Then make it DA+SW= AoE SW?You can't make TBN cheaper without making what's supposed to be a defensive skill into a DPS gain. At the moment, so long as it pops it's roughly neutral. That's what makes it a bit interesting to use, you have to time it so it pops otherwise you'll lose damage.
DA-TBN would (currently) be 4800MP, to do something that the other tanks can do for free.




Last edited by Jandor; 12-05-2018 at 11:31 PM.
There's nothing inherently wrong with a DPS loss either providing its made up elsewhere.
Bloodspiller would feel a bit more satisfying with a potency buff.

You actually just touched on my ONE issue with TBN. So right now TBN is dps neutral. But if you buff Bloodspiller then this could cause TBN to become a dps gain on top of it being a gigantic mitigation gain. This would fundamentally change how you would use TBN as well. It would go from "Spend MP to mitigate damage to get a free Bloodspiller" over to "This needs to break on cd to maximize dps." I have a few ideas on how to get around this, but they all require blood gauge reworks and I have no idea if Square is willing or able to do that.




One idea I keep thinking of, that I'm not 100% sure on tbh, is having blood gauge be a copy of your HP bar.
People want DRK to use HP to fuel abilities, it's FF tradition, but obviously it can't here because it's a tank in this game. But if DRK had a big lifesteal focus, and all HP you lifesteal from an enemy is also copied into your blood gauge, well that's thematically rather close. You're not just using your HP as a resource, you're exclusively using the HP of your enemies, to hurt your enemies even more! (or even to protect your allies.)
Would require a lot of reworking though, plus without knowing more about the MP/TP merger it's kind of hard to speculate. I can't see them making everything that currently uses TP free, but a lot of people seem to think that's how it'll go.
I don't know, as I said, not sold on it myself. I like it thematically, but gameplay wise would require a lot of tweaking.
Last edited by Jandor; 12-06-2018 at 03:36 AM.


I don't think that idea will fly. Current philosophy dictates that any opportunity to widen the skill gap between good and bad DRK is going to be shunned.You actually just touched on my ONE issue with TBN. So right now TBN is dps neutral. But if you buff Bloodspiller then this could cause TBN to become a dps gain on top of it being a gigantic mitigation gain. This would fundamentally change how you would use TBN as well. It would go from "Spend MP to mitigate damage to get a free Bloodspiller" over to "This needs to break on cd to maximize dps." I have a few ideas on how to get around this, but they all require blood gauge reworks and I have no idea if Square is willing or able to do that.
I personally don't want to deal with the headache of planning TBN usage to be as close to on cooldown as possible.

You’ll have to forgive me. This should have been in my first post you quoted. It hit me while I’m bored sitting at work. But that was only half of my concern with TBN. The other one is the future/next xpac. What other actions made could cause even worse interactions? Does DRK get a defensive that consumes blood? Does DRK get another attack that’s superior to Bloodspiller that consumes blood and TBN use has to change to be fit around that abilities timer to ensure optimal use? Does DRK get another way to generate blood and then the generation on TBN gets even more fiddly? How does balance work with those such actions? They already can’t touch Bloodspiller, I checked the patch archives to see if they did while I was gone and I didn’t see anything. But I could have missed it.
I don’t think a heavy rework is needed. I don’t want this to be “WoW” levels of changes and the class becomes unrecognizable.

I think the best way to incorporate a self-heal is just to make Delirium heal a large percentage of Health while Grit is up instead of recovering MP.
If you're pulling, Blood Price + Quietus will keep your MP pretty high especially while doing the Soul Eater combo. Then you always have Carve and Spit to fall back on.
With an 80 second cooldown, I feel like it wouldn't be too gamebreaking and would compete with WAR's Equilibrium heal.



I agree with OP only on a few matters. The DA spam is annoying and hopefully they remove DA on siphon strike and quietus.
However TBN is great and I have used it to give healers breathing room, cheese a few dungeon mechanics and make TB very minimal damage.
DRK is getting a rework come 5.0 so I would say that while DRK isnt in the best place right now, I wouldnt call it completely broken.

So DRK is getting a rework a 5.0?
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