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  1. #1
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Lyth View Post
    I think the reason why TBN needs to be paired is to ensure that you're still following a cooldown rotation. Otherwise, it just becomes an issue of hitting the correct MP threshold before the hit. Of course, that brings us into other issues with how the rest of our cooldowns are designed.
    The thing is though that there's fairly little mileage to get out of a version of DRK that's just as concerned with having a strict cooldown rotation as the other tanks. If TBN is designed such that it's not sufficient for mitigation on tankbusters and needs to be paired with another cooldown, you might as well strip it out of the game and just buff the standard mitigation toolkit until it's as powerful as a Warrior's - at which point you have two classes trying to do the exact same thing in the exact same way, and one of them is always going to be in the doghouse (and historically speaking, if you're a tank and you're gambling on "Am I going to be better or worse than a Warrior at doing the things that Warriors do?" you're probably walking away disappointed).

    I don't think there's a problem with a design where DRK's defensive identity becomes "You can mitigate anything you want, as long as you have the resources to do so", with little to no reliance on traditional cooldowns. But to get to that design, you have to improve their active mitigation to the point where it's sufficient to mitigate basically everything in the game (so long as you can stay on top of your resource management*).


    *The issue that's paired with that is, of course, that the same resource is being used for defense and offense. But considering that DRK has two completely distinct resources, there's a pretty obvious solution to that problem staring us all in the face.
    (4)

  2. #2
    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 Crater View Post
    *The issue that's paired with that is, of course, that the same resource is being used for defense and offense. But considering that DRK has two completely distinct resources, there's a pretty obvious solution to that problem staring us all in the face.
    MP gives Blood with TBN
    Blood gives MP with Quietus

    We could somehow generalize that to all MP and Blood expenses.
    Quote Originally Posted by Shinkyo View Post
    If we go that route, might as well do a DA aoe version of TBN.
    But the general complaint is that we don’t like having dps and mitigation tied to the same resource. We’ll always prioritize dps if possible.
    But if every shield on a party member gives back 50 Blood, it would be a very nice to refill you Blood Gauge completely after an AoE.
    (0)
    Last edited by Reynhart; 10-28-2017 at 09:04 AM.

  3. #3
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Reynhart View Post
    MP gives Blood with TBN
    Blood gives MP with Quietus

    We could somehow generalize that to all MP and Blood expenses.
    You can exchange between the two, and in some instances use one to gain the other, but that's not really what I'm talking about.


    MP is used to deal damage and to bolster your defenses.
    Blood is used only to deal damage.

    It would be much easier to fix Dark Knight as a class, both in terms of offensive and defensive capabilities, if one of these resources were used exclusively for offense, and one were used exclusively for defense.
    (1)

  4. #4
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Crater View Post
    It would be much easier to fix Dark Knight as a class, both in terms of offensive and defensive capabilities, if one of these resources were used exclusively for offense, and one were used exclusively for defense.
    Quote Originally Posted by Crater View Post
    *The issue that's paired with that is, of course, that the same resource is being used for defense and offense. But considering that DRK has two completely distinct resources, there's a pretty obvious solution to that problem staring us all in the face.
    (2)

  5. #5
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    It's something that I've really come around on lately. Initially I kind of liked the interplay of the two resources, and I still feel like there are a few fun interactions there (for instance, DRK's dungeon playstyle of "MP for TBN (for mitigation) -> Creates Blood you can spend on Quietus (for some of the better tank AoE in the game) -> Restores MP for every target hit -> And now you have enough for several extra ADs (for sustained damage), a DAAD (for damage/healing), or sometimes even a DADP (for burst damage and just a hint of mitigation)" is really cool, and very involved compared to most other AoE rotations, including for actual DPS classes). And I still feel like it's possible to make a version of DRK where the interplay between those resources is actually meaningful, fun, and effective.

    But in practice, right now they're both basically doing the same thing, they're barely even doing that same thing in different ways, and the constraints of each system (along with the clunky ways in which they are tied together) are really holding back a lot of design options that should be on the table to fix the class, but just aren't because if you play Six Degrees of Bloodspiller, sooner or later you run into a brick wall where you can't buff Power Slash because every time you do it the servers have to check every player's inventory and it would crash Primal.
    (0)

  6. #6
    Player
    Reynhart's Avatar
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    Jul 2011
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    Ul'Dah
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    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Crater View Post
    It would be much easier to fix Dark Knight as a class, both in terms of offensive and defensive capabilities, if one of these resources were used exclusively for offense, and one were used exclusively for defense.
    This could fix something from a balance standpoint, but would it be interesting gameplay wise ?
    I think it would make Blood Gauge feel as bland as the Oath Gauge, since you have no real decision to make on how to spend it (or how you build it).
    (0)

  7. #7
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Reynhart View Post
    This could fix something from a balance standpoint, but would it be interesting gameplay wise ?
    I think it would make Blood Gauge feel as bland as the Oath Gauge, since you have no real decision to make on how to spend it (or how you build it).
    Yes, I think it would be interesting, because once MP (and Dark Arts) are removed from consideration when it comes to your DPS, there's room to build meaningful choices and make interesting gameplay out of DRK's full mitigation suite, and there's room to build a version of DRK that feels powerful compared to the other tanks without just becoming a better version of those tanks.

    Similarly, if DRK's DPS became driven entirely by resources that are dedicated to damage, it would be possible to adjust the usage and power of that resource independently, to put DRK on par with the other tanks, without running into concerns that you'd be supercharging or hamstringing its defensive capabilities.


    Thinking ambitiously, it's easy to imagine an overhauled version of DRK where TBN becomes essentially their only non-crossclass skill that directly handles mitigation, but with several 'sub-stances' like the 4.x versions of Mage's Ballad/Army's Paeon/Wanderer's Minuet that alter the behavior of the skill, and a Dark Arts modifier that increases the effectiveness. DRK becomes a purely active-mitigation tank that nevertheless has a full set of feature-complete defensive tools that are well-equipped to handle any sort of tanking situation, limited only by their MP pool/generation.
    (0)

  8. #8
    Player
    Reynhart's Avatar
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    Jul 2011
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    Ul'Dah
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    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Crater View Post
    Yes, I think it would be interesting, because once MP (and Dark Arts) are removed from consideration when it comes to your DPS
    If DRK would get some changes, I bet Dark Arts would still be the same, so MP would probably be the damage ressource. Which basically is already how people seems to play DRK. No real meaningful choice there, just spam DA whenever you can, except the C&S priority.

    Si it would leave Blood as our mitigation ressource, and a Blood-based-TBN as a poor man's Sheltron/Intervention.
    (1)

  9. #9
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
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    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Crater View Post
    Yes, I think it would be interesting, because once MP (and Dark Arts) are removed from consideration when it comes to your DPS, there's room to build meaningful choices and make interesting gameplay out of DRK's full mitigation suite, and there's room to build a version of DRK that feels powerful compared to the other tanks without just becoming a better version of those tanks.

    Similarly, if DRK's DPS became driven entirely by resources that are dedicated to damage, it would be possible to adjust the usage and power of that resource independently, to put DRK on par with the other tanks, without running into concerns that you'd be supercharging or hamstringing its defensive capabilities.
    ...

    This may seem strange given my post over in core issues with dark knight thread, but I actually like having to choose between my mitigation and damage. This and using my mana are the only things that feel dark knightish to me on the class, and making our resources based on mana and blood separately would feel less like dark knight and more like paladin. The problem is the reward isn't high enough to justify the risks, the solution is easy enough I think, buffing dark arts and proportionately raising bloodspiller would raise the rewards without having to kill one of the few identities we have, which is risk reward.
    (2)

  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 Chrono_Rising View Post
    This may seem strange given my post over in core issues with dark knight thread, but I actually like having to choose between my mitigation and damage.
    Knowing how to do this should be the trademark of good tanks, but right now, not choosing damage is almost always the wrong choice.

    It stacks with my gripe about the tank stances...overall, mitigation tools are not significant enough on the field, so focusing them in worthless.
    (1)

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