I assume they were working on the new mage class. which is sorely needed. no-one knows for sure what they've been working on.
And furthermore the damage formulas need a lot more work than class abilities right now. as that's really the root of most of our problems.
I'm sure they are doing exactly what you say: setting groundwork to allow multiple jobs to exist. HOWEVER what you have proposed does not improve the flow of transitioning GLA into a DD class. period.
I know why we have so little content. everything now is just to hold us over.
i don't know how you got what you said from what I said...but..alright then.
i dont' think you know/remember what GLA used to be. it's GREATLY improved from it's original state. they didn't dilute it at all. if anything they allowed it to concentrate and turn it into a worthwhile class.
and if you want a one-trick-pony talk to BLM.
losing one or two abilities is one thing. Losing 5+ is another. you obsolete 5 abilities for your proposed drk at level 30 it's much worse at level 50. i still cannot understand why you insist this is a good idea. you refuse to explain it. i'm close to just not replying to this thread anymore. Please, get over yourself. it's not a good idea.
They are wanting to get away from this. they want all of your abilities to carry some meaning. It's like in FFXI where you had a bunch of WS that were totally useless.
again, i cannot understand why you think this is a good idea. this is the whole reason they have fire scale as you level. so you're not just spamming the highest level tier spell available.
this is not done by obsoleting over half of your available abilities. branching builds off of existing framework. it doesn't slash and burn half of that frame work. the class acts as a foundation. if half of your foundation is rotten, it's a poor foundation. there's no way around that.
I want you to really, really look at your proposal and think about how the job would work.
Ok. Now that we have that done. Now lets see what abilities are available that do not require TP.At level 50
Usable abilities that increase damage output:
Fast Blade
2 Rampart
4 Phalanx
6 Defensive Focus: Guarantees one shield block if equipping a shield, or one graze if equipping a great sword.
10 Savage Blade
14 Spinning Slash: Swing your weapon fiercely, dealing damage to nearby targets.
18 Shield Bash
22 Outmaneuver: Slightly increases block rate when equipping a shield. Slightly increases chance of grazing when equipping a great sword.
26 Flat Blade
30 Riot Blade
34 Sentinel: Moved down.
38 War Drum
42 Tempered Will
46 Rage of Halone
50 Goring Blade
30 Dark Slash: Sacrifice HP to attack your opponent with a heavy slash, dealing physical damage and additional dark damage.
35 Umbral Symbiosis: Lowers target's Attack and Magic Attack by 3% and increases your Attack and Magic Attack by 3%. Costs 200 MP.
40 Night Slash: Drains TP from up to three targets in front of you. 400 MP cost. 20 second cooldown.
45 Asphyxiate: Interrupts spell-casting. 20-yalm range. 3 minute cooldown.
50 Last Resort: Your next three weapon skills consume HP in addition to their normal costs for additional darkness damage.
Oh good. we have 3 abilities. Oh, what's this. attack increase by a whole 3%!? OH LAWDY someone get me my fainting boots! Yeah... I'll take a forced crit blind side=>howling fist over that any day.At level 50
Fast Blade
10 Savage Blade
14 Spinning Slash: Swing your weapon fiercely, dealing damage to nearby targets.
26 Flat Blade
30 Riot Blade
46 Rage of Halone
50 Goring Blade
30 Dark Slash: Sacrifice HP to attack your opponent with a heavy slash, dealing physical damage and additional dark damage.
35 Umbral Symbiosis: Lowers target's Attack and Magic Attack by 3% and increases your Attack and Magic Attack by 3%. Costs 200 MP.
40 Night Slash: Drains TP from up to three targets in front of you. 400 MP cost. 20 second cooldown.
50 Last Resort: Your next three weapon skills consume HP in addition to their normal costs for additional darkness damage.
Let us compare to MNK at 50.
6 abilities. 6 TWICE what your DRK has. and this is without counting blindside.
Abilities that increase damage potential but do not require TP
1 Pummel Damage
2 Featherfoot
4 Pounce
6 Second Wind
10 Concussive Blow
14 Blindside (can crit shoulder tackle, obviously better to use with TP)
18 Haymaker
22 Fists of Earth
26 Sucker Punch
30 Demolish
34 Fists of Fire
38 Aura Pulse
42 Taunt
46 Howling Fist
50 Simian Thrash
30 Shoulder Tackle
35 Spinning Heel
40 Fists of Wind
45 Dragon Kick
50 Hundred Fists
So...why would I ever want to play your DRK? someone? anyone? explain?
you're right. we dont' know. But i can promise you it wont' be to remove half of a classes abilities from their available roster.