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  1. #21
    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 TouchandFeel View Post
    - Unleash, Stalwart Soul and Unmend are changed from spells to weaponskills like every other tank. Them being spells makes no sense and conflicts with tanks stats.
    Them being Spells is fine and they are not alone in the Weaponskill/Spell medley as Paladin also has to deal with Holy Spirit, Holy Circle and Confiteor being Spell and Sks not shortening cast/recast timers. DRK having an inverted AoE rotation (Spell normal rotation/Weaponskill burst rotation) in comparison to the Paladin's (Weaponskill normal rotation/Spell burst rotation) lets both be a bit distinct from the other 2 tanks.
    (0)

  2. #22
    Player
    Awful's Avatar
    Join Date
    Jul 2015
    Posts
    1,280
    Character
    Awful Name
    World
    Faerie
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by shao32 View Post
    So to the point dark mind needs to be touched, DRK mitigation kit is busted we all know that and against magical TB the job is beyond broken thanks in great part to dark mind + TBN so yeah for the sake of balance dark mind needs to be nerfed to avoid being abused like it's currently being done and changed a bit to DRK no longer have to be in the situation of being weak on physical or to busted on magical without middle term.
    No Dark Mind doesn't need to be nerfed or altered DRK is fine where it is the only things they need to touch are small QoL buffs such as Blood Weapon it's mitigation is stellar and that's what makes it stand out vs the other 3 tanks. It's got great uses in all forms of savage content before 5.2 comes out (E1S Lazors/double Lazors, E2S TBs, E3S TBs/double stack in Tsu 2/Black Smokers, E4S for Titans magical fists and Tumults) it flows nicely and TBN lines up naturally with almost all TBs/critical damage like E1S bleeds or Titans car attack.

    If we're talking useless look at PLD in HW where it couldn't block magic and it was a detriment to bring vs WAR/DRK which was busted that's a better example of busted mitigation where you have Storms Path + Reprisal + old Delirium + Dark Arts'd DM where poor PLD didn't have that luxury.
    (1)

  3. #23
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Danelo View Post
    I understand that tbn + dm is powerful but isn't that appropriate when considering the strengths and weaknesses within the ranking role? DRK is by most accounts meant to be the lead in mitigation which is why dm having no physical mitigation aspect to it is strange. You wouldn’t make NF (or another stand-in self-sustain tool) ineffective in 50% (or whatever percent physical to magical attacks there are), same goes for PLDs utility, or GNBs dps. It’s a unique strength to their class to make them stand apart.

    Mitigation is DRKs strength this expansion so it makes no sense to have DM gimped (especially when their self-sustain has been nerfed beyond recognition).
    when a strength is to strong i consider it a problem to have looked at, i always up in to variety and unique perks but if something stands to make a job mandatory/ highly prefered due how strong is his perk then i consider it a problem, Dark mind + TBN combo needs to be tunned down, recast increased, mitigation potency nerfed whatever its needs to be done, DRK self sustain is not really a excuse since it have the strongest pasive self heals and PLD for example don't even have one without costing him dps.
    many ppl pick DRK even when they recognice they would have way much more fun with other tanks bcs how strong is his mitigation, so basically they pick the job bcs his mitigation is busted and they like that and thats a balance problem and it's not like we lack proofs of this due how DRK rules TEA the same conten where we are supose to be balanced at.

    Quote Originally Posted by Awful View Post
    No Dark Mind doesn't need to be nerfed or altered DRK is fine where it is the only things they need to touch are small QoL buffs such as Blood Weapon it's mitigation is stellar and that's what makes it stand out vs the other 3 tanks. It's got great uses in all forms of savage content before 5.2 comes out (E1S Lazors/double Lazors, E2S TBs, E3S TBs/double stack in Tsu 2/Black Smokers, E4S for Titans magical fists and Tumults) it flows nicely and TBN lines up naturally with almost all TBs/critical damage like E1S bleeds or Titans car attack.

    If we're talking useless look at PLD in HW where it couldn't block magic and it was a detriment to bring vs WAR/DRK which was busted that's a better example of busted mitigation where you have Storms Path + Reprisal + old Delirium + Dark Arts'd DM where poor PLD didn't have that luxury.
    when a encounter have enough magic damage in a fair rate this put DRK in a unfairly position of superiority, on normal basics DRK is already the strongest mitigation tank, if we start adding magical attacks DRK have so much mitigation that no tank can compete against that and put it on a situation where DRK just faceroll the content, TEA is our most recent example, Dark mind needs to be put on a 90s recast to avoid the DM +TBN combo face roll every single magical TB, the diference of dps it's minimun and the utility it's almost the same (DRK have TBN surpasing all single target utility and PLD pay his excesive party utility with less personal mitigation) so why the diference on mitigation have to be so big? i understand no body want something to be nerfed but this case it's pretty obvious that dark mind needs to be balanced to avoid the extra superiority on a job that already surpas everyone on mitigation on content where magical is non-existed.
    (0)
    Last edited by shao32; 02-14-2020 at 02:29 AM. Reason: Wording and some words mistakes

  4. #24
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,380
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    I think AOE combo needs to be like PLD where you can perform the combo before lvl 50. As tanks often we are the most requested role for leveling or 50 dungeons and having it locked at its current state or lvl 52 is just bad.

    Living Dead should just be you cant die for 10 seconds, remove the healing requirement.

    Dark Mind, you should add a parry chance or an effect where magical attacks heal you for a percentage of the damage done.

    Blood Weapon should decrease weaponskill recast timers and last for 5 GCDs not 10s.

    Abyssal Drain should be a 30s cooldown and have 2 charges at the cost of potency.

    Delirium-->

    Resets the cooldown timer for living shadow.
    Grants 50 Blood
    Activate Delirium again after cast to cast scourage which applies an AOE dot.
    There needs to be a big finisher move at the end of this burst window

    Really anything other than what delirium is now.
    (0)

  5. #25
    Player
    Kisshu's Avatar
    Join Date
    Mar 2014
    Posts
    482
    Character
    Nica Kisshu
    World
    Ragnarok
    Main Class
    Thaumaturge Lv 100
    Wouldn't mind if DRK got some more HP related abilities to tie it with older designs.

    New trait: Gain blood gauge when loosing HP in combat, 1k hp = 1 point on guage

    New ability: Dread Spikes, similar to WAR vengeance, but instead of the dmg reduction, the DRK is healed for the damage amount dealt to enemies

    New trait for blood weapon: When out of tank stance, blood weapon will now drain 5% of the DRK's HP per WS and convert it into extra damage. This 5% HP lose will trigger the first trait, giving more blood guage.
    (0)

  6. #26
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Kisshu View Post
    Wouldn't mind if DRK got some more HP related abilities to tie it with older designs.

    New trait: Gain blood gauge when loosing HP in combat, 1k hp = 1 point on guage
    So basically bring back Blood Price ability.

    Quote Originally Posted by Kisshu View Post
    New ability: Dread Spikes, similar to WAR vengeance, but instead of the dmg reduction, the DRK is healed for the damage amount dealt to enemies
    Bloodbath+Vengeance sounds good if it's all damage dealt and not just reflect/spike damage.

    Quote Originally Posted by Kisshu View Post
    New trait for blood weapon: When out of tank stance, blood weapon will now drain 5% of the DRK's HP per WS and convert it into extra damage. This 5% HP lose will trigger the first trait, giving more blood guage.
    Meh...? How much more extra damage exactly...?


    Good suggestions but you would need to address the 1-2-3 spam by asking for another combo for DRK, or shout out to people who provided suggestions that may or may not be good that addressed the 1-2-3 spam...
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  7. #27
    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 Kisshu View Post
    Wouldn't mind if DRK got some more HP related abilities to tie it with older designs.

    New trait: Gain blood gauge when loosing HP in combat, 1k hp = 1 point on guage
    New ability: Dread Spikes, similar to WAR vengeance, but instead of the dmg reduction, the DRK is healed for the damage amount dealt to enemies[/quote]

    These sorts of Main tank abilities are unlikely to return as they want to keep the MT and OT rotations and DpS as close to the same.

    New trait for blood weapon: When out of tank stance, blood weapon will now drain 5% of the DRK's HP per WS and convert it into extra damage. This 5% HP lose will trigger the first trait, giving more blood guage.
    You are pretty much designing a suicide move here that will only make the healer's job harder. They have also said that they are not doing hp sacrificing moves since they don't really work in ffxiv's design.
    (0)

  8. #28
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Rather than remove Salted Earth, I would much rather have that skill reworked. I despise using it, but not because of how watered down it's become. It has always been a pain in the ass to use and feels clunky. I would much rather the AoE generate from the DRK so he/she does not have to deal with the placement marker. I love using skills like Arms Length and Reprisal, which effectively mitigate incoming damage, so I would love a way to return that damage in the same manner.

    Delirium rework is a must. x5 Bloodspiller has got to go. The power of Delirium should be on par with its animation, which is awesome as eff. That is about all I have to say on that one.

    My stance on Living Dead has changed. Healing has not scaled in the same manner that tank HP has. This needs to be addressed either on the healing side or LD reworked.

    Remove gauge cost for Living Shadow. It has a 120s CD for crying out loud. This will likely happen in 6.0 anyway, and DRK given another blood spender with an equally long CD duration.

    I dislike Edge/Flood being MP spenders while their non-weaponskill GCDs are MP free. I can be far more reckless with my MP so long as I have enough in the chamber for TBN, and upkeep of Darkside is equally brainless. I feel it should be reversed to give DRKs more engagement and interactions with their kits.

    I like that shattering TBN grants Dark Arts. I strongly dislike that Dark Arts makes Edge/Flood free. Dark Arts == Dark Hulk. In all seriousness though, I think that this upkeep should be similar to SAMs Shifu and Jinpu, and it increases dmg and speed for the DRK.

    Completely QoL, but give DRKs the option to choose between Darkside and Grit animations when activating tank stance.

    Other than that, my only issue with DRK is its identity crisis. It is in dire need of the drain/absorb/sacrifice skills it is known and loved for. It has a little bit of these virtues present today, but not enough to give it an identity of its own. It might be wishful thinking at this point though, as I am not sure this version of DRK fits into FFXIV.
    (1)

  9. #29
    Player
    BarretOblivion's Avatar
    Join Date
    Jun 2017
    Posts
    428
    Character
    Tamamo Cat
    World
    Hyperion
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Kisshu View Post
    Wouldn't mind if DRK got some more HP related abilities to tie it with older designs.

    New trait: Gain blood gauge when loosing HP in combat, 1k hp = 1 point on guage

    New ability: Dread Spikes, similar to WAR vengeance, but instead of the dmg reduction, the DRK is healed for the damage amount dealt to enemies

    New trait for blood weapon: When out of tank stance, blood weapon will now drain 5% of the DRK's HP per WS and convert it into extra damage. This 5% HP lose will trigger the first trait, giving more blood guage.
    Although that seems logical, SE has basically decided WAR is the HP/Sustain Tank so that won't happen unless we just want to crush WARs even further into the pavement. DRK is just right now the defense tank. Even with Living Dead it has the best mitigation so it will likely stay at one of the higher played tank jobs unless GNB/WAR get mitigation or offensive buffs to start taking tanks away from DRK and let SE see people actually don't like its current incarnation.
    (0)
    Last edited by BarretOblivion; 02-18-2020 at 03:43 PM.

  10. #30
    Player
    Aurelius2625's Avatar
    Join Date
    Mar 2019
    Posts
    269
    Character
    President Obama
    World
    Adamantoise
    Main Class
    Warrior Lv 100
    DRK's shadow ought to feed off of Dark Side, so that you have to truly upkeep and fire off Edges to feed it. In a way, you'd be upkeeping the shadow and your own damage buff with it and it'd make it more engaging to have to choose whether to fight more edges in burst windows, or keep your shadow alive and on the field at all times.

    Another thing they could do: Make a combo finisher be based off of a DA proc, instead of a free Edge, make it so that you are encouraged to use TBN to access a powerful finisher move, and keep DA procs only at being able to bank 1 at a time, so you can't spam the other thing: so you'd be spending edges to power your shadow and darkside at all times, the shadow would be on the field all the time, so long as you had Darkside to feed it, you'd be using Edge more often and TBN would have interactivity where you'd be using it defensively and be rewarded for smart usages of it.

    DRK would have a combo finisher, like NIN has Shadowfang, you could even....gasp....use a DA proc from TBN for: SCOURGE so you'd not want to use it all the time, just tbn when you need to refresh it and spend the DA proc on it, when you need the DoT again.
    (0)

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