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  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I probably wouldn't pay 1 DA for 15% physical mitigation, especially when both TBN and Grit individually give greater DR for a lower net cost. As it is, I'd have a lot of trouble justifying DA DM in 4.0 for the 30% DR outside of multi-hit magical tankbusters, given that TBN and baseline DM usually give you more mitigation for a lower net cost on a single hit. I like Brannigan's suggestion from earlier in the thread about turning DA DM into raid-wide mitigation.

    Shadow Wall doesn't do anything exciting, but it gets the job done. The only real way to improve on it is to either lower the recast or have it reflect damage, and the former is overkill with TBN. I feel that with the addition of Rampart to WAR, Vengeance is overtuned, so it's not really a great point of comparison. The main problem with DRK's mitigation is LD, which needs to be flat out reworked so that it doesn't arbitrarily penalise your healers. Both Hallowed and Holmgang are vastly superior for different reasons.

    Blood Price is odd. Even if there's nothing actively happening (i.e. phase transition/animation), you gain 4 blood per tick so long as you're in combat, netting you about 20 blood. It's not worth swapping to Grit for, but if you are in Grit during a phase transition, it's basically free blood. It even seems to tick up while you're doing an ATE, such as Susano's sword. I think part of the problem is that they tuned it based on tanking multiple targets (you gain 0.05 DA/tick as opposed to BW's 0.2 DA/tick), so it tends to be a bit underwhelming against a slow hitting mob in single target. One possibility could be to remove the MP regen penalty of Darkside with it active, granting you 568 MP per tick passively. This would let you use it similarly to SAM or MNK's meditate ability during in-combat downtime to restore MP and blood. I don't think that simply adding DR to it will make it see more use, however.

    As far as self-healing is concerned, the best solution is to allow Souleater's lifesteal to function out of Grit as well (or at the very least, let it function under BW). This not only removes the need for a Clemency or Equilibrium equivalent, but also offsets some of the passive DR advantage that PLD has from block. DA AD is extremely expensive healing (1.4 DA), and using it in single target as a self-heal seems to go against the spirit of its use.

    I understand some of the concerns about DP, but I don't think that people are necessarily thinking about it correctly. Efficiency matters only in sustained encounters where you run the risk of running out of MP. Most AoE situations often are shorter, burn-orientated encounters which have you running a surplus of resources (i.e. you gain it faster than you can spend it). Potency per unit time is much more important than efficiency in these situations, because any MP gains when you're at cap are wasted. The main problem with DP is that there really isn't any situation where you'd want to use the baseline ability without DA, because it fits neither of those categories. I think they'd be much better off creating an MP efficient but low potency baseline DP for use in single target, and keep DADP as it is for use in multiple target/burn phases. Alternatively, just bake the DA cost into DP for simplicity, if there is nothing to be gained from the baseline ability.
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    Last edited by Lyth; 07-06-2017 at 02:08 PM.

  2. #2
    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 Lyth View Post
    Blood Price is odd...
    I don't see them giving back or improving Blood Price MP returns, though that is a good idea allowing native regen.

    As poignant as the BP nerf was though, seems clear they knew what they were doing and had their reasons for moving the MP restore to Grit Siphon. That's why I think some additional effect of a different sort is plenty warranted. I'm hoping for a damage reflect - because ..tl;dr.. I'm a DRK main, kek.

    A passive DR improvement by buffing parry, and a RNG damage reflect on parry procs (Low Blow resets baked into the CD essentially). Make those PLDs jealous. But BP being only available in Grit, it has it's drawback to PLD/WAR Shield Swipe & Vengeance.

    Its more DPS in tank stance. Regarding that: compared to WAR/PLD, DRK has to be in Grit more, so it feels justified. Higher tank-stance DPS is less of a perk, more a necessity (though really WAR -25% needs to be reduced, among other things). But also the fact that it is a lvl35 ability is why I'm eager to see any additional effect.



    I believe Dark Knight and Machinist are the only jobs with just one lvl 50 ability. MCH needs the most TLC, so I don't know if seeing a new ability being introduced to either DRK/MCH or both isn't plausible. Curious it is that the other extra Job AST kept Synestry instead of it going to the Role pool (lolRescue).
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    Last edited by Xenosan; 07-06-2017 at 02:44 PM.

  3. #3
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Xenosan View Post
    DRK has to be in Grit more
    Wait... why? O.o

    Quote Originally Posted by Lyth View Post
    I probably wouldn't pay 1 DA for 15% physical mitigation, especially when both TBN and Grit individually give greater DR for less MP. As it is, I'd have a lot of trouble justifying DA DM in 4.0 for the 30% DR outside of multi-hit magical tankbusters, given that TBN and baseline DM usually give you more mitigation for a lower net cost on a single hit. I like Brannigan's suggestion from earlier in the thread about turning DA DM into raid-wide mitigation.
    This is an excellent point that I haven't even considered. TBN+DM renders DADM pretty much obsolete right now, so the DA effect of that ability is pretty undertuned. Honestly after reading this I kinda wish they'd just redesign the ability entirely. I'm not a fan of the raidwide mitigation component suggestion simply because it doesn't fix either of the problems that I see with DRK right now; its DPS and personal mitigation. I don't really have a justification for it, I admit, but I just feel like what DRK needs isn't bordering-on-PLD-levels of utility. It needs more damage to make up for its lower utility, and it needs some sort of addition or buff to its defensive kit. Basically, in fights where DM isn't used, I find it... jarring... to rely solely on TBN for a full minute or more in between Rampart/Shadow Wall casts. I wish that the ability was not so lopsided, its powerful and that's great, but I would rather they increase its recast time a bit and redistribute that power into another CD to give us more options. Getting the most out of TBN requires a DRK to know a boss's rotation down to the last auto-attack which I honestly find a little silly, and an artificial illusion of depth/difficulty/complexity.

    Anyway. I given that they've now established TBN as the standard for mitigation-to-mana, it seems like they need to add something equally powerful to DM in order to make it relevant. Since TBN basically defines DRK mitigation now, we're a shield tank, so my gut tells me DADM should just be DM with a TBN effect tacked on, that lasts longer but doesn't grant Blood. Powerful, sure, but for a DPS loss and a longer cooldown... idk.

    Quote Originally Posted by Lyth View Post
    Shadow Wall doesn't do anything exciting, but it gets the job done. The only real way to improve on it is to either lower the recast or have it reflect damage, and the former is overkill with TBN. I feel that with the addition of Rampart to WAR, Vengeance is overtuned, so it's not really a great point of comparison. The main problem with DRK's mitigation is LD, which needs to be flat out reworked so that it doesn't arbitrarily penalise your healers. Both Hallowed and Holmgang are vastly superior for different reasons.
    Like I said in the OP, I feel like Shadow Wall was tuned in such a way to make up for the high uptime of Reprisal's personal mitigation. We're missing that -10% now. Sure we have TBN, but now PLD can block magic, WAR has Rampart... idk. Without the DD+Reprisal Combo, Shadow Wall feels extremely weak. It also occupies such a strange spot in our cooldown suite. Not all fights will be like Susano, surely, but in that particular fight I had Rampart+TBN for every buster and would look at Shadow Wall and be like... what do I do with this? Eventually I started using SW instead of Rampart every other TB, but then for certain rotations I'd have Rampart and other's I wouldn't. Again, the term lop-sided comes to mind.

    LD... for once I can't really empathize. I'm fully aware of LD's shortcomings, but for whatever reason, in my personal experience it has never left me wanting. I think I'm less focused on it because it is an invuln and I'm more concerned about our high-uptime (or lack thereof) cooldowns.

    Quote Originally Posted by Lyth View Post
    Blood Price is odd. Even if there's nothing actively happening (i.e. phase transition/animation), you gain 4 blood per tick so long as you're in combat, netting you about 20 blood. It's not worth swapping to Grit for, but if you are in Grit during a phase transition, it's basically free blood. It even seems to tick up while you're doing an ATE, such as Susano's sword. I think part of the problem is that they tuned it based on tanking multiple targets (you gain 0.05 DA/tick as opposed to BW's 0.2 DA/tick), so it tends to be a bit underwhelming against a slow hitting mob in single target. One possibility could be to remove the MP regen penalty of Darkside with it active, granting you 568 MP per tick passively. This would let you use it similarly to SAM or MNK's meditate ability during in-combat downtime to restore MP and blood. I don't think that simply adding DR to it will make it see more use, however.
    I think maybe I wasn't clear. My intention wasn't to make BP see more use it was just to add something to our kit that gives us an additional mitigation option at the cost of some DPS (being locked behind Grit), since all of the other tanks have something like this (Clemency, IB, Equil, even PoA). They all have that option to supplement their core cooldown suite with something extra if they are willing to sacrifice some damage, resources needed for damage, or go into tank stance. DRK doesn't really have that. It has 4 innate cooldowns and that's it. Both WAR and PLD have a powerful self heal and an extra albeit DPS inefficient mitigation tool.

    Quote Originally Posted by Lyth View Post
    As far as self-healing is concerned, the best solution is to allow Souleater's lifesteal to function out of Grit as well (or at the very least, let it function under BW). This not only removes the need for a Clemency or Equilibrium equivalent, but also offsets some of the passive DR advantage that PLD has from block.
    This suggestion makes my heart sink to be honest. What Souleater's heal needs is power, not accessibility. And even then, its locked behind a combo so its rarely possible to time it for when you need it regardless of how much it heals. Many is the time on WAR for instance where I have popped the absolute bare minimum mitigation that I would require to survive (Thrill alone, even Foresight back in the day) and just Equil'ed myself right back up to a safe HP level. No biggie. I find it really cheap that we cannot do this. And if we could heal ourselves for a meaningful portion of our HP as opposed to having what basically amounts to a slow, combo locked regen that mostly just contributes to overhealing, it'd go a decent way towards alleviating your previous concerns about LD.

    Quote Originally Posted by Lyth View Post
    I understand some of the concerns about DP, but I don't think that people are necessarily thinking about it correctly. Efficiency matters only in sustained encounters where you run the risk of running out of MP. Most AoE situations often are shorter, burn-orientated encounters which have you running a surplus of resources (i.e. you gain it faster than you can spend it). Potency per unit time is much more important than efficiency in these situations, because any MP gains when you're at cap are wasted. The main problem with DP is that there really isn't any situation where you'd want to use the baseline ability without DA, because it fits neither of those categories. I think they'd be much better off creating an MP efficient but low potency baseline DP for use in single target, and keep DADP as it is for use in multiple target/burn phases.
    My suggestions for DP where merely an example of a way to buff our DPS. I'm hard pressed to find someone that disagrees with the fact that having both less utility AND lower DPS than a PLD is textbook feelsbadman, and honestly since they aren't likely to add meaningful raid utility to either DRK or WAR post expac, the most logical thing to suggest seems to be DPS buffs. And I mean its just ridiculous from a thematic/lore standpoint. Why sacrifice a shield for a two-handed sword that deals less damage than a 1-hander? Why would 2-handed swords even exist in the game's universe from a technological standpoint? "Here's this two-handed, heavy sword that requires you to forego a shield, and yet you will take longer to kill monsters with it." Who would buy that? DRK should deal more damage than PLD. Everything else about PLD is better, but DRK has a big sword, so the most logical edge for it to have over PLD is DPS. Perhaps a more creative mind than me will have a better suggestion, but in terms of what the devs are realistically likely to add and suggestions they'll realistically respond to, a simple re-working of costs/potencies/percentages usually comes before adding whole new abilities/affects.
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    Last edited by SyzzleSpark; 07-06-2017 at 02:52 PM.