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  1. #1
    Player
    Dtrip19's Avatar
    Join Date
    Apr 2019
    Posts
    13
    Character
    M'aishiq Pheing
    World
    Famfrit
    Main Class
    Dark Knight Lv 80

    The Ultimate DRK Rework

    Yes, another one of these posts from a disgruntled DRK main from back in Stormblood. As always, please read the whole thing before responding, it is important to understand the whole rework before you comment on it. And before you say it, I know this will never happen, so don't bother reminding me, this is just what I want. Now on to the goals of the rework:

    This rework is designed to achieve a very specific goal. That goal is to give a DRK player control over how exactly they contribute to a party, to allow them to make decisions on how to spend their resources to work either towards dealing damage or just simply surviving. On top of that, this rework is intended to restore the most important class identity that DRK had throughout it's history: it's resource management and the complex interactions between how DRK's can both gain and spend their resources. This design seeks to leverage all the beneficial changes that came to tanking with Shadowbringers (no stupid stance swapping and no enmity) while avoiding the homogenization and oversimplification that came along with it. This rework is intended to go along with a large scale overhaul to both Tanks and Healers, which I wrote about in detail on this google doc, but for the purpose of this rework, you can skip that if you're not interested https://docs.google.com/document/d/e...GwRIItIAbM/pub

    Dark Arts (Added) – MP cost: 2400

    Dark Arts was an essential part of DRK’s kit back in HW and SB and was the basis for complex interactions of the resources a DRK had available to them. For those who don’t know, Dark Arts allowed you to spend MP to empower the next compatible ability you used. The effects you could get from Dark Arts were extra damage, healing, a blind, and extra enmity depending on what skill you enhanced. I will go over what effects it should have when I get to the abilities that Dark Arts can be used with.

    Edge of Shadow (Removed) – Now that Dark Arts is back, this skill is redundant and would overload a DRK’s hotbar. Dark Arts can be used for a variety of effects including damage, so to have this skill on the hotbar would invalidate the utility effects of Dark Arts as it would always be better to convert MP directly into potency unless this skill was nerfed into irrelevance.

    Flood of Shadow (Changed) – No longer grants the Darkside Effect, MP cost reduced to 2400, Cooldown: 45 seconds.

    Soul Eater (Changed) – Combo actions: Syphon Strike, Dark Arts Effects: potency increased by 200, restores HP equal to the damage dealt. Now only restores 10 Blood.

    Power Slash (Added) – Combo action: Syphon Strike, Potency: 400, Dark Arts Effect: potency increased by 350, grants the Darkside effect (still increases damage by 10%).

    This skill accomplishes two goals. The first is to give DRK a way to activate Darkside, as you would be without one now that edge/flood of shadow have been removed. The second is to make Power Slash the preferred weapon skill over Soul Eater if you are spending MP with the only goal to maximize dps. Since Soul Eater also grants healing when enhanced by Dark Arts, if healing is not needed, enhancing Power Slash is the better option for getting the most out of your MP.

    The Blackest Night (Changed) – Now costs 2400 MP, no longer grants the Dark Arts effect, restores 50 Blood when the barrier is completely absorbed.

    Syphon Strike (Changed) – Now restores 800 MP instead.

    You will notice that all instances of MP restoration in the rest of this rework will happen in increments of 400 or 800, which is 1/6th or 1/3rd the amount needed for one Dark Arts or The Blackest Night. As any DRK main experienced in Stormblood, Dark Arts needed to be used way too often which made the class feel extremely spammy rather than satisfying because your MP generation was too high when your abilities restored MP in increments of 480 and 1200

    Stalwart Soul (Changed) – Now restores 400 MP and 3 Blood for each enemy hit. Dark Arts Effect: Potency increased by 100

    Blood Weapon (Changed) – Now restores 400 MP and 3 Blood for each enemy you deal physical damage to (includes auto-attacks). Duration: 15 seconds, Cooldown: 45 seconds

    Salted Earth (Changed) – Now restores 2 blood for each enemy it deals damage to.

    Abyssal Drain (Changed) – No longer inherently restores HP when hitting enemies. Dark Arts Effect: Potency is increased to 600 if it hits one target, or 300 if it hits two, Restores HP equal to damage dealt. Action type changed to spell, now on the global cooldown.

    This will give DRK more flexibility with how quickly they can restore their own HP. Abyssal Drain will deal the same damage and heal the same amount as a Soul Eater even when used against 1 or 2 targets. It also is not spammable because it wouldn’t restore 10 Blood like Soul Eater, making it a strictly worse skill. However, it would still be very useful in a pinch when lots of healing is needed quickly.

    Carve and Spit (Changed) – Delivers a threefold attack, each hit with a potency of 200, Cooldown: 45 seconds.

    This button is simple, it will give a DRK three more hits during Blood Weapon each time you combine them just to round out the MP and Blood economy.
    Quietus (Changed) – Now restores 400 MP for each enemy hit.
    Bloodspiller (Changed) – Potency increased to 700

    Delirium (Changed) – Deals damage with a potency of 300 and restores 2400 MP, action type changed to weaponskill, now on the global cooldown, Blood cost: 50.

    This is another important change that achieve multiple goals. It helps to reestablish DRK as a heavy resource management class, allowing DRK’s to convert Blood into MP in a useful way even against single targets (previously this could only be done while facing multiple enemies by using quietus). It also differentiates DRK from WAR which fortifies the identity of both classes. The potency and MP numbers on this skill is actually very important. It deals 300 potency in damage, which is the same as the average potency of one of DRK’s weaponskills, meaning you barely lose damage from the usage of the global cooldown (It is slightly worse because you delay your resource regeneration from your combo actions). It also restores 2400 MP which can be converted into 300 potency if Dark Arts is used on Power Slash, meaning that you won’t be gaining any damage by using this skill over a Bloodspiller.
    (0)
    Last edited by Dtrip19; 08-06-2020 at 12:40 PM.

  2. #2
    Player
    Hierro's Avatar
    Join Date
    Oct 2015
    Posts
    722
    Character
    Ziero Rehw-bidit
    World
    Malboro
    Main Class
    Warrior Lv 100
    Great, you killed dungeon DRK for no real reason, 0/10.
    (1)

  3. #3
    Player
    Beddict's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    274
    Character
    Titania Chevalier
    World
    Siren
    Main Class
    Bard Lv 100
    Quote Originally Posted by Hierro View Post
    Great, you killed dungeon DRK for no real reason, 0/10.
    Nah, the changes would just revert things back to SB DRK which was incredibly durable in dungeons. Abyssal Drain is back in the GCD, Dark Arts is back and makes Abyssal Drain heal, popping TBN gives 50 Blood, Quietus restores a lot of MP per enemy hit, Salted Earth provides a lot of Blood in large pulls, Stalwart Soul provides a lot of Blood and restores a lot of MP in large pulls. Gather the enemies up, drop Salted Earth, TBN, and then alternate between Dark Arts Abyssal Drain for mass heals, Stalwart Soul combo to restore MP and Blood, and Quietus to restore even more MP because why not. There are some differences, but for the most part it's just SB DRK with a slightly different coat of paint.
    (3)

  4. #4
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    TL;DR TC wants SB DRK back
    (3)

  5. #5
    Player
    dangadget's Avatar
    Join Date
    May 2019
    Posts
    78
    Character
    Lysander Deschaine
    World
    Coeurl
    Main Class
    Miner Lv 80
    You lost me with the return of Dark Arts spam
    (4)

  6. #6
    Player
    Dtrip19's Avatar
    Join Date
    Apr 2019
    Posts
    13
    Character
    M'aishiq Pheing
    World
    Famfrit
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by dangadget View Post
    You lost me with the return of Dark Arts spam
    I can already tell you didn't actually read my post, which is why i specifically asked people to read the whole thing before jumping to conclusions and leaving non- constructive responses like this.

    Had you taken the time to read and understand the rework, you'd have realized that DRK's mp generation has been slowed down significantly by roughly 33% of what it was in Stormblood. Not only that, but blood weapon would no longer reduce your GCD by 15%, ensuring that the pace of the job is kept under control so it doesn't feel spammy. In stormblood, you could generate enough MP to cast dark arts/tbn 9-10 times a minute, as well as having to use delirium every 90 seconds to generate a burst of MP, which then had to be burned, which would also extend blood weapon forcing you to keep your lower CGD for longer. Overall it just sucked. With this rework you'd have enough MP to cast only 7-8 dark arts/tbn's a minute (if no MP is spent on abyssal drain at all), no delirium bs, and a slow, consistent GCD the whole time. In other words, the job would feel nowhere near spammy, and actually every usage of dark arts would feel impactful and satisfying because the effects have been amplified to compensate for their reduced frequency.
    (0)

  7. #7
    Player
    dangadget's Avatar
    Join Date
    May 2019
    Posts
    78
    Character
    Lysander Deschaine
    World
    Coeurl
    Main Class
    Miner Lv 80
    You misunderstand.
    I did read that, but the fact of the matter is that I never cared for Dark Arts in any of it's incarnations, so that's automatically a thumbs down IMO, but others may obviously disagree.
    (1)

  8. #8
    Player
    TheRealQuah's Avatar
    Join Date
    Jul 2018
    Posts
    275
    Character
    Q'hahtoa Quah
    World
    Zodiark
    Main Class
    Dark Knight Lv 100
    Why does everyone on here want to go back to SB DRK, when it was the worst tank. It was arbitrary spam, and hardly anyone played it. It's now the second most played tank and is rated higher than it's ever been. We need to work on evolving from where we are now, not another complete overhaul.
    (5)

  9. #9
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by TheRealQuah View Post
    We need to work on evolving from where we are now, not another complete overhaul.
    Exactly. If the focus ends up being another rework, all the time and effort by the developers will be used up on that and not moving the job forward, leading to what we have now where the two tank jobs that received the biggest reworking, DRK and WAR, seem to be a step behind in terms of design and complexity within the kit. The time and resources allocated to them for moving from StB to ShB was used up redoing things, not evolving them.

    When you feel like your house needs another room added on, an additional porch or a new coat of paint; you do just that. You don't burn down the house and then rebuild it from scratch.
    (2)

  10. #10
    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 TheRealQuah View Post
    Why does everyone on here want to go back to SB DRK, when it was the worst tank. It was arbitrary spam, and hardly anyone played it. It's now the second most played tank and is rated higher than it's ever been. We need to work on evolving from where we are now, not another complete overhaul.
    DRK in SB wasn't played bcs Dark arts spam, it wasn't played bcs was the worst tank in dps, mitigation and utility, and even after the buffs in 4.3 where he get comparable dps and slightly superior mitigation they fall behind in utility, the design of the job was fine, they numbers don't and having everyone tell you the job is the worst when you asked drive ppl away from it.

    now DRK is a boring copy pasted version of WAR, and when you ask about it PPL tells you is a great tank bcs TBN is super awesome and cool animations, the jobs is mostly played thanks to this skill alone due how powerfull it is not bcs it's fun to dealt with delirium or his lazy MP generation and useless mechanics atached to it and it's normal ppl want to come back to more fun versions of the job but this time being comparable in performance.
    (2)

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