to reducing the boss's accuracy by only a third of its effect on a typical mob. Voila, we can actually have status effects again without them failing to matter for any meaningful content.
    (0)

  5. #2975
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Maybe yeah. I am not knowledgeable enough about the math to really answer to this.
    But I just think about debuffs as defensive options for the DRK would be fitting and give it some identity back.
    (0)

  6. #2976
    Player
    baklava151's Avatar
    Join Date
    Aug 2021
    Posts
    278
    Character
    L'tanan Tyanu
    World
    Malboro
    Main Class
    Warrior Lv 82
    Quote Originally Posted by Shurrikhan View Post
    To be fair, though, we really do need to rework all status effects such that they affect enemy stats (of which bosses should have greater value) by an player-stat-based amount, such that they can still work on bosses, too, just at a reduced proportion (and to roughly equal actual effect).

    For instance, if Blind from a ilvl585 player trims 100 Accuracy, and your average mob from a ilvl585 dungeon has 400 Accuracy, but a boss that deals some 3x damage with its autos and dodgeable specials would have 1200 Accuracy, then that Blind would trim about the same damage, on average, from each, due to reducing the boss's accuracy by only a third of its effect on a typical mob. Voila, we can actually have status effects again without them failing to matter for any meaningful content.
    I could see old Delirium making a comeback here, just more limited so that you can't keep a -10% INT debuff on the boss the whole fight.
    (0)

  7. #2977
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Could have a CD, or require dark Art to apply the debuff and have another use without it.
    Or like stuns, ennemies grow more resilient to it the more you use it. So applying debuffs has to be done strategically, at the right times.
    (1)

  8. #2978
    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
    Been working on a doc with some ideas about a DRK rework for the future, in part inspired by the PvP rework, in part inspired by some of the discussions in this thread, and reiterating a few ideas from a previous writeup I made.

    Here, for those interested.
    Short version: Less WAR-lite, more "Dark Knight", bunch of QoL things crammed into the nooks and crannies. Change summary at the top.

    I wouldn't say it's final, all numbers are just examples, and it's purely my own thoughts on a direction for DRK. Constructive criticism is welcome.
    (8)

  9. #2979
    Player
    Nosaji_'s Avatar
    Join Date
    Jul 2021
    Posts
    12
    Character
    Spambino Doublerubs
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Archwizard View Post
    Been working on a doc with some ideas about a DRK rework for the future, in part inspired by the PvP rework, in part inspired by some of the discussions in this thread, and reiterating a few ideas from a previous writeup I made.

    Here, for those interested.
    Short version: Less WAR-lite, more "Dark Knight", bunch of QoL things crammed into the nooks and crannies. Change summary at the top.

    I wouldn't say it's final, all numbers are just examples, and it's purely my own thoughts on a direction for DRK. Constructive criticism is welcome.
    Some great ideas in here, I really like this!

    I was only thinking a few days ago that they should bring back Shadowskin as a baby TBN so I was surprised when I saw that it upgraded later on

    I think the whole TBN/Blood Price interaction is a nice concept but just having up to 20% of your HP be un-healable would probably annoy the shit out of healers, I get that it's there to incentivize you to instead spend Dark Arts on it, but that just keeps the whole "only use TBN when you know it's going to break" problem, which I would personally rather just do away with- I don't like having mitigation tied to dps. Although, the healing from Red Wing would let you pretty easily heal up that damage you gave yourself, considering that each one is, at worst, a Bloodwhetting GCD. So maybe it'd be best to just kill the Dark Arts proc.

    It looks like Scourge's effect is meant to replace the current Darkside buff, but IMO having it apply 12 seconds would be annoying, and 20 seconds is still a pretty short time considering that you'd need to either use 3 Souleater combos or CnS to use it from 0 gauge- I think that a job which augments it's abilities like this already has enough going on, and It'd be better to just not have a buff like that to maintain.
    I would personally prefer to see Scourge as a DoT like it used to be instead! I think it'd be good as a low damage but long-lasting DoT, that way you would have to re-apply it every so often, but it wouldn't make it so every time you get Darkside you'd just be doing Scourge, Power Slash, Bloodspiller- That'd defeat the purpose of them not being combo actions.

    It makes me happy to see you working in a lot of removed stuff, Scourge and Power Slash are some of my favorite animations in the game, I really dislike that they kept the stupid jumpy twirl Souleater animation as the combo finisher that you use so often. Tar Pit is another fucking awesome attack that I'd love to see back in the game.

    Really love the idea of Martyr, that's peak Dark Knight class fantasy for me right there! I like how it eats all your MP and gives it back for using it well.
    Just a small thing though- Maybe it'd be better to have the barrier % grow with the amount of party members standing in the radius, otherwise it could just be used as an on-demand 100% shield which right now would give you around 160,000 EHP. People could (would) abuse that and use it like a pseudo-invuln, I can't think of anything that does more than 160k damage right now (bar enrages).

    Good job
    (0)
    Last edited by Nosaji_; 05-06-2022 at 01:29 AM.

  10. #2980
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Nosaji_ View Post
    Some great ideas in here, I really like this!

    I was only thinking a few days ago that they should bring back Shadowskin as a baby TBN so I was surprised when I saw that it upgraded later on

    I think the whole TBN/Blood Price interaction is a nice concept but just having up to 20% of your HP be un-healable would probably annoy the shit out of healers, I get that it's there to incentivize you to instead spend Dark Arts on it, but that just keeps the whole "only use TBN when you know it's going to break" problem, which I would personally rather just do away with- I don't like having mitigation tied to dps. Although, the healing from Red Wing would let you pretty easily heal up that damage you gave yourself, considering that each one is, at worst, a Bloodwhetting GCD. So maybe it'd be best to just kill the Dark Arts proc.
    )
    Maybe instead of having a portion of unhealable HP (which could be difficult to represent on a gauge as this isn't a mechanic we have yet in game) it instead reduces your max HP by 20% ? Like a reverse WAR skill.
    (2)

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