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  1. #21
    Player
    ADVSS's Avatar
    Join Date
    Mar 2016
    Posts
    2,397
    Character
    Advent Shadowsoul
    World
    Zalera
    Main Class
    Dark Knight Lv 80
    Try to get it to break in the overworld at all, its literally impossible. Outgearing content is definitely an issue with the skill, as others are saying. At rhe least, for the mp cost you should at least recover half blood if it expires and doesnt pop, or something. But even thats a crappy bandaid to the issue. It may have very well been better if they had, say kept Power Slash as a cd to grant the blood every so often, keeping TBN as, what other tanks consider as some super cd, that actually has a resource atatch to it.
    (1)

  2. #22
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Homogenization is a moot point now. It's clearly occurred. If you're going to homogenize some capabilities but not others is what gets people frustrated. It's especially frustrating when it's done for the sake of "magic tank" and job identity in DRKs case... You may already know how I think about that by now if you look at many of the DRK threads so I'm not going into it.

    Just give the real magic tank a potent heal or potent absorb mechanic if you want to "lore it up". LD is barely usable outside of planned fights with a static. 2 of the CDs are magic only shite and one was nerfed after being buffed (what's up with that?). Damage specific CDs are stupid and add no layer of engagement to the game for any class. Dump that mentality. DRK looks like it STILL has some net defficiencies compared to the other tanks JUST TO GET IT ON THE SAME LEVEL. Considering how far we have already gone towards homogenization, what since does it make to not get all tanks up to par. Not giving DRK a real self sustain doesn't give identity. That's the same thing that was pulled last round with SiO. I call bs. You (dev team) didn't put in work on it the entire last expansion to make things individually unique, obviously bc of copy and paste IR, so if you have no time to do that then get everything on the same level at the least.
    (7)
    Last edited by Danelo; 06-10-2019 at 01:17 AM.

  3. #23
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think the issue with Abyssal Drain is the scaling effect with more mobs. If it's a good heal in single target, it becomes unbalanced in AoE packs, and if it's only a good heal in AoE packs, it becomes inconsequential in single target. Blood Weapon was adjusted so that its MP and gauge generation was fixed regardless of the number of mobs hit. I'm not sure why this wasn't the case for Abyssal Drain as well.

    Overall though, I think that more abilities on DRK need to restore HP. Thematically, if it's not the fastest tank, and it's not the hardest hitting tank, then it needs something else to differentiate it in gameplay. There need to be more resource stealing elements.
    (11)

  4. #24
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Lyth View Post
    I think the issue with Abyssal Drain is the scaling effect with more mobs. If it's a good heal in single target, it becomes unbalanced in AoE packs, and if it's only a good heal in AoE packs, it becomes inconsequential in single target. Blood Weapon was adjusted so that its MP and gauge generation was fixed regardless of the number of mobs hit. I'm not sure why this wasn't the case for Abyssal Drain as well.
    Yeah I was thinking about that. Since self heals no longer scale with the damage you deal but have fixed independent potencies, they might as well make the new Abyssal Drain be a 200 potency attack with a 1200 potency self heal that divides into the number of targets hit. That way it'd always be 1200 potency, single target or not.
    (1)

  5. #25
    Player
    Inuk9's Avatar
    Join Date
    Feb 2014
    Posts
    566
    Character
    Cacho'rro Dos'ventos
    World
    Behemoth
    Main Class
    Machinist Lv 80
    His basic combo always restores HP and it is his only combo.

    Believe me when I say he will have more healing than ever, even without SS
    (0)

  6. #26
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Inuk9 View Post
    His basic combo always restores HP and it is his only combo.
    GNB has Brutal Shell in his main combo (the only other combo has a ~33sec CD). Its heal + its shield has the same cumulated potency than Souleater. On top of that they have Aurora which is the same as Equilibrium but over time.
    WAR has Equilibrium and Storm's Path is his main combo (only going to use Eye to keep the buff up). It just has a little less healing potency than Souleater (250 vs 300). On top of that they have Nascent Flash.
    PLD has Clemency which is an on-demand 1200 potency cure but at the cost of a GCD and MP.
    DRK has Souleater (300) and Abyssal Drain (200) once every 60sec and has lost Sole Survivor.

    DRK actually is the weakest in terms of self-healing. No, TBN doesn't really count because it compares with Sheltron/RI/HoS from the other tanks.
    (8)

  7. #27
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,361
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    Bloodspiller should have a healing effect added on to it. Or add one to blood weapon. Its just crazy how much self healing they removed in ShB for DRK
    (4)

  8. #28
    Player
    Tint's Avatar
    Join Date
    Aug 2013
    Location
    In the right-hand attic
    Posts
    4,344
    Character
    Karuru Karu
    World
    Shiva
    Main Class
    Fisher Lv 100
    Quote Originally Posted by Freyyy View Post
    WAR has Equilibrium and Storm's Path is his main combo (only going to use Eye to keep the buff up). It just has a little less healing potency than Souleater (250 vs 300). On top of that they have Nascent Flash.
    WAR also has Thrill of Battle, wich is a 20% selfheal.
    (3)

  9. #29
    Player
    Jeeqbit's Avatar
    Join Date
    Mar 2016
    Posts
    7,547
    Character
    Oscarlet Oirellain
    World
    Jenova
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Derio View Post
    Its just crazy how much self healing they removed in ShB for DRK
    DRK hasn't really lost self-healing. Souleater is about the same in practice, Abyssal Drain shouldn't have been used to heal much anyway except in an emergency because it takes half your MP and Sole Survivor is only going to save you when an enemy is about to die and you're low on health. In practice your self healing will be about the same.

    It's always had the lowest self-healing and will still have the lowest self-healing though.
    (0)

  10. #30
    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 Jeeqbit View Post
    ...Abyssal Drain shouldn't have been used to heal much anyway except in an emergency because it takes half your MP and Sole Survivor is only going to save you when an enemy is about to die and you're low on health.
    . . .
    How much did you play DRK then? DA+AD healing in trash pulls was one of the best things about taking DRK into a dungeon, because of how the two skills synergized with TBN and BP/BW, effectively allowed your healer to not have to worry as much about your HP because you were stealing from so many enemies.
    Sole Survivor was used more for the MP on a dying enemy in my opinion, and relying on the heal it proffered is so far from what you should have done with the skill. At max level, with the ability just simply expiring, you only regained 20% of your HP/MP, and 30% if they died.
    (3)

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