
Originally Posted by
SyzzleSpark
The job is PACKED with choices to make and priorities to manage, but no matter what you choose or prioritize, it barely effects your performance. Because of this, there's barely any incentive to optimize the job, because you're rewarded extremely poorly.
While I agree the job lacks feedback in how well you're doing, most of the choices are no brainers because the bulk of DA effects are potency increases. It'd be a different story if every ability that interacted with Dark Arts was like Carve and Spit, where it serves two different purposes depending on DA (though I think that would go against the approach the devs have taken with Stormblood).
Currently we have a ton of mana dumps and they all net almost the exact same potency increase with the sole exception being Carve and Spit. The reason for this is because they backed themselves into a corner by removing Delirium and making the changes to Darkside and Blood Weapon for their mana drain/recovery respectively, meaning that if we go through our rotation and only ever Dark Arts Souleater or Bloodspiller we will overflow constantly.
I'd blame that on their abandoning the original intent for Dark Arts and the MP management minigame that was DRK through all of last expansion, because if the concern was the lack of a non-DA combo finisher, Souleater could have been buffed to 400 potency baseline, DA increase the potency to 440 and add a weak drain out of Grit that becomes very powerful in Grit (the way the current MP recovery works for Syphon Strike).
Non-sequitur:
What I'd like is for the devs to make up their mind on what is the DRK resource. The blood gauge currently exists only because of Delirium, Bloodspiller and Quietus, and the only one that adds anything to that gameplay-wise is Delirium because of how it affects Blood Weapon (arguably Blood Price, though in its current state it's not as big a benefit). TBN was designed in such a way to further justify the gauge's existence.
Here's some bullet points with ideas:
- Darkside entirely removes the MP bar when activated, replacing it with the Blood Gauge. Adjust Darkside to enter the leveling scheme of DRK as a lv2 ability for level synch purposes.
- Dark Arts no longer costs MP, but has a 15-second cooldown. Clicking on Dark Arts while it is on cooldown allows you to activate it again, but it restarts the cooldown and consumes 50 Blood Gauge.
- Syphon Strike, Souleater, Blood Weapon, Carve & Spit (non-DA), Blood Price and Quietus generate blood. Maybe add a trait where auto-attacks have a 30% chance to generate 1 blood; incidentally, Blood Price and Blood Weapon are no longer tied together, but one cannot be used while the other is active.
- Unmend generates 2 Blood per use, costs no MP.
- Unleash costs no MP, has a 10s cooldown and generates 2 Blood.
- The above combined with Salted Earth means you have extra sources of blood. We can thus nerf the gauge generated by TBN from 50 to 10-15 (the intent here being that the mitigation provided by TBN outweighs the resources it generates).
- TBN would follow the same rule as Dark Arts, where the first one is free but using it before the cooldown is done restarts the cooldown and consumes 50 gauge.
- Defensive cooldowns (Dark Mind, Shadow Wall) have a baseline level of mitigation that grows with accumulated blood. They don't consume blood, but are stronger when your gauge is above 20-30.
- Blood spenders: Dark Passenger, Abyssal Drain, Bloodspiller, Quietus.
- Delirium changed into a cooldown that increases blood accumulation and reduces the on-cooldown cost of Dark Arts and TBN by 80% for 20s. (fun fact: the JP name of Delirium is "Blood Delirium", so the name even fits in this case)
- Grit changed to a toggle. Increased mitigation (40%~) with no damage penalties, but damage taken consumes 35 blood gauge per hit; if you hit blood levels below 35, Grit instantly deactivates. This is meant to be a last resort for mitigation, assuming you've run out of cooldowns during a fight. Yes, this means DRK would no longer have a tank stance.
This is me spit-balling ideas, but yeah.