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  1. #101
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Kalocin View Post
    Yeah I don't really have much to disagree with on these other than I wouldn't want TBN's recast to go if it wasn't paired with the Bloodspiller buff as the mitigation buffs are already kind of necessary without it in my eyes.
    I kind of agree, however...

    There is a very large and vocal segment of the community that basically believes that DRK deserves to have cooldowns that are hot garbage because of TBN, and the moment anyone tries to suggest buffs to our mitigation suite in abilities like Shadow Wall or Dark Mind, their favorite retort is "You know you have a 20% shield on a 15s cooldown right?" so the increased recast time is a way of trying to placate those arguments I suppose.
    (6)
    Last edited by SyzzleSpark; 07-20-2017 at 04:17 PM.

  2. #102
    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. #103
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by SyzzleSpark View Post
    I kind of agree, however...

    There is a very large and vocal segment of the community that basically believes that DRK deserves to have cooldowns that are hot garbage because of TBN, and the moment anyone tries to suggest buffs to our mitigation suite in abilities like Shadow Wall or Dark Mind, their favorite retort is "You know you have a 20% shield on a 15s cooldown right?" so the increased recast time is a way of trying to placate those arguments I suppose.
    Those arguments are just full of bias though.

    TBN is the DRK equivalent to Sheltron and Inner Beast.

    All three have a very short duration and good burst mitigation geared towards tank busters.
    All three have a short recast with TBN actually having the longest (can do back to back Sheltrons and Inner Beasts but not TBNs).
    All three cost a main resource, gauge or mp, and give back something for being used such as mp, gauge, hp and also do damage in the case of Inner Beast.

    Yes, TBN is a good ability and is a boon to DRK but that doesn't detract from the fact that the other jobs have had an ability like it for a while now.

    The one thing that TBN shines with though is that it isn't gated by stance, but now that stance dancing has been returned to being much easier that is no longer as big of a deal as when WAR and PLD lost gauge for swapping.

    Honestly, I think people should make a chart where they take down all the defensive abilities of the three tanks and match them up with the closest equivalents and then do a side by side comparison of the kits. Not hard to do and it paints a very clear picture.
    (0)
    Last edited by TouchandFeel; 07-20-2017 at 11:31 PM.

  4. #104
    Player
    Phileas's Avatar
    Join Date
    Aug 2013
    Posts
    229
    Character
    Dia Beetus
    World
    Behemoth
    Main Class
    Paladin Lv 80
    I have accepted DRK has changed a lot from 3.0 to 4.0....but some love and tweaks would go a long way...

    The Blackest Night - Increase this to 7 second duration just because 5 seconds is so tight...If I have latency or not 100% timed it can go to waste...the current 15 sec CD is more than sufficient as the deterrent to not outright use on CD is the MP cost.

    Have Delirium apply a 10% reduced damage taken to blood price but at the same time reduce blood price duration by 5 seconds. Can give a choice between having a longer blood price or mitigation.

    Change the effect of Dark Passenger to something worth the high MP cost of using it with DA - maybe have it supply blood gauge as a unique effect. Can allow us to chain with Quietus as something of an AoE rotation.

    I think some tweaks could help a lot with DRK...and one more mitigation tool will help with survivability in raid. Quietus MP restore is nice for dungeon tanking but has little use in raids.
    (0)

  5. #105
    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 Phileas View Post
    I have accepted DRK has changed a lot from 3.0 to 4.0....but some love and tweaks would go a long way...

    The Blackest Night - Increase this to 7 second duration just because 5 seconds is so tight...If I have latency or not 100% timed it can go to waste...the current 15 sec CD is more than sufficient as the deterrent to not outright use on CD is the MP cost.

    Have Delirium apply a 10% reduced damage taken to blood price but at the same time reduce blood price duration by 5 seconds. Can give a choice between having a longer blood price or mitigation.

    Change the effect of Dark Passenger to something worth the high MP cost of using it with DA - maybe have it supply blood gauge as a unique effect. Can allow us to chain with Quietus as something of an AoE rotation.

    I think some tweaks could help a lot with DRK...and one more mitigation tool will help with survivability in raid. Quietus MP restore is nice for dungeon tanking but has little use in raids.
    Something I was thinking about over the past week to make Dark Passenger good again but not so good it returns to our ST rotation (since that is definitely why SE did what they did to it---you won't convince me otherwise) is to have it return MP per target hit.

    They did this to Quietus though (and now I no longer lament Blood Price's sad MP returns in trash pulls but man does it still leave something to be desired in ST) so I doubt we would see this change now.

    If moving TBN cooldown to 25 or 30s is what it takes to get us another DCD then so be it, but we need something. I would like to see a new, improved Dark Dance make a return.
    (0)

  6. #106
    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)

  7. #107
    Player
    Rbstr's Avatar
    Join Date
    Aug 2013
    Posts
    512
    Character
    Robin Ster
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Falar View Post
    Something I was thinking about over the past week to make Dark Passenger good again but not so good it returns to our ST rotation (since that is definitely why SE did what they did to it---you won't convince me otherwise) is to have it return MP per target hit.
    That could actually be a bit interesting. It costs significant mana but if you hit 2+ targets you'd get it all back, 3+ and you'd get some extra. You wouldn't want to do it vs a single target since it would still be inefficient.
    I think I'd give it increased enmity as well in exchange for losing the blind.
    (0)

  8. #108
    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)

  9. #109
    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.

  10. #110
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Falar View Post
    Dark Passenger good again but not so good it returns to our ST rotation (since that is definitely why SE did what they did to it---you won't convince me otherwise)
    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.
    (5)

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