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  1. #1
    Player
    Aletin's Avatar
    Join Date
    Nov 2015
    Posts
    29
    Character
    Aletin Ves'ser
    World
    Tonberry
    Main Class
    Dark Knight Lv 90
    Okay, let's get started

    1) First of all, the notion of anything being an "Oh S***" button is wrong as should be avoided. All skills should have its use planned and doing this bypasses the "unresponsiveness" of Hallowed, Living Dead and Holmgang. Secondly, I completely understand the sentiment of LD feeling bland and underpowered, but the reality is, in ORGANISED content, it is one of the best tank immunity skills, upwards of 20s of healing not required, for the price of a healer cooldown which would have to be used for Holmgang also (having a 6s window max). With the "Dead Spikes" skill you propose, that is more powerful than Hallowed, so therefore would need a longer cooldown or a shorter duration (6s Duration with 7m cooldown or 10s Duration with 8-10m cooldown)

    2) I agree with you when it comes to keeping up Scourge, I would always forget myself, and yes it would do good to break up the monotony of the SE spam. However, scourge would need to get a significant nerf (from 500pot down to about 350-400 at most) and then other skills would have to be nerfed also so DRK doesn't become overpowered in DPS.

    3) Abyssal Drain and Unleash share different purposes. Character centered, Circular AoE's are the best for hitting mobs, while tanking especially, as you don't have to worry about the mob's size (targeted AoE's expand from the center of the enemy) and it's much easier to position. And idk about you, but I always find that Abyssal Drain is lacking when it comes to hitting all mobs when initiating with the trash packs because they can be too spread out, while unleash you just run to middle and it's done.

    4) Agreed on this point.

    5) Doing this would make more Dark Arts double weaving with skills unless the DA effects were removed. And these skills would have to be nerfed in potency also, the only reason they are as high as they are is because they are GCD locked.

    6) While yes, I agree DRK needs more CD's, this is the wrong way to do it. Role skills are meant to be equal for all in the role, so one class doesn't have more/less utility than the others, and the lack of damage is meant to make you think of where to use them and not just use them on cooldown for the damage.

    7) 90s is INSANE, have you seen rampart? an already good skill? But I will agree it needs the CD lowered to either 120s or 150s

    8) The proposed skill is too strong. 10% mitigation on 60s CD is pretty good itself (hence why Dark Mind and Sheltron are absolutely busted). But reflecting 10% of the damage is unreasonable. It would have to work more like Vengeance, hitting back with a set potency rather than 10% of the damage. So something like

    Whiplash: Reduces damage by magic attacks by 10%. Additional Effect: Launches magic attack of 50 potency back to target. Duration 10s. Cooldown 60s.

    But I myself would rather Dark Mind becoming all damage and not just magic. 10% base and 20% on DA.
    Having tanks specialize on one type of damage was an idiotic decision on SE's part, you saw what happened to PLD in Gordias, which they corrected with blocking magic and physical damage. To fix DRK's lack of cooldowns and also fixing the magic separation, the Dark Mind change proposed would likely be best.
    (2)

  2. #2
    Player
    DWolfwood's Avatar
    Join Date
    May 2012
    Posts
    363
    Character
    Dylan Wolfwoodicus
    World
    Goblin
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Vitalus View Post
    4.) Blood Weapon and Blood Price to share a button slot. Since the change to BP not being able to be used out of Grit, I feel the button is just taking up space. Just like WAR's FC and IB, it would make everything easier for not only vet DRKs but also new players. Just a quality of life type deal.
    You got quite a bit that's OP as far as your exact numbers, but I can agree with most of it at least in terms that there should be change.

    That said, if you make Blood Weapon and Blood Price on same ability, you basically give us the problem that every WAR has right now with Infuriate/Unchained being the same button. Blood Price will become a waste of a button. As of now, it's better the way it is by far.

    It's not like we're drowning in buttons anyways, unlike PLD. cough cough

    Quote Originally Posted by Aletin View Post
    ...upwards of 20s of healing not required...
    Okay, first of all you're using "upwards" wrong. Saying "upwards" means more than 20 seconds, which brings me to my next point...

    It's ridiculous that people try to say this CD allows a Healer to ignore a tank for 20s. Living Dead doesn't magically grant mitigation and it's not like Walking Dead magically waits for you until Living Dead finishes counting down. You better hope it actually does kick in, because if it doesn't, have fun with that. Furthermore, the chances of it actually making use of that full 20s is near impossible to begin with when you consider latency and server ticks.

    It's no different than if you ignored a WAR for 10s and they used Holmgang at the last second, giving them 6s and you Bene them last second. Same for Hallowed Ground. What they've done is make an ability easier to use and penalized us for it since it's obviously harder to do this on Holmgang and Hallowed Ground.

    I don't want this benefit since I'm perfectly capable of doing good Holmgang and Hallowed Ground timings on my own, so I would rather not have the ridiculous penalty.

    I'd be fine honestly with a better CD than Hallowed with a properly balanced timer, or something equal to it. DRK gets screwed on this ability just like Shadow Wall in that it has the same value of pros and cons as Holmgang but on a longer CD than it.
    (0)
    Last edited by DWolfwood; 07-18-2017 at 02:19 PM.
    New Job Ideas
    Fusilier (TANK) Purely physical; Weapon: Heavy Cannon
    Necromancer (DPS) Melee pet job that builds up heavy magic attacks; Weapon: Scythe; Pet: Skeleton/Undead
    Ranger (DPS) Ranged heavy DPS with minor utility; Weapon: Rifle

  3. #3
    Player
    Vitalus's Avatar
    Join Date
    Jul 2017
    Posts
    6
    Character
    Jace Blacksmith
    World
    Tiamat
    Main Class
    Dragoon Lv 44
    Quote Originally Posted by DWolfwood View Post
    You got quite a bit that's OP as far as your exact numbers, but I can agree with most of it at least in terms that there should be change.

    That said, if you make Blood Weapon and Blood Price on same ability, you basically give us the problem that every WAR has right now with Infuriate/Unchained being the same button. Blood Price will become a waste of a button. As of now, it's better the way it is by far.

    It's not like we're drowning in buttons anyways, unlike PLD. cough cough
    I was thinking more like FC and IB because that's how it basically works anyways. You use BW, then switch on Grit, if you need to MT, and are able to use BP with no penalty. SE designed it that way, I just want them to share a button lol.
    (0)

  4. #4
    Player
    DWolfwood's Avatar
    Join Date
    May 2012
    Posts
    363
    Character
    Dylan Wolfwoodicus
    World
    Goblin
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Vitalus View Post
    I was thinking more like FC and IB because that's how it basically works anyways. You use BW, then switch on Grit, if you need to MT, and are able to use BP with no penalty. SE designed it that way, I just want them to share a button lol.
    The problem with this is that they would also share a cooldown timer.
    (0)
    New Job Ideas
    Fusilier (TANK) Purely physical; Weapon: Heavy Cannon
    Necromancer (DPS) Melee pet job that builds up heavy magic attacks; Weapon: Scythe; Pet: Skeleton/Undead
    Ranger (DPS) Ranged heavy DPS with minor utility; Weapon: Rifle

  5. #5
    Player
    Vitalus's Avatar
    Join Date
    Jul 2017
    Posts
    6
    Character
    Jace Blacksmith
    World
    Tiamat
    Main Class
    Dragoon Lv 44
    Quote Originally Posted by DWolfwood View Post
    The problem with this is that they would also share a cooldown timer.
    Would it? I'm not entirely sure, not a coder. I do feel like that is something SE designed for WAR and not because it had too. I guess it's all in the coding, so perhaps you are right.
    (0)

  6. #6
    Player
    Vitalus's Avatar
    Join Date
    Jul 2017
    Posts
    6
    Character
    Jace Blacksmith
    World
    Tiamat
    Main Class
    Dragoon Lv 44
    All very good points and I appreciate the feedback.

    For the first suggestion, the "Oh S***" button is something that my FC and friends like to toss around. Perhaps I was overzealous with the 10% shield and would change it to just a healing factor. That being said, your point makes more sense than what I had written.

    For point number eight, I was just spit-balling the idea. I do like your take on it much better.
    (0)

  7. #7
    Player
    Nayrr's Avatar
    Join Date
    Mar 2011
    Location
    Gridania
    Posts
    36
    Character
    Frederick Erhart
    World
    Hyperion
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Aletin View Post
    Okay, let's get started

    1) First of all, the notion of anything being an "Oh S***" button is wrong as should be avoided. All skills should have its use planned and doing this bypasses the "unresponsiveness" of Hallowed, Living Dead and Holmgang. Secondly, I completely understand the sentiment of LD feeling bland and underpowered, but the reality is, in ORGANISED content, it is one of the best tank immunity skills, upwards of 20s of healing not required, for the price of a healer cooldown which would have to be used for Holmgang also (having a 6s window max). With the "Dead Spikes" skill you propose, that is more powerful than Hallowed, so therefore would need a longer cooldown or a shorter duration (6s Duration with 7m cooldown or 10s Duration with 8-10m cooldown)

    I'm sorry, Living Dead is really awful when compared to Hallowed Ground or Holmgang. How would it having a dread spikes effect make it more powerful than Hallowed Ground? You still take the chance of dying when you use Living Dead and it would be very unlikely that you'll take enough damage in 10 seconds to get full HP back and still need healer assistance, whereas with Hallowed Ground you don't need to worry at all about dying for 10 seconds, and you almost never get the full 10 second invulnerability from Living Dead. It still would be worse than Hallowed Ground, but by far more manageable. Other than that, I agree with you and the OP.
    (2)

    Do not let any attachment to life cause you fear. Do not let fear of the end lessen your pace. Do not repent for anything! Should you ever doubt the path you have chosen, look at your blade and ask yourself this: does it glow with true darkness?

  8. #8
    Player
    KDSilver's Avatar
    Join Date
    Dec 2015
    Posts
    1,533
    Character
    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Nayrr View Post
    I'm sorry, Living Dead is really awful when compared to Hallowed Ground or Holmgang. How would it having a dread spikes effect make it more powerful than Hallowed Ground? You still take the chance of dying when you use Living Dead and it would be very unlikely that you'll take enough damage in 10 seconds to get full HP back and still need healer assistance, whereas with Hallowed Ground you don't need to worry at all about dying for 10 seconds, and you almost never get the full 10 second invulnerability from Living Dead. It still would be worse than Hallowed Ground, but by far more manageable. Other than that, I agree with you and the OP.
    When you have a WHM in your party, you can simply ignore all the drawbacks of Living dead. You can pop it, letting the tank loose all it's hp, and wait for the timer to be around 2s to pop benediction. And it's done.
    But it only works very well with a whm however.
    (0)

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