Page 8 of 18 FirstFirst ... 6 7 8 9 10 ... LastLast
Results 71 to 80 of 201

Hybrid View

  1. #1
    Player
    Aana's Avatar
    Join Date
    Nov 2014
    Posts
    485
    Character
    Aana Azel
    World
    Exodus
    Main Class
    Lancer Lv 50
    Quote Originally Posted by Crater View Post
    No, Warrior was powerful enough to be balanced even before the stance cost was taken away. They still had the highest burst damage, best sustained damage, and best personal defence. At 4.00 PLD and WAR were quite well-balanced against one another, and DRK was behind WAR in optimized runs but was a legitimately good alternative with legitimate upsides in unfamiliar, non-optimized, or progression content. If the only change from 4.0 to Savage had been for PLD to get the slight nerf to Holy Spirit, tank balance would have basically been achieved.

    Instead they let Warrior way out in front due to the whining, and so we went into Savage with worse tank balance than we should have. And now 4.1 balance is arguably as bad as it was in 3.x, again due to the whining.

    So if whining is what gets things done with regard to class balance, then that's what you're going to see, and you've got nobody to blame for it but SE.
    Highly debatable. FFlogs has top end plds doing more damage than warrior from day 1 for the 1st couple weeks. (iirc that was about when they nerfed holy spirit & other pld stuff, buffed war/drk potencies a smidge, removed war gauge costs etc). THEN warrior started doing the most damage after they buffed it, but still don't bring as much to the table as pld. I wouldn't consider war 'out in front' of a horse as fast as pld. Pld was OP as a mother at 4.0 launch. Since then they have took pld down a peg, bumped war up a few pegs and raised drk about the height of a sheet of paper. It does surprise me how much hate there is for war while pld was OP as shit at 4.0, and it hasn't changed much since. Drk should be clamoring to get the war treatment so everyones at pld level, not trying to pull down war so everyone can bask in Plds shadow again.

    But ultimately this is just a distraction from:
    Quote Originally Posted by Chrono_Rising View Post
    And Dark Knight is now the worst of the three.
    (4)

  2. #2
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Launched View Post
    .
    No, Warrior was powerful enough to be balanced even before the stance cost was taken away. They still had the highest burst damage, best sustained damage, and best personal defence. At 4.00 PLD and WAR were quite well-balanced against one another, and DRK was behind WAR in optimized runs but was a legitimately good alternative with legitimate upsides in unfamiliar, non-optimized, or progression content. If the only change from 4.0 to Savage had been for PLD to get the slight nerf to Holy Spirit, tank balance would have basically been achieved.

    Instead they let Warrior way out in front due to the whining, and so we went into Savage with worse tank balance than we should have. And now 4.1 balance is arguably as bad as it was in 3.x, again due to the whining.

    So if whining is what gets things done with regard to class balance, then that's what you're going to see, and you've got nobody to blame for it but SE.
    (9)

  3. #3
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Launched View Post
    blahblah
    Launched, you just hate DRK. No joke, I've seen you straight-up admit that. All your posts reflect it, and you have a titanic chip on your shoulder about the job even existing. Go home.
    (11)

  4. #4
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    Let's be honest, while most of us are mad, the main reason we're mad, is because SE didnt even slightly mention DRK needed a fix.
    If they said "we see an issue, and will look into it, but didnt actually do anything until 5.0, MOST (not all) players would shut up about it.

    Stopping for a sec to mention Unleash vs AD.
    Using unleash for threat instead of DPS, would be fine, if unleash was 100% useless.
    Before one was sustained DPS for MP cost, and added threat.
    The other was DPS burst, with an options to heal for even more ineffective MP cost.

    It was clunky, but we made it work.
    We asked for it to be less clunky.

    Now its even more clunky, in that the heal is so much less, its pointless to even do.
    Its no longer the MP ineffective burst DPS, its the basic DPS rotation/spam for MP effectiveness.

    And unleash is just pointless.

    If Unleash didnt have an MP cost, it would have its clunky place back. (still needs fixed)
    If AD didnt have threat on it, it would be the DPS AoE after we establish threat. A slightly better fix, that none of us want, to making unleash useful.

    Lastly, AD honestly needs a potency increase with DA. This 100% replaces why we even currently have DP.

    Which pretty much needs removed, or changed.

    DP giving blind was always clunky, as we were supposed to be getting MP back for being hit.
    While i can think of multiple ways to make the ability better, in the end, its almost always clunky, unless it straight up lowers dmg dealt by enemies directly, like reprisal.

    Quote Originally Posted by Crater View Post
    (which is why I think the HS nerf was good, but not the stance penalty change, the IR cost drop, or the Storm's Path buff).
    Honestly, they didnt need to nerf HS so much as buff Storms Path, and then they would need to buff up DRK.
    As the SP upgrade was "semi" needed for the non WARs having to deal with WARs who like to only spam butchers block, because they only like seeing potency.
    So comparing the HS nerf, to the SP buff, id easily pick the SP one.
    (0)
    Last edited by Claire_Pendragon; 10-19-2017 at 01:29 PM.
    CLAIRE PENDRAGON

  5. #5
    Player
    TabrisOmbrelame's Avatar
    Join Date
    Oct 2017
    Posts
    511
    Character
    Relnoria Thelysea
    World
    Moogle
    Main Class
    Paladin Lv 100
    If we talk about brutal numbers of stuff's statistics they're no difference between the 3 tank

    But, cause their game play change, everything about their efficiency can be quite unbalanced. So I'll make some suggestions for the DRK to be more useful in a party.


    Let's suggest this : Paladin got an effective way to reduce damage for the party, and War can create shield. Why not something that heal everyone on a little amount?

    Sole Survivor : Inflict a drain effect on the target that restore 2% max hp of the attacker, 10 sec duration, CD 120sec

    I think that will be quite balanced, the heal efficiency will be more effective on melee class, but still effective for distance one. In a way to calculate 2% max hp is more or less 600 hp for a dps (I take an average of 30k hp)


    Now there's an other problematic, Shadow wall and the inexplicable 3 minute CD.
    (0)

  6. #6
    Player
    TabrisOmbrelame's Avatar
    Join Date
    Oct 2017
    Posts
    511
    Character
    Relnoria Thelysea
    World
    Moogle
    Main Class
    Paladin Lv 100
    Shadow wall : reduce damage taken by 35%, duration 15 sec. CD 120sec.

    This way, we're in the middle of War and Paladin, we mitigate a little bit more than a War for the same duration, but we don't counter attack, I think this is quite balanced with the War.

    Now we still have a skill that don't really work : Dark passengers

    Dark passenger : Area of effect in the front of the DRK, that inflict damage. Dark Art : reduce damage of monster by 10% 5 sec duration, Mp cost 1200, Potency 170/260 DA, CD 50 Sec.

    This way Dark passenger cost less, is more powerful And got a useful utility for the DRK. I think this way the CD must be a little longer cause the damage is increased, so it make sense to have 50 sec instead of 30 sec. And the little difficulty is the Dark art version to place on a wide raid damage, so that make challenge.

    Don't hesitate to respond for this suggestion. But I think this little change make the DRK more valuable in party
    (0)

  7. #7
    Player
    Eyvhokan's Avatar
    Join Date
    Jun 2017
    Posts
    200
    Character
    Eyvhokan Poseidal
    World
    Shiva
    Main Class
    Miner Lv 70
    I would be wary of having the Potency of a damage reduction ability be a gain over Dark Arts as I would be then inclined to cast it on cooldown instead of when needed.

    I would probably put the potency at 70/210 (with 1200 base cost). Always a gain vs. 2+ targets, but against one it breaks even so we can slip it in between Dark Arts when needed.
    (1)

  8. #8
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by TabrisOmbrelame View Post
    Shadow wall : reduce damage taken by 35%, duration 15 sec. CD 120sec.

    This way, we're in the middle of War and Paladin, we mitigate a little bit more than a War for the same duration, but we don't counter attack, I think this is quite balanced with the War.
    ...
    I like the idea, but I would rather have an extra source of mana regeneration. Warrior gets a counter attack, I believe dark knight having a blood price effect on this move makes sense and balances the skill out more than the extra mitigation.
    (0)

  9. #9
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    This Delirium Buff kinda popped into my head while driving, will edit original post and leave this here:
    Delirium
    Cost 50 Blood
    Returns 2400 mp
    Grants the beneficial status of Grit while ignoring the damage penalty of Grit, grants access to blood weapon and blood price.
    Duration 30 seconds
    recast: 2 minutes

    I always feel the grit effects are so powerful and hate giving them up when I drop grit to do damage. Hopefully this is the best of both worlds, granting us a 20% damage mitigation, higher potencies, self sustain, and more resource regeneration. This would give us the best of both worlds for a short period of time.
    (1)
    Last edited by Chrono_Rising; 10-20-2017 at 02:21 AM.

  10. #10
    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
    This Delirium Buff kinda popped into my head while driving, will edit original post and leave this here:
    Delirium
    Cost 50 Blood
    Returns 2400 mp
    Grants the beneficial status of Grit while ignoring the damage penalty of Grit, activates blood weapon and blood price.
    Duration 30 seconds
    recast: 2 minutes

    I always feel the grit effects are so powerful and hate giving them up when I drop grit to do damage. Hopefully this is the best of both worlds, granting us a 20% damage mitigation, higher potencies, self sustain, and more resource regeneration. This would give us the best of both worlds for a short period of time.
    So this would be a 2 min CD with 30 sec duration with the effects of all 3 abilities (Grit DR, mana on hit, mana being hit, atk speed), but not actually activate them? Or you mean 'activates bloodweapon/price, status of grit' as in they go on CD and are actually in grit when its over?
    (0)

Page 8 of 18 FirstFirst ... 6 7 8 9 10 ... LastLast