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  1. #1
    Player
    NoelNoel's Avatar
    Join Date
    Apr 2012
    Posts
    78
    Character
    N'oeru Harun
    World
    Excalibur
    Main Class
    Thaumaturge Lv 60
    Quote Originally Posted by Nalien View Post
    If I drop say 25% of my HP to heal someone, I don't see that as particularly dangerous... Tar Pit can easily heal that back, as can Sole Survivor... Tanks are rarely the focus of attention anyway, and if losing 25% makes me the center of attention?
    I can't count how many times (as DRG) I LB'd unsuspecting tanks that weren't full HP, I suppose if you're ready to react asap to sacrificing your HP it's fine, but if you have a stack or two and I see an opening I'm definitely gonna take the opportunity to end a match faster.

    I understand your point about Carnal Chill though, but that's because you use it as a dps tool, not that it's not meant to be used as such, but it's mostly aimed at supporting your PT. And what greater use than it hiting multiple targets (for dps) AND applying a damage reduction.
    (0)

  2. #2
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by NoelNoel View Post
    I can't count how many times (as DRG) I LB'd unsuspecting tanks that weren't full HP, I suppose if you're ready to react asap to sacrificing your HP it's fine, but if you have a stack or two and I see an opening I'm definitely gonna take the opportunity to end a match faster.
    Well, the moment I see a melee Limit Break me, I usually pop Living Dead in time... If I take your Limit Break rather than my healer, who is now free to heal me because I just healed someone and you're no longer focusing them and in animation lock, I'd say that would be well worth the risk...

    Quote Originally Posted by NoelNoel View Post
    I understand your point about Carnal Chill though, but that's because you use it as a dps tool, not that it's not meant to be used as such, but it's mostly aimed at supporting your PT. And what greater use than it hiting multiple targets (for dps) AND applying a damage reduction.
    I don't just use it for DPS though... That damage reduction would be worthless to me if it's an AoE around me, I'd have to run next to whoever I want to pop it on, rather than just throwing it at someone from across the map... You'd either need to boost its range to be the entire arena or close for me to see any benefit out of that change... If I have to reposition myself in order to apply it, it's worthless... For both DPS and support, I need to be able to point and fire Carnal Chill... Right now I can hit a Warrior with it from across the map and ruin their Feels Cleave, make it AoE around me and I'll have to reposition myself, perhaps I can move early and do the same thing, but now the healer I was harassing doesn't have me on their heels...

    Quote Originally Posted by Kyani View Post
    Remember how bad Scholars were before the changes to cast times? This would make SCH worse than that. Just charge up on the fairy or another target, then tag the Scholar every time they have to stop to heal.
    That's why I'd lock it behind Dark Arts, you'd be unable to really spam it (pending any MP changes for Dark Knight, that is). Depends entirely how much MP it take off, too... If it was 1:1 damage:MP, then that would be insanely powerful, I'd imagine it would be much less... It would essentially be similar to Monk spamming Arm of the Destroyer, effective but unsustainable and coming at the cost of damage.
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    Last edited by Nalien; 05-17-2016 at 04:43 AM.

  3. #3
    Player
    Kyani's Avatar
    Join Date
    Sep 2014
    Posts
    169
    Character
    Kyani Jawantal
    World
    Sargatanas
    Main Class
    Arcanist Lv 60
    Quote Originally Posted by Nalien View Post
    I've toyed around with the idea of Dark Arts Delirium damaging MP, it would be quite nice for Dark Knight to have something that pushes long encounters in their favor, since currently longer encounters are nothing but bad for a Dark Knight...
    Remember how bad Scholars were before the changes to cast times? This would make SCH worse than that. Just charge up on the fairy or another target, then tag the Scholar every time they have to stop to heal.

    Speaking of Scholar, any ETA on letting them respawn with fairy and/or Aetherflow? SCH is really not viable without their fairy, and it costs either 6 seconds or a long CD and 2k mana to get it back on res.
    (1)
    Last edited by Kyani; 05-17-2016 at 04:26 AM.

  4. #4
    Player
    SaveTheSunF1R3x's Avatar
    Join Date
    Aug 2013
    Posts
    87
    Character
    Kyotsuke Mashuzu
    World
    Excalibur
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Kyani View Post
    Remember how bad Scholars were before the changes to cast times? This would make SCH worse than that. Just charge up on the fairy or another target, then tag the Scholar every time they have to stop to heal.

    Speaking of Scholar, any ETA on letting them respawn with fairy and/or Aetherflow? SCH is really not viable without their fairy, and it costs either 6 seconds or a long CD and 2k mana to get it back on res.
    Ive been saying this for far to long but i think the respawn protection buff should allow for a free instant cast summon. At the current moment you take to long to recover from a death. i swaer not even some top players understand that you need to give us a sec to recover before going ham again.
    (1)

  5. #5
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Nalien View Post
    IDK about that, situations where that chasing potential works in my favor are usually situations where I want to kill someone as fast as possible, not Bind them and wait for my team to catch up... Waiting usually means their healer respawns and heals them... Bind would be more useful in other situations though, but I think I prefer a previous suggestion of effectively making Tar Pit reverse Mythril Tempest; Draws people in rather than pushing them out. Would have similar utility and make the Heavy slightly more valuable, since you're not only slowing people down, but pulling them away from where they want to be too... Plus interrupt potential...
    That depends on what type of bind is in place.

    Right now, there's not a lot of difference between a heavy and a bind, because they both essentially do the same thing: Give you more time to smack the victim around while your dps catch up. Most dps can, and will, catch up quite quickly because all melee have a gap closer and ranged are ranged. The only real difference between the two is that Heavy lasts longer, but that's why I proposed that Tar Pit be made into a Ground Based AoE.

    The idea here isn't to simply hit the attack, do the dmg, and inflict an instant bind which falls off right when the victim gets struck. The idea is to make Tar Pit into a kind of pseudo-Holmgang. Using it would generate a literal Tar Pit around the Drk, and everyone within range of the Tar Pit is fixed in place. The only way out would be to use Purify. The potential party utility of such a move would more than make up for Drk's current shortcomings, because it could cause interrupts, snare targets for burns, couple well with plunge for chase potential, and even be used as an area denial to isolate targets from objectives or their other teammates.
    (0)
    Last edited by Februs; 05-17-2016 at 04:55 PM.

  6. #6
    Player
    Nirokun's Avatar
    Join Date
    Mar 2011
    Posts
    264
    Character
    Nirokun Moon
    World
    Excalibur
    Main Class
    Arcanist Lv 80
    Make Syphon Strike deal damage with increased MP returned in PVP, with that increase dealt as damage to the target's MP. Letting them attack a healer and decrease enemy dmg output would extend the encounters, bleeding the enemy healer's MP at an increased rate. I do this on SMN, repeat bane and using virus to nerf enemy burst with the focus to extend the fights and bleed the enemy healer of MP. A DRK/SMN team would noticeably bleed a healer more quickly, nerfing burst dmg, and generate more wins for these two jobs that are lacking in their own respective roles. It would be another synergistic combo to add to the scary WHM/BLM teams.

    But people would cry OP instantly because heals would be disrupted.
    (0)
    "Dream lofty dreams, and as you dream, so you shall become." - James Lane Allen

  7. #7
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    IMO there are not quick fixes, potency adjustments, or special PVP actions that will help DRK in PVP significantly. (Mana Draw is a good start though).

    The only way I see DRK being actually playable (competitive) is when there's change like from 2.55 -> 3.0, not necessarily level cap increase, but whenever they do the next skill additions (4.x?). DRK would need a facelift like got SMN 2.55 -> SMN 3.0.

    It's problem is it's core mechanics are specifically designed for scripted PVE group play, and those mechanics do not convert to PVP. They could add all the flashy PVP actions they want to compensate, but a bad foundation makes for just too much working against it. I want to DRK in PVP, it's my PVE main, and its job I've been wanting to role since retiring from FFXI, but it just doesn't bring the productivity the other tanks can to my party; so I can't use DRK even though I'd like to.
    (1)
    Last edited by Xenosan; 05-18-2016 at 09:37 PM.

  8. #8
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Eh, Dark Knight isn't that flawed... Parry is the only real issue as far as core flaws go, but that goes for all tanks and is mostly because SE got confused and gave Warrior Raw Intuition for some reason... Paladin gets Sheltron to trigger Shield Swipe, Dark Knight doesn't really have anything for Reprisal... MP in PvP is the biggest issue, simply due to how the Jobs is built for PvE; Blood Price and Blood Weapon are far more effective against static AI, thus Dark Knight loses some of its MP in PvP. Furthermore, PvP is built around burst, while Dark Arts was not designed with that in mind... That's a very easy fix though, while Parry needs a complete overhaul IMO...

    There are plenty of minor changes I'd like to see them implement to Dark Knight in general (some of which are almost certainly stupidly unbalanced), but as far as PvP goes they can entirely "fix" it with PvP skills... They can adjust the existing PvP skills to provide more stopping power, and beyond that the only thing Dark Knight is really missing is a form of party healing... Warrior gets that from a PvP skill, so can Dark Knight... As far as damage and burst goes, the Job is perfectly fine provided you know what you're doing with MP... Grit is perhaps the only other thing worth moaning about, but that's tied to MP as well so I wont bother... Addressing MP issues not only fixes a lot of Dark Knights problems, but it also lowers the skill level required to play it effectively, that's perhaps the single biggest adjustment they can make to the Job right now...
    (0)
    Last edited by Nalien; 05-18-2016 at 11:14 PM.

  9. #9
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    I agree~ But I think you're understating the role of Blood Price and Blood Weapon. DRK loses a lot more than just 'some' MP, I think. Those skills are integral.

    With DRK in PVP the emphasis on passive and conditional MP returns is an irreconcilable conflict of meta, I believe. The inability to store surplus Mana or Dark Arts buffs to ramp up for burst opportunities takes this issue further.

    Mana Draw when traited would be on a 3 minute cool down. In contrast there are 60-90 second recast for resource recovery CDs like Reload/Wildfire, Infuriate, BotD, Aetherflow/Tri-Disaster, etc. Other jobs just need their CDs to align, or to perform their DPS optimal combos to refresh them like GL or BoTD once up. And again a full MP bar isn't exactly a surplus, you can eat all dat up quickly. Hence the low recast skills of Price/Weapon to compensate.

    I agree Mana Draw would be excellent, but right now DRK has too much emphasis in Blood Price/Weapon, and it hurts not just in PVP but other scenarios as well. Mana Draw is a step in the right direction because it's moves away from Price/Weapon, and that is what DRK needs. Those 2 skills are too integral. This is part of the core I refer to, and it needs to be addressed not just in PVP but in open world Hunts, Unsync'd solo, and more. But I don't see this changing until we get the next gameplay rehaul... if at all.


    I'm completely biased regarding DRK adjustments. I'm still wanting a blue flames buff more than anything... Don't care what the buff is, just as long as it's capable of 100% uptime and glorious blue flames.. and 100% uptime for Salted Earth - MP consuming like Shadow Flare, not a recast limited WS like Flaming Arrow..

    I want to look fabulous.


    There's so many different ways I can /rant on PVP DRK, I hope this communicated some frustrations coherently.
    (1)

  10. 05-20-2016 09:15 AM

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