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  1. #1
    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 bswpayton View Post
    they already nerfed pali, by cutting the potency of hs, leave pali alone and just fix drk and I really just want a fourth tank anyway in 5.0 they just arent gona balance three tanks I dont see it ever happening so rather have a choice to have 4 different options and maybe things will even out
    I agree I would like to have another option to play. My issue, and I think a few people's issues is that the current tanks already fill so many roles it doesn't feel like adding a fourth would bring anything unique. And this is what I think people mean by handing out some nerfs, if we want a 4rth tank that does something unique we either need to accept that all tanks are homogenized (the worst possible option) or we need to not have self healing, party shielding, high damage, high mitigation, gap closing monsters as every possible option.
    (1)

  2. #2
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Paladin
    -Requiscat is moved to Magical Damage
    -Shield Oath generates gauge on being hit instead of on blocking.
    -Sword oath generates gauge on weaponskill usage instead of Auto Attacks.

    A small nerf on Paladin's damage, a nerf on Sword Oath gauge generation, a gain on paladin's Shield Oath generation.

    Dark Knight
    -TBN no longer costs MP. When self cast, it uses up to 25 Blood and refunds twice the amount it took when the shield breaks.
    -Sole Survivor grants ramping Damage Reduction based on how many enemies were nearby upon activation. Killing a nearby enemy extends the duration.
    -Power Slash adds half its potency to the next damaging Spell or Magic Ability utilized.
    -Souleater instead grants 5 Blood. Siphon Strike and Spinning Slash now grant 5 blood.

    Dark Knight's dynamic with TBN and MP is removed. TBN remains best utilized on Tank Busters and the 'risk/reward' mechanic is now solely for blood. Straight up Buff.
    Sole Survivor is made useful to fill the mitigation hole in Dark Knight's kit.
    Power Slash is given another pay off to minimize bad feelings for having to use your Threat Combo. Most effectively utilized with Salted Earth or Dark Passenger
    Blood redistribution to not so heavily stack Souleater's combo line.
    (0)

  3. #3
    Player
    Eliroth-Kaminari's Avatar
    Join Date
    Oct 2016
    Posts
    78
    Character
    Moku Satsu
    World
    Odin
    Main Class
    Dark Knight Lv 90
    At this point they might as well make DRK into DPS class because its ovious they dont know how balance 3 tanks into 2 tank meta.
    (0)

  4. #4
    Player
    Ryutamashiisan's Avatar
    Join Date
    Oct 2011
    Location
    Limsa Lominsa
    Posts
    47
    Character
    Lilith Ravenswing
    World
    Sargatanas
    Main Class
    Marauder Lv 90
    Considering SE's track record with DRK I predict the following:

    Nerfs:
    Shadow wall timer increased to 7 minutes
    Living dead now requires you to be healed to 500% max HP
    Damage penalty on grit increased to 50%
    Blood Spiller max potency reduced to 300 and varies with HP.
    Dark Arts MP requirement increased to 4800

    Buffs:
    Souleater potency increased by 10
    (4)
    "Reality is merely an illusion, albeit a very persistent one."- Albert Einstein

  5. #5
    Player
    CaTi's Avatar
    Join Date
    Nov 2017
    Posts
    79
    Character
    Cammy Tiala
    World
    Omega
    Main Class
    Paladin Lv 70
    They seem pretty satisfied with balance right now so probably just a few random, minor potency/QoL tweaks here and there.

    ... unless playtesting for the next Omega tier throws up any new major issues.
    (0)

  6. #6
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    The Slashing debuff should just be removed from the game entirely and replaced with a 10% bump to all single-target potencies, honestly. It serves absolutely no purpose other than to eat up a debuff slot and to punish players for using off-meta party compositions.

    If it's not going to be removed, then I'd rather see them just give it to DRK and PLD than take it away from WAR. It could easily just be a secondary effect on Royal Authority for PLD, and a secondary effect on Souleater, Dark Arts, or just Plunge on DRK.
    (2)

  7. #7
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I'm not really sure why we still have Slashing/Piercing debuffs. I thought the point of removing 100% uptime debuffs like INT down was to avoid forcing players into certain comps? I don't even think it's a numbers re-balancing issue, because they didn't have any difficulties reducing Piercing from 10% to 5% in Stormsblood.

    If they want to keep these sorts of things in as flavour, they should be limited duration and involve raid coordination (i.e. convert Slashing/Piercing into a mini-trick attack for the affiliated jobs). Also, if you're providing a raid dps buff, your dps should be proportionally lower for it, to compensate groups that don't want run the job in their comp.
    (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
    I can only hope that when they look at their party composition and completion rates for ultimate and savage they recognize that dark knight is being run as significantly lower rates and make adjustments accordingly.

    In particular these adjustments would be nice (I think these are some combination of the best suggests for dark knight proposed over the past few months lol):

    Quote Originally Posted by FallenWings View Post
    Dark Knight

    Nerf:
    The Blackest Night
    25 second cooldown.

    Buff:
    Shadow Wall
    120 second cooldown. For 10 seconds reduces incoming damage by 30%. Grants the effects of Blood Price for its duration(Ignores Grit Restriction). Restores MP(1 Dark Arts Equivalent).

    Delirium
    No Blood Cost. Extends the duration of Blood Weapon and Blood Price by 9 seconds/15 seconds. Doubles the effects granted by Blood Weapon and Blood Price for their duration.

    The Blackest Night.
    6 second duration. When broken for the full amount of shielding, grants 50 Blood and gain the effects of Black Arts(Black Arts is used as a Dark Arts effect when Dark Arts is not active, 6 seconds duration).

    Dark Passenger
    150 potency. Costs a full/half Dark Arts.

    Dark Mind
    Reduces incoming damage by 15%. Dark Arts effect: Reduces incoming damage by 15% for allies within range. 90 second cooldown.

    Bloodspiller
    Delivers an attack with a potency of 500.
    Dark Arts Potency: 700
    Dark Arts effect: Restores 20 Blood.
    Ignores the damage penalty of Grit.

    "New" Dark Dance
    120 second cooldown. Gain 100% Parry chance.

    QoL:
    Plunge
    Removed animation lock. Increases Blood Gauge by 10.

    Carve and Spit
    Removed Dark Arts effect.
    Deals 450 Potency baseline.
    Costs MP(1 Dark Arts Worth.)

    Living Dead
    Swap current HP and MP percentages at the end of Walking Dead.
    Removed Healing requirements.
    (0)

  9. #9
    Player
    Crater's Avatar
    Join Date
    Mar 2014
    Posts
    399
    Character
    Jade Nixx
    World
    Balmung
    Main Class
    Marauder Lv 90
    The closest you're going to find to a coherent argument in favour of Slashing/Piercing/Blunt debuffs is the idea some people seem to have that it's supremely important to the game's sense of depth and challenge that you open every fight, every add spawn, and every post-downtime reengagement with 2-3 GCDs where you're missing 10% of your damage.

    Every other argument is inconsistent at best, and more frequently, just completely incoherent. There's just really no other defence - the most likely explanation for their current incarnation is that SE flat out did not think things through.
    (0)

  10. #10
    Player
    bswpayton's Avatar
    Join Date
    Sep 2016
    Posts
    1,918
    Character
    Nic Pay
    World
    Exodus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Chrono_Rising View Post
    I agree I would like to have another .
    I know it's probably not the most popular option but homogenizing tanks and heals seem to only be the real solution to balance in this game. All heaks will have aoe heals, all will have some type of damage mitigation, all will have their lustrate, benediction type heal. Same with tanks they all will have similar defensive cool dreams, aoe Argo abilities. The only thing I think that can separate these roles are aesthetics, at the end of the day they the rolls gonna be copy and paste of each other
    (0)

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