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  1. #1
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by shao32 View Post
    you know im doing exactly the same, if Sidurgu see my character with current DRK the one that will get punched won't be a moogle but my viera.
    If you're going to quote me, at least quote the whole sentence. That's all I ask
    (0)

  2. #2
    Player
    TheRealQuah's Avatar
    Join Date
    Jul 2018
    Posts
    284
    Character
    Q'hahtoa Quah
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by DRKoftheAzure View Post
    So I finally got DRK to level 80, and I still think it sucks...

    Living Shadow is basically showing you what your Blood gauge combos could have been, and because it's a pet it has the possibility of being a DPS loss because the boss goes untargetable, or trash dies too quickly, so bring back Dark Arts as a button you press to increase your potency by 200 and have it upgrade into Living Shadow which increases you potency by 400.
    So don't use living shadow if the boss is going to be untargetable. Bad play =/= bad ability.

    -Stalwart Soul is too ****ing bright, but I wish it was an oGCD DoT, and I would have rather have Dark Passenger at level 40 and it be the combo path for Unleash.

    -Salted Earth needs to be replaced with target AoE that is part of the Unleash combo path, preferably the combo ender after Dark Passenger.
    So you want to remove Stalwart Soul (the combo finisher) and make it an oGCD Dot, and swap Salted Earth (oGCD Dot) to a combo finisher?

    -The Blackest Night is either DPS neutral or a DPS loss for high cost, so remove the cost and the DPS neutral/loss effect, and Bring back Shadowskin, have it at level 4 and make it upgrade into The Blackest Night at level 70.
    Blackest Night may be DPS neutral, but it's not just a DPS skill. It's mitigation. Thus your healer can do more damage instead of healing you. Which would be a DPS gain. It should never be a DPS loss. Again, Bad play =/= bad ability. TBN is one of the best abilites in the game for tanks.

    -Edge/Flood of Darkness/Shadow extending Darkside is fine, but because they both cost MP and DRK hate dying because of the huge penalty of death is even greater for them because they don't have the MP to get Darkside back up in time to save a wipe so they need to bring back Darkside as a button, and rework Edge/Flood of Darkness to just cost MP when you don't have blood gauge to spend and have them turn in Edge/Flood of Shadow when you have 50 and turn them into Blood gauge combo spenders like how the pet does it.
    Just wondering, why do you need darkside up to save a wipe?

    -Dark Dance could have been a better invuln for DRK instead of Living Dead... enough said on the invuln topic...
    Living dead is the worst of the 4 invulns, but it's still absolutely fine.

    This my compromise, because of how bad DRK leveling is EVEN WITH THE TRUST SYSTEM, I refuse to get the level 80 artifact gear for DRK and I also refuse to do the level 80 DRK quest because of how bad DRK is in practice...
    I found DRK levelling incredibly fun. It's a massive improvement on SB DRK, it feels like it flows so well, and got rid of the awful clunkyness that was dark arts spam that was not interesting or engaging in any way.

    Carve and Spit could do with either restoring more MP, or having a 30s cooldown. Alternatively, make it so it gives dark arts instead of restoring MP.
    (4)

  3. #3
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by TheRealQuah View Post
    So don't use living shadow if the boss is going to be untargetable. Bad play =/= bad ability.

    You could remove the blood gauge cost Living Shadow, and I would still hate it just because it's pet mechanic and basically a worse Demi-Bahamut.


    Quote Originally Posted by TheRealQuah View Post
    So you want to remove Stalwart Soul (the combo finisher) and make it an oGCD Dot, and swap Salted Earth (oGCD Dot) to a combo finisher?

    I'm going to assume that you didn't get the full context about Stalwart Soul, I don't like how short it's animation is and I want Stalwart Soul have some kind of different effect if it's animation is going to be that short and just prefer it to be oGCD, and as for Salted Earth; I hate ground targeting abilities as the just break my immersion because I have to macro it.


    Quote Originally Posted by TheRealQuah View Post
    Blackest Night may be DPS neutral, but it's not just a DPS skill. It's mitigation. Thus your healer can do more damage instead of healing you. Which would be a DPS gain. It should never be a DPS loss. Again, Bad play =/= bad ability. TBN is one of the best abilites in the game for tanks.

    If it was just mitigation and didn't cost resources for DPS, yes it is better than Heart of Stone, but because of The Blackest Night costing a resource that you could have used to save a group from wiping to enrage, it's not worth the 3k MP just leaving it to chance and it doesn't take priority over other shields.


    Quote Originally Posted by TheRealQuah View Post
    Just wondering, why do you need darkside up to save a wipe?

    Play MNK and die with all of your Greased Lightningstacks and you will know why Darkside needs to be up to save the group from a wipe.


    Quote Originally Posted by TheRealQuah View Post
    Living dead is the worst of the 4 invulns, but it's still absolutely fine.

    All I am hearing from this sentence is "jUsT uSe BeNeDiCtIoN" because with randoms it's going to get wasted because it was used too early or too late, better yet go on WHM, do just that and tell me that Lining Dead is fine after that.


    Quote Originally Posted by TheRealQuah View Post
    I found DRK levelling incredibly fun. It's a massive improvement on SB DRK, it feels like it flows so well, and got rid of the awful clunkyness that was dark arts spam that was not interesting or engaging in any way.

    Waiting for discount Inner Release to come off of cooldown is boring, also I hate Inner Release as game mechanic and I just wish WAR was the only tank to have it...


    Quote Originally Posted by TheRealQuah View Post
    Carve and Spit could do with either restoring more MP, or having a 30s cooldown. Alternatively, make it so it gives dark arts instead of restoring MP.

    Like I said before, the animation is too long too enjoy it proper before next GCD is up. if the animation lasts a full GCD before GCD even comes up it needs to be on the GCD, if the animation last less than half of a GCD then it needs to be oGCD.
    (3)

  4. #4
    Player
    Cirdan-Faust's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    32
    Character
    Beor Faust
    World
    Hyperion
    Main Class
    Dark Knight Lv 80
    I like some aspects of this but I think the implementation of living shadow and surging dark side would be considered too complicated based on the level of difficulty of the other tanks.

    I think DRK just needs Delirium and Abyssal drain changed at minimum and living shadow needs another mechanic to make it more interactive if they really want to blow me away.

    I'm particularly salty about Delirium as using abilities without cost is antithetical to the resource management tank.
    (2)

  5. #5
    Player
    Jonnycbad's Avatar
    Join Date
    Apr 2015
    Posts
    2,249
    Character
    Seraphus Highwynn
    World
    Gilgamesh
    Main Class
    Lancer Lv 100
    I can see them adjusting potencies but not core concept or properties of skills. It seems like every skill a Tank has, the other tanks have a comparable skill. All tanks have a 30% cooldown, gap closer, ST/AoE gauge spender, skill that allows multiple gauge finishers, AoE DoT, self heal, short recast defensive, etc.
    (1)

  6. #6
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Jonnycbad View Post
    I can see them adjusting potencies but not core concept or properties of skills. It seems like every skill a Tank has, the other tanks have a comparable skill. All tanks have a 30% cooldown, gap closer, ST/AoE gauge spender, skill that allows multiple gauge finishers, AoE DoT, self heal, short recast defensive, etc.
    DRK animations are too long to even just enjoy looking because of things like enrage timers, which just make the job look clunky and makes it feel like most of DRKs abilities need to be GCD but have really high potency on said GCD to make up for the fact that they are on GCD.


    And yes I am aware that people probably hate or even cringe at such a concept, but with long animations like the ones DRK has, it feels like it needs to happen. If something takes longer than 1 GCD to finish, than it needs to be on the GCD. If takes less than half of a GCD to finish then it needs to be oGCD.
    (0)

  7. #7
    Player
    Absimiliard's Avatar
    Join Date
    Jul 2014
    Posts
    2,031
    Character
    Cassius Rex
    World
    Louisoix
    Main Class
    Gladiator Lv 90
    I like DRK's new play style (at least after you have a bit of Sks on it), but hoboy does its damage suck. Definitely needs some potency buffs. Would also say it needs better MP regen.
    (0)

  8. #8
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Absimiliard View Post
    I like DRK's new play style (at least after you have a bit of Sks on it), but hoboy does its damage suck. Definitely needs some potency buffs. Would also say it needs better MP regen.
    All of the skill speed, potency buffs, and MP regen in the world will not save DRK from being the most boring tank to play... because all you do is use your discount Infuriate to get discount Demi-Bahamut then use discount Inner Release for discount Fell Cleave spam...
    (5)

  9. #9
    Player
    jetfire117's Avatar
    Join Date
    May 2019
    Posts
    109
    Character
    Rujhezia Zima
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by DRKoftheAzure View Post
    All of the skill speed, potency buffs, and MP regen in the world will not save DRK from being the most boring tank to play... because all you do is use your discount Infuriate to get discount Demi-Bahamut then use discount Inner Release for discount Fell Cleave spam...
    Let's not pretend DRK is the only tank to have the "totally not_____ or discount_____" stuff.
    (4)

  10. #10
    Player
    Sancho_Nyanta's Avatar
    Join Date
    Jun 2019
    Posts
    80
    Character
    Sancho Nyanta
    World
    Famfrit
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by jetfire117 View Post
    Let's not pretend DRK is the only tank to have the "totally not_____ or discount_____" stuff.
    I agree. I see so many people getting so bent out of shape and acting like it is a much bigger deal than it actually is. Pretty much all of the tanks have a lot of similar features and abilities. TBH, all the tank job play fine and some of them do need a few tweaks but it is a fact that they do play different from each other. It just may be that the current form of the job may no longer be the job for people whom are dissatisfied with it. Sometimes these things just happen and you either have to adapt to what has changed, just switch jobs, or switch games.

    Like I don't really begrudge people whom offer small tweaks and suggestions, but people who put these crazy long posts with talking about complete reworks of the jobs are just silly and a waste of time IMHO. Likewise when I see posts of people whom are going, "I hate the way that this job is now and I'm quitting the job/game!" I'm left wanting to go, "Ok, o/ bye have a beautiful time!"
    (1)

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