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  1. #25
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,847
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Nedkel View Post
    From design perspective DRK is still better made than Samurai which has a lot of bloat skills and even useless ones.
    Many are lackluster, but none are useless (apart from perhaps Guren in 8-mans, though we could then make the same argument of Shadowbite, Foul, Flare, Flood of Shadows, etc.). Even Third Eye-Seigan is still a free 28 potency per use.

    And why is that interaction, and similar ones, so pointlessly weak? Partly, no doubt, to allow greater freedom in raid damage timings since a stronger effect would imbalance SAM's performance between fights with raid damage every 15 seconds compared to less frequent damage (even if only faintly). But mostly? Because of the same skillgap-gutting that's rampant across the tanks...

    So, what's the solution, then? Since we've already gutted these mechanics, do we just give them the mercy blow? Extend combo length to 12 seconds so Delirium, Inner Release, and Gnashing Fang combo with Bloodfest and 2 cartridges already loaded can't possibly run into issues? Get rid of Storm's Eye and Upheaval altogether after that? Or, do you actually make controlling those mechanics matter again, and bring back the means and rewards for doing so?

    Quote Originally Posted by MariaArvana View Post
    While I do agree with your points, I would like to nitpick this one a tad. The multi-hit abilities still see use in 8-mans depending on fight design, due to a decent size of them being a dps gain when used on 2 targets.
    I realize, which is why I said "perhaps", since some 8-mans will give a second target to cleave. But, that just brings the point home further: there are no actually useless abilities in that toolkit, even if some could be consolidated via conditionals.
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    Last edited by Shurrikhan; 10-11-2019 at 04:50 PM.

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