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  1. #1
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    This whole codswallop of DP being "clearly intended for AoE only" needs to go the way of the dinosaur. Circle of Scorn, Dragonfire Dive, Death Flare, Elixir Field... there is more precedent for off-GCD AoE abilities (i.e. not weaponskills/spells, GCDs) being useful in single target rotations (as well as not costing an arm and a leg) than there is for the reverse, so I submit that this whole idea of SE wanting AoE abilities to stay useless outside of AoE is faulty and we can move on now.

    Just to get this thread back on track, a 10 potency buff to DP and its reintegration into our ST rotation will not fix DRK without similar changes to its mitigation and utility. This is if SE follows their current trend of just giving everybody everything that everybody has. If they'd like to deviate from that we'd need a significant buff in one particular department to push us well ahead in that one area and give us a niche.
    (5)

  2. #2
    Player
    hoax's Avatar
    Join Date
    Oct 2017
    Posts
    13
    Character
    Rin Delaney
    World
    Odin
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by SyzzleSpark View Post
    This whole codswallop of DP being "clearly intended for AoE only" needs to go the way of the dinosaur. Circle of Scorn, Dragonfire Dive, Death Flare, Elixir Field... there is more precedent for off-GCD AoE abilities (i.e. not weaponskills/spells, GCDs) being useful in single target rotations (as well as not costing an arm and a leg) than there is for the reverse, so I submit that this whole idea of SE wanting AoE abilities to stay useless outside of AoE is faulty and we can move on now.
    Do you have a better reason why they nerfed it then? And the ones you named don't have the MP cost of 2400.
    (0)

  3. #3
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    They nerfed a collection of AOE across multiple jobs in 4.0, though some got buffed oddly..

    I believe it has to do with lower lvl dungeons getting their difficulty eased each expansion, and so lots of low level 'bonus' AOEs were reigned in to prevent them from being too cheese. In DRKs case, Unleashed and DP.

    But then they discovered that removing Darkside's MP drain destroyed all presence of DRK identity until lvl45, so they raised Dark Passenger's MP cost to make create some faux sense of MP management at lower lvls.

    Just what I speculate on how it went down.
    (0)
    Last edited by Xenosan; 10-10-2017 at 05:52 AM.

  4. #4
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Honestly, I feel DP's biggest issue with balancing is that it has a resource cost and is on a recast timer.
    They just need to get rid of the resource cost and then rebalance the numbers from there.
    (0)
    Last edited by TouchandFeel; 10-10-2017 at 06:22 AM.

  5. #5
    Player
    akisya's Avatar
    Join Date
    Oct 2016
    Posts
    25
    Character
    Kokopi Kopi
    World
    Chocobo
    Main Class
    Dark Knight Lv 100
    Putting the thread back on track: DRK plays fine as it is currently, the problem is the amount of damage it spits out for the amount of effort you put into it. Attempting to prep enough mana and gauge for 1-2 bloodspiller(s) and 1 C&S every minute for a NIN's trick attack window is a lot more challenging than your PLD's FoF GB-RA-RA Req-HS spam rotation that ignores party buff windows, imo.

    Even if you do execute DRK's rotation perfectly in a speedrun, PLDs will still out damage you if they do their set rotation perfectly as well. On top of that, PLDs defensive rotation is the easiest to manage out of all the tanks. With PLDs not needing to keep track of their gauge, their sheltron (-26%, 10 whopping seconds duration) will always be up for every tankbuster. I'm okay with PLDs having easy defensive management, but not okay with them having such a easy time doing damage too. Might as well take 2 PLDs for ultimate prog, they are already close enough to WAR damage.
    (1)

  6. #6
    Player
    Mekhana's Avatar
    Join Date
    Aug 2013
    Location
    Let me switch to Limsa
    Posts
    265
    Character
    Mekhana Souther
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    PLDs also have the RNG from blocking on their end. Meaning even if they don't do anything, there's a chance they'll live through if the healers can react to it.
    (1)

  7. #7
    Player
    akisya's Avatar
    Join Date
    Oct 2016
    Posts
    25
    Character
    Kokopi Kopi
    World
    Chocobo
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Mekhana View Post
    PLDs also have the RNG from blocking on their end. Meaning even if they don't do anything, there's a chance they'll live through if the healers can react to it.
    Yes, PLDs in O1-3S can passively block very hard hitting auto-attacks without Bulwark. And yes, they can pop absolutely nothing and still block a tankbuster, but most PLDs wouldn't do that anyways (atleast i would hope so). They will also spam Sheltron for Shield Swipe if there's no tankbusters coming soon.

    Overall, PLDs take a lot less damage than WAR and DRK, especially with Hallowed Ground. SE should probably either nerf PLD damage or increase DRK a lot and WAR a little.
    (3)

  8. #8
    Player
    SummerScorcher's Avatar
    Join Date
    Jul 2016
    Location
    Gridania
    Posts
    149
    Character
    Lilla La'aurora
    World
    Phoenix
    Main Class
    Dancer Lv 98
    HEY SQUARE ENIX IM GONNA USE CAPS FOR THIS POST IN THE HOPES YOU HEAR THIS YEAAAAAAAAAAAAAAAAAAAGHHHHHHHHHHH

    anyways, so I was trying to get through the new 24-man today, and I put Sole Survivor on an ad. Unfortunately I got killed before the monster died and watched sadly as the Another Victim timer expired- which gave me an idea for the skill.

    Sole Survivor
    Marks target with the status Another Victim.
    Converts portion of damage dealt to that target into HP and MP to party members and self.
    Additional Effect: If that target should be KO'd in battle, 20% of your maximum HP and MP will be restored.
    Additional Effect: If KO'd in battle before the Another Victim timer runs out, and target is killed, you will be resurrected.
    Duration: 20s

    Recast: 90s

    Including previous suggestions made for this skill
    What do you guys think? You probably wouldn't actually get to use (the rez) that much, but as a very situational bonus I think it could be very fun to use. Also adds a whole other level to the name "Sole Survivor"
    (0)
    Last edited by SummerScorcher; 10-11-2017 at 07:33 AM.

  9. #9
    Player
    hoax's Avatar
    Join Date
    Oct 2017
    Posts
    13
    Character
    Rin Delaney
    World
    Odin
    Main Class
    Dark Knight Lv 70
    I've suggested before to change Sole Survivor into an instant heal that consumes blood, but what if thats based on blood itself, so 50 heals a part but 100 blood heals you for your max HP. With this change you can get yourself out of walking dead.
    This way we're not healer dependant for our invul ability, like war and pld..
    (0)

  10. #10
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    Quote Originally Posted by hoax View Post
    I've suggested before to change Sole Survivor into an instant heal that consumes blood, but what if thats based on blood itself, so 50 heals a part but 100 blood heals you for your max HP. With this change you can get yourself out of walking dead.
    This way we're not healer dependant for our invul ability, like war and pld..
    If this happened i'd end up never using the heal at the risk of not having it for living dead. Honestly livind dead just needs a rework. There's no reason for it to function the way it does when the other 2 are alot less detrimental. If anything they just need to change the adverse affect from being killed to ending up with weakness status affect.
    (0)

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