Quote Originally Posted by EuronTribal View Post
Crater said it better than me , but I’m not saying remove the lowest skill cap class from the game. I’m saying the punishment drks have for say, a badly timed tbn or, not dealing with ld properly are too punishing for what they offer in return. Increase the reward or if they’re too scared to throw balance off lower the punishment.
And all I'm saying is that, once achieving an external balance acceptable to SE (relative to its alternative jobs), any tuning of the rewards for complexity, when trying to establish internal balance, ought not to affect DRK's overall viability.

Now, we're not externally balanced yet, so that leaves us more flexibility with which to set internal balance right, but never will our simply being harder to play make us stronger overall.

Thus, we may be able to see faint, faint increases to reward to "complex" play, but I figure our best bet lies with reducing the punishment, reducing the significance of idiosyncrasies where they did not previously contribute to choice.

For instance:
  • Delirium now requires that either BW or BP is active before being usable, OR, when neither BW nor BP are active, it causes Delirium to instead embonus the next use of either (beginning its cooldown upon applying the bonus).
  • TBN now restores half its % consumption as Blood. It can therefore reward any proportionate amount to a maximum of Blood.
  • Living Dead now requires only 75% of the target's maximum HP to be restored and shows a graphical indicator both of the remaining %HP on its HP bar that must be restored before Walking Dead expires (and Doom completes) and of the time remaining to remove Walking Dead, as a 3D graphic above the Dark Knight's head. The Doom effect is now separate from the Walking Dead effect; the death immunity granted by Walking Dead is no longer cancelled when the Doom component is removed.