
I agree actually. Neither Void should sacrifice 20% hp and each of the next hits should remove 10% HP. Which means you must be above 40% to survive this. It was definitely OP.When doing this sort of thing you want to avoid using placeholder numbers. It draws attention to the numbers instead of the concept and that will cause you undue frustration.
That said, concept is still way too strong. The HP cost would have to be much larger on some of these skills to be balanced. Especially the one that relegates damage to a fixed of your HP per hit for a few hits. It's like 'Hey, we can completely negate mountain buster and then receive a healing boost after it, for free!' You're very forgiving on the sacrifice aspect, to the point where the DK using its sacrifice skills isn't really a sacrifice at all, considering that HP is just gonna get healed right back up before the GCD completes. That DK basically gets ridiculous bonuses for free.
If I was going to go with that skill at all, I'd change the dynamic up completely. Make it so the DK's life force is sapped by a fixed percentage per tick (like a self-dot), in addition to consuming the same amount per hit and make it a cooldown. That way they can't just flip it on and off. They'd turn it on, lose the sacrifice HP up-front, then be stuck in it even during the weak hits. Maybe make it about 5-10 seconds duration.
That's just an example idea, obviously and it probably comes with its own issues. Hard to determine how crazy this stuff would be in a party dynamic. I'd imagine DKs with heavy handed HP sacrifices wouldn't be much fun to heal for.

I thought I wrote down that it would last for two hits only? I don't know and yeah I mean I'm just looking for feedback, not trying to defend my ideas at all :PIf I was going to go with that skill at all, I'd change the dynamic up completely. Make it so the DK's life force is sapped by a fixed percentage per tick (like a self-dot), in addition to consuming the same amount per hit and make it a cooldown. That way they can't just flip it on and off. They'd turn it on, lose the sacrifice HP up-front, then be stuck in it even during the weak hits. Maybe make it about 5-10 seconds duration.
That's just an example idea, obviously and it probably comes with its own issues. Hard to determine how crazy this stuff would be in a party dynamic. I'd imagine DKs with heavy handed HP sacrifices wouldn't be much fun to heal for.
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