The issue that I am seeing in this thread is that there seems to be a very narrow minded view on mitigation. I'm not saying no mitigation at all. I am saying that there are other, more creative ways to mitigate (such as a temporary HP overflow from a lifesteal skill that generates an adlo-style shield, just as one glaring example that I've used time and time again). There are more ways to mitigate tank busters over and above popping a standard CD.
Not impossible, but a pretty big risk that it's understandable not to take. Especially since SE has already been burned on this exact subject multiple times throughout their mmo history. Heck, one of those times was in this game :P
When in doubt, assume sarcasm
And people been replying it is just the same thing.The issue that I am seeing in this thread is that there seems to be a very narrow minded view on mitigation. I'm not saying no mitigation at all. I am saying that there are other, more creative ways to mitigate (such as a temporary HP overflow from a lifesteal skill that generates an adlo-style shield, just as one glaring example that I've used time and time again). There are more ways to mitigate tank busters over and above popping a standard CD.
You pop a CD - reduce damage by 20% or just say 2k damage or so
You pop a shield - reduce/absorbs 2k damage
Still a mitigation tank - no difference.
and the whole temporary part - pretty much an IB that shields instead of direct damage reduction?
While you were raving about blood tank earlier - so you want a mitigation + blood tank? or what
On top of being able to mitigate damage, you want to be able to heal yourself - why use pure mitigation tanks then... WAR itself doesn't have that many mitigation outside of IB and Vengence - foresight is physical only with limited damage reduction - thrill of the battle raises HP but require healers to heal them back up more
Last edited by Chihaya; 07-15-2015 at 09:44 AM.
At this point in the thread I think it's safe to summarize that OP's overall point that is SE could work better to make DRK have it's own theme.
And I agree.
IDK why why ppl keep fighting against this like it's some kind of monumental task that will certainly lead to the worsening of the game as a whole.
3 tanks. Make them not feel the same. Dats it.
Its doesnt have to be a full on paradigm shift. Just a few interesting abilities , that dont seem like after thoughts, or are just tacked on and can make the DRK do things that other classes can't. Just make it feel special, cuz right now it's just a worse WAR/PLD mix.
It's quite literally their job as game designers. Buy maybe people dont want creative and interesting as long it can get the job done. Why do we even have so many classes then for each role then? Why not just have 3? One for each role. That would be great for balance right?
Last edited by Omskahn; 07-15-2015 at 09:40 AM. Reason: Words are hard
"Pop a shield" ? When did I say that?
I am saying something akin to a mechanic that forces the job to push their lifesteal beyond their HP container which generates a shield.
Look at something like Wildfire, but think of it as a self-buff. You pop it, then in order to get the max potential out of that buff, you need to do a certain amount of damage or lifesteal a certain amount of HP. This generates an adlo-style shield (or if you wish to make it more simple, increases your HP container during the buff duration that only lifesteal can heal).
A blood tank, yes - but does that mean it has to not have a single mitigation CD? What I am asking for is flavour, and not binary mitigation that requires no thought process over and above pressing a button.
Want another mitigation tank? Fine. Just give that mitigation a mechanic that is far more interesting than pushing a CD moments before a tank buster.
DRK doesn't feel at all like PLD or WAR. Anyone who's actually played DRK to 60 and done party content knows this.At this point in the thread I think it's safe to summarize that OP's overall point that is SE could work better to make DRK have it's own theme.
And I agree.
IDK why why ppl keep fighting against this like it's some kind of monumental task that will certainly lead to the worsening of the game as a whole.
3 tanks. Make them not feel the same. Dats it.
SE did a half hearted gimmicks for all the new classes and sissied out on them. Leaving the new classes while fun feeling disjointed and clunky. Dark arts needed to be attached to more things to give more choices about MP but really Dark mind, carve and spit and SE are the only useful ones. Abyssal drain is redundant its literally just there, and salted earth is also just there.
Same with the ammo system of machinist its half hearted, and with that it makes the class falter.
SE needs to go harder on the gimmicks of these classes or dont even bother.
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