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Last edited by EnigmaticDodo; 11-15-2021 at 03:11 AM.
to be honest its been a common suggestion
and has its history with FFXI dark knight pretty much doing it
But its a odd concept for a tank taking your HP and also Dark knight in FFXI also had a stigma because of it
Interesting ideas, but impossible in practice due to how powerful healers are. Just slap a Regen on the DRK, and let them use all their HP consuming abilities for basically free.
Don't get me wrong, I'd love some HP management on my DRK, but it would be busted with the current healing.
Just make it spend max HP, that way only the DRK can manage the HP it loses with its own abilities. Healers would only heal the damage they take from other sources like it is right now.Interesting ideas, but impossible in practice due to how powerful healers are. Just slap a Regen on the DRK, and let them use all their HP consuming abilities for basically free.
Don't get me wrong, I'd love some HP management on my DRK, but it would be busted with the current healing.
Hey, that's a cool idea! I didn't even notice OP wrote that already, some kind of reverse Thrill of Battle
That would be really cool, and bring some risk-reward back.
OK, this is like an old requested form of an idea many players have requested, because the DRK in FFT and some of the drain overtime abilities from FFXI (dains for blood and hp). It would turn the job into a risk-reward tnk, which would have ended up like AST and SCH because proper toolkit use is basically, "um, no thinking plz, I'm watching netflix right now" and "healers adjust". Though proper implementation would restrict darkness/abyssal blade behind the blood gauge with sanguine and infernal being spammed to refill the MP bar and blood gauge and hp bar in vehemence using aoe dot drains, a stronger darkest night (in vehemence), and tank cooldowns to mitigate damage. Also, modifying living dead with bravely defaults "to hell with you" to add extra wipe protection during pulls. Basically, vehemence would be DRK's version of requiestat if they designed it like this. Though, ppl would def make a fuss about not being able to constantly spam darkness, and that it makes it hard to heal because the playerbase would just spam w/o considering sustainability, which is why ppl look at PLDs soloing bosses and think it's either broken/op or "OMG how did you do that" do to it's unique skill ceiling not being the same as it's skill floor
Last edited by MPNZ; 09-28-2019 at 07:23 PM.
Not gonna happen in this game, the devs are too scared to go out of the comfort zone of what safe tanking should be, hell they even changed convert to mana font. It would require more communication between healers and tanks, and also if there was no cd on those skills then the optimal way to play the job would be to spam those skills and have the healer heal you all the time, this would create a couple of issues, if they still dealt the same damage as other tanks, no one would want them in their group, if they dealth significantly more, then they would be the meta in every group and some healers would absolutely hate the idea of babysitting a tank that is killing themselves. I think some flavorful middle ground could be achieved but not with these devs, they have shown time and time again they don't want job design that inconveniences others or requires team play, every job should be able to play optimally within itself without requiring outside intervention. Old berserk was cool, but it required a sliver of team communication to play the job optimally, so it had to go. Even mana regening is now fully personal responsibility of healers. The design philosophy is clearly that every job should be it's own system that doesn't require others to function, whether that's good or bad is up to you.
It would actually be quite hard to balance.
Taking damage means more heal required which means less dps from healer if it forces them to use more gcd heal. A gcd heal is worth around 240~300 potency depending on the healer. So your ability must be worth that much for it to be dps neutral, so probably more for the effort.
But now you have the issue of balance with the other tank, If drk do the same dps as other tanks, then using that skill is a dps loss because other tank do the same damage while not needing extra heal. If drk does more than other tanks, then it becomes potentially better. If healer manage to heal the extra damage without spending gcd heal through clever use of ogcd, then it becomes meta.
It would cause a lot of issue, it would be fine if the damage done to self would be healed through other mean, since tank can take a few hit it would work. But then you don't really have your fantasy of doing more dmg by loosing hp.
These kind of mechanic work well in solo game where you control every parameter like bravely default.
But in an mmo where a dps disparity of 2% is frown upon, that's a worm box I wouldn't open
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