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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,016
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Seku View Post
    1. Lower the cost of the TBN to like half of a Edge / Flood of Shadow and extend the duration of the shield by like 3 seconds. This will be a small reward for people playing the class right as then you will then be in a DPS gained situation as a reward for having the shield burst and mitigating damage, and bring back some of the "Hit me and I hit you back" game play.
    2. Lower the Recast time of Abyssal Drain to like 30-45 seconds.
    3. Allow for the second hit on our AoE combo to restore a small amount of HP per hit.
    4. Get rid of the nerf to Dark Mind, maybe up it's mitigation due to it only stopping Magic Damage. I think the same should be done with RI on warrior. Or make it so that they both just block both damage types.
    5. Raise Dark Missonary's aoe magic reduction up to 20%. No reason why it should be lower than PLD's passage of arms.
    1. That would remove any risk to arguably the most powerful mitigation/sustain-over-time CD in the game outside of Nascent Flash-Chaotic Cyclone-Chaotic Cyclone-Decimate-Decimate on trash.
    2. That's fine, actually.
    3. Why? You just gave that over to Abyssal Drain, and Stalwart Soul is already powerful enough to make Quietus painfully situational in trash where you can make use of TBN on CD.
    4. RI blocks all damage. Camouflage is the only other typal mitigation, via parry, but even it has a universal mitigation component to an average total of 15% mitigation. RI, like Shelltron, are also not equivalents to DM. Their slot equivalents are effectively Thrill of Battle on Warrior and non-existent (replaced by base block chance) on Paladin.
    5. Passage of Arms is a longer CD which costs the PLD its movement, any further mitigation opportunities, and its uptime -- in many ways the most punishing CD in the game if used outside of jump phases, especially given that the buff can still be slow to apply to higher-latency party members, making it difficult to reliably weave. There is absolutely no way DRK should have something stronger than that, "anti-magic" tank or no.
    (1)
    Last edited by Shurrikhan; 08-22-2019 at 05:46 AM. Reason: last decimate a typo

  2. #2
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Shurrikhan View Post
    1. That would remove any risk to arguably the most powerful mitigation/sustain-over-time CD in the game outside of Nascent Flash-Chaotic Cyclone-Chaotic Cyclone-Decimate-Decimate on trash.
    Curious how you're putting 4 GCD's (lets be generous and say 2.35s) in a 6 second window?
    (1)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

  3. #3
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Deceptus View Post
    Curious how you're putting 4 GCD's (lets be generous and say 2.35s) in a 6 second window?
    0 latency.

    -.5 for the ability activation, first gcd at 5.5, 3.0, .5

    Edit: Hoooo, i mussed there.
    (0)
    Last edited by Kabooa; 08-22-2019 at 05:45 AM.

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,016
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Deceptus View Post
    Curious how you're putting 4 GCD's (lets be generous and say 2.35s) in a 6 second window?
    Typo; one Decimate too many. Largely irrelevant to its relative power, though, given that it only takes at most a Chaotic Cyclone and a Decimate to outperform TBN anyways if against 5+ targets (your minimum full pull) thus being able to outburst TBN every other time and break even with it the other use per minute -- hence, TBN's lone competitor for flat miti/sustain over time.
    (0)
    Last edited by Shurrikhan; 08-22-2019 at 12:48 PM.

  5. #5
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by Shurrikhan View Post
    1. That would remove any risk to arguably the most powerful mitigation/sustain-over-time CD in the game outside of Nascent Flash-Chaotic Cyclone-Chaotic Cyclone-Decimate-Decimate on trash.
    2. That's fine, actually.
    3. Why? You just gave that over to Abyssal Drain, and Stalwart Soul is already powerful enough to make Quietus painfully situational in trash where you can make use of TBN on CD.
    4. RI blocks all damage. Camouflage is the only other typal mitigation, via parry, but even it has a universal mitigation component to an average total of 15% mitigation. RI, like Shelltron, are also not equivalents to DM. Their slot equivalents are effectively Thrill of Battle on Warrior and non-existent (replaced by base block chance) on Paladin.
    5. Passage of Arms is a longer CD which costs the PLD its movement, any further mitigation opportunities, and its uptime -- in many ways the most punishing CD in the game if used outside of jump phases, especially given that the buff can still be slow to apply to higher-latency party members, making it difficult to reliably weave. There is absolutely no way DRK should have something stronger than that, "anti-magic" tank or no.
    1. As stated by someone else earlier, there can be other draw backs placed with it, or re-arranged into something more balanced. As is though The blackest Night is DPS neutral and if you don't break the shield, you lose out. I'd rather see a bigger reward attached to it, such as a DPS gain. Because just about anything else that they could (or rather be willing to) apply would be seen as bad.
    3. Because Abyssal drain is attached to a CD and Dark Knight has no drain abilities that really stick out. I suppose you could also apply it to Qutis, that would be cool too.
    4. Did not know that (that's what I get for not playing Warrior right away). This only further's my argument though that Dark Mind should be a bit stronger or block both damage types.
    5. That all sounds like a knee-jerk reaction. I'd have personally mention the range and how cumbersome it can be to use as a main tank. But in either case, I still believe Dark Missonary should be 15-20% party mitigation for aoe damage due to the fact it's magic only, simply due to the fact that unlike Passage of arms, you don't have a knee-jerk reaction. You have to learn what the aoe is and in any type of raid damage where you are facing physical damage, it becomes useless. Point being that if something is niche, that ability in said niche should be powerful.
    (0)

  6. #6
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by Seku View Post
    1. As stated by someone else earlier, there can be other draw backs placed with it, or re-arranged into something more balanced. As is though The blackest Night is DPS neutral and if you don't break the shield, you lose out. I'd rather see a bigger reward attached to it, such as a DPS gain. Because just about anything else that they could (or rather be willing to) apply would be seen as bad.
    DpS gains are bad as it would more than likely force Dark Knights into the MT position. This goes against why most of the counter attack actions were removed.

    5. That all sounds like a knee-jerk reaction. I'd have personally mention the range and how cumbersome it can be to use as a main tank. But in either case, I still believe Dark Missonary should be 15-20% party mitigation for aoe damage due to the fact it's magic only, simply due to the fact that unlike Passage of arms, you don't have a knee-jerk reaction. You have to learn what the aoe is and in any type of raid damage where you are facing physical damage, it becomes useless. Point being that if something is niche, that ability in said niche should be powerful.
    I'm pretty certain that there are no non-Shadow non-Magic damage raidwides. While Dark Missionary might look inferior in a vacuum, in practice Dark Missionary and Heart of Light are equal save for cases where HoL is used to protect the MT from physical attacks.
    (0)

  7. #7
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    DpS gains are bad as it would more than likely force Dark Knights into the MT position. This goes against why most of the counter attack actions were removed.
    Just put TBN on the other tank.
    (3)
    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.

  8. #8
    Player
    Arsthan's Avatar
    Join Date
    Jun 2019
    Posts
    28
    Character
    Lythan Rhae
    World
    Odin
    Main Class
    Gunbreaker Lv 80
    Quote Originally Posted by Ultimatecalibur View Post
    DpS gains are bad as it would more than likely force Dark Knights into the MT position. This goes against why most of the counter attack actions were removed.
    I don't quite see as to why it would force DRKs into MTing? Sure, it is slightly easier to use it without a target so you as the DRK get it, but that's far from a reason why it would make him a better MT. You can still use it as the OT, even if it's slightly more annoying to target the MT with it, but like... that definitely is not a good reason when you can macro it (I'm not completely advocating to macro it, you still have way more control over it when you just do it manually). And targeting someone manually is more about getting used to it, nothing hard there.

    In fact, a DPS gain on TBN would turn TBN into an actual mechanic for DRK, rather than a defensive CD. Currently, you have little reason to use it outside of tank busters, but if you give it a DPS gain, you suddenly want to pop as many TBNs in a fight as you possibly can. This would result in bigger gap between good and bad players, which is exactly the opposite of what SE tries to achieve. However; I do think that a gap between players is important for the game. People who plan to stick with the game would want to get better and better at a job they play, but when there's little room for improvement, it mostly becomes "Why bother? If I'm playing mostly perfectly whithout any practice, is there really a need to try harder when there's no actual reward other than bragging rights?".

    As to what would be considered a DPS gain, the plain and easy way is to make EoS a direct crit under DA. Personally, I think that'd be boring. I'd much rather see something like a DoT, an attack speed buff or keeping the current DA effect while giving back some MP to increase the usage of EoS throughout the fight. While we're at it, please keep it 3k MP, lowering the MP would be a DPS increase too, but you also lower the risk of the skill.
    (1)
    Last edited by Arsthan; 08-22-2019 at 08:57 PM.

  9. #9
    Player
    Reynhart's Avatar
    Join Date
    Jul 2011
    Location
    Ul'Dah
    Posts
    4,605
    Character
    Reynhart Kristensen
    World
    Ragnarok
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Arsthan View Post
    I'd much rather see something like a DoT, an attack speed buff or keeping the current DA effect while giving back some MP to increase the usage of EoS throughout the fight.
    I posted earlier something like that. You give a 15s duration to Dark Arts, you still spend it to have a free Edge/Flood but while Dark Arts is active, you gain a speed boost. So if you want to take the most out of TBN, you wouldn't use it if you need to reapply Darkside really soon.
    (1)
    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.

  10. #10
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,016
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Seku View Post
    5. That all sounds like a knee-jerk reaction. I'd have personally mention the range and how cumbersome it can be to use as a main tank. But in either case, I still believe Dark Missonary should be 15-20% party mitigation for aoe damage due to the fact it's magic only, simply due to the fact that unlike Passage of arms, you don't have a knee-jerk reaction. You have to learn what the aoe is and in any type of raid damage where you are facing physical damage, it becomes useless. Point being that if something is niche, that ability in said niche should be powerful.
    Okay, let's review.

    HW Dark Mind. 60-second cooldown. 15% mitigation. 30% on Dark Arts. Comparable to Equilibrium, which would usually heal for far more than DM's base absorption.
    HW Dark Dance. 60-second cooldown. 30% increased chance of ~25% physical mitigation. 20% chance 100% mitigation to all damage types on Dark Arts. Comparable, again, to Equilibrium, which would usually heal for more than DD's base absorption.

    Are these (1) a sign of DRK being an "anti-magic tank" or (2) simply a "tank" with a more discreet potency-cost option for its increased mitigation, comparable to, say, Inner Beast (without the necessary stance-swap and attached 10-second committal)?

    HW Delirium. 10% Intelligence down. Compare to HW PLD's Rage of Halone for 10% Strength down and HW WAR Storm's Path for 10% damage down.

    Again, is this that (1) DRK was uniquely an anti-magic tank or (2) WAR was uniquely (and perhaps overly) versatile?

    I would argue the latter in both cases. WAR was generally right up there as an anti-magic tank. DRK simply allowed for more discreet and layered control over its kit.

    If you're going to call preferring that one tank's only percentile AoE mitigation -- at a greater cooldown and far lesser applicability than, and massive cost relative to, Dark Missionary -- should be weaker than the far more easily utilized and shorter cooldown DRK percentile AoE mitigation tool, then at least show me, definitively, how XIV DRK's primary theme was that it was "anti-caster" despite having little to no eHP advantage against magic over the other tanks in HW and SB respectively.

    tl;dr: DRK is not an anti-magic tank, never has been, and hopefully never will be, because that would just be an outright nerf without any real addition of identity. It's identity was more numerous and precise means of manipulation, or trade-offs, in its mitigation toolkit and above-average counter-play. And, unwittingly or not, you're asking that such an identity would be even further squished just to push DRK towards a state in which it is faintly advantaged in certain fights and effectively banned from the rest.

    Also,
    Quote Originally Posted by Ultimatecalibur View Post
    While Dark Missionary might look inferior in a vacuum, in practice Dark Missionary and Heart of Light are equal save for cases where HoL is used to protect the MT from physical attacks.
    The two skills are identical.
    Heart of Light: 15y range. 90-second CD. 15-second duration. 10% magic-only mitigation.
    Dark Missionary: 15y range. 90-second CD. 15-second duration. 10% magic-only mitigation.
    (0)
    Last edited by Shurrikhan; 08-22-2019 at 12:56 PM.

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