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  1. #4031
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,892
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Kalaam View Post
    Of course the numbers are give are unthought examples, just to give an idea.
    Thanks for doing the calculation and showing it would have actual value, now just needs to figure the right number.
    Again, 20% or 25% is probably a decent cap. My larger issue, though, is the idea that any tank should be satisfied to just "take the hits as is". That... forgoes the whole gameplay point of being that tank, especially if you don't then in exchange give them a unique/atypical means of sustain that is at least as involved as what most tanks get access to.

    A tank should see use because it performs "tanking" gameplay in a way that players find more interesting/rewarding, not just because it can do all that jobs which actually partake in tanking "gameplay" can do... but without having to do most of that "tanking" gameplay. That is to say, the alternative shouldn't simply be a reduction; it should offer similar cognitive load and room for mastery. Now, that guideline exaggerates the difference you've suggested here, but still, I think that's a worthwhile guideline and still decently relevant.
    (1)

  2. #4032
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    I don't mean for it to *not* have a defensive kit, just repurposed around the massive health pool.
    Kind of like a reactive toolkit after taking big hits to recover and stuff like that, which the lifesteal aspect kind of works well for.
    (0)
    Last edited by Kalaam; 10-20-2023 at 12:52 AM.

  3. #4033
    Player
    OdinelStarrei's Avatar
    Join Date
    Apr 2019
    Location
    Ishgard
    Posts
    363
    Character
    Odinel Starrei
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    I think I would like to be able to hold 2 stacks of Dark Arts in Dawntrail.
    (0)
    Quote Originally Posted by CelestaRosa View Post
    this is my opinion. don't have share my opinion. don't have like my opinion. but know nothing you say or do is gonna make me change my opinion. if don't like that tough.

  4. #4034
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,074
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by OdinelStarrei View Post
    I think I would like to be able to hold 2 stacks of Dark Arts in Dawntrail.
    I'd like "dark arts" to come back! augment your abilities.

    Also popping TBN should make the next shadow MP spender deal 10% more damage (other tanks should also get small benefits to using defensives timed well).
    (0)

  5. #4035
    Player
    OdinelStarrei's Avatar
    Join Date
    Apr 2019
    Location
    Ishgard
    Posts
    363
    Character
    Odinel Starrei
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Rithy255 View Post
    I'd like "dark arts" to come back! augment your abilities.

    Also popping TBN should make the next shadow MP spender deal 10% more damage (other tanks should also get small benefits to using defensives timed well).
    And I'd like Blood Weapon to give me GCD haste back with incremental Blackblood gain to distinguish it further from other similar build methods, but I have to be realistic, or I'm just gonna be disappointed, mate.

    +10% DA'd EoS/FoS would reduce the gap between EoS's inside and outside of raid buffs though. Any excuse I have to place TBNs on other people, I still find that to be enjoyable, at least.
    (2)
    Quote Originally Posted by CelestaRosa View Post
    this is my opinion. don't have share my opinion. don't have like my opinion. but know nothing you say or do is gonna make me change my opinion. if don't like that tough.

  6. #4036
    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'm expecting some finisher move that can only be used when Living Shadow is out.
    (0)

  7. #4037
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Shurrikhan View Post
    A tank should see use because it performs "tanking" gameplay in a way that players find more interesting/rewarding, not just because it can do all that jobs which actually partake in tanking "gameplay" can do... but without having to do most of that "tanking" gameplay. That is to say, the alternative shouldn't simply be a reduction; it should offer similar cognitive load and room for mastery. Now, that guideline exaggerates the difference you've suggested here, but still, I think that's a worthwhile guideline and still decently relevant.
    That can easily solved by introducing more "wild charge" mechanics and just increasing the outgoing dmg. Since they aren't gonna change striking dummy bosses or their hitboxes, at least make mechanics where the tanks have to be in front to protect the party in the back. Introduce situations where you can't protect everyone and now you have to use TBN/NF/Int/HoC to protect the other party members that will be taking the most dmg instead. I would much rather have those than body check mechanics where your choices are either standing together or wipe is never a fun mechanic.
    (1)

  8. #4038
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,892
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Marxam View Post
    That can easily solved by introducing more "wild charge" mechanics and just increasing the outgoing dmg.
    Is this in regard to the suggestion what you've quoted is responding to -- in effect, one tank just not needing to hit its tanking buttons / having eHP enough to survive most hits passively, at cost to its active mitigation? If so, no, it wouldn't. If you increase both the number of mechanics requiring active mitigation and increase their damage, while you might get the passive eHP tank to again actually hit its (that much more lackluster) buttons to survive, you'd also be killing off the other tanks between their CDs through that increased number and lethality of tank busters, or making much of their gameplay really just SCH/SGE gameplay.

    If you quoted what I said without regard for its context / just meant this generally, though...

    at least make mechanics where the tanks have to be in front to protect the party in the back. Introduce situations where you can't protect everyone and now you have to use TBN/NF/Int/HoC to protect the other party members that will be taking the most dmg instead. I would much rather have those than body check mechanics where your choices are either standing together or wipe is never a fun mechanic.
    Agreed.
    (0)

  9. #4039
    Player
    Ryskim's Avatar
    Join Date
    Dec 2013
    Location
    Garlemald
    Posts
    109
    Character
    Sigmund Galt
    World
    Tonberry
    Main Class
    Reaper Lv 100
    Here's what I think the DRK needs. Not sure if someone will ever read this. Whoever reads it, I think it's way beyond the point of receiving interesting changes for 7.0 at all.
    • Abyssal Drain: should be a spell that costs 3000 MP, no CD, stronger effect, and 3s spellcasting time.
    • Scorched earth: should last longer, have a shorter CD, deal more damage, and drain a small part of that damage as HP.
    • Add spell: Absorb-ACC - reduces accuracy of the target and all enemies nearby it. 3s spellcasting time, 3000 MP cost.
    • Add spell: Absorb-MP - Absorbs target's MP. 3s spellcasting time. 20s recast.
    • Add spell: Absorb-HP - Absorbs target's HP. 3s spellcasting time. 3000 MP cost.
    • Remove skill: Living Shadow. This skill is pathetic and should be removed entirely or replace. Making it have the appearance of Fray instead of the player character makes it even worse.
    • Rework skill: Flood of Darkness/Shadow: the animation is one of the most hideous and ugliest I've seen in this game. Remake the animation entirely.
    • Carve and Spit: remove this skill entirely.
    • Dark Mind: remove entirely or make it reduce physical damage as well.
    • Souleater: replace with Power Slash.
    • DRK's standing still fighting stance should not have the sword pointing towards the ground, but pointing forward, similar to when the DRK is moving with the weapon drawn. I would change it.
    (0)

  10. #4040
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    718
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Ryskim View Post
    • Abyssal Drain: should be a spell that costs 3000 MP, no CD, stronger effect, and 3s spellcasting time.
    • Scorched earth: should last longer, have a shorter CD, deal more damage, and drain a small part of that damage as HP.
    • Add spell: Absorb-ACC - reduces accuracy of the target and all enemies nearby it. 3s spellcasting time, 3000 MP cost.
    • Add spell: Absorb-MP - Absorbs target's MP. 3s spellcasting time. 20s recast.
    • Add spell: Absorb-HP - Absorbs target's HP. 3s spellcasting time. 3000 MP cost.
    As a DPS, sure, add some spellcasts, but we're playing a tank. They should be sparse if in the kit at all, think of Reaper.

    Moreover...a 3 second spellcast would feel incredibly clunky with DRK in modern XIV. Dark Arts was shortened to 2s recast in Heavensward, Abyssal Drain as well was a GCD with a recast.
    • Remove skill: Living Shadow. This skill is pathetic and should be removed entirely or replace. Making it have the appearance of Fray instead of the player character makes it even worse.
    • Rework skill: Flood of Darkness/Shadow: the animation is one of the most hideous and ugliest I've seen in this game. Remake the animation entirely.
    • Carve and Spit: remove this skill entirely.
    • Dark Mind: remove entirely or make it reduce physical damage as well.
    • Souleater: replace with Power Slash.
    • DRK's standing still fighting stance should not have the sword pointing towards the ground, but pointing forward, similar to when the DRK is moving with the weapon drawn. I would change it.
    • Living Shadow is actually a lot of potency, but it hilariously is a completely forgettable ability in actual encounters because you press it and...that's it, like pretty much every other oGCD in its kit.
    • There's reasons for reworking or even grounds for removing edge/flood (especially if we were to get DA back) but the animations ain't it, even if I think flood is underwhelming as hell. The bottom line is they're boring as sin damage ogcd's that require no thought since you just dump them in burst windows (like, again, basically every other oGCD DRK has).
    • ...Why? How would removing Carve and Spit even remotely help Dark Knight compared to actually doing something more with the ability?
    • Same as before, how would removing Dark Mind help DRK even remotely, even if they were to not give it +flat mit%? In places where it can be used it's invaluable.
    • I don't think many of us will argue wanting Power Slash over Souleater. Souleater feels like a wet noodle to press, and it feels completely criminal they didn't just let us keep Power Slash and shift the HP restore onto it.
    • IIRC, it is an actual stance, but I don't remember specifically what. Plus, the bigger issue is the running, not sprinting, stance while holding the weapon. Which while I would like to see modified, DRK has much more pressing issues then merely how it looks while holding it running.
    (1)
    Last edited by Zairava; 10-31-2023 at 04:53 AM.

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