Good Idea! You have my upvote.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.
Is this because TBN+Dark Mind in TEA?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.
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.
Last edited by cactuarzzzz; 01-04-2020 at 09:49 PM.
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.
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.
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?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.
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]
Last edited by cactuarzzzz; 01-05-2020 at 11:05 AM.
These are terrible ideas.1."Living Dead"
Problem : Without the Healer, this ability is basically a suicide button.
Request : Please remove healing requirement and K.O punishment effect from Living Dead.
--------------------------------------------------------------------------------
2."Sole Survivor"
Problem : DRK is lacking a reliable hp restoration ability.
Request :
Bring back this ability and allow DRK to acquire this ability at Lv.45, Remove "MP Restore" effect, Recast Time reduced to 60 seconds.
------------------------------------------------------------------------------
3."Dark Mind"
Problem : DRK does not benefit from Reduces magic vulnerability at low level. The chance to receive magical damage is rare.
Request : Acquire at lv.58 Instead of 45. Retain Reduces magic vulnerability by 20% + Reduces [physical] damage taken by 10%
----------------------------------------------------------------------------------
4."The Blackest Night"
Problem : The Blackest Night is too powerful.
Request :
Damage Absorbtion reduce from 25 to 15-20%.
Recast Time increase from 15 seconds to 60 seconds.
No longer grant Dark Art
No MP requirement.
--------------------------------------------------------------------
5."Blood Weapon"
Problem : Occasionally, due to accident,ping, mistakes, out of range, players are unable to land 5 gcd skills in 10 seconds duration of Blood Weapon.
Request : *Edit* Please make it work similar to bunshin like this comment says
LD requires a bit more preparation compared to the other invulns, but not by much. The only one that is "safe" at all times is HG. Holm and SB work best by preparing your healers for it, which isn't any different than LD. LD also has the advantage of a longer overall duration of immunity when used correctly (10s vs the 8 of Holm and SB).
While I sympathize with people who have issues with LD in solo content, outside of Eureka I've never found myself at a loss for survivability on any of the tank jobs. While a part of me does miss the halcyon days of WAR being able to self-heal with a pair of back-to-back IB crits, things really aren't that bad now. Most of the issues people have with invulns can be solved with some communication before hand.
Now, something I would like to see is a return to something more akin to the old blood/MP feedback loop DRK was capable of in SB with Blood Price on a big group pull. I understand the same thing can't be achieved here in ShB for a variety of reasons, but more interaction between DRK skills beyond just TBN granting Dark Arts and Delirium/BW granting MP would be appreciated. Maybe a Shoha-like mechanic where Delirium and BW grant stacks of a buff that makes the next CnS and AB available regardless of cooldown. Call it "Bloody Abyss" and "Delirious Butchery" or something, I dunno.
Point being, I overall like DRK as it is now, but would prefer a bit more complexity in it, and in all the tanks to be honest (although GNB is basically perfect where it is). So I can understand your sentiment.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.