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  1. #11
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,197
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Shurrikhan View Post
    It'd still be increasing the number of Shadowbringer casts from 1 free cast per minute to 2 with a max of 27 casts per minute if double-weaving them. Like... why do that to our nuke?
    As someone who has seen Fell Cleave turn from "the really cool big burst damage skill" into "it might as well be another filler GCD" I share the sentiment.

    Giving you more of "the cool thing" might sounds good on paper, which is probably also what CBU3 thought.
    But in reality giving you more of "the cool thing" for free or very little cost makes it not cool anymore. Some abilities feel good exactly because they are rare/require heavy investment.
    (2)
    Last edited by Absurdity; 02-12-2026 at 02:05 AM.

  2. #12
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    2,100
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Yeah no this doesn't work in PVE. Griefing your healers by design just makes no sense with how current ff14 works, even with larger changes I really doubt we could ever this work with how the game fundamentally works.

    I don't even get why this is a commonly suggested thing other then because Dark knight spends HP in some other ff14 games.

    Fyi I'm all for job diversity and making Dark knight more fun in particular I just genuinely don't really see this happening nor do I want a tank who spends HP because either it becomes a insane DPS tank that becomes better then any other tank or a tank that requires so much healing resource to be on par with other tanks, which either way just sucks lol.
    (2)
    Last edited by Rithy255; 02-12-2026 at 03:27 AM.

  3. #13
    Player
    ThorinG's Avatar
    Join Date
    Feb 2022
    Posts
    64
    Character
    Thorin Galahad
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by ThorinG View Post
    My suggestion is simple, implement HP sacrifice to (Shadowbringer) ability, similar to PVP but we will adjust it a bit, here are the details:

    1. Shadowbringer will be always available for use, but it will have a cost of (30%) of your HP.

    2. We will introduce a new resource, lets call it (Shadowheart), having 3 stacks of it will nullify the HP cost of Shadowbringer, as the 3 stacks will be consumed instead of HP.

    3. (Shadowheart) stacks are gained by:
    A. Blood Gauge skills (Bloodspiller & Quietus): Each attack provides 1 stack.
    B. Delirium Skills (Scarlet Combo attacks & impalement): Each attack provides 1 stack.
    C. The activation of Delirium ability: the activation by itself will also provide 1 free use of Shadowbringers via (Shadowbringers ready).

    Note: meaning at the very least, you will have access to 2 (Shadowbringer) uses during the Delirium combo.

    4. Since Shadowbringer is lv.90 ability, we can introduce a prior version at a lower level, such as (Dark Passenger) which can be learned at lv.64, along with Quietus.

    tell me what you think? it might be broken or stupid, but i like the idea of always having the temptation of sacrificing HP for damage.
    I really appreciate everyones feedback, yes, i realise now that (HP sacrifice) as a resource system does not fit in FF14.

    But what do you think about the stacks system for Shadowbringer (i.e. ShadowHearts)? Where ShB will be available for use upon accumulating (2 - 3) stacks.

    Do you think it'll be interesting? Or do you prefer the current "cooldown based" ability?
    (0)

  4. #14
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,974
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ThorinG View Post
    But what do you think about the stacks system for Shadowbringer (i.e. ShadowHearts)? Where ShB will be available for use upon accumulating (2 - 3) stacks.

    Do you think it'll be interesting? Or do you prefer the current "cooldown based" ability?
    The stack system (Shadowhearts) would just be, in effect, a cooldown with a single charge and less flexibility. I see nothing beneficial about it, only negatives.

    I really appreciate everyones feedback, yes, i realise now that (HP sacrifice) as a resource system does not fit in FF14.
    Tbf, the matter is a bit more complicated than this.

    HP sacrifice actually does make sense on a tank, because a tank should best know when they'll have HP to spare; the problem is what the HP is spent on and what its tuning balance is.

    If the HP is sacrificed for %DR thereafter, for instance, it's just a way to smooth damage intake and avoid overcapping HP from HoTs, etc.

    If it's sacrificed for damage, though, it just becomes a party wide spender for excess healer MP if generally optimal. If generally a net-loss, though, it avoids that potential point of "degeneracy" while still at least be usable situationally to clinch a kill or DPS check before having the healers make up the cost when time is less valuable or for extra damage before forced downtime where it has no relative uptime cost.

    So right now it's not so much a matter of inherent incompatibility as just... lack of interesting DPS checks (beyond Enrage) in most content, in much the same sense that there'd be little use case for a returned HW style Ruin III as an excess MP spender, and tuning, in that we don't necessarily want to oblige taking a DRK for every piece of content where there might be excess healing (let alone open the floodgates to AoE sustain comps likewise being obliged across DPS and co-tank).
    (1)

  5. #15
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    5,103
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    One compromise model that could potentially work better is what pvp WAR does with Onslaught and Upheaval. It does consume HP to use, but those are on a recast delay and cannot be spent at will.
    (0)
    Secretly had a crush on Mao

  6. #16
    Player
    Kishin12345's Avatar
    Join Date
    Jan 2025
    Posts
    122
    Character
    Eldin Valesk
    World
    Lich
    Main Class
    Dragoon Lv 60
    2 healers spamming heals on 6 dark knights spamming shadowbringers xD
    (2)

  7. #17
    Player
    mallleable's Avatar
    Join Date
    May 2021
    Posts
    1,362
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    I'm in favor of DRK spending HP on attacks, but the biggest problem that would need to be solved would healers pumping a DRK with heals, and sending its damage to the moon. I feel like they could make certain attacks cost both HP, and MP with MP acting as a limiter so a DRK could be healed, but they would still have to recover their MP on their own.
    (0)

  8. #18
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,974
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I mean, that's essentially why they went with MP in the first place, though. Since all MP expenditure outside of ranged and AoE attacks themselves originally granted sustain, however indirectly (such as by amplifying the damage of a life steal skill), MP acted like a versatile form of overhealth for DRK, able to be used for increased RNG-dependent but high-average percentile mitigation, reliable anti-magic mitigation, AoE life steal, damage amplification and amplified life steal, or kiting potential (not that we've had the ability to Heavy anything meaningful in forever).

    By having Blood Weapon provide MP instead of HP, you could build a useful reserve on CD instead of using the skill only when you were missing HP that could be restored specifically via a slow GCD-by-GCD heal.
    (3)

  9. #19
    Player
    Carstien's Avatar
    Join Date
    Dec 2013
    Posts
    342
    Character
    Richter Cade
    World
    Alpha
    Main Class
    Reaper Lv 100
    I understand why you want this, in games without a dedicated tank, or FF11 where DRK was a DPS, it had hp sacrifice skills for more damage, but that isn't the world we live in now. DRK is a tank, and there are very few circumstances where dropping your hp voluntarily doesn't just cause problems for everybody else in the instance. Healers have to panic, your DPS will get autos when you drop dead, your co-tank, if it's a duty that has one, might already have a job to do and now has two.

    You have to face reality, this is just not an option. There is only one tank ability that lets you voluntarily sacrifice your hp and it's a 10 second invulnerability, so the downside isn't there. If I'm in a savage fight or an EX trial and my DRK just dropped 30% of their hp to do a 500 potency attack and then died...well I am sure anybody who can think clearly can see the problem there.

    Even DPS can't do this garbage anymore, or anything similar. DRG used to have blood for blood where lance charge is, the same icon too, and it would make them take 25% more damage. This isn't a single player game, or turn based, so these things do not make sense in this context. They were removed and that is a good thing.
    (0)

  10. #20
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,421
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Like others have said, even DPS dont get this option anymore as unnecessary self damage has been removed from the game outside of exploration content. I think the best option for DRK is to have more ways to use and regain mp.
    (0)

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