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  1. #1
    Player
    SummerScorcher's Avatar
    Join Date
    Jul 2016
    Location
    Gridania
    Posts
    149
    Character
    Lilla La'aurora
    World
    Phoenix
    Main Class
    Dancer Lv 98

    Why is Quietus so weak?

    Now I know PLD's have it much worse in terms of AoE, but I'm curious as to why they made Quietus so underwhelming.

    Comparing unbuffed Quietus to its "rival" Decimate, it's 160 potency vs. 280 potency.
    I wouldn't be so cross over it if Dark Arts would buff it up by 140 potency like it does on all other skills now (which would make it a strong 300 potency AoE move) but it just adds +50 potency, suggesting to only use it at 3+ mobs. It feels underwhelming.

    Even then, at 3 monsters, if you're in Grit you're probably better off using DA + Bloodspiller anyway since it adds +175 potency vs. +150.


    Anyhow, I'm not saying buff Quietus (though I'd welcome it), DRK's AoE potential is decent enough as it is. But I do find it a shame that this skill feels so meager. It's supposed to be Bloodspiller's counterpart, but feels more like Bloodspiller's little bro.

    What do guys you think about it?
    (1)

  2. #2
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    I always thought Quietus as a utility tool to regain mp when spamming dark art + abyssal drain or as I like to call it DAAD!!!!
    (6)

  3. #3
    Player
    Valdegarde's Avatar
    Join Date
    Jul 2015
    Posts
    299
    Character
    Hildegarde Rosea
    World
    Lamia
    Main Class
    Red Mage Lv 90
    The fact that Quietus restores MP drastically helps. Curiously, it did not restore MP upon Stormblood's release, this was patched in later. With Blood Price's major nerf, it made wonder if they intended for it to restore MP and forgot to add that as an effect, or added it in later after realizing Dark Knight's underperformance. I was always deeply unsettled by this seemingly emergency fix, it could have possibly been an afterthought that just did not occur to them during Dark Knight's Stormblood development, which says a lot...but I digress.

    That aside, I think Dark Knights and Quietus go well together now, as it creates one of the most fun tactics in the game for me, certainly the most fun of any class's AoE: Blood Weapon + Quietus. This fast paced little dance is one of the main reasons I've stuck with Dark Knight through Stormblood, as it's some of the most hectic and cool things I've done in the game. The relationship between Salted Earth, Blood Weapon, Quietus, Dark Passenger and TBN allows for the potential to top the DPS charts and reduce or even completely replace healing from your healer.

    It may not compare to a fully Inner Released Decimate spam, but I don't think it's supposed to. The way Quietus works for Dark Knight's AoE game now allows for cool potential that I wish was more prevalent in their single target playstyle.
    (4)

  4. #4
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    I think Dark Knight's whole AOE kit is underwhelming considering how many Abilities they have committed to it
    (3)

  5. #5
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
    Location
    Gridania
    Posts
    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    If DRKd AoE kit is underwhelming what about PLD? Tgey have like 2 skills.
    (3)
    I like helping people with their Job ideas, it's fun to help them visuallize and create the job they'd like to play most. Plus I make my own too, I'll post them eventually.

  6. #6
    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
    Quote Originally Posted by Eloah View Post
    If DRKd AoE kit is underwhelming what about PLD? Tgey have like 2 skills.
    And no way to regen TP.
    (2)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  7. #7
    Player
    Azerhan's Avatar
    Join Date
    Aug 2016
    Location
    Kugane
    Posts
    231
    Character
    Orlane Armilly
    World
    Shiva
    Main Class
    Gunbreaker Lv 80
    Hey, just wonder if there is any guide to maximise dps in AoE for some jobs, I'll look after it.
    I would say the DRK's AoE gameplay is quite fun, like said before. I would like tbh that a well executed combo makes more damages thought.
    (0)
    "Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle

  8. #8
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    While there are definitely parts of DRK's AoE toolkit that are a lot of fun (i.e. the TBN/Quietus interaction), there are parts that are less well thought out. I feel like there could be some benefit to standardising the value of DA in AoE, similar to what was done with single target in 4.3.

    -Abyssal Drain costs 0.55 DA for 120 potency/target. Unleash costs 0.45 DA for 50 potency/target. The average single target GCD is worth 267 potency.
    -If you Unmend, you can trigger a proc to make Unleash free.
    -You could spend an extra DA on Quietus for an extra 50 potency/target. You could spend it on Abyssal Drain as a self-heal at a dps loss.

    Looking at these, it's not really intuitively obvious how these trade-offs work. Why on earth are we using multiples like 0.45 and 0.55? Could we not just set Abyssal Drain at 0.5 DA for simplicity? Does Unmend serve a function any more once you get Abyssal Drain? Could we not just remove it and drop Abyssal Drain down to level 6? If the value of DA on Quietus is 50 potency, should it not also be 50 potency on Abyssal Drain for equivalency?

    I also feel that Blood Price and Blood Weapon also have their share of problems here. Under Blood Price, you have periods of infinite MP where potency per MP doesn't matter at all, as long as you're in Grit and you have enmity. Dropping Grit, Blood Weapon gives you large bursts of MP under Quietus, but has no interaction with Abyssal Drain or Dark Passenger at all. Can we just merge Blood Price and Weapon into a single ability that gives MP/blood per mob hit up to some fixed cap (i.e. hitting 6+ targets generates the same amount of MP/blood as hitting 5), regardless of stance, and regardless of whether the attack is physical or magical? You'd lose out on the infinite MP, but gain a system that was at least more consistent.
    (8)

  9. #9
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Lyth View Post
    snip
    I second pretty much all of what Lyth said, many of those points are things I have been asking to be addressed for a long time.

    In addition I really feel Quietus should compensate for the Grit damage penalty like Bloodspiller does.
    (1)

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,846
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lyth View Post
    While there are definitely parts of DRK's AoE toolkit that are a lot of fun (i.e. the TBN/Quietus interaction), there are parts that are less well thought out. I feel like there could be some benefit to standardising the value of DA in AoE, similar to what was done with single target in 4.3.

    -Abyssal Drain costs 0.55 DA for 120 potency/target. Unleash costs 0.45 DA for 50 potency/target. The average single target GCD is worth 267 potency.
    -If you Unmend, you can trigger a proc to make Unleash free.
    -You could spend an extra DA on Quietus for an extra 50 potency/target. You could spend it on Abyssal Drain as a self-heal at a dps loss.

    Looking at these, it's not really intuitively obvious how these trade-offs work. Why on earth are we using multiples like 0.45 and 0.55? Could we not just set Abyssal Drain at 0.5 DA for simplicity? Does Unmend serve a function any more once you get Abyssal Drain? Could we not just remove it and drop Abyssal Drain down to level 6? If the value of DA on Quietus is 50 potency, should it not also be 50 potency on Abyssal Drain for equivalency?

    I also feel that Blood Price and Blood Weapon also have their share of problems here. Under Blood Price, you have periods of infinite MP where potency per MP doesn't matter at all, as long as you're in Grit and you have enmity. Dropping Grit, Blood Weapon gives you large bursts of MP under Quietus, but has no interaction with Abyssal Drain or Dark Passenger at all. Can we just merge Blood Price and Weapon into a single ability that gives MP/blood per mob hit up to some fixed cap (i.e. hitting 6+ targets generates the same amount of MP/blood as hitting 5), regardless of stance, and regardless of whether the attack is physical or magical? You'd lose out on the infinite MP, but gain a system that was at least more consistent.
    Personally, my favorite part of DRK is when it hits "critical mass" so to speak, whereupon, with enough enemies present, it needs no healer or can just about keep up with Warrior's Inner Release AoE dps due to BW-Quietus refunding itself. My least favorite: how rare those situations are, and how starkly we lose access to them. Well, apart from Blood Price's anti-synergy with AoE stuns.

    I like the idea of wanting to stance-swap, much like how Scourge enticed even the most timid DRK out of Grit for at least a bit per 30 seconds, while Blood Price now wants you to be back in Grit, but dislike the MP and uptime costs attached to stance swapping... Blood Price has its issues, but I'd rather keep it separate (even if bound to the same key, assuming you could see two recast timers within the same slot, with some universal revisions) than see it merged with Blood Weapon, if only to maintain that ebb and flow, assuming that Grit itself, and DRK stance-dancing, could be improved upon. The larger Blood Price issue, honestly, is how massively affected it is by enemy attack speed. If it's not going to scale with the actual damage dealt, therefore seeing use even in boss fights by allowing you to cheesily immunity-CD massive hits for massive mana, or damage that would have been dealt (i.e. pre-mitigation) as to invite less hatred from healers, then it'd feel like a huge improvement just to have Blood Price continually drain mana from enemies around you.

    Similarly, I'd like for Unleash and Abyssal Drain to be separate, viable options that have different rotational places and purposes in AoE. But that would require first making them actually distinct in more than just potency and enmity modifier. Essentially, I'd prefer the -- presently false -- complexity make something out of itself, rather than the toolkit be trimmed down (in terms of buttons required) to its current complexity.
    (3)
    Last edited by Shurrikhan; 07-01-2018 at 04:23 AM.

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