What DRK lack :
- No synergy between job action, almost everything is disjointed.
- No job evolution, DRK form lower level to max level just play the same.
- Button Bloat, there are action that divided to single target and aoe for no reason
What I would do :
Somethingbringer Ability Ogcd Attack Range 10y Radius 10y
- I would address the easiest problem first by merging the Edge&Flood into
Deals unaspected damage to all enemies in a straight line before you with a potency of ??? for the first enemy, and 60% less for all remaining enemies.
Cost ????MP Increase Blood Gauge by??
Blood Weapon Toggle Ability
- Then I would Make Blood Weapon consume the Blood gauge
Grants the effect of Blood Weapon,reduces weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by ??% at the cost of ?? Blood Gauge upon landing weaponskill or spell. Effect fades and cannot be used without a sufficient Blood Gauge.
Recast 5s.
- Blood gauge that doesn't decrease on it own unless it get consume by landing the attack, in this way player won't be hard pressed to always play with a fast gcd speed, thus have more control over the pace.
Abyssal Drain Weaponskill Gcd Attack Range 25y Radius 5y
- With Blood Weapon no longer a resource generator we would need another source of mp and another source of for our second gauge and since DRK is lacking a variety of gcd attack I would make
Deals unaspected damage to target and all enemies nearby it with a potency of ??? for the first enemy, and 50% less for all remaining enemies.
Additionale Effect : Restore ???MP
Additional Effect : Grant ? stack of Abyss
Recast 30s. Max Charge : 2
Darkpassenger Weaponskill Gcd Attack Range 10y Radius 10y
- Bloodspiller and Quietus is uninteresting and having these 2 action seperated from each other just contributed to a problem of button bloat so I would merge them and make new action that consume Abyss stack like...
Deals unaspected damage to all enemies in a straight line before you with a potency of ??? for the first enemy, and 60% less for all remaining enemies.
Cost : 1 Abyss stack.
Additional Effect : Increase Dark Gauge
Salted Earth Weaponskill Gcd Attack Range 25y Radius 5y
- Salted Earth is another action that caused an over weaving problem and it doesn't connect to other action so I would like to make a gcd instead as well as provide a significant heal at least in dungeon. With new targeting system don't seem to have a problem with a pool aoe now so I would like to change it to be able to place it around the target instead of limit the range to around the player. Here is what I envision :
Creates a patch of salted earth around the target, dealing unaspected damage with a potency of 60 to any enemies who enter.
Additional Effect : Absorbs 100% of damage dealt as HP
Duration: 15s Recast 30s.
Salt and Darkness Ability Ogcd Attack Range 0y Radius 5y
- Living Shadow pack a lot potency for no reason but wasn't able to make the player base feel like it deliver an impact because it's own subtle way to deal damage meanwhile Salt and Darkness seem like an action that serve as a finisher but due to an attack potency that failed to reach the level of the proper finisher it remain an another mediocre attack in DRK tool kit. I would like to make this a real finisher that connect with Darkpassenger by remove the Living Shadow and allocated the attack potency to other action such as Salt and Darkness
All enemies standing in the corrupted patch of Salted Earth take additional unaspected damage with a potency of ??? for the first enemy, and 60% less for all remaining enemies.
Maximum potency increase as Dark Gauge increase.
Consume all Dark Gauge upon execution.
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- Now I think DRK action would more or less regain some synergy
Other issue we talked a lot about DRK is the TBN and the defensive actions. DRK lose physical damage mitigation when Developer took Dark Dance and give it to GNB, result in a situation that DRK no longer have extra mitigate for a physical damage before they able to reach 2 expansions later to acquire "The Blackest Night" action. Needless to say there are a lot of fight that full of physical damage that the DRK player have to go through before reach that point in the story and we would have to suffer again should we partake in the fight that TBN action isn't available!!! thus I would like to make such a change :
- Bring back Shadowskin and make it replace Dark Mind
Shadow Skin
- Make Shadowskin upgrade to The Blackest Night when the action is available
- Make TBN 25s. recast and make don't consume MP.
- Then Make The Blackest Night gain physical mitigation effect as an upgrade at later level
- Change Oblation action into a heal that require mp cost.
- And make Obalation consume Dark Art instead of MP that the DRK received from when TBN completely absorbed an attack
- In this way player that want the significant of breaking the TBN and player who doesn't want to lose DPS when it doesn't break would be able to more or less able to compromise.
- This is what the description of these action would look like:
Reduces damage taken by 15%.
Duration 20s. Recast time 90s.
The Blackest Night
Creates a barrier around self or target party member that absorbs damage totaling 25% of target's maximum HP.
Grants Dark Arts when barrier is completely absorbed.
Dark Arts Effect: Consume Dark Arts instead of MP to execute Oblation
[[Upgrade] Additional Effect : Reduces damage taken by a party member or self by 10%.]
Oblation
Restore target HP. Cure Potency 1200. Cost : ????mp
- With this there would be at least an evolution/upgrade and synergy in defensive actions of DRK

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