This kind of feels like being ticked that a customer didn't well enough specify how they wanted their food itself prepared when they've asked merely that it be served on a plate...
All that's ultimately been said so far is that little differences like Dark Mind or Living Dead are not sufficient to form an identity. That doesn't seem particularly controversial. And while I'd agree with you that those small differences are better than none, and so I wouldn't take from their insufficiency that they are disposable, nothing in Rune's posts indicates that they wish only to remove those insufficient bits and stop there; they've made pretty clear that removal would only be done as/if part of a larger cohesive rework. That's very distant from, say, the Stormblood era complaints, each complete in themselves, about "DA spam" or a "lackluster capstone CD" in Delirium.
Over the last few pages, what gameplay loops and considerations would feel most appropriate to or synergetic with DRK's themes has already been in debate. You've suggested a Reaper-esque second combo implementation. Others have suggested a more Huton/Surging-esque second combo. Arch has suggested a many-spender-option Darkside state option in place of a second combo. Others have focused on altogether different areas. Marking a tentative line for how far one feels we ought to go before we can remotely pat ourselves on the back does not make one suddenly responsible for coming up with each concrete implementation in that direction. This all still in flux; let it breathe. When Rune has some spitball implementations for us, I'm sure she'll post them and we can then discuss them as a thread as we've done for those before.
I think that was true, actually, at least while in combat? If you got an old Ewer card back then while in Darkside (much like a BLM in Astral Fire), it not only wouldn't tick, but it'd count you as immune to receiving the effect altogether, iirc. It's been a long time, though.



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