I've asked this question elsewhere, but can anyone come up with a burst cooldown that is completely novel? I'm looking for something that you can't draw an analogy to any previously designed ability in the game.
There are various aesthetic variations that you can come up, but in pretty much every case someone can come along and say "Oh, that's just Fight or Flight," or "Oh, that's just a big DoT."
That's the catch, it doesn't necessarily need to be a completely novel skill. It just needs to open something a little bit different.
I've suggested elsewhere that Blood skills should have a combo bonus, and that we had Scourge back as a Blood-dot.
For example :At normal times, you'd use those skills on their own since there's no way to gain 150 Blood. But during Delirium, you would do this massive three step combo that would be otherwise impossible. And with 100 Blood prior, you would even be able to do the full combo twice.
- Quietus : Potency 200
- Bloodspiller : Potency 600, combo effect from quietus : potency 850
- Scourge ; Potency 900 over 60s, combo effect from bloodspiller : apply its full damage instantly
Last edited by Reynhart; 07-03-2019 at 10:54 PM.
I like it.
Drk has always been my favorite tanking class. I like this iteration of DRK best.
I didn't think Edge/Flood of Shadows would be as interesting as I've found them to be.
My only suggestions would be to drop the cooldown time for Abyssal Drain.
Also, Change living shadow so that it did the same skills you did as opposed to its own routine.
"Brotherhood asked for no friendship, only loyalty. They stood back to back as the galaxy burned - always brothers, never friends; traitors together unto the last."
--an excerpt from a Night Lords Novel, "Void Stalkers" Chapter X: Revenge.
In my post which was deleted about delirium I suggested a skill which decreases the time between each GCD and autoattack by 10% for every weaponskill you land and lasts for something like 24 seconds. I don't think any job in the game does anything like that right now.
After about 5 attacks this would make us hit the GCD floor of 1 GCD per 1.5 seconds.
P.S. Having gotten dark knight to 80 and doing some testing with pen and paper... has anyone noticed that dark side seems to have no effect on our living shadow?
Last edited by Chrono_Rising; 07-04-2019 at 12:01 AM.
A combo gated by resources that can only be performed at certain time intervals? That sounds suspiciously like Gnashing Fang to me.
But let's be real. Anything that gives you a potency boost is actually Fight or Flight. Anything that gives you resources is Infuriate. Anything that removes or reduces resource costs is Inner Release.
Riddle of Wind.
The problem with speed buffs is that there's an upper limit mechanically to how fast you can go before you start running into issues with clipping.
After a certain point, the only way to get "faster" is to have your character execute multiple attacks per button press, but that's functionally just Fight or Flight under a special animation.
How do you have a living manifestation of your Darkside without having Darkside? You're right, though, I've tried it out and it seems to be the case.
It is weird. I've tried multiple variations but see no difference. I am getting close to writing a consolidated feedback thread. I think the dark knight community does need to come to some consus on what we would like to see fixed. My short list:
1. Living Shadow has no interaction with our personal buffs. Apply darkside to the living manifestation of our darkside.
2. Outside of our opener we seem to be a bit slow. I would like to suggest reducing the cooldown on blood weapon to 30 seconds to give an extra button press as well as increase mana and blood generation.
3. Buff mana generation on delirium from bloodspiller specifically, and add blood generation to make up for soul eater getting pushed out of the combo.
My feeling on this is that move reworks take time, but changing cooldown times and effects does not seem to have the same problem.
1) It's likely that it is spawned as a separate entity and so is not associated with any buffs applied to the player character. If so, to then have our Darkside work on it, they would have to program a state check on ability activation to see if we have the Darkside buff and if yes, apply a buff like it to the shadow and if no do nothing. Likely pretty simple to script, but I am not familiar with their toolset, however that would require an additional query which could affect server load, likely not by much though but is still something that may be deemed not optimal. It may be better if you wanted the extra damage that Darkside on the shadow would provide for the devs to just boost the base potency of its attacks by 10% as if it had Darkside. Then again, maybe the devs want the specific potencies for it for balancing purposes and that is what they set it to.
As for raid buffs/debuffs, I would assume that any debuffs that are placed on the enemy, like Trick Attack, that the damage done by the Shadow would be affected by that since such debuffs effect incoming damage and are pretty independent of the source of that damage. Buffs that are placed onto party members, like Battle Voice, I am not so sure about. If such a buff was used before the shadow was summoned, I would expect it not to affect the shadow, even if it was on the DRK, for the same reasons as why the shadow doesn't get Darkside. No idea if the buff would apply to the shadow if the buff was applied after the shadow was out though since I don't know how it would be regarded in the system for even being able to have such effects affect it. I kind of suspect that it wouldn't be affected.
2) I personally would prefer to not have Blood Weapon reduced to 30s and would instead prefer that the other oGCDs like CnS and AD have their recasts reduced to 30s to provide those other buttons to press more frequently. The reason that I am not really a fan of BW on a 30s timer is because it would then overlap with Delerium every time Delerium is up as opposed to every other time. When they overlap things get a bit "cluttery" with so much resource gain all crammed into such a short period and results in potential double-weaving to be able to dump MP fast enough while still fitting in your other oGCDs in the 10s window. Also the extra Blood generation then jutting right up into a period of free Blood usage means those extra Bloodspillers will have to be used outside the 10s you are aiming for since that time is already consumed by Delirium. It also makes the already maligned (by some) spamming of Bloodspiller even worse since every time you use Delirium you will be likely to be spamming BS 6-7 times instead of just 5 because of the extra Blood from BW. While this does already happen some, I don't think I would want to promote more of it.
Don't get me wrong, it's not a bad idea and I would take it over no changes, I just think that shortened recasts for other oGCDs would provide pretty much the same desired affect of more frequent ability usage without the potential complications.
3) How much of a buff are we talking about? I think it is pretty close to fine as is, but I would definitely support it being 600MP gained per BS for a clean 3000MP at the end. If there were anywhere I felt needed a buff to MP gain, it would be CnS, or just keeping it the same generation per use with a shorter recast. As for Blood generation under Delirium ... it's not something that I feel is really necessary as I never really feel to starved for Blood, but I wouldn't turn away an extra spiller either, so a bit of a "take it or leave it" for me. If there was Blood generation from Delirium, I would say probably 10 per hit for 50 total at the end, so a free extra spiller.
The big three that I see repeated most often are ...
1) Delirium is too similar to Inner Release. The solutions and how much change is really needed seems to be where opinions diverge the most.
2) More APM / more frequent oGCDs to weave. This has less variants in opinions on how to solve, most just calling for reduced recast times on the various oGCD abilities. Probably one of the easier requests for the devs to address.
3) A bit better MP generation. How much and where this should be isn't really agreed upon, but should be easy for the devs to change if they decide it is warranted.
Then after that the other more common complaints/change requests I know of ...
1) TBN is too hard to break. The consensus to fix this one seems to be just increasing the duration by 2s, like the last time this problem popped up.
2) The Abyssal Drain heal is okay in large packs but terrible in single target and needs to be better balanced between the two. Pretty much only seen two solutions presented for this one, just making it a straight 1200 pot cure that is unaffected by the # of enemies and the one that I made where it kept its current aspects but had a DoT and HoT (that is independent of enemy #s) rolled into it to change it up and push it in the direction of being better in single target while still being better at packs.
3) Salted Earth is way too weak now. Mainly just two opinions I have seen, buff it or get rid of it and make up for its loss somewhere else.
Last edited by TouchandFeel; 07-04-2019 at 06:12 AM.
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