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  1. #11
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    I feel like one major contributing factor to DRK game-play outside of the 2 minute burst feeling a bit boring is because the Blood resource and it's associated attacks are lacking some needed extra depth as well as the accumulation of Blood being a bit too slow.

    With cartridges on GNB, outside of burst prep, using those feel pretty good because you are generating 1 per combo so you are either expending 1 at then end of every combo or pooling 2 and expending those after 2 combos. That helps break up the repetition of the 1-2-3 combo by regularly having additional weaponskills inserted between combos.

    On Warrior it's fairly similar with Rage with the main difference being that it takes 2 combos to generate enough Rage to use Fell Cleave and then just 1 combo on the 3rd set of combos.

    The problem with DRK is it only generates 20 Blood per combo and so it take 3 combos to generate enough to do a Bloodspiller then 2 combos on the next set, because of the 10 Blood left over from the initial 3 combos, and then rinse repeat.
    That extra combo or two throughout the rotation before you can do something to break up that 1-2-3 repetition really starts to add up and contribute a lot to a sense of monotony with DRK, especially considering they don't have a lot else going on in terms of additional or alternative weaponskills to use that change up their rotation.

    Now, I'm not saying that DRK needs a bunch of new weaponskills to break up the repetitive combo-heavy rotation. I actually like that DRK is more focused on OGCD ability usage and I want it to stay mostly as such. However, it definitely needs more to break up just using the 1-2-3 combo over and over for long periods in their GCD rotation.

    What I would potentially like to see is an increased rate of Blood gain such as changing Soul Eater from only giving 20 to giving 30. That simple change would greatly increase the number of Bloodspillers that would be available to break up the 1-2-3 repetition.
    While that alone could greatly alleviate the "combo fatigue" many players feel with DRK's rotation, Bloodspiller, and Quietus somewhat, by themselves are still a bit bland and perhaps an additional affect or buff added to them would increase the enjoyment of using them, especially if they synergized with a different ability. Even something as simple as giving the DRK a buff that causes the next Edge or Flood within X number of seconds to do additional damage would be a massive improvement.
    (2)
    Last edited by TouchandFeel; 08-20-2024 at 07:51 AM.