I'm starting to think the people saying old Delrium was bad and new is an improvement were not very good at Dark Knight last expac
I'm starting to think the people saying old Delrium was bad and new is an improvement were not very good at Dark Knight last expac
Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

I like the new Drk more than in SB thats for sure. However, the delirium spam could be more innovative. Or at least shorten its duration and cooldown so you could use it more often but maybe only get 2-3 free BS each cycle.



Only if delirium refreshes Fray timer. Then yeah ill take it



Reynhart already answer you but to make it more clear, if you mess with old delirium with a boss transition before you will mess with this delirium too, and even being triple punished for it. at least the old delirium grant MP and while waste the bloodweapon hurts the lower recast of delirium combined with the time the boss take to come back the punishment was less severe, now if you fat fingered delirium in a boss transition you are screw.Delirium was a wasted 50 blood if you used it to extend Blood Weapon moments before the boss became untargettable due to a transition, or you had to move out of melee range due to mechanics so saying it was useful 100% of the time is somewhat unrealistic. Even when planned and used properly, DRK had little in the form of burst damage to fit into buff windows, which was a big complain people had back in 4.0.
It was a really fun skill to mess around with, don't get me wrong, but I much rather have an actual burst phase on DRK which is exactly what new Delirium gives, so I'm quite happy with the change. That said, I would prefer it if Delirium went back to extending Blood Weapon's duration but had no cost like it does now AND DRK got some other skill that can match ShB Delirium's burst damage potential, but I don't mind the new iteration of DRK at all. I even find it quite fun to play.
So back to the burst window, I'm not against a burst window, I'm against to a unimaginative burst window specially is this new burst window leave us such huge down time spamming souleater only, that being said no every job need to be burst based, sustained dps jobs are a lot of fun and diversity should be a priority, if sustained dps is suffers from boss downtimes you need to add tools to quicky get on top again that's all, turning it to a burst job BCS we don't wanna get rid of the trick attack meta limit more our options and create this situations in the forum.
Fair enough. I concede the point and agree it is a bigger loss now than before, but what you say about players knowing how to use skills properly applies for new Delirium too, if used right then it's a bigger gain than an extra few seconds of Blood Weapon were before. That said, new Delirium isn't useful 100% of the time either.
Pretty much everything in the game rotates around buff windows when it comes to raiding. Aligning raid buffs is a big thing because then your party can fire off their heaviest hitting moves in said windows. A complaint people had back in 4.0 was that DRK had little to push out during these bases, so they were given a proper burst phase in 5.0 as a response. Personally, burst DPS phases are just what I'm used to so I don't mind new Delirium and I find it kinda fun, but that's just my opinion.
The tools to get sustained DPS back on top are the same tools that would be used in a burst window. Maybe I'm just not seeing the entire picture, but I dunno what else could be done for a sustained DPS job to get back to doing comparable damage to a burst job after a lengthy period of downtime. That said, I'm not saying Delirium is perfect, I agree that there's many other things that could've been done to achieve the burst phase for DRK people were asking for in the past, but I personally just like it better than the old version. It's unimaginative, sure, but it does what it sets out to do. Old delirium felt more niche and less impactful for me, which is why I didn't like it. That's just my opinion, though.I'm not against a burst window, I'm against to a unimaginative burst window specially is this new burst window leave us such huge down time spamming souleater only, that being said no every job need to be burst based, sustained dps jobs are a lot of fun and diversity should be a priority, if sustained dps is suffers from boss downtimes you need to add tools to quicky get on top again that's all, turning it to a burst job BCS we don't wanna get rid of the trick attack meta limit more our options and create this situations in the forum.
Also, not arguing against this but the problem isn't Trick Attack alone, it's buffs in general. Sustained DPS would be more attractive if buffs in FFXIV could be maintained throughout the entire fight, but since there's only specific windows during which these buffs are active, that's what encourages a burst phase driven mentality. TA could be removed and people would still stack damage in the window that buffs like Battle Litany or Devilment cover.
Last edited by Kaozurei; 07-03-2019 at 07:36 PM.



Not really anymore, SE nerf a lot party utility this expansion, battle litany, bard buffs, mch ones, dancer have pretty long recast too, only NIN remain unchanged but everything else was tuned down a lot, so this direction of DRK make even less sense.Pretty much everything in the game rotates around buff windows when it comes to raiding. Aligning raid buffs is a big thing because then your party can fire off their heaviest hitting moves in said windows. A complaint people had back in 4.0 was that DRK had little to push out during these bases, so they were given a proper burst phase in 5.0 as a response. Personally, burst DPS phases are just what I'm used to so I don't mind new Delirium and I find it kinda fun, but that's just my opinion.
Fun is relative, and I respect you personal preferences all being said.
I can give you a few examples, DRG get blood of dragon recast reduced to is always ready to being used and back to action, SAM have meditation to generate kenki and recover a lot of potency back during downtimes, MNK have perfect balance, ninja can prepare his mudras, BLM can swap to ice to recover mana, ect ect, in the case of DRK was turning darkside off to regenerate mana and have extra potency when the boss is back, that kind of stuff.
Last edited by shao32; 07-03-2019 at 08:44 PM.


The first day of the release I hate it, then I decided to level up because of one of my retainers. Now I'm having a lot of fun with It and notice there is a little more to it than I thought at first.
However, DRK once again is a horrible job when synced.
Last edited by Driavna; 07-03-2019 at 08:49 PM.


Sure, that's why I don't take that into account when giving my opinion about how a skill feels. The big part being that previous Delirum felt unique, could bring a little decision on keeping Blood for a little time, and synchronize it will Blood Weapon.
Your party needs to do a certain amount of DPS throught the whole fight, if you're supposed to 8000 DPS (totally random number), in the end it doesn't really mater if you maintain it constantly of if you have spikes and trough here and there.
I'd say that it was also because we did lower damage (If not by that much) even outside of burst phases.
Should I ask why you don't play WAR then ? He's been the burst tank since HW.
You see, they could have kept Darkside as more powerful than Storm's Eye, thus giving DRK a permanent strong damage buff. So, in exchange for no burst window, DRK sustained DPS would be higher than the others. But of course, if you look at the average DPS number in the end, those would have to be very close to keep the balance. And of course, they could have made Darkside more engaging to maintain.
Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
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