Page 8 of 8 FirstFirst ... 6 7 8
Results 71 to 79 of 79
  1. #71
    Player
    Eyvhokan's Avatar
    Join Date
    Jun 2017
    Posts
    200
    Character
    Eyvhokan Poseidal
    World
    Shiva
    Main Class
    Miner Lv 70
    Quote Originally Posted by Chrono_Rising View Post
    I'm slightly unclear which delirium this is feedback too, I'm guessing me. I don't think this would be spammy since it would involve transforming one resource into another, nor would it provide a major burst since it is not increasing our strength or potencies. The delirium I propose essentially is a different way of slowing our resource cost and extending our lower burst for longer by channeling our resources back and forth. In this way our burst damage remains the same but is sustained for a longer period of time.

    As for current delirium, even if we changed the resource cost, this will not significantly change how ridiculously far behind it is compared to the equivalents. The skill effect is its own limiting factor. To provide more potency it would need to extend blood weapon and blood price for even longer, but it already doubles the length of blood price so this cannot be made much longer without clipping into the next blood price. We have room to extend blood weapon for longer, Crater's analysis suggests that delirium would need 4 times the effect that it currently does, this means (assuming the effect is unchanged) it would need to be in effect for 32 seconds total, which clips into our next blood weapon window by 7 seconds, as fun as a straight minute and 2 seconds of blood weapon sounds, this means that for the full benefit of our buffs we would need to keep continuous uptime on the enemy for a full minute, which I think would make content design rather difficult.
    I mean spammy by the way that both resources feed into each other, so DA giving blood and Bloodspiller giving MP means they circle into each other on top of normal resource generation (albeit probably not doing the normal SE combo as you're putting in more Bloodspillers).

    Though the main issue is it does make it a berserk window.

    I can see it working if the numbers are tuned though, so it slows consumption (feeding back half of it is quite a lot).

    There's a lot that could be done for Delirium (or it occupies a space that could easily be changed I should say).

    Although Delirium is far worse, and doesn't match up to the others, rather than making it on par, they really could buff the passive DRK numbers so DRK is in effect less reliant on their one.

    Maybe just increase the DRK passive damage to be on par so it doesn't need a Berserk, and make Delirium more of a utility to play around boss jumps. Basically just a cooldown that ends Blood Weapon but pulls the cooldown of the next blood weapon down by however many seconds it cut it down by. It is a bit underwhelming to have a whole button for though like that, so you could tag on it doing damage as an OCD immediately, so the choice is whether to cut down the Bloodweapon now, or at the end of the duration (but you always want to press it).
    (0)
    Last edited by Eyvhokan; 11-03-2017 at 12:36 AM.

  2. #72
    Player
    SyzzleSpark's Avatar
    Join Date
    May 2016
    Posts
    663
    Character
    Pixiline Paradigm
    World
    Sargatanas
    Main Class
    Summoner Lv 66
    Quote Originally Posted by Eyvhokan View Post
    Maybe just increase the DRK passive damage to be on par so it doesn't need a Berserk, and make Delirium more of a utility to play around boss jumps.
    Problem is, and I believe Chrono pointed this out in another thread, the way they'd be most likely to increase passive damage on DRK is by buffing Darkside, something which is already used against us as a point of argument against us needing a buff. That and its just boring.
    (1)

  3. #73
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Aye, I did. The other big one used against us is that we have high combo potency already, so why do we need more. Of course this ignores the fact that the other tanks can buff themselves well above darkside, or have just generally higher bursts and similar sustained.
    (0)

  4. #74
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    I thought about making a new thread just to compile/generate a few more ideas about how to give DRK some party-wide defensive support, but after writing about half of it I realized that I just couldn't come up with an idea that I think would work better than this one, so I'm going to give it another bump for some more visibility.

    If you didn't see this thread the first time around and you came to the last page first, I urge you to go read the OP, as many of the arguments in favour of the idea are helpfully compiled there.
    (2)

  5. #75
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    I think bringing back both dark dance, maybe buffed a bit, and reprisal would go a long way to solving many dark knight issues.
    (3)

  6. #76
    Player
    Valdegarde's Avatar
    Join Date
    Jul 2015
    Posts
    299
    Character
    Hildegarde Rosea
    World
    Lamia
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Chrono_Rising View Post
    I think bringing back both dark dance, maybe buffed a bit, and reprisal would go a long way to solving many dark knight issues.
    That, plus Dark Passenger and Sole Survivor redone, Living Dead tweaked and TBN extended and I'd honestly be okay for Stormblood, although I'd expect better for 5.0+.

    Edit: Fix Blood Price too. 1/4th is too little, I understand why the original was too much but even 1/2 to 3/4 would be fair I think.
    (0)
    Last edited by Valdegarde; 11-18-2017 at 06:49 AM.

  7. #77
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Valdegarde View Post
    That, plus Dark Passenger and Sole Survivor redone, Living Dead tweaked and TBN extended and I'd honestly be okay for Stormblood, although I'd expect better for 5.0+.
    If LD required less than 100% I feel it'd be leagues better. Maybe even just 80%
    (0)

  8. #78
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Reprisal didn't work on DRK because you couldn't use it if you weren't tanking.
    (0)

  9. #79
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    Quote Originally Posted by Deceptus View Post
    Reprisal didn't work on DRK because you couldn't use it if you weren't tanking.
    The sole suggested change to the skill is that it activates whenever a Blackest Night shield is broken, which can be done as an off-tank, in addition to Parry procs.
    (2)

Page 8 of 8 FirstFirst ... 6 7 8