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  1. #1
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    TBN and blood spiller being buffed 6 potency is less about balance and more about drk internal consistency. This is so close to a break even I cannot imagine it is an accident. But yes this is part a pr campaign. However, a different thread summarized what I think needs changing for balance.

    1) shadow wall needs a CD reduction or additional effect to justify the three minutes
    2) additional effects on dark passenger to justify its mana cost
    3) sole survivor rework to give party utility (I like the idea of an hp and resource leech)
    4) delirium doubling the effect of duration of blood weapon/price or lowering its CD by 40 seconds
    5) soul eater hp return taken off grit lock
    6) reducing blood weapon/price cooldown to 30 seconds
    (2)
    Last edited by Chrono_Rising; 10-06-2017 at 05:33 AM.

  2. #2
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    I don't think I've ever heard a reason wall isn't 40% like pld. The entire job was modeled after pld in large part. Not sure why it's like it is.

    Passenger needs love. I though they did away with abilities that don't work on bosses. If the blind worked on more stuff you could justify the cost, but just like shake it off, doa. Doesn't do what it's supposed to.

    Sole survivor has always been awkward as hell. Even if it's not party utility, it needs a rework.

    Soul eater hp won't really impact group content. It's a fun toy for soloing EXs and stuff. Not really a balance concern but a fun toy. (Just like path).

    Can you link the post about delerium? That's a rather specific buff to what is already a powerful skill. Sure that would be nice, but so would splitting inner release/unchained. Also i want a pony. Not sold it's actually necessary though without more research. It's just a damage buff. There are so many ways to do that, why this way?
    (0)
    Last edited by Aana; 10-06-2017 at 05:47 AM.

  3. #3
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    I would need time to find where I brought it up in the extremely long dark feed back thread. But I provided no math for it.
    (0)

  4. #4
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Chrono_Rising View Post
    I would need time to find where I brought it up in the extremely long dark feed back thread. But I provided no math for it.
    Should have clarified my question. Put another way, was the goal of the delirium buff just a way to buff Drk's damage or was there something beyond that? say, improving buff timing synergy or something. If it was just a buff to damage then theres a million ways that could be done (like potency changes, darkside buff, etc (those could even be hiding in the patch notes :P ).
    (0)

  5. #5
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Ah changing blood weapon to 30 seconds to line up better with trick attack and increase resource generation. For delirium the idea was meant to to build more resources again and give almost a hyper mode for speed of execution. I remain hopeful for notes. I just find potency increases to be slightly boring. I would honestly love a new mechanic like lowering the cd on buffs based on breaking tbn, or using dark arts lowering the timer on blood weapon or delirium. But I’m not super hopeful we will get such changes.
    (2)

  6. #6
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Aana View Post
    Should have clarified my question. Put another way, was the goal of the delirium buff just a way to buff Drk's damage or was there something beyond that? say, improving buff timing synergy or something. If it was just a buff to damage then theres a million ways that could be done (like potency changes, darkside buff, etc (those could even be hiding in the patch notes :P ).
    I actually find that current delirium is a pretty smart way to deliver a DPS buff by increasing our resources (an button press).
    There are plently of damage/potency/crit rate buffs already so I really like that this is being delivered in a different way for a change.
    (5)

  7. #7
    Player
    Shinkyo's Avatar
    Join Date
    Sep 2013
    Posts
    380
    Character
    Fayhd Apollo
    World
    Sargatanas
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Aana View Post
    I don't think I've ever heard a reason wall isn't 40% like pld. The entire job was modeled after pld in large part. Not sure why it's like it is.
    Shadow Wall was OK in HW because DRK had the old Reprisal debuff.
    In SB, it couuuuuuld be argued that it's because of TBN but that'd be borderline reasonable.
    SE should really align it with Vengeance or Sentinel (the first one would be better).
    (0)

  8. #8
    Player
    Sipherous's Avatar
    Join Date
    Apr 2011
    Location
    Gridania
    Posts
    67
    Character
    Siph Erous
    World
    Gilgamesh
    Main Class
    Archer Lv 60
    Playing all 3 Tanks in end game content the Tank Balance is just not there, close but not there.

    With the new Shake it off WAR's have the best total mitigation once more with their shorter CD's. Venegence is way better than ShadowWall and marginally better than sentinal. Adding Rampart to a WAR's kit made that even more apparent. TBN, Sheltron and Innerbeast all serve the same purpose but IB does last longer at the cost of DPS whereas DRK and PLD can use theirs in DPS stance. DRK and WAR have gap closest with DRK's being a little easier to use but PLD knock back negation thing is entirely useless outside of 1 fight and on a 3min CD. Holmgang is broken, in high level play this skill is abused. Living Dead can be considered slightly better as u can abuse it to last for 15 sec. Hallowed is just ignore mecanic skill. DPS wise DRK is lowest simply due to their kit getting nerfed overall this patch. DPS wise its sorta balanced but I think it can be improved.

    Sentinal/Shadowwall/Bulwark= Drop all these down to 2 min CD's. No reason to have them at 3min anymore with wAR having rampart acess. Also Shadow wall needs some help as it just pales in comparison to WAR's 15sec length and PLD bonus mitgation.

    Tempered Will= Drop this down to 1min. This skill is currently a relic skill and has never had many practical applications. So far only 1 fight makes good use of it and thats not enough to justify the skill. Also many knock back skill completely ignore the skill tool tip (looking at you O1S) PLD don't have a gap close this should be our equivalent but sadly its like a hand me down pld got before the other two got a better version.

    Dark Mind= change this to a flat 10% dmg reduction. when DRK Arts is used with it change it to a party wide 10% mitigation.

    Divine Veil= increase the shield capacity to 15% and also make it effect the PLD. Shake it off will require more work but can surpass its effectiveness with just 2 skills under defiance. Also with veil effect up have it give the pld either a healing bonus or a def bonus. and for the love of god let healing abilities trigger the damn skill, as of now only healing SPELLS trigger veil makes it frustrating when a heal goes out and doesn't trigger the skill.

    TBN= If u DRK ARts the Blackest night it spreads the shield over the entire party for 8% of your max HP and on yourself for 15% of your total Max HP. Upon each shatter generates 10 Blood Gauge and 30 Blood gauge for your personal shield for 100 Blood total if all shields break.

    DRK/PLD also need a small boost in enmity. Onslaught's multiplyer is ridiculous and DRK has no enmity generation outside of their GCD. PLD has shield swipe and circle of scorn but Circle enmity is tied to the initial hit alone and sheltron multiplayer isn't high enough. I would suggest taking the dot factor away from Circle and straight up making it DMG while slightly bumping its enmity so that both skill equal to onslaught when used together. For DRK adding in a multiplyer to plunge and then a Dark Arts bonus where dmg and enmity is increased would go a long way.

    For WARS the debate about unchained being tied to inner release is at best annoying. On one hand Defiance and deliverance have a skill set on the other inner release makes unchained useless but as of now WARS dont use Defiance besides the pull. To compensate maybe switching from defiance to deliverance could drop the CD of the skills by 10 sec or so to speed up the use should u need to tank stance often.

    Other than that potency/enmity scaling needs to be changed a bit. Enmity is heavly skewed in WAR's favor. PLD and DRK should ahve equal enmity generation in other ways.

    But thats my two cents.
    (7)

  9. #9
    Player
    Mirateski's Avatar
    Join Date
    Jun 2016
    Posts
    169
    Character
    Ar'telan Qin
    World
    Omega
    Main Class
    Fisher Lv 70
    Honestly I'm... a bit confused?

    SiO is 8%, 12% every other use because I don't think Raw Intuition has any place in the WAR rotato in raids (please correct me if I'm wrong, of course), that is ON the warrior. Its cd is 30s shorter than DV, and the shield is better by virtue of affecting WAR as well even before you eat things to buff it.

    Obviously Thrill is useful for onslaught during zerk, and I assume that WAR wants to be using vengeance for at least some mechanics, though I tank with a drk in what savage I've cleared so I can't say for certain.

    It just feels a bit... odd that pld can complain for a whole expac and get sh*t-all, but WAR screams for one half-patch that they're less viable in raids (they aren't, holmgang is so broken wtf?) and suddenly they got a bunch of everyone else's toys?

    I'm overexaggerating, of course, and I'm not hardcore enough to pressure my drk cotank to change to WAR or change myself, I just think it's a bit strange.
    (1)

  10. #10
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Mirateski View Post
    Its cd is 30s shorter than DV, and the shield is better by virtue of affecting WAR as well even before you eat things to buff it.
    Well, it will need some testing, but looking at how it's worded, it seems there is a another big difference between Shake It Off and Divine Veil.
    Shake it off : "creates a barrier around self and all nearby party members that absorbs damage totaling 8% of maximum HP."
    Divine Veil : "Prevents damage up to 10% of your maximum HP"

    So, for now, we could assume that SiO works like Stoneskin, and scales on the receiver's max HP. As stats go higher and higher, SiO will fall behind more and more, keeping it "balanced" with its shorter CD and the benefit from WAR.
    (1)
    Last edited by Reynhart; 10-10-2017 at 03:31 AM.

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