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  1. #1
    Player
    TouchandFeel's Avatar
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    Aug 2013
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    1,834
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 90

    My Thoughts on ShB Dark Knight: Likes, Dislikes, Proposed Changes

    After getting some hands-on time with the new Dark Knight in Shadowbringers these are my initial impressions of the rework.
    *** I have updated some of my impressions and ideas in the below sections. Any updates are clearly marked as such.

    Due to the overall length of this post I have hidden each section which can be opened and read individually for ease of digesting it all.

    General thoughts

    Overall I like the changes and feel that the rework has created a much more solid foundation for Dark Knight to work and grow from.
    A lot of the fractured and disjointed elements of the job have been smoothed out and the kit has been streamlined. This streamlining may make the job suddenly feel "simple" or "boring" to some, but I think this is mainly due to the job flowing more smoothly now and therefore it feels less "eventful".
    Love or hate the feel that this streamlining has created, I think it was absolutely necessary. Building on a cracked foundation just results in lots of problems waiting to happen, and while a level and solid foundation may not have as much "personality" as a janky one, it gives you something you can realistically build on top of.
    The rework is of course not perfect and there are some things that I feel should be or need to be tweaked or changed, which I will go into later.

    In regards to DRK now feeling and playing much more similar to WAR, yes that is true and I think was likely intentional.
    If you look at the division of tank jobs and how they are setup to play you can see a distinct pattern emerge where PLD and GNB having more regular and regimented rotations that cycle more frequently, lending them the feeling of being "lighter" and "busier"; whereas DRK and WAR have a more spread out rotation with periods of very strong burst damage, lending them the feel of being more "heavy-hitters". This division of game-play styles lines up with the division of 1-handed vs 2-handed weapons exactly and appears like the developers were trying to match the feel of the game-play for the jobs to coincide with the expected feel of the weapons they wield.
    I will agree that some aspects of DRK have become maybe a little too similar to WAR, but that is also something that I will touch on later.


    Things that I like about the changes

    Darkside/Dark Arts/Edge and Flood
    The new Darkside and Dark Arts mechanics are much improved over the previous iterations.
    Darkside is no longer just something that you click on and forget, and while simplistic it is still something that requires a base level of interaction and to me feels sort of like the HW aspect of not letting Darkside fall off, just slightly simplified and made more apparent in it's presentation.
    Dark Arts, and Edge/Flood, feel "weightier" and more impactful when you use them due to hitting harder and seeing your Darkside timer jump back up. While you use Edge/Flood much less frequently, they no longer feel as "spammy" as the previous DA usage which just felt like "filler fluff" because of how constantly you were using it and how little impact each use felt like it had. Also with TBN breaking to get a Dark Arts revolving entirely around equal trade-offs of MP as opposed to the MP to Blood trade-off from before, it still provides a powerful attack for breaking TBN but removes any ambiguity of the value gained or lost from the resource transfer.

    Resource gain
    The smoothed out resource gain is much appreciated. In previous versions the many different ways that DRK would gain Blood and MP through different abilities, all at different rates, would make the cadence of resource gain a bit too irregular. With the rework, MP and Blood gain is much more regimented and has a consistent and predictable flow with spikes provided from Blood Weapon and Delirium.
    I would also just like to point out that while the MP regain of abilities like Syphon Strike seem greatly diminished, DRK now getting the standard MP refresh really helps fill in that gap more than I think people are realizing.

    Burst
    Having better defined burst periods is a great improvement and being able to do those more concentrated periods of high damage feels good. Yes, Delirium is now very similar to Inner Release and arguably a bit too much which I will address in proposed changes below. Even with that consideration I still feel it is a large improvement.

    TBN
    TBN was great before and a really powerful ability, so it becoming a 25% HP shield just makes it feel sooooo powerful and awesome. When I put up a TBN and end up taking virtually no damage from hits that would normally chew through my HP like a fidgety beaver, it just feel amazing. The concern that I previously had about the 7s duration not being enough to consistently pop TBN has proven warranted though but I will cover that in proposed changes.

    Living Shadow
    I would like to give Living Shadow an honorable mention. It looks really cool and functions well for what it is supposed to do which is more damage. It only gets an honorable mention instead of a definitive thumbs up because I am torn on its simplicity.
    The fact that it is simple and requires no additional input from the player when active is useful because it frees the player up to easily layer it into burst periods while performing their flurry of other burst period actions. If you actually had to press buttons to control the shadow, those are actions that would take away from being able to fit in the other abilities you would normally want to weave in to your burst period and so not having to worry about that is nice.
    On the other hand, while its simplicity obviously has its benefits it does make the ability feel less interesting than one you would directly interact with. So, some good, some bad. I wouldn't mind it having a shorter recast though, even if it needed to be tuned down a bit because of that. Not something I would raise a big clamor over though.


    Dislikes and proposed changes

    So as I stated, while I overall like the rework, I in no way think it is beyond reproach and am not blind to its shortcomings.
    So here is my list of things that I would like to see changed and in general order of priority of needing to be changed going from most to least needed.

    Living Dead healing and death mechanics
    Living Dead has been left unchanged and is still the most cumbersome of the invulnerability abilities of the tanks, yes even moreso than Superbolide since with that the tank still has most of the control on how and when to use the ability and how to avoid its drawback.
    Yoshi-P has been directly told of this by people at media events, so we know that this has been made known to the upper echelons.
    The core of the problem is that the DRK needs to be able to have some amount of control over canceling the Walking Dead effect themselves so that they don’t die.
    Since the development team seems quite set on keeping the “identity” of the ability, here is the smallest adjustment to the ability that I can come up with that places the control into the DRK’s hands by allowing the DRK to cancel the Walking Dead state at a button press, forcing the DRK to gamble trying to get the most time out of it at the risk of killing themselves, similar to waiting until you are really low on HP before popping Holmgang or Superbolide to minimize HP loss and maximize gain.
    You can even argue this is more in-line with the thematic elements presented in the DRK storyline where you are warned that exposing yourself to the darkness too much can result in the darkness consuming you. If the black flames aura shown for Darkside in the pre-Heavensward launch ability teaser were added to the Walking Dead state, it would then really help sell that idea of being engulfed in darkness that is sustaining you which if left too long will kill you.
    Living Dead proposed solution
    - Remove the healing requirement aspect entirely.
    - When the Walking Dead state is activated, change Living Dead on hotbar to Walking Dead and have it light up like other procs/combos/etc.
    - Upon pressing Walking Dead, the Walking Dead state is removed from the DRK.
    - If Walking Dead is not removed from the DRK before its duration expires, the DRK is KOed.
    - Apply black flame (or other cool/visible) aura to Walking Dead state. Another option could be triggering the old Dark Arts animation when the Walking Dead state is entered. Maybe both. Not mechanically needed, but would be good for "feel" and to make the state change more visible and obvious.


    TBN duration
    It's a great ability and I absolutely love it, but as predicted with it's boost to 25%, getting it to reliably break is harder than it should be. Even when running dungeons at iLvl, getting it to reliably pop is already inconsistent. Outside of boss tank busters and doing wall to wall pulls, I rarely can get TBN to break. If it is already having this trouble breaking while running leveling dungeons at iLvl, it's going to be a huge pain to get it to pop once we are out-gearing content by even a little bit.
    I think this is likely also a reason I am seeing people say that "DRK has poor personal mitigation", because people are holding on to TBN for only specific scenarios instead of pushing for frequent use, leaving them feeling like they are missing some mitigation since Dark Mind has niche uses already and holding TBN just exacerbates the situation instead of the alleviation that being able to fill those gaps with TBN provides.
    Now you could argue that TBN should be saved to only use in scenarios where you know for sure it will break, but that greatly limits its usability and pretty much nullifies its short recast. None of the other tank frequent use abilities have costs or limitations that would require you to have to hold onto it for only specific scenarios and can be used regularly to mitigate both fluff and busters with no discernible loss like DRK suffers if TBN does not pop.
    TBN should have the same flexibility of use as the other frequent use defensive abilities and this could be easily remedied by just simply doing what they devs did before when this exact same issue happened previously, by increasing its duration by a couple of seconds. The increased duration won't make TBN any more powerful since the strength is determined by the amount of HP in the shield and not necessarily how many hits are taken like a % mitigation ability would, and therefore a couple extra seconds would only help TBN break like it should.
    An added bonus to having TBN break more consistently is that it provides two actions for the price of one, which means more frequent ability weaving and less oGCD "downtime", which helps with the complaints of DRK now feeling "slow".
    ***UPDATE*** The more I use TBN, the more it feels like the weird delay between activation, the first part of the animation and when the shield effect goes active is back. I could have sworn that this was considered a bug in SB and was fixed but now it appears to have been reintroduced.
    ***UPDATE 2***
    I was thinking about the issue of TBN strength vs. duration, the loss from the shield not breaking and the inevitable issue of stat/gear scaling. As stated, we are already seeing issues of the shield not breaking easily in content and it is early in the gearing-up cycle. While only a "sometimes" issue now, it is likely to become much more common as we gear up through-out the expansion.
    Because of the moving target that gear/stat progression creates this makes the issue of having TBN break at the right frequency a tad more complicated. Do you just increase the duration, as I initially suggested, and shift it towards TBN always breaking which arguably removes some element of skillful use to the ability, or do you leave it mostly as is and just accept that you just won't be able to use TBN in some content and some instances?
    That led me to thinking that maybe the solution that would cover both of those angles would be to allow the DRK to essentially break TBN prematurely guaranteeing the Dark Arts proc. TBN would still break normally like it does now if enough damage is taken, in addition it would light up TBN on the hotbar while the shield is active and if the DRK presses it again while the shield is up, the shield is dispelled and the DRK get the DA proc as if it were broken naturally, basically giving up any additional HP the shield had left in exchange for not losing the free Edge/Flood. This pretty much takes care of the scaling issue since you now have a method to always guarantee that TBN breaks, it maintains TBN having an element of skillful use to it since you will have to gamble breaking the shield early to get the DA proc or letting it ride to the end in hopes that the enemies break it, and as an added bonus it gives you a safe-guard where you use TBN and suddenly the boss goes into a phase-transition or something like that where you are now stuck with a wasted shield.
    I think doing something like this with TBN could potentially alleviate the scaling issues that TBN has always had while adding in an element of complexity to it's defensive game-play which a good number of players have felt has been in decline in the game and would like to see come back.
    TBN proposed solution
    - Simply up the duration from 7s to 9s.
    - ***UPDATE*** Look into the activation delay of the ability and if it is back, fix it so that the shield is applied sooner and not delayed so much.
    - ***UPDATE 2 *** Alternate solution: instead of increasing the duration like suggested above or maybe in addition to a tiny duration bump if necessary(8s?), make it so that when TBN is used, it lights up on the hotbar and pressing it again while the shield is still active removes the shield and provides Dark Arts as if the shield was broken. If this solution was done, TBN would likely need to be only useable in combat so you can't precache a Dark Arts before starting a fight. Honestly, the best solution is probably a combination of both where the duration is bumped up a couple seconds and you have the ability to break it early yourself.


    ***UPDATE*** Dark Mind being magic damage only
    Dark Mind being magic damage only is a problem. It makes it virtually useless in dungeons and even some higher end content because of it requiring the content to utilize magic damage enough to make this ability valuable, which is not always the case. Also this issue is compounded with the issue of TBN's scaling making it not useful for fluff damage, leaving DRK with fewer defensive abilities to deal with fluff damage. Even GNB's Camouflage ability has a 10% all damage reduced element to offset the physical damage only parry element. Dark Mind should have a layered approach like this as well, splitting the damage reduction between all damage and magic damage, making it relatively the same for magic damage tank busters but also enabling it to also have some use for fluff damage or instances where there are physical damage busters.
    Dark Mind proposed solution
    - Change Dark Mind from reducing magic vulnerability by 20% to reducing magic vulnerability by 10% and also reducing incoming damage by 10%.


    ***UPDATE*** Blood Weapon duration often not fitting 5 GCDs
    Blood Weapon is having a problem with fitting 5 GCDs into its 10s duration like other similar abilities, such as Delirium and Inner Release. There are a number of theories as to why this may be happening, excessive delay from animation-lock when the ability is used, when the ability registers that a hit has gone through, just simply not giving the full 10s for some reason. Whatever the cause, it should be looked at and rectified. Additionally, because DRK's AoE combo abilities are spells and not weaponskills, their GCD recast doesn't match with their other single-target GCDs because tanks don't get spellspeed. DRK is the only tank that is affected by this and it results in those abilities not working as well with Blood Weapon and this needs to be taken into consideration and adjusted for.
    Blood Weapon proposed solution
    - Investigate if there is some form of delayed response for this ability and fix the issue.
    - Increase the duration to 11s or 12s to allow the 5th GCD to more comfortably fit within the duration and to compensate for Unleash and Stalwart Soul being spells and not weaponskills. I would even be supportive of the duration being increased to 15s, allowing for 6-7 GCDs to be able to be fit into its duration for a slight boost in MP generation for DRK.


    Abyssal Drain heal in single-target vs. packs and frequency of use
    Currently Abyssal Drain's heal is heavily skewed towards packs, providing a 200 potency cure per enemy hit, which is awesome when you are facing large packs of six or more, but is extremely lacking in most difficult content which is primarily single-target. Even wall to wall dungeon pulls tend to hover around 6-7 enemies which makes Abyssal Drain's heal pretty much break even with the healing from Equilibrium and Aurora in the place where it should really shine since it is lackluster in single-target.
    I feel that this division between single-target and pack usage needs to be reigned in, improving its strength in single-target situations while still keeping it slightly skewed towards being better in packs. The way that I propose doing this is by rolling the DoT aspect from Salted Earth into it and applying a singular HoT on the player on ability usage.
    In addition I would like to see Abyssal Drain available more often simply because I would like to be able to weave oGCD abilities just a little bit more and reducing it's recast from 60s to 30s while adding the DoT and HoT effects to it would make it sort of like the DRK version of Circle of Scorn but it heals you as well. This would be nice because as stated earlier, DRK does now feel quite similar to WAR and I feel that pulling in aspects from DRK's thematic opposition, PLD, would help give DRK more of its own unique feel and help solidify the connection to PLD.
    This would result in a slight damage buff, but I feel that it would be fairly negligible overall.
    Abyssal Drain proposed solutions.
    - Recast reduced to 30s instead of 60s.
    - Damage potency reduced to 100 from 200.
    - Cure potency reduced to 100 from 200.
    - Abyssal Drain now also applies a damage over time effect to enemies for 40 potency for 15s (200 potency total per enemy).
    - Abyssal Drain now also applies a healing over time effect to self for 40 potency for 15s (200 potency total)(applied on ability use and not per enemy hit).
    - *UPDATE* Potentially lower Soul Eater cure potency to 250.
    - *Update 2* Allow Abyssal Drain to hold 2 charges like Plunge.
    * In single-target this would equate to 600 potency of damage and cures every 60s vs. the 400pot damage and 200pot cure of current AD + Salted. At 2 enemies it would be 1200pot damage and 800pot healing vs. 800pot damage and 400pot healing. 3 enemies, 1800pot damage and 1000pot healing vs. 1200pot damage and 600pot heal. Basically being a consistent 50% damage and 400 cure potency boost, no matter the # of enemies compared to the current AD and Salted, which tbh are a tad underwhelming as they are and make up very little of DRK's overall dps.
    ***UPDATE*** If the above suggestion is seen as providing too much self-healing for DRK in single-target situations, if you factor in the strong heal from Soul Eater, I would suggest potentially reducing the heal on Soul Eater to compensate which would shift DRK's self-healing to be a bit more bursty, allowing them to direct when they get that healing a bit more. If Soul Eater's heal were reduced to 250 cure potency, that would even out the 400 cure potency gain from the above suggestion. This would put DRK at ~2600 cure potency every 60s versus WAR at ~2700 in single target, which is where it is now just shifting the heals from being spread out in the combo to more concentrated into small bursts from AD.
    ***UPDATE 2*** I feel that Abyssal Drain with it's newly proposed 30s recast should be able to hold 2 charges like Plunge does, providing greater differentiation in the way DRK's self-heal kit works as well as providing more flexibility in condensing two AD's close together for better burst healing.


    Salted Earth now feeling pointless and awkward
    With Salted Earth now only doing 300 potency of damage every 90 seconds, it just feels fairly pointless considering how weak it is. The somewhat awkward aspect of being a ground target AoE is just exasperated by the greatly diminished gains it now provides and by how much smoother the job feels as a whole. This awkwardness was more excusable when the job as a whole felt more awkward and it provided greater gains, but not so much now. I feel that the ability should just be removed and to have its effects rolled into Abyssal Drain as I outlined above in Abyssal Drain. This will help reinforce the smoother feel to the job that was established with the rework and open an ability slot for something else like a new ability or trait.
    Salted Earth proposed solutions.
    - Remove it and roll the DoT effect into changes made to Abyssal Drain.
    - Move Stalwart Soul to lvl.52, bringing it more in-line with the lvl.40 of the other tanks.


    Carve and Spit frequency
    This is just a part of wanting more oGCDs to weave. Basically just halving the recast, the MP gain and approximately the potency with just a little boost. This also makes it a little more like Spirits Within due to frequency of use and makes it feel a little less like Infuriate, leaving it sort of like a mixture of the two which makes sense for DRK.
    Carve and Spit proposed solution
    - Recast reduced from 60s to 30s. (Twice as frequent)
    - MP gain reduced from 600MP to 300MP. (Still 600MP over 60s)
    - Potency reduced from 450 to 240. (Now 480pot over 60s, a 30pot gain)


    Making Delirium more unique with a Confiteor-like ability
    Right now there are a lot of complaints or at least comments that Delirium is a lot like Inner Release, perhaps too much, and it is undeniably true that they are very similar.
    As I stated earlier, I would like to see some of the elements that PLD now has applied to DRK to create more of a WAR and PLD mix in order to make DRK feel more like its own thing and less like WAR overall. So I figured that with the newly opened up ability slot at lvl.72 from the removal of Salted Earth and the shifting of Stalwart Soul to lvl.52, that is a perfect opportunity to add in a new ability that alters the way Delirium will play by giving DRK an ability similar to Confiteor, that can only be used under Delirium and ends Delirium when it is used. The name and potency aren't that important to me and are just there to have something, it's the concept that is the main point.
    Delirium proposed solution
    - New Ability: Nightfall
    - Gained at lvl.72 (Weaponskill / Instant / 2.5s / 10y range / 5y radius)
    - Deals 900 potency of damage to target and enemies nearby it.
    - Restores MP on use (restores 500MP, basically just making it the same as Spiller or Quietus under Delirium)*See Update Below.
    - Can only be used under the effect of Delirium and ends the effect upon execution.
    ***UPDATE*** The MP gain from Bloodspillers/Quietuses under Delirium feels too low at 200MP compared to the 500MP we were shown before. If the above solution were implemented, I would additionally like to see it restore a larger amount of MP to compensate for the low amount from Bloodspiller/Quietus, creating a burst of MP as you end Delirium. If it were to restore 1800MP on usage, that would provide a total of 3200MP during Delirium (1800MP from ability+800MP from 4xBS/QT+600MP from natural regain) which seems like a good amount. If this solution is not implemented, the MP gain under Delirium still needs to be increased and should return 500MP per Bloodspiller and/or Quietus.
    ***UPDATE 2***
    I ended up changing the name from Malediction to Nightfall because I was thinking of the visual aspects of the ability and what sort of homage it could be and I liked the idea of the ability being visually representative of Cloud's Meteorain Limit Break, replacing the meteors with large orbs of dark energy. That made the name Malediction not make as much sense so I tried to think of a "Dark Knighty" translation of Meteorain, so meteors getting replaced with darkness and rain as in falling so Nightfall. * I just realized that Nightfall is actually a move for the Dark Knight form of Cecil in Dissidia, so there we go it's already a thing and has precedence to be added here.


    ***UPDATE*** Allow for the holding of 2 Dark Arts uses
    While not super high priority, I feel that allowing DRK to be able to obtain and hold 2 uses of Dark Arts as opposed to the 1 use that we currently have would add a little extra layer of depth and strategy to playing the job. Similar to how Infuriate has 2 charges that allow you to basically pool a resource that translates into increased damage on use, allowing the pooling of 2 Dark Arts uses would allow for greater wiggle room as well as more pooling of damage to be used at strategic times like during burst windows. This would also promote more and better use of TBN to get those 2 stacks of Dark Arts set up before your burst period so that you can potentially fit more Edges into your burst, making it not only your main defensive ability but also a way to strategically cache damage. Lastly, there being 2 uses of Dark Arts opens up the potential in future expansions of abilities that could use both uses of Dark Arts, potentially doing more damage than 2 Edges but not adding to Darkside's duration or whatever variance in game-play and balance that would add to the job.
    This could be fit into the leveling progression for DRK by removing the Enhanced Plunge trait that is gained at lvl.78 and just having the gap closer come with the charges like every other tank. This then frees up the last pre-80 trait slot to instead give a new trait that increases the number of Dark Arts that can be held to 2.
    Dark Arts proposed solution
    - New Trait: Enhanced Dark Arts
    - Gained at lvl.78
    - Increases the number of Dark Arts uses that can be held to 2


    Overall I think the above changes would address things that I have found lacking in the ShB rework of DRK and assuage many of the concerns raised by other players, all while avoiding drastic overhauls like some others have called for and keeping or reinforcing the mechanics and theme that now seem to be established for DRK.

    UPDATE:
    Out of curiosity, I tabulated the potency increase that the above suggested changes would provide and converted it into what it would approximately equate to as DPS as of patch 5.01.
    Using the assumption that 1 DPS is approximately 3 Potency per minute ...
    200 pot/min from AD changes + 30 pot/min from CnS change + 200pot/min from Nightfall damage + ~178 pot/min from additional MP from Nightfall = 608 pot/min = approximately 203 DPS which would put DRK about neck and neck with PLD in most instances with maybe a tiny lead of around 20 DPS. That would put DRK in a much more sensible place on the DPS hierarchy and would help bring tank DPS even closer than ever to being balanced.



    P.S. I would greatly appreciate it if posts that just repeat the whole "I hate DRK now, it's been ruined!" line that are being posted into any and every DRK related thread were to be avoided here. There are enough of those already visible in the other threads as well as some threads dedicated specifically to that. We don't need that here just derailing the thread into the arguments that such tend to devolve into.
    (22)
    Last edited by TouchandFeel; 09-25-2019 at 03:42 AM.

  2. #2
    Player
    ElazulHP's Avatar
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    Dec 2014
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    1,180
    Character
    Inigo Meowtoya
    World
    Sargatanas
    Main Class
    Gunbreaker Lv 80
    I mostly like the changes minus a couple of things you already touched upon. I especially like your idea for Living Dead. I don't even slot it on my hot bar as it is a suicide button the majority of the time. Great ideas!
    (1)

  3. #3
    Player
    shao32's Avatar
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    Apr 2015
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    arcadis
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    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    sounds pretty nice but i don't think making delirium a mix of inner releas and requiem cast + confietor will make it better, at contrary i will propose to make delirium increase the resources generated on every skill we land during the duration of the buff with increased potency to all of then like 100 or 200 more to all skills with a recast ajusted so you wanna fit all you can in that duration, i consider this will be more like DRK theme consuming the blood to enchance everything or most of all but anything except to spam bloodspiller 5 times in a row pls.
    (1)

  4. #4
    Player
    Arsthan's Avatar
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    Jun 2019
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    28
    Character
    Lythan Rhae
    World
    Odin
    Main Class
    Gunbreaker Lv 80
    I'm not exactly a fan of ShB DRK, but I do agree that a good foundation is needed. It's just that SE went with the simplest and safest foundation they could, making it overall pretty boring while the other jobs have a "nice house" already build upon theirs.

    I definitely do agree that they should buff the duration of TBN, 7 sec is simply not enough to be broken with auto attacks in savage raids - especially with the buff to 25% HP now. However I'd still prefer it'd just give us something when it expires without breaking at all. Being punished for using mitigation on a tank seems pretty backwards to me. While I'm not saying that you should get a Dark Arts from not breaking it, at least something like some of the MP used recovered or maybe you'd gain some blood. Right now, TBN is literaly a punishment to use DPS wise. It's high risk with no return as you could just spend the MP on directly EoS to maximize DPS. Of course you shouldn't do something like this because you're a tank - but I believe you know what my point is. Hell, Excog on SCH when expired heals too (at leastafter SE realized it's kinda pointless if it doesn't activate).

    Okay this might be an unpopular opinion but I do still think that LD is fine as it is... doesn't mean that I'm against any changes however, your proposed changes seem fine to me. I just wouldn't really care either way as the healing requirement doesn't really do much when you usually get healed to full after a tank buster anyway.

    Abyssal Drain change is interesting, it's just that I want the GCD version back a lot more. I really liked old Abyssal albeit it wasn't good for single target. It does need a change as it is now. Your idea would sure work.

    I... I just feel sad for Salted Earth, it didn't deserve this insane nerf. Might be only me, but it felt good to use in SB. If they don't bring it back as it once was, might as well as combine it with Abyssal.

    Okay, just no to Delirium overall. It makes no sense to me why Delirium HAS to be IR, Requiescat, Wildfire or whatever other clone of an ability. Why can't it just be unique? This just a random idea floating through my head now just to prove a point that it can be totally unique and do whatever you come up with while keeping it as a "burst" ability - Delirium would put you into a frenzy/darkess state where your Souleater combo would be replaced with a totally different combo that has higher potency and heck, you could also make it so that the combo has a GCD of 1.5 sec which would also fix the complaint about the "lacking speed of DRK" slightly after the sad loss of BW. I do feel that it would be a little too OP, so you could also add the effect that your Blood drains slowly overtime under the effect of Delirium with no upfront cos (Or some cost, nothing is set in stone). You could also make it a toggle ability that switches you to the frenzy state with the new combo and blood drain, though I do feel that the toggle would mess with Blood spiller a little bit too much... or it wouldn't, it completely depends on how the frenzy combo would act, if it gave any resources or whatever. This way you can have a burst phase with the choice when to use it, so it kind of gives back the feeling of choice that is lacking now imo. Again - I'm not saying that they should do this, this was just to prove a point that you don't have to spam one ability for "Burst". There can be tons of other better ideas than this. GNB has his own unique burst phase already, so why not on DRK too?

    More usage of CnS? Oh hell yes I'll take it any day even if the potency every minute doesn't change. It's such an awesome animation after all.
    (12)
    Last edited by Arsthan; 07-02-2019 at 08:24 AM.

  5. #5
    Player
    Hix's Avatar
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    Aug 2013
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    76
    Character
    Flik Alvein
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    I think the only thing that really needs to be fixed is that abilities that restore mana on long cooldowns don't give you back enough mana to really feel it.
    (2)

  6. #6
    Player
    Ruzha's Avatar
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    Mar 2016
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    Gridania
    Posts
    6
    Character
    Ruzha Crowley
    World
    Adamantoise
    Main Class
    White Mage Lv 71
    I really like your proposed changes!
    (2)

  7. #7
    Player
    Summer_Iris's Avatar
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    Sep 2013
    Location
    Limsa Lominsa
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    10
    Character
    Summer Iris
    World
    Phoenix
    Main Class
    Fisher Lv 70
    I like the ideas!

    I've thought thematically Drk could distinguish itself by being about sustain (or Grit if you will)
    and high actions per minute compared with the other tanks.

    I think this could easily be achieved with things very similar to what is being suggested here and without removing or adding skills.

    1) Add a HoT to Salted Earth - adds flavour, compliments Drk's existing heals, and adds to raid mitigation

    2) Add an effect to Bloodspiller and Quietus that reduces the recast time (15 secs) of CnS and AD like old Aetherflow trait. Ties blood gain, which is enhanced by blood weapon, to more skills providing a nice feedback loop and bringing back speed aspect of BW indirectly.

    3) finally, change delerium to grant 3k no, reset the cooldown of CnS and AD to be used mid burst window

    I think this would make Drk unique and fun and effective
    (0)

  8. #8
    Player
    Keagian's Avatar
    Join Date
    Aug 2013
    Posts
    82
    Character
    Keagian Lowell
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Imo they should make it so Delirium gives us a 50 increased potency for all our attacks as well as gives us haste for the duration. Having the black flame aura you see in the trailer would be a good effect to use to let others know were in Delirium status.

    Alternatively, they could turn Delirium into an AoE dot that radiates from our body. Just anything that isn't copy paste inner release.
    (3)

  9. #9
    Player
    Barachim's Avatar
    Join Date
    Jun 2015
    Posts
    399
    Character
    Barachim Vandal
    World
    Phoenix
    Main Class
    Dragoon Lv 100
    Quote Originally Posted by Arsthan View Post
    Okay, just no to Delirium overall. It makes no sense to me why Delirium HAS to be IR, Requiescat, Wildfire or whatever other clone of an ability. Why can't it just be unique? This just a random idea floating through my head now just to prove a point that it can be totally unique and do whatever you come up with while keeping it as a "burst" ability - Delirium would put you into a frenzy/darkess state where your Souleater combo would be replaced with a totally different combo that has higher potency and heck, you could also make it so that the combo has a GCD of 1.5 sec which would also fix the complaint about the "lacking speed of DRK" slightly after the sad loss of BW. I do feel that it would be a little too OP, so you could also add the effect that your Blood drains slowly overtime under the effect of Delirium with no upfront cos (Or some cost, nothing is set in stone). You could also make it a toggle ability that switches you to the frenzy state with the new combo and blood drain, though I do feel that the toggle would mess with Blood spiller a little bit too much... or it wouldn't, it completely depends on how the frenzy combo would act, if it gave any resources or whatever. This way you can have a burst phase with the choice when to use it, so it kind of gives back the feeling of choice that is lacking now imo. Again - I'm not saying that they should do this, this was just to prove a point that you don't have to spam one ability for "Burst". There can be tons of other better ideas than this. GNB has his own unique burst phase already, so why not on DRK too?
    I was playing around with a similar idea in my head. I want Delirium to be a skill that temporarily boosts the Dark Knight and essentially transforms him into an Emissary of Death.

    First, I'd change Delirium to Dark Arts or Dark Embrace. Because I want the theme to be about being consumed by Darkness. As a visual effect, have us be cloaked in Dark Flames. Now during those 10 seconds, we are boosted. We'd gain Haste, a Damage boost, maybe the Blood Price effect so that each received hit grants us MP and as the last effect, each attack we dish out gives us back a portion of HP and MP. But at the same time, I'd give the Dark Knight a 10% Defense debuff, and 10% less HP from all Healing spells, because I want this Skill to be a risk and reward kind of Ability.

    OK next, our Soul Eater Combo gets changed. Basically bring back Spinning Slash and Power Slash for these 10 seconds. Give other skills animation changes as well. Plunge for example, could change from a jump to a dash across the ground. Carve and Spit could be a one handed triple slash. Another idea floating through my head was, that TBN could get an added "spill over" effect. Cast TBN on yourself or another party member, and a 2nd person who stands in close proximity, would also get a TBN shield. But the 2nd TBN would be weaker and only absorb 15% damage.

    Another idea I was playing with, is that Delirium/Dark Arts, could reset all our cooldowns, except for Living Dead and Living Shadow. Though maybe that's a bit too OP. Maybe just have it reset TBN, but give us two charges of it. During Delirium/Dark Arts, TBN absorbs the Damage, and when it breaks, the accumulated damage gets added to Edge of Shadow/Flood of Shadow. So instead of spamming Bloodspiller/Quietus 5-7 times, I just want to be able to deliver 2 strong counter punishes, that pretty much do the same damage.

    So yeah, those were some of the crazy ideas I was playing with.
    (1)

  10. #10
    Player
    SakiKojiro's Avatar
    Join Date
    Dec 2014
    Posts
    98
    Character
    Okita Soji
    World
    Cactuar
    Main Class
    Astrologian Lv 71
    How I would fix DRK (Kind of. It'd still have problems.)

    Change Delirium entirely. Make it in some way generate blood gauge, or influence blood gauge growth, but just not what it does now...jesus.

    Make TBN give blood gauge when broken again, instead of the garbo it gives now. Now it's either the loss or the same potency it would have been if you used a different ability...

    I'd remove the stupid pointless 10% damage buff maintainance entirely, and buff the damage on your MP spenders but this would change too much, so I'll leave this as optional.

    Then, this is what brings it all together. Make your Blood spending Weapon Skills and abilities restore MP by default, Buffing the amount when used together with Blood weapon. Imagine if instead of just being a glorified DoT, your shadow boi also replenished you MP when he landed hits.

    Everything else can mostly stay the same and it'd feel a hell of a lot better.

    I posted this way deep in another thread, but I'll slap it here because it makes way more sense in this thread, and people will likely see it.
    (2)

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