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  1. #1
    Player
    PeacefulEdge's Avatar
    Join Date
    Jul 2019
    Posts
    52
    Character
    Cainhurst Alviritria
    World
    Louisoix
    Main Class
    Paladin Lv 80
    is the "Bunshin" skill from Ninja, as of 5.1 it now grants 5 stacks so your next 5 weaponskill executed Will have the "bunshin" effect, people commented before to change bw into this, doesnt change that you Will do 5 gcd of bw but ping, lag spikes, pressing it too soon( currently has a very tigh window to correctly use it), etc... will not make you lose the fith bw gcd.
    (2)

  2. #2
    Player
    cactuarzzzz's Avatar
    Join Date
    Jun 2019
    Posts
    375
    Character
    Zzz' Zzz
    World
    Unicorn
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by PeacefulEdge View Post
    is the "Bunshin" skill from Ninja, as of 5.1 it now grants 5 stacks so your next 5 weaponskill executed Will have the "bunshin" effect, people commented before to change bw into this, doesnt change that you Will do 5 gcd of bw but ping, lag spikes, pressing it too soon( currently has a very tigh window to correctly use it), etc... will not make you lose the fith bw gcd.
    Good Idea! You have my upvote.
    (1)

  3. #3
    Player
    Martine's Avatar
    Join Date
    Aug 2013
    Posts
    21
    Character
    Martine Aldin
    World
    Behemoth
    Main Class
    Dark Knight Lv 80
    You completely lost me at your desired destruction, not even nerf, of TBN. It's powerful because it needs to be. Please stop trying to push it back into meme status of Stormblood for raids. While it was godly in dungeons, there was zero reason to play it over WAR/PLD except for people like me that played because we loved it regardless.

    Honestly, that made me quit reading because it's our main non-magic damage mitigation. Furthermore, DRK would be beyond hated in dungeons because even 10% mitigation you asked for wouldn't be enough in multi-pulls.

    Again, please stop asking for nerfs to a solid, quite well balanced class that neither shines above nor outshines its co-role Jobs.
    (1)

  4. #4
    Player
    cactuarzzzz's Avatar
    Join Date
    Jun 2019
    Posts
    375
    Character
    Zzz' Zzz
    World
    Unicorn
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by Martine View Post
    You completely lost me at your desired destruction, not even nerf, of TBN. It's powerful because it needs to be. Please stop trying to push it back into meme status of Stormblood for raids. While it was godly in dungeons, there was zero reason to play it over WAR/PLD except for people like me that played because we loved it regardless.

    Honestly, that made me quit reading because it's our main non-magic damage mitigation. Furthermore, DRK would be beyond hated in dungeons because even 10% mitigation you asked for wouldn't be enough in multi-pulls.

    Again, please stop asking for nerfs to a solid, quite well balanced class that neither shines above nor outshines its co-role Jobs.
    Is this because TBN+Dark Mind in TEA?

    Btw I wasn't going to ask for tbn nerf any further, merely explain why it can cause imbalance but I'm still open for constructive suggestion from other people of how it should be.
    (0)
    Last edited by cactuarzzzz; 01-04-2020 at 09:49 PM.

  5. #5
    Player
    OdinelStarrei's Avatar
    Join Date
    Apr 2019
    Location
    Ishgard
    Posts
    363
    Character
    Odinel Starrei
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by cactuarzzzz View Post
    Is this because TBN+Dark Mind in TEA?

    Btw I wasn't going to ask for tbn nerf any further, merely explain why it can cause imbalance but I'm still open for constructive suggestion from other people of how it should be.
    Here's a detailed explanation why your combination of nerfing TBN and changing BW is a certain damage nerf. I made this post shorter, hopefully it gets read.
    On DRK, you need to pre-pull TBN the person whoever is pulling the boss. During most encounters where damage is important, that shield will break in 2-3 auto attacks, and grant a Dark Arts. Because you are starting the fight at 7000 MP, two things happen.
    1. You immediately start regenerating passive mana ticks, but more importantly
    2. You can use Blood Weapon on the first GCD hard slash before you reach the boss and attack WITHOUT overcapping your mana, and you can have Living Shadow active by the first Soul Eater.
    (Because of Living Shadow's delay, you need it up after the first Soul Eater so it hits with the raid buffs.)

    Dark Arts being granted by TBN breaks lets us STORE that 3000 mana for later usage in bursts. This is critical to getting off 12000 MP worth of EoS damage under raid buffs. If you were to design a theoretical opener on DRK with your changes in mind, it would have one less edge because you didn't give BW any MP regeneration. That's 550 potency after Darkside that would have been boosted by raid buffs that you are deleting without compensating by increasing the potency of any GCDs. You gave the blood, when arguably it's the MP on BW that's more important. Stockpiling mana using BW-DAs is not possible because of how quickly you need to activate Darkside in the opener. That's why people are saying you are nerfing damage. You removed the ability to stockpile mana with TBN and schedule heavy EoS usage under buffs, or at the very least, one less EoS.

    In my first post, I said change BW to Bunshin or revert it

    DRK slaps in TEA by the way, insane. I'll not clear it anytime soon, if ever, but it carries like nobody else can on the tanking front.

    Quote Originally Posted by Martine View Post
    I can get behind this change to BW. It would likely change up the meta as we wouldn't need a certain amount of SkS to comfortably fit them in.
    Unfortunately, you'd still need 2.38-2.42 to comfortably fit in five Delirium Bloodspillers. If Delirium was changed to gain MP, decrease the cost of EoS, or something that wasn't locked by GCDs, you could see alternate SkS builds for sure. But Delirium really locks us down into those SkS thresholds.
    (1)

  6. #6
    Player
    cactuarzzzz's Avatar
    Join Date
    Jun 2019
    Posts
    375
    Character
    Zzz' Zzz
    World
    Unicorn
    Main Class
    Red Mage Lv 80
    Quote Originally Posted by OdinelStarrei View Post
    Unfortunately, you'd still need 2.38-2.42 to comfortably fit in five Delirium Bloodspillers. If Delirium was changed to gain MP, decrease the cost of EoS, or something that wasn't locked by GCDs, you could see alternate SkS builds for sure. But Delirium really locks us down into those SkS thresholds.
    I don't want to join Delirium change discussion if I can help but what if Delirium give sks buff for 10 secs as well?

    Btw I wish there is a middle ground for a not high level player and the high level player. The current DRK is optimized for end game only but the fun part isn't only reside in the end game. I hope 5.2 solve this.

    [If I don't come back to reply, please know that it isn't because I'm trying to ignore you but because my free sub time limit is exceeding the quota,lol]
    (0)
    Last edited by cactuarzzzz; 01-05-2020 at 11:05 AM.

  7. #7
    Player
    Alaeacus's Avatar
    Join Date
    Nov 2019
    Location
    Rabanastre
    Posts
    120
    Character
    Alaeacus Orlandeau
    World
    Excalibur
    Main Class
    Paladin Lv 80
    To Mr.Yoshida and dev. [DRK 5.2 Request]:

    Please give me a better incentive to play DRK's "complicated" rotation over Paladin's less complicated rotation. Right now, I have almost ZERO reason to do all the extra button presses only to be equal or "on par" to Paladin.

    Also, survival rate in sub-par parties is NOT equal in my experience. I don't care what anyone says to the contrary. 9/10 times in roulette, somebody from my team is not yet a good player. 5/10 times that person is the healer. When I'm on DRK with a not-good healer, we usually wipe. When I'm on Paladin with a not-good healer, I Hallowed and Clemency that party to victory (solo often-times). I can't count the number of times I've been the only person alive in my 24-raid party as a Paladin (or myself and one healer in 8-man) and STAYED alive purely through Clemency while other party members are being raised. It's become a very common occurrence at this point.

    There is NO way I can do the same as a DRK only possessing a crappy heal skill locked by a 1-minute timer and an even crappier heal locked behind a three-hit single target rotation. No freakin' way.
    (0)
    Last edited by Alaeacus; 01-07-2020 at 03:17 AM.

  8. #8
    Player
    Martine's Avatar
    Join Date
    Aug 2013
    Posts
    21
    Character
    Martine Aldin
    World
    Behemoth
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by cactuarzzzz View Post
    Is this because TBN+Dark Mind in TEA?
    I haven't and don't plan to do TEA, but I'm the MT for a full clear Eden static. While I cannot offer insight to TBN+Dark Mind in TEA, TBN is a very helpful CD for my healers and is quite well balanced when compared to the other Jobs' comparable CDs.

    It doesn't heal us and requires 1/3 of our mana, so we can't just keep pop it whenever we like because of this. It's a consistent game of balancing the scales between "I can spend this mp" and "I have to save this mp". To offset it's strength, it has that large MP requirement to force us to learn when and where we need it vs when we can use that MP for an added oGCD damage skill.

    Nascent Flash is a good example of a comparable skill. It does only have 25s cooldown and heals for 50% of the damage you deal. If you wait for the right time or hold onto a certain amount of Beast Gauge, it's healing ability is easily able to keep up with TBN's health shield. It works differently and is reactive to incoming damage (fitting WAR's identity) rather than preventive like TBN. They are used differently, but fill very similar spots in the Job's kit.

    If anything and I'm not suggesting, I could potentially see the CD increased very slightly of no more than to 20s.
    (0)

  9. #9
    Player
    Martine's Avatar
    Join Date
    Aug 2013
    Posts
    21
    Character
    Martine Aldin
    World
    Behemoth
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by cactuarzzzz View Post
    Good Idea! You have my upvote.
    I can get behind this change to BW. It would likely change up the meta as we wouldn't need a certain amount of SkS to comfortably fit them in.
    (0)

  10. #10
    Player
    Jukebox12's Avatar
    Join Date
    Jan 2016
    Posts
    376
    Character
    Juke Fm
    World
    Behemoth
    Main Class
    Dark Knight Lv 73
    Quote Originally Posted by cactuarzzzz View Post
    4/5 of this requests are about defensive skills. I don't know what make you think it is a nerf to damage overall.
    If you die you are doing zero
    (0)

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