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  1. #11
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    New abilities would be nice, but

    If they are going to increase Souleater combo potency but don't do the same to Bloodspiller, than we're back to that first issue where force-procing Bloodpiller as off-tank becomes less valued - less incentive to use it (which frankly - it being a gain for DRK output is what makes it valued utility, and this gives DRK their 'stress' gimmick [using SE's words]).

    I saw mention that a number of 'added-effects' being considered for abilities, though I don't see the source of the first-hand. All I read from the LL was potency increase. Where did this info come from or is it even real,
    (0)
    Last edited by Xenosan; 07-17-2017 at 03:45 AM.

  2. #12
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    PLD is also the only tank that has it's built in stun not removed.

    Since stormblood is mostly physical damage you can see where DRK falls short in mitigation outside of lvl 70 content
    (4)

  3. #13
    Player
    DWolfwood's Avatar
    Join Date
    May 2012
    Posts
    363
    Character
    Dylan Wolfwoodicus
    World
    Goblin
    Main Class
    Warrior Lv 80
    Please, can we all unite to get a better ultimate CD instead of Living Dead?

    It's only saving grace is that it's on shorter CD than Hallowed and thus can be used more frequently if a group plans around it. It's complete garbage (Sorry, Yoshida) outside of planning and shifts the entire burden onto a healer. Meanwhile Hallowed Ground even allows PLD to avoid certain debuffs, like Susano's slashing debuff.

    There's plenty ways to improve this ability, or better yet change how it works entirely to be balanced with the other two tanks'.

    This ability would work better if it were a healer's since using it would be their decision.
    (4)
    Last edited by DWolfwood; 07-17-2017 at 05:37 AM.

  4. #14
    Player
    Esp's Avatar
    Join Date
    Aug 2015
    Posts
    689
    Character
    Espikes Darkwind
    World
    Behemoth
    Main Class
    Dark Knight Lv 100
    I truly believe no one on the job development team knows what to do with DRK anymore really.

    Our abilities trailer. Very vague info on what DRK had or could do. (Delirium wasn't even shown I think)
    Our previous LL that we just had. DRK damage potency increases... pretty vague.

    They backed themselves into a corner with this magic damage nonsense, then completely had no idea what to do with said magic tank when it gave magic mitigation to every other tank and noticed they cut DRK'S toolkit into billions of pieces..

    I mean, it's not like the forums had PLENTY of ideas and information for them to reference for two years on what we liked about the job..and what we needed.
    (7)

  5. #15
    Player
    Esp's Avatar
    Join Date
    Aug 2015
    Posts
    689
    Character
    Espikes Darkwind
    World
    Behemoth
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by DWolfwood View Post
    Please, can we all unite to get a better ultimate CD instead of Living Dead?

    It's only saving grace is that it's on shorter CD than Hallowed and thus can be used more frequently if a group plans around it. It's complete garbage (Sorry, Yoshida) outside of planning and shifts the entire burden onto a healer. Meanwhile Hallowed Ground even allows PLD to avoid certain debuffs, like Susano's slashing debuff.

    There's plenty ways to improve this ability, or better yet change how it works entirely to be balanced with the other two tanks'.

    This ability would work better if it were a healer's since using it would be their decision.
    This is a perfect time I think for Dread Spikes to replace Living Dead xD
    (7)

  6. #16
    Player
    Hierro's Avatar
    Join Date
    Oct 2015
    Posts
    722
    Character
    Ziero Rehw-bidit
    World
    Malboro
    Main Class
    Warrior Lv 100
    Honestly, if they would JUST buff blood price back to restoring original values, that would make me 100% satisfied. They don't even need to make it accessbile outside of grit. I can live with it being locked if they could just make it just as good as before. It would fix issues that DRK lacks enough physical CDs for dungeon pulls due to having access to DA-AD and would make using delirium much more satisfying to use, and would make using DA-DP rewarding instead of a punishing tradeoff for security over MP/dps. In fact, as it stands, bloodprice feels like it fills gauge instead of MP. Let's change that!
    (1)

  7. #17
    Player
    cold52's Avatar
    Join Date
    Dec 2014
    Posts
    54
    Character
    Shodeku Hitsuma
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by DWolfwood View Post
    Please, can we all unite to get a better ultimate CD instead of Living Dead?
    well my thoughs are that i wouldnt hate the current living dead if we the player could prevent it from taking us out like
    when walking dead is activated all ws heal for 100%, this in turn would allow us the one with the status to remove id even be fine if while we were in this state all other sources of healing but our own were nullified if it meant we had the ability to prevent our own death.


    Quote Originally Posted by Esp View Post
    This is a perfect time I think for Dread Spikes to replace Living Dead xD
    you know i was always sad our tank stance wasnt dread spikes.
    (1)
    Last edited by cold52; 07-17-2017 at 06:42 AM.

  8. #18
    Player
    Deathshiro's Avatar
    Join Date
    Sep 2013
    Posts
    111
    Character
    Shiro Falh
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Xenosan View Post
    If they are going to increase Souleater combo potency but don't do the same to Bloodspiller, than we're back to that first issue where force-procing Bloodpiller as off-tank becomes less valued - less incentive to use it (which frankly - it being a gain for DRK output is what makes it valued utility, and this gives DRK their 'stress' gimmick [using SE's words]).

    I saw mention that a number of 'added-effects' being considered for abilities, though I don't see the source of the first-hand. All I read from the LL was potency increase. Where did this info come from or is it even real,
    Translations from Yoshi during the live letter from multiple sources. As in the past the "translation" we have currently on the forums isn't the full info and is more of a summary. If we only got potency increases it would be quite dry of a "buff" and not fix any essential issues regarding our tanking. Only really fixing our damage output.
    (2)

  9. #19
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    DRK below 70 is a nightmare of a class. Absolutely terrible.

    But DRK at 70, is honestly a step in the right direction. TBN is literally the shit and I cannot stop raving about it.

    For the most part the major issues with DRKs kit now is the supposed balance of their defensive kit around TBN. This is complete BS and TBN cannot ever carry the kit when compared to what PLD and WAR possess. Without innate Dark Dance and 3.0 Reprisal, DRK has absolutely nothing moderately powerful to use inbetween Tank Busters and that makes them take extra unnecessary damage. DRK's tankbuster kit: Rampart, Shadow Wall and Dark Mind are frankly completely pathetic when put in comparison to their counterparts.

    How to fix this? I suggest that DRK regain it's old Reprisal. If the idea of it's old Reprisal being somehow too strong then it make so it's only in effect for the DRK/Target. That should help alleviate the damage DRKs are now taking due to the gaping hole in it's defensive kit. As for it's Tank Buster kit, it's pretty simple. Make Shadow Wall not flat out bad compared to Vengeance and Sentinel and make Dark Mind also affect physical damage. The biggest change I believe is having Dark Mind be a 60 second 15(30)% mitigation.

    If those changes or something can be done then great and I don't believe TBN needs a nerf since it's duration and effect is perfect where it is. Something that should be timed properly and used in certain situations rather than spammed for a little extra in DPS gain but otherwise largely inconsequential. TBN should be how Tank Defensives are designed imho. A cooldown that rewards mitigation plays with something that contributes to the fight.

    Obvious aesthetic changes like Shadowskin instead of new Rampart, BRING BACK SCOURGE, etc.

    Oh, and I've seen this quite often but I don't think Bloodspiller should be oGCD at all. If anything I think the potency should be increased more but that's it. If Bloodspiller was changed to oGCD now with it's current potency it'd be absolutely broke. But for the most part I prefer it to be on the GCD because it breaks the monotony of Soul Eater spam and I'd like to see that sick as all hell animation to it's fullest and not become Carve an- Soul Eater.

    Quietus however should be oGCD and Abyssal Drain should generate 1 Blood per target hit. (Will edit with reason later, life calls).
    (2)

  10. #20
    Player
    DWolfwood's Avatar
    Join Date
    May 2012
    Posts
    363
    Character
    Dylan Wolfwoodicus
    World
    Goblin
    Main Class
    Warrior Lv 80
    They specifically said they'd be adding an effect to Quietus which jeez, thank god. I mean with a name like that you'd expect a silence effect at the least. Hopefully it's good.

    But yeah, they said they'd be adding effects to abilities. I'm hoping they fix more than just Quietus. It's like everyone who plays DRK has different input on what's wrong with the job, so they just ignore us completely.
    (0)

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