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  1. #11
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,585
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ItsUrBoi View Post
    For sure job changes have already been made, however, as SMN got a last minute rework in 6.0, I hope SE sees this and considers maybe giving DRK a slight rework in 7.0 or 7.1, as they had removed too much in the 5.0 rework.

    Here are some ideas to change existing actions:
    - Combine Dark Mind into Oblation. Too many buttons that should do the same thing, lowering the CD per charge to 45 seconds might help.
    - Combine Carve and Spit and Abyssal Drain together into a new oGCD that heals and does high potency damage to 1st target, with fall off for other targets.
    Carve & Spit / Abyssal Drain merge, sure whatever though I prefer if Carve & Spit didn't get deleted as I like the animation of the skill.

    As for the Dark Mind + Oblation merge - for the love of god, can we stop suggesting this? Dark Mind's only issue, if anything, is that unlike GNB's camouflage it does zero and null on physical damage; a problem Addle & Feint have been addressed on by simply giving half of the other type's mitigation as well. Doing so would make Dark Mind not completely dedge for physical purposes (dungeon pulls among many things).

    And seriously, Oblation is great because it is versatile and gives you choices without having to sacrifice access to DM. Sure it isn't the best Lv82 gain vs other tanks, but it really does not need to be merged so we reach an arbitrary amount of mitigation buttons per tank. Could consider a 400p heal once it expires, similar to that AST mitigation from EW.

    Quote Originally Posted by ItsUrBoi View Post
    New stuff:
    - Add another combo after Syphon Strike, that generates Bloodgauge over time, so you can alternate between Souleater and this new button, or a high potency attack like Goring Blade.
    - Change Delirium to grants something unique instead of Inner Release copy. Stormblood's version that extended other buffs was cool in my opinion.
    - Add a new ability that heals you ( old Sole Survivor was pretty interesting, or old Blood price )
    - Job action timers can be 40 seconds too, increased frequency is very nice!
    - Living Shadow is kind of boring as it doesn't exactly copy your actions nor does it do anything under your control, maybe a RPR style enshroud effect would be better, but suited to tank?
    - 2 job gauges is an alright concept but only on jobs that have something else as their identity ( ex: Ninja's mudras ). Darkside feels incomplete and the Bloodgauge is too similar to Warrior.

    PLD is the Confiteur combo tank, GNB is the 30 second Gnashing Fang and Continuation tank, Warrior is the Inner Release tank, DRK is kind of left out...
    • The Blood-over-time idea is interesting. Maybe not just BoT but also a HoT opposed to Souleater's direct Blood + Heal?
    • Stormblood Delirium was based and I'd happily take the Blood-MP interplay back in a heartbeat.
    • Bloodbath (lol). The job naming everything darkness and blood doesn't have access to Bloodbath, which is weird. Personally I'd prefer a PvP style DRK, but the players will never be ready for it in PvE. (for reference - HP spending would be limited but DPS-efficient, so no you wouldn't enslave your healers into dps-fodder for you)
    • 40s, 45s, 80s. Good times with these. 40s BW, 80s Delirium, giving you 47.5% haste uptime. And placable Salted Earth on 45s CD. Wish Salted had a bit more than just that (see PvP).
    • I saw an idea about making Living Shadow actually copy certain things you do, similar to Bunshin but on steroids. OGCDs included and with maintenance upkeep. Was a really cool idea.
    • Bloodgauge could use different spenders than Bloodspiller and Living Shadow. Also frankly, Bloodspiller today and Bloodspiller back then feel nowhere alike. Back then a 540p DA-Bloodspiller was absolutely massive, today with 510p Carve, 460p EoS and 600p Shadowbringers, Bloodspiller feels like a drop in the bucket.

    As for Darkside - Darkside spenders/drainers. Could link to the living shadow idea perhaps. We had this concept for Geirskogul in HW Dragoon. It was a nice concept, but the issue was the randomized access to the Blood of the Dragon time generators.

    We had our identity - the Haste tank with weaponskill enhancement. The tank who had resource interplay (MP <--> Blood). DRK tourists at the time didn't like it and we had to pay for it. All they had to do to tone down the "spamminess" of Dark Arts was +50% the cost and potency gains from it. I like EoS and Shadowbringer in aesthetic, but I lost too much to be happy about them and they are bland.
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    Last edited by Reinhardt_Azureheim; 04-01-2024 at 08:58 PM. Reason: Reduced my verbal diarrhea a bit