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  1. #1
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    Quote Originally Posted by Soulforge View Post



    Which probably should have been on DRK to begin with.
    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.
    (7)

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,866
    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)

  3. #3
    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)

  4. #4
    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)

  5. #5
    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
    Quote Originally Posted by Souleater13 View Post
    snip
    Would make DRK way more unplayable with some of those suggested changes which actually sound like nerfs when DRK doesn't need any more nerfs... also this regarding balancing DRK for those who are midcore and hardcore those suggestions are really bad for DRK since they wanted DRK to be tank role...
    (0)
    Last edited by DRKoftheAzure; 10-12-2017 at 12:58 AM.