Page 382 of 479 FirstFirst ... 282 332 372 380 381 382 383 384 392 432 ... LastLast
Results 3,811 to 3,820 of 4783
  1. #3811
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ItsUrBoi View Post
    If you merge TBN with Oblation you are just making it harder to gain Dark Arts. That's the reason the developers decided to make it a separate button to begin with. Merging it with Dark Mind doesn't mean you are making DRK be no longer the "Magic defensive tank" but you are perhaps helping it in level 70 content where you don't really see the bonus of that?

    If anything:
    -> Either make Delirium a combo like PLD's Requiescat combo / GNB's Gnashing fang combo OR make it an entirely new thing that is NOT Inner Release but for DRK nor a combo - something unique. ( ex: Converts Darkside into Blood, prevents gaining Darkside but you gain Blood ). Inner Release on Warrior is somewhat cool because of the Fell Cleave critical hit being its identity and the really cool visual effects. DRK has none of these.

    ->Move C&S and AD to be GCDs with a short cooldown ( 20 seconds ) Their cooldown being tied is alright since you'd wanna use either depending on the situation.

    ->Add some form of sustain. It can be either a new ability that heals you instantly consuming Darkside or "Enhanced Dark Arts" which would make the free Edge/Flood of Shadow heal you.

    ->Merge the defensive cooldowns. Either upgrade TBN into Oblation or Dark Mind and Oblation together. For the first part a decent work around would be to change TBN to be "a barrier equal to a heal of 1200 potency"

    ->Living Shadow change to be No Mercy but cooler visual effects please?
    At any rate, merging Oblation with either Dark Mind or TBN would prevent button bloat in the future, so whichever one they go for is going to be a net positive either way.

    The only thing I'll comment on here is that you see the bonus of Dark Mind as early as the chrysalis because its tankbusters are magic damage.

    You handled the Delirium, Living Shadow, and merging of defensive cooldowns, nothing needs to be said on my part for those. The rest I'm just going to put my combine with my input for an updated list of suggestions for the dev team.

    Either perform ItsUrBoi's suggestion for Carve and Spit/Abyssal Drain, or merge them into a strong aoe on the GCD with a 30s or 60s cooldown to further prevent button bloat issues for the future.

    Again, referencing the post above mine, add some form of minor sustain. Let Edge/Flood heal you with Dark Arts or revamp Blood Price to for percentage based healing based on the damage you took, or allow it to pool damage you take until it hits a certain threshold and then it heals you for that amount.
    Do something with salted earth, Salt and Darkness was an attempt but feels more like a wasted opportunity since it feels like just another oGCD we need to press.
    Another GCD for us to spend gauge on a cooldown, whether that's placed into the Delirium combo abilities as we have suggested or otherwise.
    Have some interaction with the darkside timer in itself or just make Darkside a passive. (a couple Delirium changes we suggested a few times would remedy this)
    (0)

  2. #3812
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by The_User View Post
    What DRK lack :
    • No synergy between job action, almost everything is disjointed.
    Okay, but what exactly do you mean by "synergy" here and what implementation of that "synergy" would be a net improvement?

    If you mean one ability buffing another, the vast majority of the time that "synergy" is just a euphemism for either...
    • "bundling" or "codependence" if there is only a singular buffer, such that A only sees use through buffing B or B can only be buffed by A, or
    • "ramp-up" if the buffers apply broadly, such as having to open combat with a damage buff.

    Those involve trade-offs, even though their negatives may be reducible. In the first case, for instance, you may have a flexible spender if the singular buffer or its shared resource costs can nonetheless affect multiple skills in different ways (as per Dark Arts), but that then means your base skills are weaker. That leaves you with a further issue to hammer out -- responsiveness.
    (Luckily, that's easily done by flipping the DA-like effect from a buff to a dynamic follow-up skill, especially if it's done without a player-animation and therefore "animation-lock" [the period after each player action for which not further player actions can be executed, equal to 0.5s + roundtrip ping].)
    That said, there are other ways of looking at synergies beyond what is obvious simply from tooltips. Much like in a card game where you need to manage certain functions, fill certain needs at/by certain times, etc., skills can be complementary or supplementary to each other without needing to specifically include among their "Additional Effects" some reference to another skill or apply broad buffs to all.
    Heck, whether a broad buff even applies a synergy or not is contextual; if a Haste buff doesn't actually provide enough value to make a rotational difference (or especially, one with disproportionate impact), it's harder to call that a real "synergy".
    While that contextual synergy is, of course, not going to feature as obviously in a game where "burst" is largely no different from "sustain" except in how much they depend on multiplicative returns via stacked raid buffs (ultimately, from composition), but it's worth considering.

    Touch of Death and Fracture weren't useful to Monk just because they were DoTs, nor was Yaten-Enpi useful to Samurai just because it was a ranged attack. The first pair were useful because they were non-positional and in part because their tuning wasn't that high, allowing them to be held at little cost in order to sync rotations or even guarantee a full-powered hit against a boss that would turn wildly during that GCD. Yaten-Enpi, in turn, could compensate for a single GCD of overclock where one would otherwise only be able to move a minimum of two GCDs.

    A DRK set up in such a way as to appreciate the difference between, or appreciate both among, synergies that are on-paper (one skill's "Additional Effect" referencing another) and in-practice (context allowing a skill to have varied uses that draw a disproportionately improved effect from other parts of the kit even despite zero mention of those synergies in tooltips) would be, I'd imagine, a far more involved job than simply one with an extra mechanic added atop everything and embedded into each tooltip.

    That's not an either-or, mind you. I'm a fan of bringing back a revised Dark Arts, not replacing that direction with this, and the one would likely help the other. But I feel we should be looking at more ambitious ends than just on-paper synergies.
    (0)
    Last edited by Shurrikhan; 04-16-2023 at 08:19 AM.

  3. #3813
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,321
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ItsUrBoi View Post
    ->Living Shadow change to be No Mercy but cooler visual effects please?
    I'd rather have Living shadow as it is now then turning it into a boring 3rd buff skill, on top of Blood Weapon and Delirium, that solely says "do more damage"
    (1)

  4. #3814
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,849
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Oizen View Post
    I'd rather have Living shadow as it is now then turning it into a boring 3rd buff skill, on top of Blood Weapon and Delirium, that solely says "do more damage"
    Why, though? A DoT, unless specifically given some connecting additional effect that influences the use of another ability or requiring sync into a +%damage CD, doesn't have any interaction. A damage multiplier, on the other hand, inherently advantages syncing (to) it in order to increase the (bonus) potency dealt over that duration. It's... inherently more than any single source of potency.

    With Living Shadow a simple oGCD attack, DoT or otherwise, it's one among several. Were Living Shadow a damage window, it'd be DRK's first -- hardly redundant. Neither is unique nor ideal, but the latter is still generally better than the first, I would think, especially if flexible in its timing to better allow for sync and if the typical time to cool would desync from others so that you have a with- and without alternating rhythm.

    (No, Blood Weapon and Delirium are not "damage buffs", at least by any typical definition -- i.e., unless you'd also call Bloodspiller or Shadowbringer a damage buff. They're free-casts / resource CDs.)
    (1)
    Last edited by Shurrikhan; 04-16-2023 at 03:44 PM.

  5. #3815
    Player
    The_User's Avatar
    Join Date
    Feb 2022
    Posts
    199
    Character
    The Tank
    World
    Gungnir
    Main Class
    Dark Knight Lv 62
    After all what they did to us. You're still believe that "we should be looking at more ambitious ends"??


    ------------------------------------------------------------------------------------------------



    "Luckily, that's easily done by flipping the DA-like effect from a buff to a dynamic follow-up skill"


    You mean DA+some gcd=DA turn to an ogcd attack? if so I believe it has already been suggested and responded with radio silence.
    (0)

  6. #3816
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by ItsUrBoi View Post
    ...
    Worth noting that all of the other short recast upgrades also have a healing effect attached (Catharsis of Corundum/Knight's Benediction/Bloodwhetting's lifesteal). Oblation is just a flat 10% DR cooldown without any healing attached, and you can't even apply it to every TBN if you wanted to.

    Not that this is at all hard to work around. Just follow Catharsis of Corundum's design.

    The Blackest Night: Creates a barrier around self or target party member totally 25% of target's maximum HP. Duration 7 seconds. Grants Dark Arts when barrier is completely absorbed.
    Additional Effect: Grants Oblation to target.
    Oblation Effect: Heals X% of damage absorbed by The Blackest Night. When The Blackest Night expires (i.e. due to either damage or the buff duration), grants target a barrier totaling Y% of target's maximum HP.

    Now you have parity and you can keep the playstyle.
    (1)

  7. #3817
    Player
    ItsUrBoi's Avatar
    Join Date
    Nov 2021
    Posts
    150
    Character
    Scuffed Guts
    World
    Spriggan
    Main Class
    Dark Knight Lv 100
    In all honesty I think Square Enix has added a decent amount of skills as a base for perfecting the job.

    ->Add a trait that if you enter Salted Earth's area you get a regeneration effect. The effect remains even after leaving the area. Using Salt and Darkness instantly heals you.

    -> move Carve and Spit and Abyssal Drain to the GCd with short cooldowns of 30 seconds.

    -> Add a trait that when completing a Souleater combo of a Stalwart Soul combo the cooldown of Carve and Spit and Abyssal Drain is reduced by 3 seconds and 2 seconds respectively.

    -> Delirium changed to grant a combo that costs Bloodgauge per attack. A long combo of 5 actions would set it aside from GNB or PLD. You have space for this in your GCD burst window as right now its x3 Bloodspiller and Hard Slash, Syphoon Strike and Souleater.

    -> Living Shadow would be much better as a damage buff as it would at least interact with your kit even if its similar to other tanks. The visual indicator of on your UI would fit too.

    -> Move Dark Missionary to some level below 70 so you can use it in UCOB and UWU please.

    -> Merge and change some defensive cooldowns. For example:
    1. Before level 70, you have 2 charges of Dark Mind, giving 10% damage reduction for 10 seconds with 60 sec cooldown / charge.
    2. At 70 you gain TBN.
    3. At 82, Dark Mind upgrades to Oblation which gives an additional 20% magic damage reduction.

    -> Add a new defensive / utility action that can be something like:
    1. Stores damage taken, when reactivated or upon effect expiration you heal for a portion of damage taken.
    2. Mark target, if you kill it quickly you gain MP and HP, otherwise only HP.
    3. Instantly heal yourself for 550 potency, consuming 15 seconds of Darkside.

    Did I miss something?
    (1)
    Last edited by ItsUrBoi; 04-16-2023 at 05:42 PM.

  8. #3818
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,179
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    Dropping dark mind to 39ish so you can use it on the sprites in stone vigil.
    (2)

  9. #3819
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Oizen View Post
    I'd rather have Living shadow as it is now then turning it into a boring 3rd buff skill, on top of Blood Weapon and Delirium, that solely says "do more damage"
    ..Why? So you would rather have a boring over-glorified DoT that has 0 interaction with the rest of the kit instead of something that actually creates kit cohesion?

    My response is basically Shurrikhan's. Blood Weapon and Delirium are not damage buffs. As they have stated before me, they are resource generators, Delirium merely negates the one resource required to use Bloodspiller 3 times, which isn't a "damage buff" in the definition we generally use the term for.

    Quote Originally Posted by ItsUrBoi View Post
    snipped to reduce text
    That's more or less the gist I feel. I will discuss something with Salt and Darkness, though.

    I think we could get away with merging one more time. Likely Bloodspiller and Quietus?

    This is a bit of a long shot, but...what if we added a functionality to Salt and Darkness? My proposition is that it has its own damage potency upon activation, but have it ALSO deal the damage that would have been dealt with the remainder of Salted Earth's timer. In other words, ending Salted Earth early to get a maximum situational benefit.

    The only thing that's missing is returning Shadowskin as a low level TBN. A 10% or 15% shield perhaps?
    (0)
    Last edited by Zairava; 04-16-2023 at 08:36 PM.

  10. #3820
    Player
    ItsUrBoi's Avatar
    Join Date
    Nov 2021
    Posts
    150
    Character
    Scuffed Guts
    World
    Spriggan
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Zairava View Post
    The only thing that's missing is returning Shadowskin as a low level TBN. A 10% or 15% shield perhaps?
    You can use Dark Mind at lower levels tbh. 10% mitigation should be enough, low level tank busters don't hit that hard I think.
    Here's another idea I came up with that to be completely honest is pretty balanced. If you take away TBN as DRK's "healing" alternative you are left with very little in terms of mitigation: Dark Mind and Oblation. Therefore Dark Knight could use a healing skill, of which were given a lot of options but here's another one:

    "Dark Passenger" toggleable action, obtained at level 58.
    -> Marks an ally with "Dark Passenger"
    Dark Passenger effect: Healing effects of certain abilities are given to marked ally. Marking yourself will give you the effects instead.

    "Enhanced Darkside" trait, obtained at level 40
    -> Adds a heal over time effect to Edge/Flood of Darkness

    Similar effects could be changed to trigger without another trait, such as when a target takes damage ( marked target ) as it might be similar to SGE's Kardia.
    (0)
    Last edited by ItsUrBoi; 04-17-2023 at 12:27 AM.

Page 382 of 479 FirstFirst ... 282 332 372 380 381 382 383 384 392 432 ... LastLast