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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Xenosan View Post
    Unfortunately DRK doesn't learn it until 71.. so close XD

    But yeah I would love to see DRK learn this ability at lvl35 instead of Blood Price.

    It follows the same methodology as a CD. Just throw the added effects of dmg reflect and reduction on blood price and there it is.
    I'd rather see redirectable resource (mana) than something that automatically deals its output in the style of Vengeance+Bloodbath.

    ___________________________

    Just returning Dark Passenger to a mere 140 potency, mana cost unchanged, would make it an overflow option and a powerful tool in AoE.

    I would have thought the Unleash nerf was meant to balance out Salted Earth, even as poor of design as that would be in terms of pacing, but Abyssal Drain was left untouched. I'd like to see Salted Earth nerfed and Unleash returned to its original state.

    Blood Price needs to work off of base enemy potency, rather than generating a flat, equally pathetic mana return with every strike taken. The stronger the attack, pre-mitigation, the more mana returned. Adjust Delirium duration increases, likely buffing its effect on Blood Weapon, to balance the result.

    The rest, gameplay-wise, hardly even seems worth salvaging.
    (0)

  2. #2
    Player
    TheFibrewire's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    15
    Character
    The Fibrewire
    World
    Gilgamesh
    Main Class
    Dragoon Lv 80
    I want to see Blood Price and Blood weapon to be consolidated as one button and changes based on stance.

    The Blood Spiller Animation need a major overhaul with new sound, in current state it does not feel very impacting.

    Quiteus needs a sound overhaul and animation overhaul feels very lightweight but loved the MP update on it with 4.05.

    Reduce Dark Arts spam remove Dark arts from Siphon, reduce potency but give us back scourge with it on combo, or remove DA from SS and increase its potency and give us scourge on PS with combo without DA.

    over all very active playstyle.

    Carve and spit should give Blood on DA usage else restores mana.
    (0)

  3. #3
    Player
    Souleater13's Avatar
    Join Date
    Jul 2015
    Posts
    68
    Character
    Revan Darkblade
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Dark Knight gameplay
    This post is not about the actual balance of numbers (potencies, durations, cool downs) and how the numbers compare to the other tanks but about dark knight game play. Here are my ideas to add to the mix of the DRK left in the dark this patch threads.

    Listed are some changes(or fix) that i feel would make dark knight more enjoyable to play.
    Add your thoughts about gameplay not about the balance of numbers.

    (adjust the numbers for balance as needed)
    Unmend: additonal effect changed from 30% for a free unleash to a free Abyssal Drain

    Dark Mind: Can only be executed when succumbing to the Darkside. Reduce magic vulnerability by 0%. Every time a Dark Arts is consumed add 5% to reduce magic vulnerability to a max of 35%. When skill is activated percent goes back to 0%.

    Souleater: add partial hp drain out of grit (less then when in grit)

    Dark Passenger: lower mp cost. should blind be a part of it or changed to something else? it clashes with synergy of other drk skills

    Shadow Wall: Changed to 30 second duration. 1st 10 seconds 30% dmg reduction, 2nd 10 seconds 10% dmg reduction, last 10 seconds 5% dmg reduction

    Delirium: oGCD attack with original animation. costs 10 blood, 5 second recast, 80 potency, grants a small amount mp, adds 3 seconds to blood weapon and 6 seconds to blood price.

    Blackest Night: its seems many think a 6 second duration will help this skill

    Sole Survivor: add gives blood if target did not die during duration.

    Power Slash: add dark arts effect also guarantees a critical hit.

    new trait at lvl 56. the level abyssal drain is earned.
    Fully Unleashed: Turns Unleash into a oGCD with 50 sec cool down. When used, Unleash morphs into Scourge for 10 seconds and can be used once during that time. Scourge(old animation) is an oGCD attack that adds a DOT to target that lasts for 40 seconds. Hp is gained for dot damage dealt.
    (0)

  4. #4
    Player
    Rhinos's Avatar
    Join Date
    Aug 2011
    Posts
    55
    Character
    Rhinos Sandrock
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by SyzzleSpark View Post
    Anyway, those two threads cover what I believe to be the primary problems. I doubt the patch tomorrow will fix them if all we're looking at is a completely extraneous buff to Quietus of all things (it is triggering as hell to think that there is a portion of the playerbase out there whose feedback is responsible for us getting this instead of genuinely needed buffs to our mitigation)
    To be fair, da quietis does need a buff; it's worthless.
    (0)

  5. #5
    Player
    DWolfwood's Avatar
    Join Date
    May 2012
    Posts
    363
    Character
    Dylan Wolfwoodicus
    World
    Goblin
    Main Class
    Warrior Lv 80

    Please Revisit Living Dead Adjustments

    This ability is generally a burden.

    We usually have to either plan its usage which requires coordination with the rest of the party. Furthermore, the cooldown time is extremely long, which is very punishing if we use it and it does not activate.

    I think the core design is flawed in that it shifts a greater burden onto healers than Holmgang does in that it requires healers to heal the DRK to full HP instead of just enough to survive.

    Furthermore, if the DRK fails to break Walking Dead, they're left with a greater cooldown timer than Holmgang, and no benefit unlike Hallowed Ground.

    Please look into better options for DRK. I think there are plenty of solutions which would still fit with the DRK theme, but be more satisfactory.
    (12)
    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

  6. #6
    Player
    Dizzy_Derp's Avatar
    Join Date
    Nov 2016
    Posts
    197
    Character
    Dizzy Dash
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by TankHunter678 View Post
    DRK needs improvements in its mitigation suite before 70, as it is if you exclude role abilities before 70 it has 1 general purpose defensive cooldown, Shadow Wall, which has a 180 sec cooldown and 1 anti-magic cooldown with a 60 sec cooldown. With the only other form of mitigation being Dark Arts Dark Passenger which is 50% of our MP and dependent on the targets being vulnerable to blind. DA-Souleater and DA-Abyssal also lack the healing strength to make up for the heavy MP costs trying to fuel them..
    I can't figure out if people are forgetting or just don't know but tbn is a 20% cooldown on yourself you can do just as often as sheltron.
    (0)

  7. #7
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Dizzy_Derp View Post
    I can't figure out if people are forgetting or just don't know but tbn is a 20% cooldown on yourself you can do just as often as sheltron.
    TBN is an Infuriate that costs a quarter of our mana and has a chance to fail based on the rotation of the boss, while providing a shield that is overtuned at the expense of having a well-rounded defensive cooldown suite.

    Its mitigation is fantastic. The rest of our cooldown suite is garbage. We would rather see TBN scaled back and the rest of our mitigation buffed.

    Right now, as a DRK, you don't ever, ever want to tank the boss, unless its for a tankbuster, and then after that tank buster, you want your co-tank to take it right back. We have literally zero cooldowns that can be saved for fluff damage, cleaves, raid AoEs... everything must be saved for TBs, except TBN. And TBN is a horrible cooldown to use in between tank busters. We literally have nothing but that for 70s out of every 90s. And TBN is designed to pop quickly. It is designed for you to go back to taking FULL damage from the boss in less than 5 seconds. Do we really need to be told why this is bad?

    It also is not 20% mitigation, it is a 20% shield that is gone within seconds.

    Compare this to say, WAR for instance, who can Rampart (20s) ToB/Conva (40s), RI+Awareness (60s), Vengeance (75s)... and at 75s, Rampart is almost back off CD... You're covered by some cooldown or another for 75s out of every 90s. And this is out of tank stance. With DRK, you're covered for a second or two out of every 15.

    TBN is also never enough to mitigate a tankbuster on its own. You must always pair it with either Rampart or Shadow Wall, so you don't even get to use those outside of your TB rotation. The great irony is that an ability that screams "USE ME ON A TANK BUSTER" is not strong enough that you won't have to save your other CDs to pair with it, but has a cooldown so short you're forced into relying on it in their stead for fluff damage. And fluff damage DOES matter, particularly when tanking out of stance. TBs are the easiest damage to take in this game, its a pass fail mechanic, they usually have casts or tells, everyone knows about them, everyone is ready for them. Its in between those busters where people get complacent, and you need some form of mitigation there. TBN works horribly for this purpose, and its all we have.

    Before TBN existed, did you see WHMs spamming stoneskins on the tank in between busters? Did you see SCHs spamming Adlos for AAs? No, you know why? Because shields aren't designed for that, heals and cooldowns are. TBN is not a cooldown, its a shield. We need a cooldown.
    (14)
    Last edited by SyzzleSpark; 07-17-2017 at 03:44 PM.

  8. 07-17-2017 03:38 PM
    Reason
    jinx

  9. #9
    Player
    Talec's Avatar
    Join Date
    Aug 2013
    Posts
    322
    Character
    Violet Drakarys
    World
    Twintania
    Main Class
    Summoner Lv 80
    It just happened as I thought. DRK is in a bad spot because of it's mechanics. And all SE does is screwing with the potencies. It's so sad. A formidable and fun class got reduced to a spamer oGCD braindead class.
    (0)

  10. #10
    Player
    Dizzy_Derp's Avatar
    Join Date
    Nov 2016
    Posts
    197
    Character
    Dizzy Dash
    World
    Gilgamesh
    Main Class
    Warrior Lv 70
    Quote Originally Posted by SyzzleSpark View Post
    [B]Compare this to say, WAR for instance, who can Rampart (20s) ToB/Conva (40s), RI+Awareness (60s), Vengeance (75s)... and at 75s, Rampart is almost back off CD... You're covered by some cooldown or another for 75s out of every 90s. And this is out of tank stance. With DRK, you're covered for a second or two out of every 15.
    Im gonna bring up what so many people in this forum have said to me, "se wants tanks in tank stance." While I think that's bs and not how to play a tank that is how se is looking at the tanks when they design them and so what they see is that warrior doesnt get passive 20% mitigation up all the time so lets give it more cooldowns to help compensate for the additional damage they will be taking." Its one reason healers think warriors take more damage, if they don't have good CD usage then they do because defiance doesnt negate any.
    (0)

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