I don't think that the potencies are important at the moment. The point of the media tour was to act as a proof of concept to illustrate how the abilities work. It's also difficult to assess because the devs are designing this from the viewpoint of raid content that they have been actively testing for months. We just have potencies which may be outdated, no damage formula, and the assumption that this raid tier will play out the same way as before. The fact that Bloodsplitter ignores the damage penalty of Grit would be irrelevant in Creator Savage, where you don't need any Grit uptime at all. If the mitigation requirements on the next raid are significantly higher and force ShO/Defiance/Grit usage, our perceptions may change entirely.
What is significant, however, is that the ability concepts are relatively fixed for the next two years or so. Potencies, effects, and recasts can change. I think this is what we should focus on at this point.
I don't really mind losing Scourge and Delirium, so long as the dps loss from losing Scourge is compensated for elsewhere. Scourge is muscle memory at this point if you were practising it, but I recognise that it does expand the dps disparity for newer players without really adding any challenge to experienced players. The INT down loss was for the best, and the increased reliance on Souleater and the resulting potency increase are nice. The biggest issue here is that the healing on Soul Eater is still dependent on Grit, and DRK has no other form of self healing. I couldn't care less if we don't have an Equilibrium or Clemency equivalent, so long as we could squeeze even Storm's Path level healing out of Souleater out of Grit, if only for the purposes of soloing content more effectively, like the other two tanks.
The animations will be missed, though.
The loss of Reprisal is a bigger issue. In Heavensward, each tank had access to a raid mitigation move, between Divine Veil, Storm's Path, and Reprisal. The change to Reprisal presents two problems. First, PLD retains access to Divine Veil and also gains Passage of Arms. The ability to cross-class Reprisal on top of this gives PLD a fairly large surplus of raid mitigation. Second, the counter attack was a signature ability, which was subsequently copied over to Shield Swipe. DRK lost the ability, and PLD kept it.
I think part of the problem that people have with the shared role actions is that DRK was more dependent on cross-class abilities than PLD or WAR in Heavensward. So when you remove an ability like Mercy Stroke or Foresight from WAR, you end up double taxing DRK. Meanwhile, the abilities removed from DRK don't influence PLD or WAR, because they were not cross-class. The end result is that DRK has fewer actions than the other tanks after the pruning.
The Blackest Night is an incredible cooldown. It might even be the best resource-based mitigation ability in the game, and it encourages mastery of fight timings and a more active defensive style compared to press-and-forget. The trade-off is that if TBN is balanced as a dps gain, it's functionally just Infuriate with a bonus shield. You just activate it whenever it's up. If it's balanced as a dps loss, it becomes undesirable to use when off-tanking. If it's a dps loss, I'd be more willing to spend a DA cost on top of TBN's base cost to make it party-wide as OT, functionally acting as a much more costly Divine Veil on a shorter recast.
Dark Mind is in a really weird place at the moment. The base 15% magic mitigation on a 60 second recast is still really nice, but when will you DA this, now that you have TBN? If you TBN + DM, you have a 20% shield and 15% magic mitigation. If you DA DM, then you gain 30% magic mitigation for the same cost. The only time I see DA DM being used is if you have a multi-hit magic tankbuster, or if you need to stack both TBN and DA DM (but this is expensive and seems like overkill). I feel like this needs to be reworked somehow, especially after the PLD changes to Sheltron.
One of the factors that offsets DRK's strong resource-based mitigation is the fact that it has less access to free mitigation cooldowns than the other two tanks, so you'll end up sacrificing dps to mitigate (this is an issue when you're playing a tank that doesn't intrinsically provide the highest dps). Shadow Wall is still significantly weaker than Vengeance and even Sentinel, despite the fact that WARs now have access to Rampart as well. Living Dead remains the most healer intensive ultimate defensive ability, despite the fact that DRK still has the least amount of self-healing out of any tank. I would pay any amount of resources, be it MP or blood, to be able to remove the Walking Dead effect myself.
Bloodspiller and Quietus are nice, but this is functionally Fell Cleave and Decimate an expansion later. What differentiates them? Do they hit harder but less often? Or are they more spammable but hit for less? Failing either of these, can they offer something unique, such as more lifesteal? I wouldn't mind these abilities being relatively weaker, even in spite of getting them two years later, if they provided me with additional utility, such as healing out of Grit.
Delirium is also in a strange place. We already have lots of skills that restore MP, and the change to Darkside makes MP management significantly easier. If the goal was just to allow you to exchange between blood and MP at a roughly equivalent rate, then the cooldown needs to be much shorter. If the goal was to give you a dps boost on a long cooldown, then either you need to gain more MP on the conversion (2400 MP just about breaks even with 50 blood, and Sole Survivor gives you more MP for on the same recast for free if you use it correctly), or you need a much longer extension to Blood Price and Weapon. I know that a lot of this hinges on Bloodsplitter's final potency, but I don't understand the function of the new Delirium on a conceptual level.
Overall, I think that conceptually we're moving in a good direction, but there are still a number of big quality of life issues that need to be addressed. The balance is difficult to gauge without hands-on testing and we probably won't know for sure until we get into the raids ourselves. That being said, I have some worries, and this could go very well or very poorly.


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