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  1. #1
    Player
    Awful's Avatar
    Join Date
    Jul 2015
    Posts
    1,280
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Deceptus View Post
    Also note, all the changes they did made the lower levels suuuuck.
    Can agree, idk why you have to wait until 70 for TBN, you get Dark Mind while leveling which is...yay? I'd propose getting TBN at 60 and get Delirium at 70 that way you have your strongest on demand tank CD while leveling and makes it more bearable instead of waiting 30+ levels for it.

    Quote Originally Posted by DemonicNeko View Post
    Honestly that would be an over all buff. With us having a hard time knowing what is a magic and physical damage. Cause the devs do not want to add a second color to the scrolling damage numbers. We have do go through combat logs and see what is what. It like how hard is it to just add orange numbers in for magic damage. After all the numbers get bigger when it crit and direct hit damage. So why not make yellow for physical and orange for magical.
    Make it 10% then, numbers can be tweaked, the nerf from 30%>20% was unjustified for a situational CD that way we can use it in every situation rather than just magical I feel like Dark Mind is just in an awkward spot much like Living Dead is and there's many ways they can fix both.
    (1)
    Last edited by Awful; 08-23-2019 at 02:44 PM.

  2. #2
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Delirium instead of make blood skills free make edge/flood free cost, this will make us want to spend our MP over the downtime instead of saving it for burst windows, this with a reduction CD of carve and spit/abyssal drain to 30s will solve the slow feeling of the Job and his identity. adjustments to blood weapon to the issues you point will help too.

    And extend the duration of TBN or just nerf the shield back to 20%, it's just to easy to get punished for this and 500p are no joke.
    (8)

  3. #3
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,481
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Mithron View Post
    I really like how they play in SHB, but I hate how low their damage is for the effort required to play properly particularly over PLD. IMO, the tank DPS should be WAR > GNB > DRK > PLD with their utility reflected off that.
    Tank DPS contributions should be roughly equal across the board.

    Even if you did want to differentiate them via DPS I don't see why WAR should automatically be in the top spot.

    I don't see any especially compelling gameplay reason for it, from a gameplay perspective they're one the easiest tanks and should if anything be on the lower end of the DPS spectrum.

    From a lore perspective the Dark Knight is just as overzealous in combat as Warrior is, maybe even more so.
    (4)
    Last edited by Jandor; 07-18-2019 at 05:33 PM.

  4. #4
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    1) FIX LIVING DEAD. This is BEYOND a "should have been fixed" issue. if you want it to kill us because a healer was asleep at the wheel, just change it to automatically afflict the DRK with weakness and not cost the DRK downtime from death, and the healer/SMN/RDM mana from the rez.
    2) Dark Mind nerf. Revert this.
    3) Salted Earth/Abyssal Drain. Up the potencies.
    4) Blood Weapon. Extend the duration to 15s.

    The rest is just stuff I would like to see but feel would be too much.
    5) Living Shadow. Make it's entire time of actively doing damage to the boss be a full twenty (20) seconds. Alternatively, give it a way to leave the arena in an impactful manner akin to Automata Queen / Bahamut/Phoenix-egi.
    6) TBN. 7s is not enough time for a 25% shield to burst unless it's a tank buster, or a mass pull. Countless times I've used it and it not break from boss auto attacks alone. It is worthless and not worth using for fluff mitigation due to the cost associated from it failing to break. Frankly, TBN is a design and balance nightmare in this regard I feel as there's no one way that'd please everyone to make this skill better.
    (10)

  5. #5
    Player
    ProfGuard's Avatar
    Join Date
    Jan 2016
    Posts
    7
    Character
    Pro Guard
    World
    Tonberry
    Main Class
    Gladiator Lv 51
    Living Dead should have been changed ages ago. I feel betrayed when I saw what GNB could do with Superbolide.
    If SE must retain the healing aspect of Walking Dead, they should at least make the heals rewarding and not punishing.
    As a suggestion, why not have Walking Dead be also impervious to most damage and have the healing requirement checked at the end of its duration, not automatically be deactivated when fully healed. Thereby, DRKs can leave Walking Dead with full HP at the end of its entire duration, which I think is the LEAST we deserve for having our lives depend on harsh conditions.
    (4)

  6. #6
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    I think that the following changes should help DRK be more enjoyable:
    • The Walking Dead buff needs to be split into two different effects with the same duration: a Walking Dead buff (Most attacks cannot drop you below 1 hp) and a Doom debuff (DRK dies when the duration ends. Heal DRK to full to remove).
    • Carve and Spit should have it's recast timer dropped to 30s and possibly scale damage based on remaining MP. (Less MP greater the damage)
    • Abyssal Drain should have a 30 sec recast, 2 charges and heal 600 Cure potency per use instead off 200 per target. This would give DRKs the equivalent of the 1200 potency heals that the other Tanks have.
    • Salted Earth should have a 25s recast and 15s duration.
    (4)

  7. #7
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    I haven't leveled DRK to 80 yet since I don't have Shadowbringers (only have it to 70). Plus, it's my first tank I've fully leveled up, but here are my thoughts.
    • Living Dead needs a rework, but I don't know how SE can change it. The only thing I can think about is the healing requirement. Perhaps lower it to around 50-60%.
    • Some of the cooldowns on the oGCDs need to be lowered. Salted Earth feels so weak because of the 90 second cooldown. I'd lower it to 45 seconds and buff the potency from 60 to 70.
    • Both Abyssal Drain and Carve and Split needs to have their cooldowns reduced to 30 seconds. I don't care if you nerf the damage or the HP and MP regain of both moves. Reducing the CD will definitely make up for it.
    • Undo the Dark Mind Nerf.
    • Have TBN cost no MP. GNB has a similar shield called Heart of Stone that costs no MP, so why can't TBN be the same? Buff the skill by having it cost no MP, have a recast time of 25 seconds, and increase the duration to 9s so it gives more time for the shield to break.
    (0)

  8. #8
    Player
    Jandor's Avatar
    Join Date
    Jan 2014
    Location
    Ul'dah
    Posts
    3,481
    Character
    Tal Young
    World
    Cerberus
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by currentlemon View Post
    [*] Have TBN cost no MP. GNB has a similar shield called Heart of Stone that costs no MP, so why can't TBN be the same? Buff the skill by having it cost no MP, have a recast time of 25 seconds, and increase the duration to 9s so it gives more time for the shield to break.[/LIST]
    Heart of Stone isn't a shield, it's damage reduction, and it's only 15% not TBNs 25%, and TBN is also essentially free if you time it right and it pops.

    I could support making it a tad cheaper, or increasing the duration, but totally free is a bit much.
    (1)

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,917
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by currentlemon View Post
    • Have TBN cost no MP. GNB has a similar shield called Heart of Stone that costs no MP, so why can't TBN be the same? Buff the skill by having it cost no MP, have a recast time of 25 seconds, and increase the duration to 9s so it gives more time for the shield to break.
    Quote Originally Posted by Jandor View Post
    Heart of Stone isn't a shield, it's damage reduction, and it's only 15% not TBNs 25%, and TBN is also essentially free if you time it right and it pops.

    I could support making it a tad cheaper, or increasing the duration, but totally free is a bit much.
    Why would TBN need even that? You'd need to take what would have been 118% of your max HP over HoS's duration for HoS to actually absorb as much damage as a TBN, despite TBN being on a cooldown only 60% as long. And, they're both free, unless you use TBN stupidly. TBN is absurdly powerful right now, with its only real issue being one of scaling -- eventually no longer being able to pop it when badly overgearing dungeons because it just absorbs so damn much. It, should, by all rights, be reduced towards more like 15% HP on nearer a 25-second cooldown if we're looking for parity...

    Don't get me wrong, I think TBN needs its 15s CD; it keeps it way more engaging to absorb the skills between the skills others can absorb with their 25s skills. But, I wouldn't be sad to see it be cut down to 20% HP or even 15%.

    And, in the meanwhile, just looking forward to Living Dead being made more intuitive, a Dark Mind adjustment, Abyssal Drain doing far more at low target counts without losing its AoE scaling, self-healing perhaps getting moved to Bloodspiller (and more significantly) for ease of timing, and --above all-- not arbitrarily having certain tankbusters snapshot our mitigation sooner than others (so that if TBN at .7 seconds or so (+ ping) before cast-finish works on one skill, it works on all others, too).
    (2)
    Last edited by Shurrikhan; 08-07-2019 at 04:34 PM.

  10. #10
    Player
    Ryulaido's Avatar
    Join Date
    Jul 2016
    Posts
    54
    Character
    Shujinko Yusha
    World
    Odin
    Main Class
    Paladin Lv 80
    I would say , add old skills back like his DoT Scourge that would be a big help for more dps at least (and also cooler animations compared to the current animations cause this skill looked real good) and also it would be cool to bring skill animations back like the old 2 spin slice animated delirium which was an level 50 alternative combo finisher or power slash. bring back those 2 skills as an Ogcd skill that you can use with like 250-300 potency.
    (2)

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