Page 3 of 5 FirstFirst 1 2 3 4 5 LastLast
Results 21 to 30 of 48
  1. #21
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,346
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    While yes, TBN is great in itself and I don't want any changes to that skill, I have one issue with the whole situation:

    In ShB the general opinion was that the tanks were better balanced than ever before. DPS-wise and mitigation wise. TBN shield vs self-sustain basically.

    Now every tank got a huge buff to their short mitigation CD except DRK. How is that balanced still?
    (2)
    It’s a good thing not to answer your enemies. I scarcely ever do. Perhaps Emily is more like me than I am like myself. Perhaps she would rather not answer her friends, even. She keeps it all in her heart.

  2. #22
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,959
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    If it breaks, TBN is good to use on trash autos in dungeons. Unless a boss has extremely hard-hitting autos that take 25% of your health, it's probably not worth it even in raids.

    Quote Originally Posted by Tint View Post
    In ShB the general opinion was that the tanks were better balanced than ever before. DPS-wise and mitigation wise. TBN shield vs self-sustain basically.

    Now every tank got a huge buff to their short mitigation CD except DRK. How is that balanced still?
    In Shadowbringers, in my opinion, TBN was the best. All they did in Endwalker was bring the other tanks up to its level.

    Warrior's didn't change much except some extra mit because it healed about the same as it does now if used on Inner Chaos. Warrior's was pretty good in Shadowbringers, but Nascent Flash was not a mitigation, so they still had to receive the damage first unlike Dark Knights.

    Paladin had no self-heals except Clemency and Sheltron didn't compare to what TBN and Souleater were doing for Dark Knights.

    Gunbreaker's was almost as bad except their combo had shields and heals and they had a regen, so they managed better than a Paladin, but not as well as a Warrior or Dark Knight.

    Endwalker merely brought Paladin and Gunbreaker up to Dark Knight's level and it was mainly those two that got buffed.

    The problem is as I explained earlier that those buffs made them more versatile. TBN is fantastic but in situations where a shield isn't as effective, they lose out to the raw mits and regens and heals that the other tanks got.

    One way to fight it might be to combine Shadow Wall with Oblation or Dark Mind instead of TBN, and then apply TBN later (in Abyssos, after the dot is already applied), because shields still absorb dot ticks after the cast completes.
    (1)
    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:

  3. #23
    Player Midareyukki's Avatar
    Join Date
    Oct 2017
    Location
    Bozja
    Posts
    2,580
    Character
    Harun Asubra
    World
    Zodiark
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Tint View Post
    Now every tank got a huge buff to their short mitigation CD except DRK. How is that balanced still?
    It's not. And that's the issue. DRK has a pretty strong shield that's now hard to balance, because while it's strong, it's still not something you can compare to the likes of Bloodwhetting or HoC. But add anything to the shield and it surpasses those other skills.

    DRK had Oblation to make up for it, but it doesn't make up for it. Not entirely.

    And then there's the rest of its kit, which works at face-value, generically. But then you look at the other tanks and it just "lacks" something.
    (0)

  4. #24
    Player
    Raoabolic's Avatar
    Join Date
    Nov 2016
    Location
    Bastok
    Posts
    2,119
    Character
    Raogrimm Ironfist
    World
    Coeurl
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Midareyukki View Post
    And then there's the rest of its kit, which works at face-value, generically. But then you look at the other tanks and it just "lacks" something.
    It's called a lack of HP regen. A funtime shield is okay but not when you compare it to Pld's defensive kit and War's Benediction they can spam every 15 seconds in a group pull.
    (0)

  5. #25
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,454
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Raoabolic View Post
    It's called a lack of HP regen. A funtime shield is okay but not when you compare it to Pld's defensive kit and War's Benediction they can spam every 15 seconds in a group pull.
    In that case the clear problem is Abyssal Drain having a pathetic heal potency and a 60s CD, and oddly stapled to Carve and Spit in Endwalker for no real reason.
    Skill could honestly have its heal potency doubled and its cooldown halved and it would probably be fine.

    I really dont like the fact its attached to Carve now, because that skills fine as a 60s ogcd.
    When I want changes to Abyssal, I don't want changes to Carve, but they're attached now because Square Enix said so.
    (0)

  6. #26
    Player
    SylvAlternate's Avatar
    Join Date
    Feb 2022
    Posts
    88
    Character
    Sylv Aaor
    World
    Excalibur
    Main Class
    Scholar Lv 90
    Personally I think they should just make TBN cost 2000mp, changing it from "high risk (possible loss of 460p) minimal reward (less pressure on healers)" to "high risk (possible loss of 460p) high reward (gain 460p for every 3 uses, possible extra gains due to kill time, less pressure on healers)

    although this would reward smart usage of the skill and inspire further optimization, so the devs will never allow it
    (2)
    You can always give unsolicited advice, it's always morally correct

  7. #27
    Player
    Lubu_Mykono's Avatar
    Join Date
    Aug 2018
    Location
    Radz-At-Han
    Posts
    320
    Character
    Lubu Mykono
    World
    Phantom
    Main Class
    Dark Knight Lv 90
    I think it's fine the way it is. It benefits those that learn the fights directly.
    (1)

  8. #28
    Player
    Axious's Avatar
    Join Date
    Nov 2013
    Posts
    50
    Character
    Axious Atheorion
    World
    Maduin
    Main Class
    Gladiator Lv 90
    Interesting idea I just had. Create a 3rd gauge specifically for TBN.

    Gauge is valued off of damage taken. Replenishing the gauge the more damage you take.

    Treat tbn gauge like a 3 stack mechanic. Press tbn once receive a 33% of a shield.
    Twice 66% shield.
    Three times 99% shield.

    No idea on shield value. Just had a random thought.
    (1)

  9. #29
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,959
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Paladin Lv 100
    While I remember, the multiple Dark Arts idea is mostly just useful for people who are trying to save it for a burst window, because you can just use it right away normally.
    (0)
    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:

  10. #30
    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 Axious View Post
    Interesting idea I just had. Create a 3rd gauge specifically for TBN.

    Gauge is valued off of damage taken. Replenishing the gauge the more damage you take.

    Treat tbn gauge like a 3 stack mechanic. Press tbn once receive a 33% of a shield.
    Twice 66% shield.
    Three times 99% shield.

    No idea on shield value. Just had a random thought.
    The main reason this wont work and old make it TBN feel worse is button bloat. Its not a bad idea its just DRK already has too many buttons to hit
    (0)

Page 3 of 5 FirstFirst 1 2 3 4 5 LastLast