Me sir, like it

Me sir, like it



Yes, the opener where you literally push out everything you have at your disposal because nothing is on cooldown results in double-weaving.
The difference is that the forced double-weaving from the opener happens once in a fight, not every 90s like your proposed Delirium change would result in.
Believe me, there are going to be a lot of players clipping their GCDs with the opener because of double-weaving and forced double-weaving was a frequent complaint of SB DRK. Forcing the choice between regular double-weaving or not utilizing your oGCDs to the fullest just so you can spam one ability instead of another one for the sake of convincing yourself that it is now "different" even though it admittedly is more of a superficial difference than a substantial one, just doesn't seem like a good trade-off.
I am open to ideas for how Delirium could be changed to better differentiate it from Inner Release, but most of the ideas I have seen presented so far on the forums have glaring flaws and I will not give my personal thumbs up to such.
Last edited by TouchandFeel; 07-03-2019 at 03:38 AM.


I feel you, and I do think my "feelings" on how the class currently plays differs greatly from many, and I am glad people are enjoying the class and role. I would be lying if I said I missed the sense of impact SB DA had, and how I felt as if my fingers were always busy. Sadly I never tried HW version of DRK only started to play the game more often during the window leading up to SB though from what I could tell I would have enjoyed it greatly, I probably would have enjoyed old cleric stance for healers. Overall I have come to terms with the fact that my sense of enjoyment in a game differs greatly from man, I am hoping Gunbreaker and or Dancer do fill that void a tad moving forward if I still feel a lack of engagement with Brd, Drk and Ast.
(Shrugs) Still not seeing a problem with doing it that way, personally, if we are already going to be double weaving as is at one point in the fight then it shouldn't be a problem to do so at other points with fewer CDs. The opener will be the hardest point, which is why I used it for this example.
Also you talk that it being different is superficial but that is like telling the people whom are complaining about the fact that the job feels too much like War that their complaints are superficial. Are we spamming 1 button made free by a 1.5 min CD? Yes but unlike War, we are doing this while spamming as many as 6 different offensive CDs each with their own CD timers that have them coming up at different points of the rotation. This is not even to speak of having to hit any defensive. Whereas War will have to single weave just 2 offensive CDs. This will make us a bit different as is since we will be looking to line as many of these up for trick windows as possible. Therefore their complaints that it is "too much like War" are pretty superficial reasons.
That being said, it isn't like it matters. This is the final version for the next 2 years and nothing on it is making it unplayable or even close to it the way that War was for the 2 different mid-patch reworks that it got. So no one should expect any real big changes at this point.
TBH I'm actually enjoying the changes, once I killed my SB muscle memory. Realistically, I personally would only like to see a few QOL changes at this point:
1) A little bit more MP regeneration, maybe making the blood attacks give 600 on hit IDK as it just seems a little slow.
2) Since TBN was increased in its shield by 25% I would love the timer get an increase to match it to the tune of an extra 2 seconds.
3) Some % of general damage mitigation added to Dark Mind for fights that don't have much/any single target magic damage, like what they did with Camouflage.
4 [personal wish]) Would REALLY like to see Salted Earth made into a targeted ability as it can sometimes be a pain for PS4 players, like myself, to have our camera in the right spot to drop it and be able to look at stuff. I'm using a macro to make this happen but I hate the macro lag from it.



I in no way said that wanting Delirium to be more different from Inner Release is a superficial desire. If you look at the thread that I created on my thoughts and changes that I would like to see (thread here), I directly acknowledge the similarities and propose a solution to alter it. I personally am not as down on the similarity as some others seem to be, but I am able to acknowledge and understand their perspective and tried to empathize by proposing a potential solution that would hopefully provide enough differentiation to give them what they want while being something that I myself would find to be a fun addition to the kit.
What I was calling superficial was changing spamming 5 Bloodspillers to spamming 5 Edges. It's superficial, in the literal definition sense, because you are still performing the same mechanic of spamming a hard-hitting offensive ability 5 times within 10 seconds. Same thing, different coat of paint, hence superficial as opposed to a substantive change where the game-play mechanics are different, like say a % damage boost like Fight or Flight, which would imo be even more boring.
On top of that, what little difference such a change would provide, spamming oGCDs instead of GCDs, creates the discernible problem of forced double-weaving which is something that many players have said they dislike, disadvantages players with higher ping and should just really be avoided if possible. That is why I disagree with your proposal of having Delirium provide Darkside for 10s, because it doesn't change the core game-play mechanic of spamming a single ability 5 times and brings extra negative baggage along with it, while the only thing you arguably gain is being able to say that it is different in that you spam X ability instead of Y.
As for the other four changes you listed that you would like to see, I actually spoke to most of them and put forth solutions for them in my thread, so it may be worthwhile to check out.
We appear to be generally on the same page, I just feel your Darkside proposal's cons far outweigh any pros that it brings to the table.
Last edited by TouchandFeel; 07-03-2019 at 06:43 AM.
Actually it wasn't really a proposal. As I mentioned, I am very doubtful that we will see any big ability changes until the next expansion. It was more meant as a comment that I would have expected them to tie it with the new DA proc that they added with this expansion. My follow up comments were just me wanting to hear your thoughts on why it wouldn't work.
Funnily enough I like new DRK I said before I wasn't gonna like it but been messing around at lvl 72 and my god it's way more fun than SB DRK by miles! I love how hard hitting and impactful a lot of the skills are I only have minor gripes with the class i.e under lvl 60 it sucks since you don't have access to TBN my proposal:
-Give DRKs TBN at lvl 62 instead of Bloodspiller
-Change Bloodspiller to lvl 68 and Delirium to lvl 70
-Change Living Dead
-Recast time for TBN to 10-12 seconds Or make it last 9 seconds from 7 seconds
Honestly that's about it I really like how put together it is after lvl 72 when you get Stalwart Soul and I like pooling mana to use TBN since it's so darn powerful the boss in the first ShB dungeon his TB was hitting me for 10k and I was Soul Eater healing myself through his autos. Was super fun.
Last edited by Awful; 07-03-2019 at 11:48 AM.
I much prefer the way Darkside and mana spending is managed now. Edge/Flood is much better than poking the dark arts button all the time. TBN was always great and its even better now.
I do think I'd prefer to gain and spend mana more quickly, however. Take flood/edges damage down but increase mana gain so you can use them more often. As it is now, you kinda burn everthing quickly and then have a bit of a lull.
The one thing I just don't like is Delirium. It's knock-off Inner Release and should really do something else.
Here's a concept: Delerium is a funky buff/transformation to the Souleater and AOE combos. Like it turns Hard Slash into the original Delirium Weapon Skill, Syphon Strike into Power Slash and Soul Eater into Scourge. Each does buffed damage, adds mana and blood, and Scourge finishes off with a long duration dot?
People just like the instant result rather than using Dark Arts and then hitting another button.
DRK feels weird now and burns through mana faster. I guess that means I’m bad but I managed Dark Arts just fine so why am I burning faster? It may have been calculated out how your rotation/how much spam is expected but it doesn’t feel that way with the nerf tools and lower MP pool.
It’s not a bad class, heck it’s not like it’s Monk or Heavensward Bard. But I’m not feeling this version of Dark Knight and I maimed it as my tank the last 2 expansions.
Time to level WAR I guess cause they can’t balance it just make the other tanks more like it
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