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  1. #91
    Player
    Starkbeaumont's Avatar
    Join Date
    Aug 2011
    Location
    Ul'dah
    Posts
    758
    Character
    Raegen Beaumont
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Faytte View Post
    Lets make it a god class!
    With all those unjustified complains you can read in the forums, SE will eventually have to buff it to a level where it is superior to the other tanks. Before that the "vocal majority" won't be sadisfied. And then we'll have to face the same "complains" from PLD and WAR.

    Looking forward to it as I enjoy DRK a lot.
    (0)

  2. #92
    Player
    Souleater13's Avatar
    Join Date
    Jul 2015
    Posts
    68
    Character
    Revan Darkblade
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by MoarLegion View Post
    If DRK needs anything, it'd be a utility buff. As it is right now, Delirium is about a step and a half above useless, and reprisal is kinda weird.

    Random idea for reprisal: Keep it where it can proc off a parry, but make it so we can chain it off something like Plunge or DA-S&C, which keeps it in its primary purpose, but also lets us have an on-demand OT cooldown.
    Adding my thoughts towards the mentioned abilities.

    Change Carve and Spit to having a standard 450 potency but increase recast time. Remove mp restore and add in dark arts effect that Reprisal becomes activated regardless of a parry.

    Add to Delirium a dark arts effect that gives a MP regen restoring enough mp over time for 2 dark arts. (adjust mp regen for balance as needed)
    (0)

  3. #93
    Player
    Jekyll's Avatar
    Join Date
    May 2012
    Location
    Limsa Lominsa
    Posts
    203
    Character
    Henry Jekyll
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 80
    Out of all the threads for DRK I figured I'd leave my suggestions here:

    - Lower TP cost for abilities across the board or change our Marauder sub class to Lancer
    - Modify "Carve and Spit" to drain much more mp than it currently does as currently there's no reason to use it for anything other than damage (450 potency here is fine as is)
    - Remove the parry requirement from "Reprisal" and leave it off GCD
    - Replace the evasion from a "Dark Arts" + "Dark Dance" w/ more parry (50% total)

    Additional Requests (not needed IMO but would improve QoL and synergy):

    - Make "Blood Weapon" usable in "Grit" but change the effect to draining HP instead of MP (keeping the mp drain effect when "Grit" is off)
    - Change the "Delirium Blade" debuff from INT -10% to magic attack -10% and allow it to stack with MNK's "Dragon Kick"
    - Remove the ground placement mechanic from "Salted Earth" and just place a pool directly under the DRK
    - Remove the need to be healed to 100% to remove "Walking Dead" OR change the "Living Dead" mechanic entirely (there's too many ways to do this last part to write them down)
    - Add additional utility to "Sole Survivor" by allowing it to do damage equivalent to 20% of one's HP or MP (the amount that would've been returned to the user) if the target does not die in the 10 seconds

    Side note: An official dev. response would also be nice but it's already been hinted that DRK is on the table to be re-worked by 3.1
    (0)

  4. #94
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    What I'd like to see for revisions/adjustments:

    To all jobs:
    • Skill Speed and Spell Speed turned into a single Speed stat.
    • TP refresh ticks reduced to 50 TP but now tick per 'base GCD', which includes the effects of Speed and certain abilities/buffs (e.g. Blood Weapon while excluding the effects of Huton/GL and Slow).
    • Stancing abilities that are not timer-locked (like Cleric, WM, and Gauss) can now be dropped off-GCD (primarily aimed towards Shield Oath and Grit).

    To Dark Knight specifically:
    • Darkside no longer consumes mana upon receiving buffs or ticks of effect therefrom.
    • Darkside no longer consumes a tick of mana upon being dropped.
    • Mana gains from Syphon Strike and Blood Weapon will now always be calculated before the mana drain from Darkside.
    • Darkside’s visual effect has been revised. It should now appear smaller and more concentrated around the Dark Knight’s blade, right arm, (and eyes).
    • Living Dead now requires the DRK to be healed for 90% of its health, down from 100%.
    • Blood Price has been revised. Blood Price will now give mana per attack attempted against you, rewarding dodges and enemy misses, and factors in actual, pre-mitigation damage for its mana returns. Its value in single-target situations has been somewhat increased, especially during intensive damage phases, while its value versus crowds of weak enemies has been slightly reduced. [Tldr; evasion no longer costs mana]
    • Delirium will no longer be removed by Dragon Kick, though their effects will still be incapable of stacking.
    • Unenhanced Carve and Spit improved from 100 potency to 220 potency.
    • Reprisal can trigger from dodges.

    The MP costs of several actions has been reduced:
    (Note: DRK has ~6920 - ~6950 mana at level 60.)
    • Grit MP cost reduced from (at lvl60) 1326 to 440. (Reduced to 33% of past value)
    • Darkside MP cost reduced from (at lvl60) 442 to 330. (Reduced to 75% of past value)
    • Unleash MP cost reduced from (at lvl60) 800 to 770. (Reduced to 96% of past value)
    • Dark Passenger MP cost reduced from (at lvl60) 884 to 800. (Reduced to 91% of past value)
    • Abyssal Drain MP cost reduced from (at lvl60) 974 to 850. (Reduced to 87% of past value)
    • Dark Arts MP cost reduced from (at lvl60) 1764 to 1500. (Reduced to 85% of past value)
    (Apart from the Grit and Darkside change, these aren't too important at 60, but I would prefer this scaling for Unleash-DP-AD, as it would allow us to take advantage of our CDs with few enemies, instead of their cost in DA-SE commonly being more worthwhile. I think these values are fairly reasonable, but tied with the BP revision, should add up to a bit more MT dps. -- And I honestly would like it if PLDs, in contingent complaints, also had their MT dps raised a bit closer to WAR's...)

    Possibly OP, but fixes DD's randomness and DM's lackluster-ness:
    • Dark Mind duration has been increased to 12s (up 20% of prior).
    • Dark Dance parry chance bonus increased to 50% (up 67% of prior), but duration has been reduced to 15s (down 25% of prior).
    • At level 48 Dark Knight receives a new trait - Necessary Losses. While under the effect of Dark Dance or Dark Mind, the respective ability can be re-triggered to briefly double their effect at cost of duration. Re-triggering Dark Dance will cause Keen Darkness, which will guarantee the next parry and/or dodge but after expiration reduce Dark Dance's duration by 2 seconds + duration equal to twice the damage absorbed or equal to the damage evaded as a percent of your maximum health. Retriggering Dark Mind will cause Dark Mist, which duplicate the resistance bonus of your Dark Mind ability for 4 seconds, but upon expiration reduces Dark Mind's remaining duration by thrice the percent of your health Dark Mist absorbed + 2 seconds. Each effect has a 5 second internal timer.

    Unnecessary but fitting:
    • Blood Weapon can now be triggered while in Grit, where it will cause Blood Weapon to drain HP instead of MP and to half-scale with real damage dealt each strike (flat value averaged with scaling value). In most situations, this HP drain is worth less than the MP drain, but if triggered before dropping Grit and swapping out of MT position, the extra dps from OT position can cause a decent amount of health regeneration.
    • Consuming Dark Arts via Power Slash now refunds 33% of its mana cost OR now generates enmity averaged between its original value and a Provoke if the Provoke's value would exceed DA-Power Slash's. (The prior improves its general feasibility while the latter makes it useful for reclaiming enemies if Provoke is down, giving it at least situational use).
    • Sole Survivor CD reduced to 90 seconds. At the end of its duration it will now deal or heal damage equal to half the health it would have restored if the target has not died. If used on an ally, any parries the target makes will also trigger your Reprisal.
    • Soul Eater now still heals when out of Grit, but only at 50% effect.
    (0)
    Last edited by Shurrikhan; 07-29-2015 at 08:26 AM.

  5. #95
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    Quote Originally Posted by Shurrikhan View Post
    • Soul Eater now still heals when out of Grit, but only at 50% effect.
    ^My opinion on this would be to see some consistency with the other HP drain self heals. ATM, Souleater's HP drain requires Grit, Abyssal Drain's Hp drain requires Dark Arts, Sole Survivor's comes free.

    For SE and AD, I'd like for them to be the same. Both either requiring Grit or both requiring Dark Arts (but not Grit). If the former, I feel like that gives Grit - the tank stance - a little distinguishable aspect setting it apart from Shield Oath (makes it the source of all self heals as well). Same with the later, all requiring Dark Arts (the benefit to this route is getting self-heals without Grit, which I sorely miss when I'm out of Grit - especially in PvP and burn phase).

    If Sole Survivor had a Corpse Explode or some other aspect to it, that IMO would justify a (Added Effect: Self Heal) if in Grit or if used with Dark Arts to match with SE/AD. But that's only if it had some other aspect to it besides being a debuff form of Mercy Stroke. As is - just leave it the same, a free self heal: no requirement.
    (0)

  6. #96
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Shurrikhan View Post
    (Note: DRK has ~5960 mana at level 60.)
    This is wrong. As a Xaela I have 6926 MP out of party.
    (0)

  7. #97
    Player
    dragoelete's Avatar
    Join Date
    Apr 2015
    Posts
    299
    Character
    Drago Xhula
    World
    Balmung
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Freyyy View Post
    This is wrong. As a Xaela I have 6926 MP out of party.
    i think they meant the base amount for the class as i have around 6200 outside of party as a sunseeker mi'quote
    (0)

  8. #98
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,863
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by dragoelete View Post
    i think they meant the base amount for the class as i have around 6200 outside of party as a sunseeker mi'quote
    Nah, I just got the numbers reversed. Meant to say '~6950' for in-party values. >.> Most balancing would need to be done for in-party values, after all, and almost every group runs SCH.

    Too lazy to redo the percentile mana costs right now, so just deleting them.
    (0)
    Last edited by Shurrikhan; 07-29-2015 at 05:23 AM.

  9. #99
    Player
    Galgarion's Avatar
    Join Date
    Aug 2014
    Posts
    612
    Character
    Famine Cruor
    World
    Mateus
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Habien View Post
    This right here, this is what I struggle with a lot. The other tank in my static is a PLD, as a DRK, I bring next to nothing to the group. Bad enough that most of the time I just play my WAR unless it is stupid content. I think DRK is fine in the tanking area. It could use tweaks, but let's be realistic here, which job doesn't beside WAR? The problem is with the PLD/DRK combo...you have to measure yourself against Anything/WAR and you come up short, not even a little short, but a lot. DRK needs something to justify an OT position.
    I dunno, man. I'm watching these Alexander Savage clears with a dark Knight tank on youtube (both on and off tanking) and it just seems like while we're complaining about what DRKs can and can't do, other guys are just out there doing this shit and having fun. It's making me rethink my gloomier disposition.
    (0)

  10. #100
    Player
    Allyrion's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    1,231
    Character
    Allyrion Windwalker
    World
    Yojimbo
    Main Class
    Samurai Lv 70
    Quote Originally Posted by dragoelete View Post
    i think they meant the base amount for the class as i have around 6200 outside of party as a sunseeker mi'quote
    That's weird. I'm a sun seeker too and I've got 6930 outside of a party.
    (0)

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