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  1. #11
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    I decided to make an update pass on my previously suggested changes.
    Major updates are highlighted in red.

    Quote Originally Posted by TouchandFeel View Post

    1A) Problem: DRK is lacking in lower-end mitigation to be used for basic incoming damage such as auto-attacks when compared to the other tanks.
    1B) Solution: Add an additional effect to Blood Price where the % of damage returned as HP from Soul Eater is increased. Also Blood Price MP and Blood return could use a boost.
    2B) See suggestion 3B.


    2A) Problem: Shadow Wall is discernibly worse than it's equivalents on the other tanks, Vengeance and Sentinel.
    2B) Solution: Reduce Shadow Wall's CD from 180 seconds to 120 seconds.

    3A) Problem: Dark Passenger no longer seems to be useful due to low damage and a steep resource (MP) cost.
    3B) Solution: Increase recast time to 60s. Remove base MP cost. Remove Blind effect from DA version. Add the additional effect of reducing target's damage dealt by X% (5%?) for the DAed version for 15s.


    4A) Problem: Carve & Spit needs to provide more of a decision to DA or not since the non-DA version lacks value compared to the DA version.
    4B) Solution: Increase non-DAed version's potency to 140 and increase it's MP return to equal the cost of a DA.


    5A) Problem: The Blackest Night's duration feels a bit short, especially with a slight delay in activation (hope I'm not the only one that notices this).
    5B) Solution: Increase duration from 5 seconds to 6 seconds, same duration as Inner Beast.

    6A) Problem: Sole Survivor has little to no use in boss fights.
    6B) Solution: Reduce recast to 90s. Additional effect of placing the buff Soul Tap on the player, doubles the MP returned from Syphon Strike for a duration of 15s.


    7A) Problem: Living Dead is a way more cumbersome ability compared to it's equivalents on the other tanks, Hallowed Ground and Holmgang.
    7B) Solution: First off it NEEDS better visual messaging for the activation of the Walking Dead status so that healers can easily see when this goes active and they need to react, this should at least include a much larger/noticeable visual fx on the DRK. Make self-healing count towards the needed incoming heals with maybe a buff to self-heals. Change the potential of dying if not healed to receiving a weakness/brink of death debuff for X seconds (30 seconds?).

    8A) Problem: As of 4.05 Bloodspiller is not enough of a gain when used.
    8B) Solution: Additional effect of reducing Delerium CD by X seconds (20s?) when used without DA. Decrease potency of non-DAed Bloodspiller by 20 to 380, 455 in Grit. Increase potency of DAed Bloodspiller by 20 to 560, 670 in Grit.

    9A) Problem: Dark Mind is too reliant on the content being designed to cater to the ability.
    9B) Solution: Change Dark Mind to Shadow Skin. Use the Shadow Skin icon and animation/fx from 3.X. Recast 60s. Reduces damage taken by 10%. DAed version reduces damage by 20%. Duration 15s.


    10A) Problem: Delerium feels a bit underwhelming for a high level ability that costs half your gauge.
    10B) Solution: Add the additional effects of providing a 1200 potency heal on use when in Grit and increase the MP gained on use by 50% (3600mp) out of Grit. Also just change the name to something that fits better like "Blood Frenzy".
    (1)
    Last edited by TouchandFeel; 08-18-2017 at 07:46 AM.