Results 1 to 10 of 4812

Hybrid View

  1. #1
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Lyth View Post
    You said it yourself. You're unable to articulate what exactly it is that you dislike about the job's gameplay loop. And that's perfectly fine. But if most of the feedback we're providing is 'I don't like this job', then you can't really complain when the devs start ripping out core job features to try to make people happy. Maybe they decide that you don't enjoy the oGCDs, and they just remove Edge and Flood, and turn Darkside into a Storm's Eye combo. And then you come back in complaining about how the job 'feels bad' to play and is constantly being simplified. I don't want to see that happen here.
    The problem with the job is that it's too simple...you're spamming a single combo, using Blood moves when ready, and spamming Edge/Flood when you don't need TBN. That's it. There's no complexity, no synergy with the system at all, there's nothing that makes the big hits feel weighty (compared to WAR's Fell Cleaves) or makes it feel like you're actually having to micromanage a bit (PLD, GNB, and even WAR have more complexity). Adding a second GCD combo alone would at least add a little complexity. Making us have to worry about our Darkside timer is another thing that would add some complexity and make it feel like you're actually having to manage multiple things. The vast majority of the oGCDs wouldn't even need to get touched much. The problem with DRK is easy to understand...what's hard is coming up with a solution because there's so many paths you can take the job down to make it better.
    (9)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,018
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by RyuDragnier View Post
    The problem with the job is that it's too simple...you're spamming a single combo, using Blood moves when ready, and spamming Edge/Flood when you don't need TBN. That's it. There's no complexity, no synergy with the system at all, there's nothing that makes the big hits feel weighty (compared to WAR's Fell Cleaves) or makes it feel like you're actually having to micromanage a bit (PLD, GNB, and even WAR have more complexity). Adding a second GCD combo alone would at least add a little complexity. Making us have to worry about our Darkside timer is another thing that would add some complexity and make it feel like you're actually having to manage multiple things. The vast majority of the oGCDs wouldn't even need to get touched much. The problem with DRK is easy to understand...what's hard is coming up with a solution because there's so many paths you can take the job down to make it better.
    Indeed.

    "Here's a solid enough base, I guess? But we have no ****ing idea what to do with it."

    Almost anything could feasibly work, but the hurdle seems huge because those ideas would also have to come up with an anchoring identity / cohesive thread, as the base supplies none.
    (1)

  3. #3
    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
    Quote Originally Posted by RyuDragnier View Post
    The problem with the job is that it's too simple...
    That's part of it from an attack perspective, anyway.

    Simultaneously, you have the element that its mitigation style is more difficult than other jobs.
    Dark Mind/Missionary have specific use cases, Living Dead still retains the highest demands of any invuln skill, Oblation is an extra oGCD we have to weave on top of TBN for partial value compared to what other tanks get out of their 25s CDs in one click now, and our only healing cooldown is a damage loss to us in single-target (on top of only being a fraction as potent as contemporaries available to other tanks).
    This is to say nothing of the intricacies of TBN itself having potential for damage loss, comparing other tanks' on-demands, or how late it (much like GNB) gets many survival tools within the leveling process.

    So you have the seeming paradox of the job having the least complicated attack rotation, and perhaps the one with the hardest time surviving at almost every level of content (aside from perhaps synched ShB content), which is arguably more important for a tank. Not incapable of performing the duties of a tank, just... harder on them.
    It culminates in taking on a lot of risk, all for the reward of... doing slightly more damage than other tanks during your opener at 90 with an absolutely boring attack combo.

    Granted, the damage makes it very attractive from a raiding perspective, but take that singular element away and you have the least attractive tank available.
    (5)
    Last edited by Archwizard; 05-19-2022 at 07:58 PM.

  4. #4
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Archwizard View Post
    So you have the seeming paradox of the job having the least complicated attack rotation, and perhaps the one with the hardest time surviving at almost every level of content (aside from perhaps synched ShB content), which is arguably more important for a tank. Not incapable of performing the duties of a tank, just... harder on them.
    It culminates in taking on a lot of risk, all for the reward of... doing slightly more damage than other tanks during your opener at 90 with an absolutely boring attack combo.

    Granted, the damage makes it very attractive from a raiding perspective, but take that singular element away and you have the least attractive tank available.
    The funniest part is that the sustain portion can easily be fixed with few changes that don't really change the kit a whole lot. An HoT on Oblation, Dark Mind mitigating 10% of physical damage as well (so it's usable in all situations), maybe cure potency on use of Bloodspiller/Quietus...there's so little the devs have to actually do to fix DRK's ability to survive and bring it on par with other tanks.
    (8)

  5. #5
    Player
    CasterSvarog's Avatar
    Join Date
    Jul 2021
    Location
    Limsa Lominsa
    Posts
    80
    Character
    Kristina Svarog
    World
    Siren
    Main Class
    Pictomancer Lv 100
    Quote Originally Posted by RyuDragnier View Post
    The funniest part is that the sustain portion can easily be fixed with few changes that don't really change the kit a whole lot. An HoT on Oblation, Dark Mind mitigating 10% of physical damage as well (so it's usable in all situations), maybe cure potency on use of Bloodspiller/Quietus...there's so little the devs have to actually do to fix DRK's ability to survive and bring it on par with other tanks.
    Or heck, they could bring back older actions like Shadowskin and Sole survivor for the ARR/HW levels. Those levels could certainly use something to help with tanking until you get TBN at level 70.
    (3)

  6. #6
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,893
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by RyuDragnier View Post
    The problem with the job is that it's too simple...you're spamming a single combo, using Blood moves when ready, and spamming Edge/Flood when you don't need TBN. That's it. There's no complexity, no synergy with the system at all, there's nothing that makes the big hits feel weighty (compared to WAR's Fell Cleaves) or makes it feel like you're actually having to micromanage a bit (PLD, GNB, and even WAR have more complexity). Adding a second GCD combo alone would at least add a little complexity. Making us have to worry about our Darkside timer is another thing that would add some complexity and make it feel like you're actually having to manage multiple things. The vast majority of the oGCDs wouldn't even need to get touched much. The problem with DRK is easy to understand...what's hard is coming up with a solution because there's so many paths you can take the job down to make it better.
    I think that the discussion around DRK's GCDs is reasonable. As I said earlier, we have 4 single target and 3 AoE GCDs. Pretty much all of the action happens through oGCDs. I think that it's reasonable to want a second combo, but if you're introducing it at Lv. 100 it should be something more impactful and more interesting than the standard maintenance combo that most jobs copy paste over at Lv.50.

    Complexity and synergy are buzzwords that people throw out there frequently but don't carry any meaning. When you talk about the 'weight' behind hits, that's by and large a hitstop effect - WAR's fell cleave looks more impactful than Bloodspiller, which is why it feels more satisfying to use. Decimate doesn't, which is why Quietus is on a more level playing field. Pretty much all of RPR's animations use varying degrees of hitstop, which is one of the reasons why the job is still overwhelmingly popular despite not being FoTM. I think they realize this and we'll start seeing a lot more moves designed with hitstop in mind.

    Pretty much every iteration of DRK has by and large been about unloading a swathe of oGCDs under burst. Part of the reason why Salted Earth is sitting at an odd 90s is just because they don't want to overload you with oGCDs. It's actually easy to make it even more oGCD intensive, all you need to do is increase the rate of MP generation and reduce the potency of Edge/Flood accordingly. But I don't think that would make the gameplay more fun. There are also limitations on how much you can add to the resource management part of the job without simply adding more resource bars. You can only have one on-demand action per resource (for single target and AoE). You can sort of work around this by doing something with the 'Dark Arts' gauge as I suggested with making a second resource-gated combo, but all that does is move DRK into being a three resource system job. Exchanging resources (MP for Blood) is a nice idea, but all this actually does is surreptitiously increase the rate of resource generation, which just translates into more Edge/Bloodspiller spam.

    In short, none of this is really new ground as far as discussions go, but most of the changes that you could make would change the job less than you might think. I think a second combo could be really fun, given our paucity of oGCDs. If you did that in 7.x, you'd probably have to spend most if not all of our three new expansion actions to do so (two for single target, one more for AoE unless you pushed that back to 8.x). If you were going to do that, it had better something more interesting than Eye or Goring. It'll of course have hitstop. I think the best way to do it is to actually use Dark Arts as a third resource.
    (1)

  7. #7
    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
    Quote Originally Posted by Lyth View Post
    Complexity and synergy are buzzwords that people throw out there frequently but don't carry any meaning.
    Honestly, this just feels like a really cynical commentary about the community (which I think you should dial back because it's peeking out), because those two words... literally do have meaning, provided someone can back them up.

    If I said right now, "just have Dark Mind boost your healing gained by some percent and it'll be fine," your response would be that DRK doesn't have enough self-healing to justify that change in direction. That's a discussion about whether things have value within or even directly interfere with other elements of a kit. If I said synergy was "just a buzzword" in just a response I'd be laughed out of the thread.

    Likewise, if I said right now, "I have to weave 3 different cooldowns for DRK to get the same protection and sustained survival that a PLD can get just tapping Holy Sheltron," there's a discussion of reward versus gameplay depth and skill ceiling that should be had.

    As for "weight", if a skill has a hitstop effect and a flashy animation but still only doles out 150-200p damage (coughAssassinatecough), there's a problem with the actual potency of the effect not justifying its visual performance.
    More commonly though, I see this being used when discussing abilities that are culminations of long periods of sustained attack, particularly back when SMN had a two minute rotation just to get to Bahamut back in Stormblood.
    (6)
    Last edited by Archwizard; 05-20-2022 at 12:04 AM.