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  1. #1
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,644
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Frostyyy View Post
    Second, change how the TBN proc itself works. I feel that TBN should Always give you a stack of dark arts.
    It's suggestions like this that are why complexity is being eroded from the game. If that's what everyone wants, it's fine, I'm just pointing it out.

    If TBN doesn't break then it's not worth using in that situation again. If the incoming damage is barely enough to take 25% of your health bar, then it's not even denting you enough to make a healer concerned enough to heal. This was the logic I used in Shadowbringers when I mained DRK and it worked fine. I revisited this whenever my gear upgraded and over time stopped using TBN in situations it had stopped breaking in.

    Third, there should be added mitigation to TBN itself. For this I would combine TBN and Dark Mind or Oblation. This would help get rid of button bloat in the job and make it a lot easier to mitigate during a 2 minute burst window.
    I agree that one of the main problems with TBN is that it is not as versatile as the other tank mitigations became in Endwalker. Every other one contains a mixture of raw mitigation, heals and regens. Individually, these things are not useful in certain situations, but together, they are almost always useful for something. TBN is just a shield, so if it is not useful for something, then it's useless.

    TBN is useful even against the dots in the latest raids, but technically it doesn't reduce the potency of those dots so once it's gone, you have nothing to save you unless a party member, such as a healer, cares. Whereas I can just about survive longer than a DRK because of the regen that PLDs have.

    You have to weave even more to reduce the potency of the dot, which is not necessarily a problem but DRK has a lot of abilities to press for attacks as well. To be fair, other tanks run into this problem a bit because if you combine two mitigations for a tank buster (which I would recommend in Abyssos), it's easy for the timing to fall right when you also need to weave an attack. Easy to time an attack or a mit a bit differently, but easy to get wrong as well.

    Overall, any suggestion that involves something other than adding a heal I would find interesting. I like the tanks to be different. Whether Souleater is buffed, a Painhaima effect is added to TBN, raw mitigation is added to TBN or a second shield is available, something other than heals is welcome. Because all the other tanks have that and it would be boring to copy them.
    (5)
    In other news, there is no technical debt from 1.0.
    "We don't have ... a technological issue that was carried over from 1.0, because ARR was meant to kind of discard what we had from 1.0 and rebuild it from the engine."
    https://youtu.be/ge32wNPaJKk?t=560

    Quote Originally Posted by Jeeqbit View Post
    Want to know why new content will never last more than 20 minutes? Full breakdown:

  2. #2
    Player
    Frostyyy's Avatar
    Join Date
    May 2022
    Posts
    15
    Character
    Frosty Grey-claw
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Jeeqbit View Post
    It's suggestions like this that are why complexity is being eroded from the game. If that's what everyone wants, it's fine, I'm just pointing it out.

    If TBN doesn't break then it's not worth using in that situation again. If the incoming damage is barely enough to take 25% of your health bar, then it's not even denting you enough to make a healer concerned enough to heal. This was the logic I used in Shadowbringers when I mained DRK and it worked fine. I revisited this whenever my gear upgraded and over time stopped using TBN in situations it had stopped breaking in.
    While I understand what you're saying, the main issue is that what breaks a TBN is ever so slightly inconsistent. Sometimes 2 autos break it, sometimes it takes 3, it gets pretty stupid. But, the way TBN currently is, if it doesn't have any free proc of dark arts, I don't want use it at all otherwise Ill be punished for playing the job with its current design at a whim, or if someone else throws a mit me without my knowledge (Divine Benison.) Considering you can only use it effectively once a minute without sacrificing damage I would rather just not use it, and I don't think that's how the button is supposed to feel. I feel that DRK feels unique enough Mit wise because the whole point of DRK is to stop as much damage as possible, but if too much comes in you dont have a way to recover it so it creates a completely different feel that warrior where you dont really care if you take a lot of damage because you can heal a lot of damage. Same as PLD. GNB honestly, has mit heals and regens for everything. As for the current tank busters in Abysoss the main issue is that if your progging and not BiS, even when you are BiS for Dark Knight, if you dont use 3-4 Mits with TBN you just die, you have no way to save yourself, and healers are often paying attention to other things and will just let you die then blame the DRKs lack of mitting the hits. To go back on one last thing, "If the incoming damage is barely enough to take 25% of your health bar, then it's not even denting you enough to make a healer concerned enough to heal" I disagree because its often not the 1 hit massive damage that kills Dark Knights, its the consistent autos/multi hit busters that you cant really mit properly without placing yourself in danger for the next buster.
    (0)