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  1. #61
    Player
    Llus's Avatar
    Join Date
    Dec 2016
    Posts
    326
    Character
    Agret Fury
    World
    Sargatanas
    Main Class
    Warrior Lv 70
    Quote Originally Posted by SplittingSkies View Post
    They were aware of the problems people had with PLD, some exaggerated, although many on here have argued why that was the case yet they got buffs and a rotation which isn't as punishing as WAR if you mess it up. WARs shake it off got introduced way too late after they removed the pacification penalty for using berserk, they were aware of how useless it was and informed the community through live letters that they were going to fix it, and they did. Giving WARs their own stack able version Divine Veil. There have been quite a few suggestions as to how they can buff DRK, some real good ones as well. Yet up to this patch they have said nothing, only to give us minor potency buffs and to "fix" blood price which is still locked behind grit.

    I think I speak for most here when I say it would be nice for them to acknowledge the problems with DRK then not say anything at all. I don't know, maybe we aren't taking the right approach to this getting noticed. What exactly did the WAR mains do to create such noise and get things gradually fixed in a short space of time?
    Stance switch cost: Pointed out that stance switch cost left you with an unusable number of rage after stance dancing meaning that you missed all the party buffs because your opener was made late by 4 GCDs and that further switching to Defiance from Deliverance meant that unless you had infuriate available or 100 rage you couldn't IB or SS if needed
    Unchained: Pointed out that because you can't infuriate out of battle, you couldn't do an unchained pull
    Shake it off: Pointed out that in raids, the skill was worthless because your healer will already cleanse those debuffs that could be cleansed


    These were specific mechanic failures relating to the playability of the class itself.

    For DRKs the issues I see are:

    Shadow wall cd needs to be reduced. This isn't a role mechanic failure because there are other mitigation tools, it's a QoL improvement that NEEDS to be made
    Blood Price needs to be usable outside of grit in order to maximize DRKs DPS. This is partly a QoL improvement and a role mechanic failure that NEEDS to be addressed.
    The Blackest Night, a very useful skill that is great at building your gauge (if nobody else shields you when you use it) while also protecting yourself or your co-tank and until the shake it off change was perfect (minus other shields overriding TBN). At this point, with SiO being a party shield, BN should be changed into party shield when not specifying a party member or a single target shield when providing a party member target and should take priority over other shields (so you can guarantee the 50 gauge) This is a QoL improvement that would be on par with SiO and a mechanic failure (because anyone else shielding your BN prevents you from getting your +50 blood gauge) and should be implemented.

    So, first try TBN. Since this will get the biggest bang for the buck if improved. At the minimum it needs priority over other shields because you could BN during your rotation and get a shield that stops BN from giving you your +50 gauge. If DRK can also get party wide mitigation of BN (without the gauge increase) it would be a great QoL improvement and give DRK comparable raid utility again and the next raid tier won't be PLD+WAR meta due to raid utility.

    2nd, BP. This NEEDS to be useable outside of grit, both for the MP generation AND gauge generation. Gauge generation should be increased to 10 blood when used and 40 when complete. The cd should be increased to 60 or 90s because this combined with BN will give 4-5 BS per burst window making DRK BS 4 or 5 burst comparable with WARs IR cleaves and PLD's Requiescat+HS

    Again, focus on the ROLE MECHANIC FAILURES vs QoL improvements and the devs might be more inclined to listen.
    (2)
    Last edited by Llus; 10-18-2017 at 11:38 PM.

  2. #62
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Llus View Post
    2nd, BP. This NEEDS to be useable outside of grit, both for the MP generation AND gauge generation. Gauge generation should be increased to 10 blood when used and 40 when complete. The cd should be increased to 60 or 90s because this combined with BN will give 4-5 BS per burst window making DRK BS 4 or 5 burst comparable with WARs IR cleaves and PLD's Requiescat+HS
    unleash you add blood weapon being able on grit you are destroing the already unfair balance on tanking on grit vs non-grit.
    (0)

  3. #63
    Player
    SplittingSkies's Avatar
    Join Date
    Jun 2015
    Posts
    35
    Character
    Lynx Shadowstorm
    World
    Moogle
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Llus View Post
    Stance switch cost: Pointed out that stance switch cost left you with an unusable number of rage after stance dancing meaning that you missed all the party buffs because your opener was made late by 4 GCDs and that further switching to Defiance from Deliverance meant that unless you had infuriate available or 100 rage you couldn't IB or SS if needed
    Unchained: Pointed out that because you can't infuriate out of battle, you couldn't do an unchained pull
    Shake it off: Pointed out that in raids, the skill was worthless because your healer will already cleanse those debuffs that could be cleansed
    Thank you for the info on this, in my view this just goes to show that we aren't doing anything different, yet our issues with DRK is taking longer to solve. Odd.

    Quote Originally Posted by shao32 View Post
    unleash you add blood weapon being able on grit you are destroing the already unfair balance on tanking on grit vs non-grit.
    I don't think he was talking about BW being usable in grit, he was talking about BP being usable outside of grit. I don't see a problem with that, again, welcome to be corrected on that. I always got the impression with 4.x DRK that, although lacking in some departments we wouldn't get the most benefits being outside of grit. Surely they must know that unless its prog, not every tank main worth his/her salt is going to stay in tank stance the whole of a fight.

    You want HP return off Souleater? Stay in grit
    You want a DA return after using Syphon? Stay in grit
    You want to be able to use a nerfed Blood Price Stay in grit
    But if you Stay in grit you get to keep the full potency of Bloodspiller. *sigh*
    (0)
    Last edited by SplittingSkies; 10-19-2017 at 12:39 AM.

  4. #64
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by SplittingSkies View Post
    snip
    SE was pretty clear when they put blood price on grit only, they balance resources generation in and out of grit being equal more or less, blood weapon generate more constan MP by miles that blood price with depend of autoattacks mostly, thats why Syphon have that extra MP on grit and even with that you generate more MP outside of grit on bosses.

    so what i mean with that is adding only blood price outside of grit will increse non-grit resources generation a lot and let grit being more useles bcs you will generate less MP, less blood and dealt much more less dps compared to tanking outside of grit giving us even more reasons to avoid grit.

    to be a fair change it will be unclock blood price out of grit and blood weapon being able on grit and remove the MP bonus on syphon.
    (0)
    Last edited by shao32; 10-19-2017 at 01:16 AM.

  5. #65
    Player
    Llus's Avatar
    Join Date
    Dec 2016
    Posts
    326
    Character
    Agret Fury
    World
    Sargatanas
    Main Class
    Warrior Lv 70
    Quote Originally Posted by SplittingSkies View Post
    Thank you for the info on this, in my view this just goes to show that we aren't doing anything different, yet our issues with DRK is taking longer to solve. Odd.



    I don't think he was talking about BW being usable in grit, he was talking about BP being usable outside of grit. I don't see a problem with that, again, welcome to be corrected on that. I always got the impression with 4.x DRK that, although lacking in some departments we wouldn't get the most benefits being outside of grit. Surely they must know that unless its prog, not every tank main worth his/her salt is going to stay in tank stance the whole of a fight.

    You want HP return off Souleater? Stay in grit
    You want a DA return after using Syphon? Stay in grit
    You want to be able to use a nerfed Blood Price Stay in grit
    But if you Stay in grit you get to keep the full potency of Bloodspiller. *sigh*
    IDK, I see so many ideas about what players want to change in DRK there's a lack of consensus. Part of that is because there are SO many things weird and wrong about SB DRK - like, salted earth increasing blood gauge by 1? O.o Blood weapon increase by 3 for each physical attack? O.o Blood price increasing gauge by 5? There's no skill that uses 1, 3 or 5 gauge. For salted earth increase to be useful you need 50 of them. No way you're going to not cap 100 then burn DA+BS. BW +3???? 3,6,9,12,15 - so 5 physical attacks and you still don't have your 50, ... 18,21,24,27,30,33,36,39,42,45,48,51 .... ok so now you're left with an odd 1 from BW and since you can't use BW+BP you can't get an even 20 from BW+BP which would make sense cause at least 3 soul eaters later you'd have a 50.


    Quote Originally Posted by shao32 View Post
    SE was pretty clear when they put blood price on grit only, they balance resources generation in and out of grit being equal more or less, blood weapon generate more constan MP by miles that blood price with depend of autoattacks mostly, thats why Syphon have that extra MP on grit and even with that you generate more MP outside of grit on bosses.

    so what i mean with that is adding only blood price outside of grit will increse non-grit resources generation a lot and let grit being more useles bcs you will generate less MP, less blood and dealt much more less dps compared to tanking outside of grit giving us even more reasons to avoid grit.

    to be a fair change it will be unclock blood price out of grit and blood weapon being able on grit and remove the MP bonus on syphon.

    This is true, 100% going out of grit for your bursts SHOULD be MUCH better than trying to burst while in grit; and opening up BP to use outside of grit will do 2 things: give you gauge for you burst outside of grit and give you MP (if you're taking damage) so you can DA everything during your burst and still have MP to swap back into grit if you need to.
    (1)

  6. #66
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Llus View Post
    This is true, 100% going out of grit for your bursts SHOULD be MUCH better than trying to burst while in grit; and opening up BP to use outside of grit will do 2 things: give you gauge for you burst outside of grit and give you MP (if you're taking damage) so you can DA everything during your burst and still have MP to swap back into grit if you need to.
    the thing is already better, blood weapon generate more MP and blood that blood price and you dont have damage penalty, adding more gap betwen both grit and non-grit just make grit more cunkly and akward to use if you have to, there is no sense on make grit more punishing that already is.
    (0)

  7. #67
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Llus View Post
    like, salted earth increasing blood gauge by 1? O.o Blood weapon increase by 3 for each physical attack? O.o Blood price increasing gauge by 5? There's no skill that uses 1, 3 or 5 gauge.
    This isn't really a problem that people complain about because it doesn't actually cause any issues. There's no burst window for DRK like there is with WAR wherein you build to maximum gauge and have to divide it evenly such that there is no uneven remainder, so variable returns don't really cause issues. Build your gauge to 50 in whatever way possible, dump it, repeat. The only time you would try to do otherwise is during a TA window or something, but even then there's nothing that dictates that two Bloodspillers MUST be back-to-back, just that you get 2 into that 10s window, etc.
    (0)

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