
Originally Posted by
shao32
Well lets see, i will make a list first of you proposed changes to make it simple and be sure i don't forgeth anything.
-DRK feeling slow with his animations, special mention to quietus and bloodspiller
-Living dead with sugestions to dealt with it.
-Dark mind lvl changed.
-Salted earth removed and merged with abyssal drain.
-Blood weapon bunshin proporsal.
-Small Delirium rework.
-Darkside mechanic erased?
-ajustments on learning stalwar soul and his effects.
Maybe i miss something, i did skip the math part mostly bcs i find it unnecesary to analyze and im bad at the art of wizzard math apart numbers can be balanced so i find it unnecesary right now, if i miss something tell me. So lets beging.
-Animations and slow feeling
Well i call this a problem of the current pace of the job more than the animations himself, lets remember DRK use to have a sustained suply of oGCD in the past across the rotation so right now it's way more easy to percive the animations of the soul eater combo and Bloodspiller/Quietus as something slow, they has always been like that, the thing is now we are starving MP and oGCD and see the gap betwen all of them.
Personaly feel like Quietus animation it's ok, the problem is how the skill has been nerfed apart of the lack of oGCD, Bloodspiller is almost the same with the exception bloodspiller is more weird and looks horrible when you interrup the animation with an oGCD, but in resume both skills looks great is they aren't used as much compared to current situation. Let's lookd at SB, nobody really complains about this 2 skills animation bcs they uses where powerful but low uptime skills, now are spamed like madman and Bloodspiller look specially awfull under Delirium for that, both skills aren't mean to be spamed aesthetically wise.
In resume the slow feeling is for the lack of oGCD and the downtime of the job forcing you look at those slow animations during a prolonged preriod of time without any oGCD whatsoever when in HW and SB don't so i don't think they animations should be reduced, more like we need more oGCD betwen them.
-Living dead and sole survivor
It's ok for me i don't see anything bad with that, i personally preffer the sole survivor option due it grant us the oportuniy of use it on livind dead or not depending of what strategic we are using, sometimes we will need walking dead stay up but those situations are like the 0,1% of the game but still neat.
-Salted earth and Abyssal drain
technically speaking there is nothing wrong with this proposition but im with the rest, DRK right now is the most simple and brain dead job of the game, removing salted earth not only will make it even more braindead but will remove the only unique thing outside of TBN the job have to be unique somehow, so while i understand the QoL for a skill that has been unfairly nerfed i wont like that if there is nothing to sustitute his gameplay loss.
-Blood weapon
A bit of the same, nice QoL for a skill that have been awfully nerfed and make it more easy to execute, it will solve the latency problem for sure but design wise i still don't like it.
-Delirium
This one is curious, in fact this one will help on making the job dont feel so slow under his oGCD downtime as adding more oGCD, it will have more sinergy overall with the rest of the kit compared that the current one, but.... and here come the drawback, i can't stop thinking that is a simplified Gnasing fang combo, exactly the same but with only 2 butoms, so we change DRK being a WAR copy to a GNB copy and at the end will solve nothing? well that depends if you goal is make DRK unique or not with this changes.
-Darkside
Maybe i miss something but only saw you removed darkside from both Flood and Edge so DRK will forgeth complety about Darkside? i know the mechanic it's a waste of time and space right now but his comlety removal? well, it won't change anything right now if it was removed but DRK needs complexity somewhere and Darkside needs to be more inclusive gameplay wise not less in my opinion.
-Stalwart soul
Learning Stalwart soul early it's a nice sugestion, i firmly belive DRK need that skill way more early too.
Im a bit indiferent about make them a weaponskill, specially after the bunshin bloodweapon it wont be necesary, but the changes on blackblood generation are another thing, this will make DRK have a combo of 3 in lvl 62 wich is exactly the same way that GNB operate his AOE, using a combo of 2 to generate a cartridge to allow him use his fated circle, will be the same with DRK using his unleash combo to use a quietus rigth after.
in resume your proposed changes stop making DRK being a simplified WAR clone to become a simplified GNB clone with minor diferences and taking way more time to use his "Gnasing fang combo", some things are nice like learning early some skills and the return of sole survivor to help living dead but the rest will make DRK even more simple and don't really help it to find his unique path in my opinion, i hope i helped.