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  1. #221
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,993
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Derio View Post
    WAR just needs a new finisher after fell cleave spam, otherwise this Job is perfect and is far ahead of the other tanks in terms of effort of play for reward.
    I'm of the complete opposite opinion, WAR needs a rework at this point, not another "hurr durr I pressed the big red button"-finisher stapled to it.
    It needs some actual resource management back, it needs some gameplay that isn't spamming your filler until IR is up so you can spam a single attack some more, it needs something to actually make you think about what you're doing again.

    Warrior has become the EW Summoner of the tank jobs, nothing but mindless spam that provides as much mental stimulation as an auto clicker game.
    (16)
    Last edited by Absurdity; 04-09-2024 at 04:57 PM.

  2. #222
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,381
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    I'd honestly like to see WAR move away from being Fell Cleave spam. Like the attack should still be there, but it shouldn't BE the job.
    (9)

  3. #223
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,993
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Oizen View Post
    I'd honestly like to see WAR move away from being Fell Cleave spam. Like the attack should still be there, but it shouldn't BE the job.
    It has also been completely devalued at this point.
    When Fell Cleave was first introduced it was the highest potency attack in the game and you only got 3 of them in the most ideal burst scenario, which made it feel impactful.
    Even with the introduction of Inner Release and the 6 Fell Cleave dream it was still impactful due to it's damage under Berserk and how hard it was to actually pull off pre-4.2 rework.

    Nowadays you just throw it out like free candy and it's damage has been powercrept by a bunch of other things.
    Hell, Gunbreaker has an oGCD on a 30 second cooldown that does 200 potency more than Fell Cleave.

    But it's also about how completely mindless the spam is. You just do 1-2-3 to passively get some Fell Cleave, then you hit IR to spam Fell Cleave, bigger Fell Cleave and biggest Fell Cleave for a bit, then you go back to spamming 1-2-3. There is little to no thought involved at all, you just hit everything on cooldown and spam away.
    (11)
    Last edited by Absurdity; 04-10-2024 at 06:34 AM.

  4. #224
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    182
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    As everyone else as said 1000 times: DRK rework

    Realistically for DRK: I hope they start going in a direction where DRK can augment their abilities with certain skills (Dark Arts lul) like with Blood Weapon or Delirium.

    All of the other tanks: I hope they stop with stupid skill upgrades and instead add new ones/add unique functionality. Orogeny and Expiacion were a waste of an expansion skill, but the lvl 82 defensive's were done well in the sense that they were given unique effects.
    (3)

  5. #225
    Player
    Keagian's Avatar
    Join Date
    Aug 2013
    Posts
    82
    Character
    Keagian Lowell
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    I doubt they'll change much of DRK's gameplay as it seems pretty set in stone that the current DRK is the one they want to build on. Only thing I would like if they aren't going to do a DRK rework, is to lower their CD's. DRK is the only tank with a two minute burst window and a weird 90 sec oGCD, while the other tanks have a one minute burst, with GNB bursting every 30 sec.

    DRK's coolest abilities having such long CD's; makes the downtime sleep inducing, with it only using its 123 until the two minute burst. If they can recapture DRK's APM it had in Heavensward by shortening its CD's so DRK can oGCD more often, it would be enough to make me happy.
    (2)

  6. #226
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,259
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Blah blah blah copying GNB, but I hope the new DRK combo the we saw in the benchmark has like a 30 second cooldown.
    (0)

  7. #227
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    182
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Keagian View Post
    a weird 90 sec oGCD
    Y'know, I never got why salted earth was given such a long and awkward CD for being such a weak ability. Fingers crossed it gets shortened in DT.
    (1)

  8. #228
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    815
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    I think what currently annoys me most about singular DRK abilities is Shadowbringer being 2 stacks on a 60s CD instead of just being a single 120s. Because it's actually just a 120s CD that you have to press twice for some reason. Does any other ability in the game come off CD early for the sole purpose of tricking you into pressing the button outside of the burst window? Did they think splitting it into 2 stacks would fool anyone into thinking it's a more interesting ability than it is? Does DRK need a superfluous extra oGCD press during burst?
    (1)

  9. #229
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,554
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by ThorneDynasty View Post
    I think what currently annoys me most about singular DRK abilities is Shadowbringer being 2 stacks on a 60s CD instead of just being a single 120s. Because it's actually just a 120s CD that you have to press twice for some reason. Does any other ability in the game come off CD early for the sole purpose of tricking you into pressing the button outside of the burst window? Did they think splitting it into 2 stacks would fool anyone into thinking it's a more interesting ability than it is? Does DRK need a superfluous extra oGCD press during burst?
    It seems like they made that ability with every ability was getting charges in EW but then didn’t give it an odd CD to compensate for the fact that if you give it an even CD you are just going to press it twice in the burst window

    If they gave it a CD like phlegma’s you at least get one outside the burst window you can move around (not that moving an OGCD really changes much unlike phlegma which is a movement tool) and requires half a brain cell to not overcap but as it stands I agree, if they don’t change the burst window or the CD it has no reason to have 2 charges
    (1)

  10. #230
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,381
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ThorneDynasty View Post
    I think what currently annoys me most about singular DRK abilities is Shadowbringer being 2 stacks on a 60s CD instead of just being a single 120s. Because it's actually just a 120s CD that you have to press twice for some reason. Does any other ability in the game come off CD early for the sole purpose of tricking you into pressing the button outside of the burst window? Did they think splitting it into 2 stacks would fool anyone into thinking it's a more interesting ability than it is? Does DRK need a superfluous extra oGCD press during burst?
    Indirectly this ended up being superior as it allows you to spend 2 shadowbringers under raid buffs rather than being limited to only one like you are with primal rend.
    I also don't hate it because in some fights due to how they are you can sneak an extra one in and still have 2 for the burst window that gets delayed for one reason or another. Or alternatively you can spend it early if you need to pump extra damage immediately for one reason or another.
    Its also (slightly) more forgiving in terms of how ridiculous crit variance can be in Endwalker, something I hope is also fixed come DT.

    But I imagine their thought process was it be entirely redundant with Living Shadow, which more or less functions as DRK's 120s big attack move.
    (1)

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