Quote Originally Posted by ItsUrBoi View Post
Snip
So, there's several issues I have and see with this. I'll mention what I do agree with and provide input or ideas regarding them, though.

Quote Originally Posted by ItsUrBoi View Post
Regarding defensives:
->TBN no longer has an MP cost. CD increased to 20 seconds, duration increased to 8 seconds. Dark Arts removed.
  • Both parts of this. TBN should stay as it currently is, if they were to remove the mp cost, not only would they make it 25s and not 20s, but making it 8s instead of 7 wouldn't increase it's effectiveness since it would still be breaking in a mere couple seconds in mob pulls.
  • Even if Dark Arts is a mere shadow of what it once was, outright removing it from TBN wouldn't be beneficial for the job overall. It is the only remaining cooldown that interacts with the kit that isn't just "you heal upon hitting thing(s)". It also is the sole thing that gives DRK any real skill expression.
Quote Originally Posted by ItsUrBoi View Post
->Dark Mind changed to granting 10% damage reduction, with a further 10% reduction against magical. 60 sec CD. At level 82, this upgrades into Oblation, increasing the magic damage reduction to 20%, grants 2 charges, each with a CD of 45 seconds.
My only comment here is that it should remain on 60s cooldown. Having it on 45s with 2 charges would make it far too powerful.
Quote Originally Posted by ItsUrBoi View Post
->Abyssal Drain removed. C&S has AoE falloff and gets a bigger animation.
I would like to refer to Lyth's idea for this, just modified a bit:
Abyssal Strike: Three-fold attack that deals unaspected damage to target and all nearby targets nearby it.
Additional Effect: inflicts Scourge
Scourge: Damage over time of [X potency] for 15-30s
It goes without saying that I would like an animation for Abyssal Strike that's incredibly similar to Scourge, being that it literally applies it.
Quote Originally Posted by ItsUrBoi View Post
New defensive:
->Sole Survivor: marks target and nearby enemies with "Another Victim" status. When surrounded by 3 or more enemies, also grants "Blood price".
"Another victim" effect: dealing damage to this unit heals the DRK who applied this mark for a potency of 250. Lasts 10 seconds.
"Blood price" effect: getting hit by any attack grants 25 MP and 1 blood. Last 10 seconds.
  • It is called Sole Survivor, after all. It should remain purely between the DRK and one target.
  • That another victim effect is horrifically overpowered. If every party member's attack on that mob heals the DRK you would be essentially immortal in every scenario that isn't a wipe mechanic, irregardless of the potency.
  • 25mp and 1 gauge wouldn't really be all that useful outside of trash pulls. As much as I would like having Blood Price back in the form of it's own defensive, it never will because that would be tying a defensive to offensive output in the form of a damage gain, which is a damage loss whenever you aren't MT.
Quote Originally Posted by ItsUrBoi View Post
Regarding existing offensive attacks:
->Syphoon strike restores 1000MP and Souleater gains 15 blood.
->Darkside's damage bonus increased to 15%.
->Using Bloodspiller combos into 2 new attacks. Each attack costs 25 blood, including Bloodspiller.
  • Quietus removed, Bloodspiller has a new animation or the same animation but much stronger to justify having AoE falloff damage.
  • Unless we are buffing the gauge generation significantly it would be better just to make Bloodspiller cost 50 and give us access to said combo actions after bloodspiller for free.
  • I'm fairly certain Bloodspiller being turned into aoe would warrant a new animation on it's own, which I am for.
Quote Originally Posted by ItsUrBoi View Post
->Delirium works as fallows:
When landing a GCD consumes 5 seconds of Darkside. If Darkside is not active the effect is canceled and put on 10 sec CD.
If the effect is active gain 15% SkS and accelerates the rate at which the Bloodgauge fills, increasing it by 2 every quarter second.
Toggle this on or off freely.
  • I am..at a toss on this. This could potentially work but without much higher mp generation than we do now we could potentially run out of it due to TBN needing 3k reserved. (This would be a tad more lenient if TBN got the mana cost removed, though)
  • I think the gauge generation would be best if it was 5 bonus gauge generation per GCD used. You lose 5 Darkside, you gain 5 more blood gauge. not counting that incredibly high tick rate, 2 every quarter second could throw some people off and potentially cause misalignment and clipping due to the faster GCD rolling from the skill speed boost. On the topic of the SkS boost, make it a haste since your aoe GCD's are spells.
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Quote Originally Posted by ItsUrBoi View Post
->Living Shadow before level 100, works the same it does now. At level 100 works as fallows: ( blood cost removed )
Merge with Fray, becoming one with your inner darkness, increasing the potency of all attacks by 150 potency for 20 seconds. 120 sec CD.
Gain a much visually stronger effect of Darkside, similar to RPR's Enshourd.
I've stated my agreement with this in the past. However, I still think it should be on a 3-5 stack system. 20s may be too long and therefore too powerful, and there is, as ever, the issue of missing a gcd.
Quote Originally Posted by ItsUrBoi View Post
->Blood Weapon removed.
No. Why? Syphon strike being upped to 1k mp restore wouldn't be enough to warrant this, and we still would need this for gauge generation regardless.