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  1. #3431
    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
    As much as I'd like to make it interesting, I sadly do not trust the devs to do it without absolutely making the move useless. They have a poor track record with DRK for the most part and can't be trusted. I still think the Living Dead fix was a fluke.
    (1)

  2. #3432
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,857
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by RyuDragnier View Post
    They could always bring back Sole Survivor as a self-heal option. Make it a 1-minute oGCD with 1000 cure potency on yourself without any strings attached to it.
    So, literally pre-trait Equilibrium?

    How would that tie into the themes or motifs surrounding the name, or DRK in general?
    (1)

  3. #3433
    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
    But, again, why not just simply have a milder heal on Flood itself, while Abyssal instead adds a nuke heal per minute in AoE situations? Then you have both more burst/flexibility and your tools wouldn't drown each other out. (At least CnS and AD apply to distinct situations, unlike AD and Flood.)

    At the very least, if having AD conflict with Flood, you'd want to put AoE falloff on CnS.
    From an aesthetic side AD gives me more of a sense of sucking the life out of your enemies, rather than doing it passively through Quietus/Flood. Mechanically though yeah, I wouldn't disagree putting a heal on Quietus/Flood would be better and wouldn't necessarily say no to that either if they did that.

    I was also thinking that it'd let them separate CnS and AD again since I always saw that as an awkward fix for alleviating our already bloated opener, but I guess in the grand scheme of things it's a non-issue.
    (2)

  4. #3434
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I'd prefer to see any additional self-healing just be built in to existing offensive abilities.

    I'd really like the dev team to try something daring next expansion and try to just improve on tanks' offensive gameplay and mobility. The defensive kits have been expanded on enough.
    (3)

  5. #3435
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Having it build into existing offensive abilities will just make it even more similar to warrior though
    (0)

  6. #3436
    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 Shurrikhan View Post
    So, literally pre-trait Equilibrium?

    How would that tie into the themes or motifs surrounding the name, or DRK in general?
    How does WAR having a 1.2K potency cure with an extra regen tie into the themes or motifs around WAR? It doesn't.
    (2)

  7. #3437
    Player
    Luizgazen's Avatar
    Join Date
    Feb 2022
    Posts
    51
    Character
    Casimir Ditasch
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    what about getting healing on salted earth ticks on enemies? would also help in giving some much needed values to that skill
    (0)

  8. #3438
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    It'd be good in dungeons but pretty bad on single target though, plus if the enemy moves for a mechanic it'd be wasted.
    (0)

  9. #3439
    Player
    Luizgazen's Avatar
    Join Date
    Feb 2022
    Posts
    51
    Character
    Casimir Ditasch
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    yeah, but do we really need more in boss fights? DRK is already a powerhouse with its dps for savage, if we add too much single target sustain it could get way too much, dungeon pulls on the other hand are exactly were we are so badly lacking
    (0)

  10. #3440
    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 Luizgazen View Post
    yeah, but do we really need more in boss fights? DRK is already a powerhouse with its dps for savage, if we add too much single target sustain it could get way too much, dungeon pulls on the other hand are exactly were we are so badly lacking
    Then they need to change the recharge timer to 30s on AD and CnS when AD is used, and up the healing potency per enemy hit to 400. This gives us one strong burst heal in dungeons, and speeds its use while not really effecting our single target game much. That or the cowards need to put it back under MP costs so we can spam it if needed while in dungeons.
    (1)

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