It's true, but then I intentionally kept the structure — to use a Shurrikhan term — 'basic AF', because... well... exactly as you said, it's a Tank. I figured that any kind of Tank concept would be dead from the word 'go' if it became much more complex than Gunbreaker Cartridges / Gnashing Fang.
My perspective may not be accurate, but my impression is that Tanks are the dumping ground for rotations that are basically skeletonized versions of actual Melee DPS rotations, in order to (hypothetically) allow bandwidth for Tank obligations.
If you want to campaign for more complex ideas I definitely won't complain, but I just figured it was an unrealistic approach to start with.
Good questions. And I understand what you were saying about the framework now.
I guess I was thinking that the primary motivation was just to expand GCD space, and not to rebuild Dark Knight from the ground up. And so, it was okay to have a relatively basic system that was just 'dressed up' with a code mechanic, because I assumed you'd still be keeping track of OGCDs, MP, etc.
I think that the depth you'd want to add to each Glyph-generating combo would probably vary depending on how much you scaled back (or didn't) the other aspects that Dark Knight would still be keeping track of.
If you went all-in on yet another Job redesign, you could make the combos more detailed and give them more purposes, but as the discussion noted earlier, that gets really tricky when players are wily enough to just perform PPGCD calculations the moment they see tooltips drop.
I was leaning in for more of a Samurai Lite approach, where yeah, the primary motivating factor to swap combos was just to fill up the corresponding 'stickers'. That is definitely not the only valid approach, though, it just becomes more complex to keep the design under control as you add more and more competing and interacting effects and goals (for example, "Ah, I need MP but I already have that Gylph... this system is frustrating...!").
As far as the combo bloat, that's why I had everything branch only at the 3rd step, so that the net button change was +2 (two extra finishers) and +1 (the 'execution' button). I figured that GCD increases tend to be easier to swallow than OGCD increases since it doesn't challenge weave space, but if it felt too excessive, some less-exciting actions could become burnt offerings to free up bind space. Or, you could scrap the 'Samurai' approach, and switch to the Dancer 'combo conversion' approach, but that doesn't increase GCD space as effectively, if that's a goal.
Most of your other comments and ideas are good/interesting, I just don't have an immediate clever response of my own yet.
This especially is pretty cool, and also nicely captures the general theming / concept of the Job. I feel like this is a pretty nice design point to launch from when considering adding to Dark Knight's overall structure or rotational goals.Spitball: I'd especially like the idea of building up buffs that sort of represent some (pre-DRK-pilled or what have you) belief or value held before sacrificing it for a highly changed non-removable buff (or debuff-as-net-benefit for more obvious symbolic identity). The timing should feel crucial and the risk-reward element significant.



Reply With Quote



