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  1. #201
    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 kashi11 View Post
    snip
    I do not think giving DRK a magic vulnerability debuff is a good idea.

    If DRK is the only job that gets it, that is a huge raid dps boost which would make them potentially mandatory.

    If it were to be balanced with the WAR slashing debuff, then that would require other jobs to get buffed in tandem by also giving them this buff. This creates two problems, first being that it messes with the balance of other jobs and second it results in the potential situation we see with WAR where the other jobs are looked to for providing the debuff and the value of the DRK having it is greatly diminished.

    It would end up being either OP or of little value.

    As for MP return, that could work but I personally would prefer differing effects depending on stance. For example in Grit it could increase the % of damage done returned as health from Soul Eater while out of Grit it increases the amount of MP returned from Syphon Strike.
    (2)
    Last edited by TouchandFeel; 07-29-2017 at 06:04 AM.

  2. #202
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by TouchandFeel View Post
    I do not think giving DRK a magic vulnerability debuff is a good idea.

    If DRK is the only job that gets it, that is a huge raid dps boost which would make them potentially mandatory.
    It's an effective 1% increase on Magic damage (10% at 11% uptime is 1.1%)
    This would affect some damage of Dark Knights, some damage of Paladins, healers, and casters.

    Also, Summoners bring a variant of this (Contagion from Ranged summons). No one considers them mandatory as it is.
    (1)

  3. #203
    Player
    Soulforge's Avatar
    Join Date
    Jun 2013
    Posts
    16
    Character
    Teran Soulforge
    World
    Excalibur
    Main Class
    Dark Knight Lv 70
    As far as I know, none of DRK's single target abilities run off magic vulnerability. PLD would end up benefiting from it far more than DRK would. The most benefit a DRK would see is Salted Earth at best.
    (0)

  4. #204
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Kabooa View Post
    It's an effective 1% increase on Magic damage (10% at 11% uptime is 1.1%)
    This would affect some damage of Dark Knights, some damage of Paladins, healers, and casters.

    Also, Summoners bring a variant of this (Contagion from Ranged summons). No one considers them mandatory as it is.
    On the topic of utility -

    Dark Knight's utility at the moment probably amounts to simply being the tank that loses the least from being in its tank stance (read: *being* in tank stance, not from the act of turning it on) due to Bloodspiller, and I'd say that's pretty much it. Its a good MT from a raid DPS standpoint, I guess.

    As someone pointed out in another thread, TBN qualifying as utility is a very big stretch considering that at no time is a 5K shield necessary beyond what cooldowns the target is already likely to have running, and it also tends to be inferior in the long term to things like Apoc and Palisade, in addition to risking a DPS loss in comparison. So DRK definitely needs something else in this regard. And you can't give DPS-based utility to one tank without giving it to all of them lest you want to go back to huge discrepancies in personal DPS like those we had in HW.

    At this point, since DRK's identity is kind of in the dumpster, I wouldn't be opposed to looking at some previous FF and FF-related games' lore for DRK abilities, without any of the HP sacrificing nonsense that would hurt DRK as a tank in this game.

    Akin to sacrificing HP, DRK could get something of a defensive equivalent to Wildfire, that compiles all of the damage you take for, say, 15s, and then converts a percentage of the total into a raid-wide shield at the end of the duration. In this sense the DRK is indirectly sacrificing HP to benefit the group.

    A possible Living Dead rework could be something similar to Last Resort or Life/Death from Bravely Default, wherein Walking Dead is simply cleansed by an Esuna equivalent, and during Walking Dead you get an added benefit of increase damage dealt/reduced damage taken.

    Why we don't have some sort of self heal that costs mana/blood escapes me, as we are a tank, after all, and our self-healing is by far the weakest, and yet we do not have the ability to convert this one resource into HP even though half of our job is converting blood into mana, mana into blood, or either into potency. Seems we should be able to convert at least one of those resources to HP.

    Given the nature of our mana as a resource, there's actually a lot of inspiration from BLM that I wish SE would take for DRK. A reverse Convert (sacrifice 20% of maximum MP to restore 30% of maximum HP) feels like a no brainer for DRK, as do abilities like Manaward and the old Manawall. Maybe something like the latter for ourselves, to shore up our physical mitigation, and the former to be cast on party members instead.
    (1)
    Last edited by SyzzleSpark; 07-29-2017 at 03:53 PM.

  5. #205
    Player
    MauvaisOeil's Avatar
    Join Date
    Mar 2017
    Posts
    297
    Character
    Jaghatai Dotharl
    World
    Ragnarok
    Main Class
    Dark Knight Lv 70
    Why we don't have some sort of self heal that costs mana/blood escapes me, as we are a tank, after all, and our self-healing is by far the weakest, and yet we do not have the ability to convert this one resource into HP even though half of our job is converting blood into mana, mana into blood, or either into potency. Seems we should be able to convert at least one of those resources to HP.
    I wondered the same, blood seems associated with life of vampirism at some point. I don"t get why spending blood does'nt restore us a portion of health (Something like, 5 or 10% of max HP for 50 blood spent). Delirium is also akin to fueling ourselves with a corrupted energy, as shown in the animation.
    (0)

  6. #206
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by SyzzleSpark View Post
    All dis.
    Admittedly strange how blood works.

    I had considered starting a discussion topic about the inherent problems with the Tank gauges, which serve as resource lists instead of timers, and how their current implementation and interactions are both flawed but solid concepts.

    In the case of Dark, it was the feeling that while gauge generation was suitable (Having both active and reactive components), the ways it gets spent are not. It's between a lackluster cooldown, or a single target or aoe swing. (Quietus gaining the MP per hit though has given it a solid place for what it does, though)

    The removal of many fun-if-ultimately-not-impactful OGCDs, but keeping Sole Survivor was a strange move. Sole Survivor itself could serve as the vehicle for some of Dark's current problems, though I personally believe a change to the basic function of Delirium would be a better long term fix.
    (0)

  7. #207
    Player
    Tegernako's Avatar
    Join Date
    Jun 2017
    Posts
    249
    Character
    Crusina Luachra
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Soul Survivor definitely needs a CD reduction. DP needs a rework.

    I think TBN is good as it is for the most part but the time it shields needs to be like 3 seconds longer.

    I think DRK is in the worst place right now but like WAR I feel like a few changes to some skills would fix most of the issues rather then needing a full rework.
    (0)

    Halo kid

  8. #208
    Player Jhett_Magnum's Avatar
    Join Date
    Dec 2014
    Posts
    385
    Character
    Zanku Hado
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Blood Weapon increases Damage dealt by 10% and increases parry rate by 20%.

    TBN lasts 6 seconds.
    (1)

  9. #209
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    I would like to see at least some of the following changes:

    (1) TBN: break time increased to 6 seconds
    (2) TBN added effect: breaking makes your next bloodspiller or quietus oGCD
    (3) Sole Survivor: turns damage delt to enemy into hp and mp for 15 seconds (raid wide)
    (4) Living Dead: Change to "Dark Pact" damage taken becomes hp restored for ten seconds
    (5) Dark Mind: when struck has a chance of decresing enemy str/dex/int/mind for 6 seconds, can be refreshed
    (0)

  10. #210
    Player
    Kalocin's Avatar
    Join Date
    Jun 2017
    Posts
    270
    Character
    Letho Orwyth
    World
    Leviathan
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Chrono_Rising View Post
    I would like to see at least some of the following changes:

    (1) TBN: break time increased to 6 seconds
    (2) TBN added effect: breaking makes your next bloodspiller or quietus oGCD
    (3) Sole Survivor: turns damage delt to enemy into hp and mp for 15 seconds (raid wide)
    (4) Living Dead: Change to "Dark Pact" damage taken becomes hp restored for ten seconds
    (5) Dark Mind: when struck has a chance of decresing enemy str/dex/int/mind for 6 seconds, can be refreshed
    I wouldn't be against any of these, although the "Dark Pact" one would totally be OP lol.
    (0)

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