Well its official for me. Haven't played in weeks, the class just isn't as fun anymore so I cancelled my subscription and will check back around 4.5x time or maybe the next expansion if things look promising.

Well its official for me. Haven't played in weeks, the class just isn't as fun anymore so I cancelled my subscription and will check back around 4.5x time or maybe the next expansion if things look promising.


Let's not kid ourselves, the MP from Bloodspiller wouldn't be spent on future TBNs. It's a bonus over what's already in use. It'd be excess and going straight into Dark Arts.


Actually since this would just about balance out I would say that the lowered cost actually raises the tbn priority to be over that of dark arts. It's the problem with TBN as it is right now, it's very costly and might break even, but why take that risk over the definite potency gain of dark arts? Lower the associated cost or raise the reward and players will start using TBN more frequently.
The issue isn't with bloodspiller exactly, it's more to do with using tbn to get blood being a lose compared to a bloodspiller gained naturally.
Last edited by Chrono_Rising; 09-14-2017 at 10:05 PM.


Since MP is potency, MP on Bloodspiller would increase Bloodspiller's effective potency, which would, I believe, make TBN a DPS gain over DA. I'm not good at doing all of that math stuff but right now, TBN is only a loss of about 3-4 potency on average, so if you put an MP regen on Bloodspiller, TBN would certainly become a flat potency gain in every scenario.


It would be like having a tanking skill that rewards mitigating damage with causing some damage, seems like this should be a thing.Since MP is potency, MP on Bloodspiller would increase Bloodspiller's effective potency, which would, I believe, make TBN a DPS gain over DA. I'm not good at doing all of that math stuff but right now, TBN is only a loss of about 3-4 potency on average, so if you put an MP regen on Bloodspiller, TBN would certainly become a flat potency gain in every scenario.


Yeah I definitely think that tanking in general should be designed this way. We should be rewarded for using mitigation instead of feeling bad because we sacrifice something.

Some of the changes i would like to see on drk some already have been suggested in this thread
1. Make Bloodspiller restore mana (the jobs then become all about converting blood to mana and mana to blood)
2. Buff TBN to 6s!!! Increase the CD if needed to buff the rest of the kit
3. Make SoSu trigger off target dying or taking % (75 maybe) of user max hp (makes the skill useful of phases other than the adds ones)
and maybe have it restore blood after lvl 62 (might need to increase the CD for balance purpose)
4. Change LD draw back to be something like a powerful damage down instead of dead (come on its still likes this after 2
whole years!?!)
5. rename Souleater (Thought of Vile Slash) and change the additional effect
6. Create a new move called Souleater restore ~15% of hp (lower than the other tank self heal but with the change to
SoSu can't have it be as strong) and have the additional effect of removing the Debuff of WD
7. Give us CD increasing parry rate !!! (DRK need a low CD like the other tanks TBN why do we need to use TBN on autos?)
8. Fuse the 2 blackblood traits. Replace one with a quickening traits for SW?
9. Buff the mp return of BP its WAY too low atm.
Last edited by garret_hawke; 09-15-2017 at 09:40 PM. Reason: forgot points


If TBN's precarious balancing will make it a problem with competing with DA, then they will probably need to do one of three things:
1) TBN instead costs Blackblood to use and doesn't grant anything else. It's just an on-demand cooldown like Inner Beast and Shelltron. I would say the best solution, but it becomes a very underwhelming capstone ability, and doesn't solve the problem with defensives before 70.
2) TBN is just a straight cooldown. The simplest solution, and it helps with a cooldown gap. It's just a very boring one.
3) TBN is only available when in Grit. Kind of like how they split Blood Price and Blood Weapon to depend on whether Grit is active or not, they could make TBN Grit only and DA non-Grit only. TBN's MP cost would come down to match DA's price, and MP gain can be put on Bloodspiller... maybe. I think this could be the most elegant solution but also the most controversial.


Let's not. This would be more of nerf than a buff.
There isn't really anything "precarious" about TBN's balancing other than the fact that its balance is closely tied to a number of other skills (Dark Arts, Bloodspiller, and the entire Souleater combo) that, realistically, should all be adjusted together every time any one of them is adjusted, which SE is not doing.
There aren't really any huge fundamental changes required; ultimately the issue is just that fine-tuning on skill balance happens in updates that are months apart when the situation really calls for more of a week-to-week approach.
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