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  1. #1
    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
    I really don't get how you're going to upgrade a 20% Self Magic mit into a teamwide 10% Magic Mit.

    All it would do is leave DRK without an extra mitigation, merging it into Oblation makes more sense, but then having a skill that does 20% Magic Mit and 10% All mitigation is pretty confusing, unlsess we're looking to nerf that too.
    (2)

  2. #2
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Oizen View Post
    I really don't get how you're going to upgrade a 20% Self Magic mit into a teamwide 10% Magic Mit.

    All it would do is leave DRK without an extra mitigation, merging it into Oblation makes more sense, but then having a skill that does 20% Magic Mit and 10% All mitigation is pretty confusing, unlsess we're looking to nerf that too.
    Oh shoot! I just realized I not only reduced the recast of Dark Missionary by also buffed it's effectiveness AND possibly it's duration when I suggested upgrading Dark Mind INTO Dark Missionary. So glad you brought that up because I thought Dark Mind and Dark Missionary had the same mitigation %.
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  3. #3
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,893
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by DRKoftheAzure View Post
    Oh shoot! I just realized I not only reduced the recast of Dark Missionary by also buffed it's effectiveness AND possibly it's duration when I suggested upgrading Dark Mind INTO Dark Missionary. So glad you brought that up because I thought Dark Mind and Dark Missionary had the same mitigation %.
    I still don't think Dark Mind upgrading into Dark Missionary is a good idea. They have frequently different use cases.

    Why not just do the far simpler thing in having Dark Mind give 10% miti + 10% additional magic miti, and then Oblation grants it a second charge and lets it be used on anyone?

    Or turning Oblation into upgrade of, additional effect on, or combo-ability following The Blackest Night? Or just leaving it as is apart from perhaps reducing its recast time to 40s, even?



    Quote Originally Posted by DRKoftheAzure View Post
    You know, for AMP for your parser logs thing.
    APM is not a "parser logs thing". It's the number of button-presses per minute (typically, including Traits and consistent effects but not including SkS/SpS, when given as a job metric). As in, the only thing other than GCD Speed that makes a job feel faster, which has been pretty essential to DRK identity.

    And just for good measure; Living Dead now drops your HP to 1 but you cannot go below 1 HP and whenever you deal damage you heal yourself with a cure potency is 1200 and the duration is 20 seconds with no change to the recast timer...
    I don't think there's any chance of DRK getting a 20-second immunity, which could honestly then be worth having the DRK stop attacking just to keep it from doing its health pool's worth of healing too soon (which would otherwise reduce that invuln duration). And yes, so long as one has access to burst healing, one would want to delay meeting that healing requirement as long as they can without losing too much uptime, since preventing the death to Doom also ends the immunity and self-healing.

    Nerfing the self-heal from 1500 to 1200, moreover, isn't going to make up for having twice the time in which to get oneself back up, especially since the majority of that could easily be external.

    Darkside basically starts out as 3.x Blood Price
    Is this... on a CD? If you're gaining 200 MP from every hit against you, your GCD Abyssal Drain that you've given ridiculous potency to let it be used in single-target becomes stupidly overpowered in AoE by simple fact that it so often be afforded.

    Goal is to have some overlap with some other jobs in terms of DPS while keeping the core DPS of what we currently have the same...
    Why do we need more overlap with other jobs than just our already (GCDs->oGCD spam) WAR-like DPS loop?

    Delirium restores 6000 MP on a 30 second cooldown.
    I don't mind this, but neither does that seem very new or... Delirium-like? We'll have traded Dark Release for Darkishoten. It gives us a bit more MP management, but will further devalue what our rotation MP generation is actually doing...

    And bring back Dark Arts button to give 2 stacks of Dark Arts to be used for MP burst combo on a 30 second cooldown, and have The Blackest Night give 1 Dark Arts stack when it falls off and 2 for when it breaks.
    If you're not going to change the functionality of DA from being just TBN's means of refunding itself, there's no need for another button. Just allow it to stack further and have it use DA instead of normal MP only if under 6k MP (i.e., too little to afford another TBN after).

    duration caps at 30 seconds and is basically the button you press to refresh the buff timer in between you combos since, again, you really care about APM THAT MUCH...
    Liking for the job that has always been the most fast-paced to remain fast-paced is not a desire to take on bloat just to offer 2 more apm than otherwise, especially given that simply buffing the availability of any other action would already likewise increase apm... That'd already have been done via DP's readdition, ShB's CD reduction, and the change to Delirium.

    I'm not sure why you'd be spiteful about that. This is also the first time you've even mentioned making Darkside a button, instead of a buff duration, in the first place...

    Level 70 is where Darkside becomes Living Shadow where the potency of all abilities go up by 200, which the Living Shadow Mastery potency caps out at 500
    We are NOT getting a 500-potency increase to all abilities in place of current Living Shadow. Current Living Shadow is under 2.5k potency. In its duration, one use 12-13 offensive Abilities [oGCDs] (SE, DP, CnS, ShBx2, Edgex4 naturally + 3 from Delirium, with possibly another edge if fitting 4 Syphons into the 20 seconds). At 500 each, that's 6000-6500 potency.
    (3)
    Last edited by Shurrikhan; 05-11-2023 at 09:14 AM.

  4. #4
    Player
    primarisgoazrr's Avatar
    Join Date
    May 2023
    Posts
    58
    Character
    Philippos Berean
    World
    Siren
    Main Class
    Paladin Lv 100
    Yo friends! I was thinking about what changes make DRK somewhat more unique. I think my main 2 points would be to dump Delirium, because it’s too similar to inner release, and to go all in on shields, a “shield tank” if you will. With that in mind I would make the following changes:

    1: With Delirium dumped, Bloodspiller would become the 4th part of you single target combo and Quietus the 3rd part of your AOE.

    2: Blood Weapon will give you a shield(10% of HP) upon landing weaponskill/spell, and a damage buff(3%) for each weaponskill/spell used (think requiescat)

    3: Dark Mind will be changed to reduce all damage taken by 15%, and have an additional effect: restore MP (3000 over the span of 10 seconds)

    4: Carve and Spit will give you a 200 potency shield in addition to restoring MP, and Abyssal Drain will be its AOE upgrade (think Spirits Within to Expiacion)

    5: Salted Earth will have a small regen for those standing it (similar to pvp). When you use Salt and Darkness whoever is standing in the bubble will receive heal (250/300 potency maybe)

    6: Flood of Darkness/Flood of Shadow will become a 2 stack oGCD, with no MP requirement and on a 60s cooldown. This ability will upgrade into Shadowbringer and extend Darkside by 10 seconds

    7: Edge of Darkness/Edge of Shadow would become a line AOE (Weaker because AOE, 200/250 potency maybe)

    8: The Blackest Night upon shield breaking on you or the target party member will be granted Oblation, and Dark Arts will double the potency of next Edge of Shadow

    9: Dark Missionary will changed to reduce all damage for self and party by 10%

    10: Living Shadow will take 5000 MP, since Blood gauge will be gone with Delirium

    This is my big wishlist lol, I think with some balancing it would be pretty fun and unique let me know what you all think. Thank you for reading!
    (0)

  5. #5
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by primarisgoazrr View Post
    1: With Delirium dumped, Bloodspiller would become the 4th part of you single target combo and Quietus the 3rd part of your AOE.

    This is a band-aid fix for the boring GCD rotation... Right idea but kinda needs some work...

    Quote Originally Posted by primarisgoazrr View Post
    2: Blood Weapon will give you a shield(10% of HP) upon landing weaponskill/spell, and a damage buff(3%) for each weaponskill/spell used (think requiescat)
    Might be worth adding onto my unhinged rework from the bottom of page 388 of this forum.

    Quote Originally Posted by primarisgoazrr View Post
    3: Dark Mind will be changed to reduce all damage taken by 15%, and have an additional effect: restore MP (3000 over the span of 10 seconds)
    Debatable...

    Quote Originally Posted by primarisgoazrr View Post
    4: Carve and Spit will give you a 200 potency shield in addition to restoring MP, and Abyssal Drain will be its AOE upgrade (think Spirits Within to Expiacion)
    WHY MAKE DARK KNIGHT WORSE TO PLAY?! Even I tell you this a bad idea.

    Quote Originally Posted by primarisgoazrr View Post
    5: Salted Earth will have a small regen for those standing it (similar to pvp). When you use Salt and Darkness whoever is standing in the bubble will receive heal (250/300 potency maybe)
    Okay, I can see that happening...

    Quote Originally Posted by primarisgoazrr View Post
    6: Flood of Darkness/Flood of Shadow will become a 2 stack oGCD, with no MP requirement and on a 60s cooldown. This ability will upgrade into Shadowbringer and extend Darkside by 10 seconds
    Ehh... I don't think that's a good idea... just something about this idea doesn't sit right with me...

    Quote Originally Posted by primarisgoazrr View Post
    7: Edge of Darkness/Edge of Shadow would become a line AOE (Weaker because AOE, 200/250 potency maybe)
    Again this don't sit right with me...

    Quote Originally Posted by primarisgoazrr View Post
    8: The Blackest Night upon shield breaking on you or the target party member will be granted Oblation, and Dark Arts will double the potency of next Edge of Shadow
    Okay this could cause even more balancing issues than there already is...

    Quote Originally Posted by primarisgoazrr View Post
    9: Dark Missionary will changed to reduce all damage for self and party by 10%
    Sadly this does nothing for the Ultimate Raiders since they need Dark Missionary at level 70...

    Quote Originally Posted by primarisgoazrr View Post
    10: Living Shadow will take 5000 MP, since Blood gauge will be gone with Delirium
    Yeah this is going to cause more balancing issues than there needs to be...

    Quote Originally Posted by Shurrikhan View Post
    snip
    These changes aren't for you then. Plain and simple.

    Quote Originally Posted by Shurrikhan View Post
    I don't think there's any chance of DRK getting a 20-second immunity, which could honestly then be worth having the DRK stop attacking just to keep it from doing its health pool's worth of healing too soon (which would otherwise reduce that invuln duration). And yes, so long as one has access to burst healing, one would want to delay meeting that healing requirement as long as they can without losing too much uptime, since preventing the death to Doom also ends the immunity and self-healing.
    Clearly you assumed there was still the dumb doom debuff attached to my Living Dead suggestion changes... So to clarify; no there is no dumb doom debuff that ends the invuln when you restore up to 100% HP... and yes that was the one thing worth to single out of that ENTIRE COMMENT...
    (0)
    Last edited by DRKoftheAzure; 05-20-2023 at 12:53 AM.
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,893
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by DRKoftheAzure View Post
    Clearly you assumed there was still the dumb doom debuff attached to my Living Dead suggestion changes... So to clarify; no there is no dumb doom debuff that ends the invuln when you restore up to 100% HP... and yes that was the one thing worth to single out of that ENTIRE COMMENT...
    If Living Dead has no healing requirement to be met, it can't then be ended early, at which point you're extending it to a 20-second duration really would grant a 20-second immunity...

    That's... not going to happen.
    (4)

  7. #7
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Shurrikhan View Post
    If Living Dead has no healing requirement to be met, it can't then be ended early, at which point you're extending it to a 20-second duration really would grant a 20-second immunity...

    That's... not going to happen.
    Thank you proving my point once again...

    These suggestions are not for you...

    Because I don't know what you want...

    Not once have I ever seen you post something that would be an even better alternative outside of more oGCD spam... which isn't even a better alternative... it's just more Shadowbringers Dark Knight... which is already not fun...

    I go full balance mode with some semblance of fun and you hate it... I go full game-breaker mode complete with ALL OF THE FUN and you STILL hate it...

    What do you want other than "more Shadowbringers Dark Knight"?
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,893
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by DRKoftheAzure View Post
    I go full balance mode with some semblance of fun and you hate it... I go full game-breaker mode complete with ALL OF THE FUN and you STILL hate it...

    What do you want other than "more Shadowbringers Dark Knight"?
    My pointing out where something, by the description given, would not accomplish your stated desires or would not be remotely feasible is not "hating" it.

    Nor does the above make me unappeasable. By those two data points you mentioned, I would think it pretty clear that I want something less homogeneous and with more spread APM than current DRK but not utterly broken/ridiculous/game-breaking. That's not exactly a tight constraint.

    But again, nor do my desires matter to the feedback I've given you. I've simply pointed out the likely outcomes.

    But okay, to restate what I want:
    • Remove the clunkiness of Spells not being affected by SkS.
    • Raise DRK's APM outside of the two-minute bursts.
    • Very slightly decrease DRK's APM over the first 15s of each 2-minute burst (as to make more time for defensives).
    • Diversify DRK's defensive CDs so they don't just feel like reskins of a shared template.
    • Replace Darkside as a mechanic, perhaps centering it around a flexible-duration buff/stance with more than just offensive implications.
    • Separate Blood Weapon from Delirium, as not to basically have them be one action that nonetheless costs two buttons, and rework either or both as to be more unique to DRK.
    • Make Living Shadow more than a mere DoT; it should have a palpable gameplay effect.
    • Give DRK more non-combo offensive button presses in the lulls between minute-to-minute bursts.
    • Increase DRK sustain (especially, its self-healing -- since its mitigation is already high enough that an increase to both forms of sustain could make its mitigation slightly excessive).
    • Perhaps grant DRK a further central gimmick beyond the Darkside replacement.
    • Slightly reduce button bloat across what couldn't be diversified (e.g., roll Oblation into TBN).
    • Improve DRK's defensive kit at lower levels.
    (7)
    Last edited by Shurrikhan; 05-13-2023 at 09:30 AM.