Quote Originally Posted by ItsUrBoi View Post
I hope SE reads forums and considers this feedback.

Disesteem : Good, functionally a step in the right direction, more interactions with Living Shadow are fun. Only wish they'd happen more often.
Plunge oGDD and 3 stacks of Blood Weapon: Plunge being used for mobility only is great but the MP generation should be addressed by either making each stack give 1000 MP or just give it 5 stacks like before. Losing things without anything to compensate is really bad, its not like the job isn't losing oGCDs ( 2x Plunge ) already.
Delirium combo : Sounds good, it separates it from Inner Release, which was heavily asked for, but perhaps it could've been made to be used outside of Delirium too, costing BlackBlood. The Bloodgauge is just a lazy copy of Warrior's Beastgauge, each action costing blackblood would be functionally different.
Shadow Wall upgrade: Amazing, finally some healing and sustain in situation where multiple hits happen.

Please fix the MP generation so we can still use a lot of Edge / Flood of Shadow, its one of the main ideas of the job. While we are at that, perhaps change Abyssal Drain to cost MP and remove Flood of Shadow so that Dark Arts grants a free Edge of Shadow for 1 target and a free Abyssal Drain for >1 target.
The only new thing we got was a button we press once every 2 minutes after using living Shadow.
But we lost our gapcloser, we lost blood weapon, we will be casting edge of shadow less because of our worse mana economy and follow up actions will be consolidated.
The job looks just strictly less enjoyable to play in Dawntrail than it is now, and i wish people would be honest about it.
Pressing living shadow twice like we do with salted earth is not a meaningful gameplay change.

Mashing 123 in our filler will somehow just be worse in Dawntrail than it is now.