Page 10 of 90 FirstFirst ... 8 9 10 11 12 20 60 ... LastLast
Results 91 to 100 of 981

Hybrid View

  1. #1
    Player
    Kalocin's Avatar
    Join Date
    Jun 2017
    Posts
    270
    Character
    Letho Orwyth
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by TouchandFeel View Post
    My guess would be because of Quietus being added. They wanted abilities based off the Blood Gauge that would fill most of the major use niches, single target DPS, AoE dps, resource/buff management. So they gave us Bloodspiller, Quietus and the new Delerium. Then they saw that DRK had too much AoE potential and so nerfed the crap out of DP to greatly limit it's use.

    Honestly at this point, they should just reduce it's MP cost and change it's focus to be less on damage and more on debuffs/utility. For example, move the blind to the standard DP and give it something even better with DA+DP like maybe a 5s stun. Not saying this is what they should do, just giving an example idea. Essentially shift it's purpose to give it a purpose again.
    I agree with moving the blind to standard DP. Right now 2.4k for a 100 potency skill makes absolutely no sense (and 1100 extra mana for the oGCD doesn't either).
    (0)

  2. #2
    Player
    Falar's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    502
    Character
    Kane Blackstone
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by SyzzleSpark View Post
    Okay, but riddle me this, why were they so hell bent on removing this skill from our single target rotation? Its not like it was THAT powerful or overcentralizing, it was just a button we pushed that was slightly more efficient than DASE but less so than DAC&S... Its not even like it wasn't designed for that purpose, hell back in the old HW job trailer, the DRK used it on a single target dummy, so its not like it wasn't intended or its place in ST rotations was an oversight. Idk I just don't get it. I really wish I could fathom their thought process behind what they've done with this job.
    Because it seems their goal was to remove almost all of our oGCDs in the sake of "simplifying" the class.

    oGCDs removed from our rotation:

    Reprisal (removed from class)
    Low Blow (removed from class)
    Dark Passenger (nerfed into being inefficient)
    Mercy Stroke (removed from Class/Role skills)

    They thought they could broaden the appeal of the class by dumbing it down but in the process they alienated all of us who really enjoyed the class and all its nuances as it already existed. I've seen this before in other games from other developers as well and I always hate when this happens.

    Lately I find myself really missing Scourge and my Reprisal/Low Blow procs. The potency, effect, and sound of Reprisal made it one of the most satisfying buttons in the game to press. I really, really miss 3.xx Dark Knight.
    (10)
    Last edited by Falar; 07-21-2017 at 07:49 AM.

  3. #3
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    yea drk is the most dependent on the role system and it sucks , I mean they are still good but what I mean is they have no unique df cool downs below level 70
    (0)

  4. #4
    Player
    Didje's Avatar
    Join Date
    Sep 2013
    Location
    Gridania
    Posts
    24
    Character
    Didje Lepreux
    World
    Moogle
    Main Class
    Warrior Lv 60
    Sorry if the idea i will write were already given : the thread is already too long !

    Playing war since 2.0, i gave up this class since 4.0. I discovered a very fun job, much more dynamic.
    I think that the complexity in dps stance is not rewarded compared to the simplicity of war and Pld.
    The mitigation is very low compared to these two jobs too... and TBN is most of time a mana waste

    My suggestions are :
    - blood weapon : increases damages dealt from 15%
    - ferocity : steals 10% of damages dealt (very consistent with the dark knight imo)
    - TBN : duration up to 12s, PRIORITIZED ON SCHOLAR SHIELD !
    - dark passenger free of mana (it's already a 30s cooldown, no need to pay it !)
    (3)

  5. #5
    Player
    whiteblade89's Avatar
    Join Date
    Jun 2015
    Posts
    374
    Character
    Auron Vale
    World
    Cactuar
    Main Class
    Samurai Lv 90
    In response to one of the above suggestions, they could make DP give blood per enemy hit if they wanted to keep it where it is currently. The mp idea is nice, but since Quietus does that for us now, it might be better received if it gave blood. Maybe it could give 2 ticks of blood per enemy hit? That way it still wouldn't be a single-target use, but still beneficial in an aoe pack. This idea synergizes with Quietus as well since we burn mp on DP but then get it right back if we hit 50+ blood while using DP. This still gives it a niche use, but a little more viable than it currently is.
    (0)
    Quote Originally Posted by alimdia View Post
    It really isn't that hard to treat other people like human beings.

  6. #6
    Player
    DWolfwood's Avatar
    Join Date
    May 2012
    Posts
    363
    Character
    Dylan Wolfwoodicus
    World
    Goblin
    Main Class
    Warrior Lv 80

    Updated List of Issues

    Dear Yoshida and Dev Team,

    Some people have brought up legitimate issues that I think are valid, and so I want to update what I believe are the issues that I would like to see addressed in DRK's kit, in a new and updated format:


    1. Living Dead is poorly tuned - Either reduce the recast to 180 seconds to be on par with Holmgang, or give us an entirely new ability.
    I would prefer you allowed us to summon a Shadow clone that took all enmity from us for 6 seconds while auto-attacking and then gave all enmity and debuffs back to us. Make this recast 6 minutes and lower Hallowed Ground's recast to 6 minutes as well.
    Another solution might be to just give us a debuff like Slow or Decreased Damage Dealt that would not be able to be removed instead of killing us. I think the penalty of death is too much when considering that a healer would have just wasted their MP if they had tried.
    2. Shadow Wall is poorly tuned - Reduce the recast to 120 seconds.

    3. Dark Mind is situational - Make this affect both magical & physical. Keep the Dark Arts effect, and increase the recast to 90 seconds to keep it balanced.

    4. Poor passive mitigation - I think this would be a great opportunity to give the community something it has wanted for a very long time that would go a long way towards establishing DRK's identity; Dread Spikes. There are two ways to implement this that are equally appealing in my opinion:
    Option 1: Make Dread Spikes a trait learned early on that "occasionally absorbs HP from an enemy." This could mitigate a similar amount to Shield blocks.
    Option 2: Make Dread Spikes a new spell that DRK must cast to keep it active. This would give DRK a magic casting element that has been a strong component in previous DRK iterations in the FF franchise. Duration and recast times could be left to you and buffed or nerfed later as is fitting.
    5. Poor self healing - We currently have nothing like Clemency or Equilibrium and are a bit helpless in this regard.
    For large heals similar to Clemency and Equilibrium, a Drain spell would be most fitting I think. One that perhaps dealt something like 300 potency damage and healed for 600 potency with a significant recast like 1 to 2 minutes.
    6. Over-reliance on The Blackest Night - Right now, this ability tries to do too many things at once, and the rest of our ability kit suffers as a result.
    I suggest removing the 2400MP while at the same time removing the 50 Bloodgauge gained. I also suggest increasing the timer on this to 1 minute while also increasing the duration to 15 seconds. This should make the ability more practical. While this may not be the final solution, I think something in this direction is optimal as it allows for the implementation of true passive mitigation, such as Dread Spikes.
    7. DPS is still a bit low - The gap in damage output between PLD and DRK is not fair to DRK given how much PLD brings to a party.
    This issue could be remedied by implementing Dread Spikes and/or Drain along with addressing the issues listed below on Blood Price and Carve and Spit. That being said, please be aware it's still an issue nonetheless.
    Secondary Issues

    1. Blood Price is undertuned - The nerf to Blood Price has made the use of this ability almost negligible.
    I think giving it a defensive aspect might be too much, especially in regards to my suggested mentions, but I have no real solutions for this. Reverting it to its old rate of MP generation may be too much as well. Increasing the amount of Bloodgauge it gives may be the easiest solution.
    2. Dark Passenger costs too much MP - While this is a gain at some times, it's completely forgettable.
    I don't think it's a good idea to make this a DPS increase on a single target, so with that in mind, I suggest removing the MP cost while also removing the damage on it. Move the blind effect on this to the normal effect, and when Dark Arts is used on it, give it a proper damage bonus. Something like 130 potency so that it's stronger than Abyssal Drain due to having a long recast, but not strong enough to be used in our single target rotation.
    3. We still want a darkness effect on our character - Bloodgauge would be the perfect candidate for adding this to signal to us and the rest of the party when our gauge is ready. Warrior's got what we pretty much wanted without even asking in the form of Inner Release. The flames teased before 3.0 were a great idea and I don't think anyone minds that there would be issues with mounts. If you're working on something better, great!, but please update us on this. Both EN and JP players want this!

    4. Bloodspiller feels underwhelming - A surprisingly large amount of people have this complaint on both EN and JP forums, and while it's not a major concern of mine, I think adding a meatier sound effect would go a long way here.

    5. Carve and Spit without Dark Arts is poorly tuned. - Right now, using Carve and Spit without Dark Arts on a single target is objectively bad.
    I would suggest it also giving at least 25 Bloodgauge to the player as well. Considering the name, I think this would be perfect since the name implies a duality, so MP + Bloodgauge plays into that.
    6. Sole Survivor is poorly tuned. - This ability has minimal usage in 4.x, and the benefit is also very weak now on top of having an excessively long recast.
    While the recast timer could be lowered, I would suggest changing what this gives the DRK. One easy fix would be to also give Bloodgauge, but you could be more creative and maybe give it an "Increased Critical Hits Taken" or "Decreased Critical Hits Dealt" effect or something similar.
    Thanks again for reading and I hope you will take our issues to heart and give DRK the care and attention to not just balance it but also do it in a way that helps strengthen the unique image it has to offer.
    (10)
    Last edited by DWolfwood; 07-21-2017 at 01:02 PM. Reason: Added (5.) Carve and Spit and (6.) to the Secondary Issues segment.
    New Job Ideas
    Fusilier (TANK) Purely physical; Weapon: Heavy Cannon
    Necromancer (DPS) Melee pet job that builds up heavy magic attacks; Weapon: Scythe; Pet: Skeleton/Undead
    Ranger (DPS) Ranged heavy DPS with minor utility; Weapon: Rifle

  7. #7
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    1. Blood Price could give a Bloodbath effect as well as increasing defense by 10% if you use Delirium with Blood Price Active and changing the status to Blood Kain, where Blood Weapon would be dealing direct hits 30% of the time, increase critical hit rate by 10% and status becomes Blood Riot when Delirium is used, and if neither is up you get a buff that converts all of your single target weaponskills into AoEs and buff is called Blood Repulsor.

    2. Give DRK a 3rd combo finisher with a 1 debuff for no DA and 2 debuffs with DA and have it use 3.xx Delirium animation.

    3. DA should be constant but Drains MP more than 3.xx Darkside when in combat and Bloodspiller and/or Carve and Spit cause Darkside to fade if DA is up.

    4. Bloodspiller animation needs to be shorter.

    5. Make Interject, Low Blow, and Reprisal do 100 base potency damage so that more to choose from rather than taking mandatory option for role.

    6. Give back Dark Dance but keep Anticipation.
    (0)
    Last edited by DRKoftheAzure; 07-21-2017 at 09:30 AM.

  8. #8
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    I've been working on my DRK alt, and I've gotten Bloodspiller. I still don't see why people were asking for it to be an oGCD.

    Don't we have enough abilities already?
    (0)

  9. #9
    Player
    Falar's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    502
    Character
    Kane Blackstone
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Ekimmak View Post
    I've been working on my DRK alt, and I've gotten Bloodspiller. I still don't see why people were asking for it to be an oGCD.

    Don't we have enough abilities already?
    Because being on the GCD means it cuts into SS and SE use. SS in grit grants 2400mp, 1200 out of grit. 2400 MP = 140 potency via Dark Arts. SE grants Blackblood.
    (0)

  10. #10
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Ekimmak View Post
    I've been working on my DRK alt, and I've gotten Bloodspiller. I still don't see why people were asking for it to be an oGCD.

    Don't we have enough abilities already?
    they like single combo jobs with a generic gauge ogdc.
    (0)

Page 10 of 90 FirstFirst ... 8 9 10 11 12 20 60 ... LastLast