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  1. #4691
    Player
    SalamanderIX's Avatar
    Join Date
    Sep 2017
    Posts
    132
    Character
    Lucida Sans
    World
    Famfrit
    Main Class
    Dark Knight Lv 100
    I think Dark Knight is fine at the moment. There is things I'd like to be better, however;
    really do not trust Square to do a rework right now, just look at recent history and see what I mean; it could always be *worse*, it's more likely they dumb the job down than make it more interesting.

    Hopefully by 8.0 things change. For now I'm just be glad we're on par for DPS and that aspect of balancing seems to be well taken care of.
    (2)

  2. #4692
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Oizen View Post
    TBN could have no MP cost and still have the Edge Mechanic and it be fine.
    -But tanks would stand in yellow to get damage
    They already do this for uptime in extreme fights, and wont be worth it in Savage+ anyway.
    dont even need to go that far. you can just have it require your MP be above 30% to use, but not actually consume it. youd still have to watch your MP, and only spend it during bursts and the last 1% of the bosses HP.
    (0)
    CLAIRE PENDRAGON

  3. #4693
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    I would personally prefer if proc actions would return. Like how (I think it was reprisal?) would be available after parrying an attack. Leaning into being the revenge tank again wouldn't be a terrible idea.

    For example, say after TBN pops you get to use either Carve and Spit and Abyssal Drain and this effect lasts 30s and can stack.
    (0)

  4. #4694
    Player
    fulminating's Avatar
    Join Date
    Apr 2022
    Posts
    1,181
    Character
    Wind-up Everyone
    World
    Zodiark
    Main Class
    Arcanist Lv 52
    I’d rather stalwart soul was deleted. Not every tank needs a 1 2 combo for aoe. Give dark knight way to generate blood and mp in reasonable quantities during aoe - staple blood price to tbn if key binds are an issue. Make its aoe about using blood on quietus to get mp for abyssal drain. Unleash can be a filler cast when you can’t quietus/drain. You could even put a marked for death effect on flood if that sticking around was important, to provide a use case/resource generator. Idk just trying to force drk into the boring tank template has caused more problems than it solved.
    (3)

  5. #4695
    Player
    Duskborn_'s Avatar
    Join Date
    Aug 2024
    Posts
    1
    Character
    Rossa'ra Luce
    World
    Diabolos
    Main Class
    Dark Knight Lv 98
    Speaking as someone who plays mostly casually, I just think it would be nice if the job had a bit more visual variety. The new Delirium combo is a step in the right direction, but it'd be nice if it was available more often/at lower levels, so I have something to look at other than Hard Slash + Syphon Strike + Soul Eater when my ogcd's are on cooldown lol.
    (2)

  6. #4696
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by Oizen View Post
    TBN could have no MP cost and still have the Edge Mechanic and it be fine.
    -But tanks would stand in yellow to get damage
    They already do this for uptime in extreme fights, and wont be worth it in Savage+ anyway.
    It's a shield swipe situation through and through. CBU3 will remove the extra damage because if they decide they want it for utility that's what they will do. Look at plunge.
    (1)

  7. #4697
    Player
    Terhix's Avatar
    Join Date
    Dec 2021
    Posts
    129
    Character
    Thane Ryder
    World
    Odin
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Ramiee View Post
    It's a shield swipe situation through and through. CBU3 will remove the extra damage because if they decide they want it for utility that's what they will do. Look at plunge.
    Plunge doing damage was problematic due to DRK opener being so busy with double weaves and plunge alone contributed 2 ogcds to that. Removing damage from it was a suggestion made by (some) players long before CBU3 pulled the trigger on it.

    That said I'm staunchly in the keep-TBN-as-is camp precisely because it is different from other tanks' short CDs and it does function well for busters and the like. I'd rather look at different buttons that are weak (AD), make no sense (Carve and Spit being linked to AD despite having no heal), or ok-but-boring (Oblation) before touching TBN.
    (3)

  8. #4698
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    704
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by fulminating View Post
    I’d rather stalwart soul was deleted. Not every tank needs a 1 2 combo for aoe. Give dark knight way to generate blood and mp in reasonable quantities during aoe - staple blood price to tbn if key binds are an issue. Make its aoe about using blood on quietus to get mp for abyssal drain. Unleash can be a filler cast when you can’t quietus/drain. You could even put a marked for death effect on flood if that sticking around was important, to provide a use case/resource generator. Idk just trying to force drk into the boring tank template has caused more problems than it solved.
    I agree with deleting stalwart soul.

    To add to your suggestions:
    • Return DA is the defacto MP dump. It feels really awkward when you can't burn the MP as a pre-pull because TBN won't pop.
    • This might get some flack, but delete edge and flood and give unleash its MP cost back.
    • To save hotbar space, make DA turn Unleash into Abyssal Drain.
    • Give Darkside a system similar to black mage's astral fire with polyglot stacks. You dump these on Torcleaver and Impalement GCD's.

    Unlink Blood Weapon and Delirium to:
    • Make blood Weapon give its haste buff again. make MP granted be per mob hit.
    • Delirium grants one stack of the DRK version of Polyglot and extends the Blood Weapon timer by X seconds
    (3)

  9. #4699
    Player
    Ramiee's Avatar
    Join Date
    Dec 2022
    Location
    Uldah
    Posts
    1,096
    Character
    Grainne Gothram
    World
    Cerberus
    Main Class
    Black Mage Lv 50
    Quote Originally Posted by Terhix View Post
    Plunge doing damage was problematic due to DRK opener being so busy with double weaves and plunge alone contributed 2 ogcds to that. Removing damage from it was a suggestion made by (some) players long before CBU3 pulled the trigger on it.

    That said I'm staunchly in the keep-TBN-as-is camp precisely because it is different from other tanks' short CDs and it does function well for busters and the like. I'd rather look at different buttons that are weak (AD), make no sense (Carve and Spit being linked to AD despite having no heal), or ok-but-boring (Oblation) before touching TBN.
    Which is why I know if TBN lost its MP cost it will lose the free attack too. PLD and WAR will probably lose damage on their Gapclosers soon as well.
    (0)

  10. #4700
    Player
    Kitkat's Avatar
    Join Date
    Aug 2011
    Posts
    157
    Character
    Kaliga Moonshade
    World
    Diabolos
    Main Class
    Red Mage Lv 100
    While I do think Drk needs back their more free use of AD, I don't really agree with it being a 'random proc' off a combo. I would love to see it no longer share a timer with C&S also, especially since the Devs saw it fit to remove having 5 stacks of Blood Weapon down to 3 stacks since it becomes Delirium later on. I get it, button bloat sucks, but combining these two abilities feels more like a nerf than a boon over all.


    And while I get people don't want Drk to be like other tanks with the self sustain, SE needs to do something to make it better at mitigating damage if they aren't going to let the job have self sustain options similar to the other tanks. TBN is nice, strong, but is more a thing you either exploit or save for very specific uses. Our mit options to other players (TBN, oblation, Dark Missionary) either have very contextual uses (Magic damage only) or are weaker than other tanks party mits/sustains (Nascent Flash/Shake it off, Cover/clemency/Intervention/divine veil, Aurora/Corundum).


    One simple change could be to Dark Missionary, when used in conjunction with TBN it spreads the effect to party members for Raid wides. Not over powered since it is a 90s cool down and currently only gives 10% magic dmg mitigation. Shake it off can give up to 21% shield to party if used with Damnation, Blood whetting, and thrill of battle up at time of use on top of giving 100 pot regen and 300 pot cure.


    Would like to see something done with Dark Mind also since it is rather....specific to magic damage mitigation only.


    Oblation I wouldn't mind seeing the timer shaved down a little, even with 2 charges 60 seconds seems a bit long for primarily mitigation tank.
    (1)
    Hmmmm......

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