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  1. #1
    Player
    cactuarzzzz's Avatar
    Join Date
    Jun 2019
    Posts
    375
    Character
    Zzz' Zzz
    World
    Unicorn
    Main Class
    Red Mage Lv 80

    Dark Knight QOL V.2

    *Edit 2* This is no longer my preferred solution. Please ignore this.

    *Edit* After reading more opinion from the other DRK. I got some idea.

    But first thing first

    Something need to done with DRK's slow animation

    Some of DRK weaponskill make them feel slower despite having the same skill speed with other tanks

    Please fix the slower feeling of DRK's weaponskills

    let have a look at Quietushttps://gfycat.com/harmoniouspettybongo

    compare it to PLD's Total Eclipse>https://gfycat.com/foolishboweddutchsmoushond and we can see that Total Eclipse is faster despite having the same sks

    please increase the animation speed of Quietus by 30% like this>https://gfycat.com/scholarlyagileindianelephant

    Next is Bloodspiller

    this is the most awkward move DRK ever have. It force us to do the exercise every time before we can begin to hitting the target>https://gfycat.com/paleadmirableflycatcher [front] https://gfycat.com/infatuatedwelldocumentedgreyhounddog [back]

    *slower version for the better observation*>https://gfycat.com/questionablesimplisticamoeba [front]

    so please,pretty please, cut that part and let us use the only part that mean we meant business like this>https://gfycat.com/enchantingvastantarcticfurseal [front] https://gfycat.com/coollavishkakapo [back]

    *slower version for the better observation*>https://gfycat.com/fewassuredabyssiniancat

    also I will have to talk about the most complaining ability that add more complications to DRK and Healer

    IT
    IS
    THE
    Living Dead

    seriously at this point many people especially the DRK and healer probably already knew how notorious this ability is but just in case that you missed that part please take a look at this thread>https://forum.square-enix.com/ffxiv/...ut-Living-Dead

    currently the problem with Living Dead is it required too much resources

    so I suggest we do this:


    New Living Dead


    Living Dead Duration: 10

    Grants the effect of Living Dead. When HP is reduced to 1 while under the effect of Living Dead, instead of becoming KO'd, you will receive the debuff "Walking Dead

    While under the effect of Living Dead, most attacks will not lower your HP below 1. If, before the debuff Walking Dead timer runs out, HP is 50% restored, the Walking Dead debuff will be removed. If 50% is not restored, you will be KO'd.

    Walking Dead Duration: 10 [Increases HP recovery via healing actions on self by 50%]


    and give new version of "Sole Survivor" Ability to DRK

    Marks yourself with the status Survivor. If the effect expires , 30% of your maximum HP will be restored.

    Acquired : LV.45

    Duration: 10s
    Recast Time : 120s

    by using Sole Survivor 1-2 secs before using the Living Dead it will ensure that we can remove Walking Dead before the timer run out because when Sole Survivor effect expired 1-2 secs before Walking Dead timer end we will restore 45% of our total hp [30% from Sole Survivor + 50% HP recovery boost = 45 %] now if we restore the rest of 5% earlier by using either Souleater/Abyssal Drain then our survival against Walking Dead debuff is pretty much guaranteer. Healer probably don't have to waste much resource than it needed anymore should they need to heal DRK with Sole Survivor on cooldown since the required HP that needed to be heal is lowered to 50% and the Walking Dead also give HP recovery boost.


    Dark Mind

    Acquired : LV.50 instead of LV.45

    yes you can accquire 1 skill from level up and 1 more skill from the job quest.
    Example :PLD learn Circle of Scorn by simply level up to 50 and get 1 more skill from completing LV.50 Job Quest

    =============================================================================

    Now let's get to the part about the "idea" I got from reading other DRK's opinions I mentioned earlier


    DRK Skill/Ability Tweak 5.3 and beyond



    Salted Earth
    Removed



    Abyssal Drain
    Acquired : LV.52 DRK Job Quest https://na.finalfantasyxiv.com/lodes...t/fe102830cbc/ The Knight and the Maiden Fair instead of Salted Earth

    Gain the second Additional Effect: Damage over time, Potency: 40 , Duration: 15s




    Blood Weapon
    New Effect : Grants 5 stacks of Blood Weapon, each stack allowing your weaponskill to restores 600 MP
    Duration increased from 10 secs to 15 secs




    Edge of Shadow
    Potency reduced from 500 to 450




    Delirium
    New Effect:
    Grants 3 stacks of Delirium, each stack allows the execution of Quietus and Bloodspiller without cost, restoring 3000 MP when landing either weaponskill.





    Comparison between Original and Tweaked

    Original DRK [5.2]


    Opener [Single Weave]

    200+500+300+200+400+200+300+300+500+600+500+600+450+600+500+600+200+600+200+400

    Tincture >The Blackest Night > Blood Weapon

    Hard Slash [200] > Edge of Shadow [500] > Syphon Strike [300] > Plunge [200] > Souleater [400] > Living Shadow > Hard Slash [200] > Salted Earth [300] > Syphon Strike [300] > Edge of Shadow [500] > Delirium > Bloodspiller [600] > Edge of Shadow [500] > Bloodspiller [600] > Carve and Spit [450] > Bloodspiller [600] > Edge of Shadow [500] > Bloodspiller [600] > Abyssal Drain
    [200] > Bloodspiller [600] > Plunge [200] > Souleater [400]

    1 x Salted Earth [300]
    1 x Abyssal Drain [200]
    1 x Carve and Spit [450]
    2 x Hard Slash [200x2=400]
    2 x Syphon Strike [300x2=600]
    2 x Souleater [400x2=800]
    2 x Plunge [200x2=400]
    4 x Edge of Shadow [500x4=2000]
    5 x Bloodspiller [6000x5=3000]
    9 OGC, 11 GCD

    Total 8150




    GCD and OGC available during buffs window
    *Disclaimer* these aren't meant to be a rotation just an available gcd and ogc during buff window



    Blood Weapon [Every 60 Secs]

    [10 times max in 10 mins raid ]

    Maximum GCD during buff = 5

    Hard Slash [200] + Abyssal Drain [200] + Syphon Strike [300] + Carve and Spit [450] + Souleater [400] + Edge of Shadow [450] + Bloodspiller [600] + Hard Slash [200]
    200+200+300+450+400+600+500+200 = 2850 x10 = 28500

    mp leftover from bloodweapon = 1200x10=12000




    Delirium [Every 90 Secs]

    [3 times max in 10 mins raid ]

    Maximum GCD during buff = 5

    Bloodspiller [600] + Salted Earth [300] + Bloodspiller [600] + Bloodspiller [600] + Bloodspiller [600] + Bloodspiller [600]

    600 + 600 + 600 + 600 + 600 + 300 = 3300x3 = 9900

    mp leftover from Delirium + 1 Bloodspiller= 200 So Bloodspillerx5 = 1000x3 = 3000



    Blood Weapon & Delirium overlap [Every 180 Secs]

    [4 times max in 10 mins raid ]

    Maximum GCD during buff = 10

    Hard Slash [200] + Abyssal Drain [200] + Syphon Strike [300] + Carve and Spit [450] + Souleater [400] + Bloodspiller [600] + Edge of Shadow [500] + Hard Slash [200] + Bloodspiller [600] + Salted Earth [300] + Bloodspiller [600] + Bloodspiller [600] + Bloodspiller [600] + Bloodspiller [600]

    200 + 200 + 300 + 450 +400 + 600 + 500 + 200 + 600 + 300 + 600 + 600 + 600 + 600 = 6150 x 4 = 24600

    mp leftover from both blood weapon & delirium = 2200 x4 = 8800

    *Total number and potency of Edge of Shadow from natural mp regen in combat and leftover from combo
    [natural mp regen in combat = 3 secs per 1 tick, 1 tick = 200mp , 10 mins = 600 secs = 200 tick. Total 200x200=40000mp ] + [23800 mp leftover by combos in buff duration] = Total 63800
    1 Edge of Shadow = 3000 mp so 63800 mp = 21 Edge of Shadow
    1 Edge of Shadow = 500 potency x 21 = 10500

    Total = 73500 + 10%[Darkside] = 80850


    Tweaked DRK [5.?]

    Opener [Single Weave]

    200+400+300+450+400+[Living Shadow]+200+500+300+500+600+500+600+500+600+500+400+500+200+500+300

    Tincture >The Blackest Night > Blood Weapon

    Hard Slash [200] > New Abyssal Drain [400] > Syphon Strike [300] > Carve and Spit [450] > Souleater [400] > Living Shadow > Hard Slash [200] > Edge of Shadow [450] > Syphon Strike [300] > Edge of Shadow [450] > Delirium > Bloodspiller [600] > Edge of Shadow [450] > Bloodspiller [600] > Edge of Shadow [450] > Bloodspiller [600] > Edge of Shadow [450] > Souleater [400] >Edge of Shadow [450] > Hard Slash [200] > Edge of Shadow [450] > Syphon Strike [300]

    1 x New Abyssal Drain [400]
    1 x Carve and Spit [450]
    3 x Hard Slash [200x3 = 600]
    3 x Syphon Strike [300x3 = 900]
    2 x Souleater [400x2 = 800]
    3 x Bloodspiller [600x3 = 1800]
    7 x Edge of Shadow [450x7 = 3150]
    9 OGC, 11 GCD
    Total 8100

    *Note* Replace the Plunge in the opener rotation with Edge of Shadow would leave 2 Plunges to be used in weaving between next 2 GCD after the opener's end but since we didn't used it in the opener it mean that would reduce the maximum number of times we could use Plunge in the entire fight [the opener take 11 GCD = around 26.4 secs with 2.4 sks] so the additional potency gain from Plunge would be around 200 for the entire fight or 300-400 at best but the certain thing is it wouldn't be included in the opener and won't contribute to the openner's total potency/damage.


    GCD and OGC available during buffs's window

    *Disclaimer* these aren't meant to be a rotation just an available gcd and ogc during buff window


    Blood Weapon [Every 60 Secs]

    [10 times max in 10 mins raid ]

    Maximum GCD during buff = 5

    Hard Slash [200] + New Abyssal Drain [400] + Syphon Strike [300] + Carve and Spit [450] + Souleater [400] + Edge of Shadow [450] + Bloodspiller [600] + Hard Slash [200]

    200+400+300+450+400+450+600+200 = 3000 x10 = 30000

    mp leftover from blood weapon = 1200x10=12000



    Delirium [Every 90 Secs]

    [3 times max in 10 mins raid ]

    Maximum GCD during buff = 5

    Bloodspiller [600] + Edge of Shadow [450] + Bloodspiller [600] + Edge of Shadow [450] + Bloodspiller [600] + Edge of Shadow [450] + Hard Slash [200] + Syphon Strike [300]

    600+450+600+450+600+450+200+300= 3650x3 = 10950

    mp leftover from Syphon Strike = 600 x3 = 1800




    Blood Weapon & Delirium overlap [Every 180 Secs]

    [4 times max in 10 mins raid ]

    Maximum GCD during buff = 10

    Hard Slash [200] + New Abyssal Drain [400] + Syphon Strike [300] + Carve and Spit [450] + Souleater [400] + Edge of Shadow [450] + Bloodspiller [600] + Hard Slash [200] + Delirium + Bloodspiller [600] + Edge of Shadow [500] + Bloodspiller [600] + Edge of Shadow [500] + Bloodspiller [600] + Edge of Shadow [500] + Syphon Strike [300] + Souleater [400]

    200+400+300+450+400+450+600+200+600+450+600+450+600+450+300+400 = 6850 x4 = 27400

    mp leftover from both blood weapon & delirium = 1800x4 = 7200

    *Total number and potency of Edge of Shadow from natural mp regen in combat and leftover from combo
    [natural mp regen in combat = 3 secs per 1 tick, 1 tick = 200mp , 10 mins = 600 secs = 200 tick. Total 200x200=40000mp ] + [21000 mp leftover by combos in buff duration] = Total 51000
    1 Edge of Shadow = 3000 mp so 51000 mp = 17 Edge of Shadow
    1 Edge of Shadow = 450 x 17 = 7650

    Total 76000 +10%[Darkside] = 83600





    5.3 and beyond DRK Tweaked AOE

    Stalwart Soul
    Acquired : 40 instead of 72
    yes you can accquire 1 skill from level up and 1 more skill from the job quest.
    Example :PLD learn Circle of Scorn by simply level up to 50 and get 1 more skill from completing LV.50 Job Quest

    Unleash & Stalwart Soul changed from spell to weaponskill
    [Having the main aoe that do not benefit from sks is bad because if we have 1320 sks [2.4 gcd] we lose 1 gcd every 24 gcd [1min]. It also doesn't make sense that these aoe are a spell , it have no mp cost , no cast time but still got disbled by silence debuff and DRK isn't a witch/wizard because DRK is the one who drew power from the darkness within with the help of soul crystal instead of citing incantation and cast spell]

    *New* Blackblood
    Lv. 62
    Allows for Blood Gauge accumulation upon the landing of Souleater or Stalwart Soul.
    Souleater Combo Bonus: Increases Blood Gauge by 20
    Stalwart Soul Combo Bonus: Increases Blood Gauge by 50

    *Enhanced Blackblood Trait will only effect single target weaponskill [Hard Slash, Syphon Strike, Souleater and Bloodspiller ]*

    *New* Enhanced Blackblood
    Lv. 66
    Allows for Blood Gauge accumulation upon the landing of Hard Slash, Syphon Strike, Souleater and Bloodspiller while under the effect of Blood Weapon

    *AOE Weaponskill will no longer gain benefit from Enhanced Blackblood Trait *
    *Flood of Darkness/Shadow do not grant darkside*
    *Stalwart Soul receive the Blackblood trait at LV 62 and generate 50 Blood instead of 20*
    *Salted Earth removed*
    *Abyssal Drain gain the 2nd Additional Effect: Damage over time, Potency: 40, Duration: 15s *
    *New Delirium grant free uses of Bloodspiller/Quietus without cost for a total of 3 times*
    *New Delirium restoring [3000] MP when landing either Bloodspiller/Quietus*




    AOE Comparison between GNB/PLD and Tweaked DRK


    GNB

    24 GCD [60 secs]

    Demon Slice 150 x4 [600]+ Demon Slaughter 250 x4 [1000] = 1600 + Bow Shock [650] + 20% [No Mercy] = 2700 + Demon Slice 150 x8 [1200]+ Demon Slaughter 250 x8 [2000]

    Total = *5900*

    [if single target OGC count]+ Danger Zone during No Mercy window [420] + Danger Zone outside No Mercy window [350] = 6670

    24 GCD [60 secs] LV.72 with Fated Circle

    Demon Slice 150 x3 [450] + Demon Slaughter 250 x3 [750] = 1200 + Fated Circle 320 x 2 [640] = 1840 + Bow Shock [650]+ 20% [No Mercy] = 2988 + Fated Circle [320] = 3308 + Demon Slice 150 x5 [750] + Demon Slaughter 250 x5 [1250] = 5308 + Fated Circle 320 x 5 [1600]

    Total = *6908*

    [if single target OGC count]+ Danger Zone during No Mercy window [420] + Danger Zone outside No Mercy window [350] = 7678


    PLD

    24 GCDs [60 secs]

    Total Eclipse 120 x 5 [600]+ Prominence 220 x 5 [1100] + Circle of Scorn [295] + 25%[Fight or Flight] = 2493.75 + Circle of Scorn [295] + Total Eclipse 120 x 7 [840]+ Prominence 220 x 7 [1540]

    Total = *5168.75*

    [if single OGC count] + Spirits Within during Fight or Flight window [462.5] + Spirits Within outside Fight or Flight window [370] = 6001.25


    24 GCDs [60 secs] LV 72 with Requiescat & Holy Circle

    Requiescat [550] + Holy Circle x 5 [375 x 5 = 1875]
    *2425*
    +
    *4268.75*
    Total Eclipse 120 x 5 [600]+ Prominence 220 x 5 [1100] + Circle of Scorn [295] + 25%[Fight or Flight] = 2493.75 + Circle of Scorn [295] + Total Eclipse 120 x 5 [600]+ Prominence 220 x 4 [880] = *4268.75* [if single OGC count] + Spirits Within during Fight or Flight window [462.5] + Spirits Within outside Fight or Flight window [370] = 5101.25

    Both Magic and Melee combo without Spirits Within = 6693.75
    Counting all = 7526.25


    DRK
    24 GCDs [60 secs]

    *Flood of Darkness/Shadow do not grant darkside*

    *Stalwart Soul do not have Black Blood regeneration trait*

    *Salted Earth removed*

    *Abyssal Drain gain the 2nd Additional Effect: Damage over time, Potency: 40, Duration: 15s *

    Unleash 150 x 12 [1800] + Stalwart Soul 160 x12 [1920] = 3720 + Flood of Darkness 250 x3 [750] = 4470 + New Abyssal Drain [400] = 4870 + Flood of Darkness x 2 [500] <1200 leftover mp restored by Stalwart Soul + 4000 mp from natural mp regen in 60 secs, 3 sec per tick, total 20 ticks but let say that you get some more from mp regen outside combat between the first and another pull *out of combat = 600 per tick ,in combat = 200 per tick*>

    Total = *5370*

    [if counting Carve and Spit without full burst MP at dungeon start +450 = 5820]

    [if counting full mp burst at first pull]+ Flood of Darkness x 3 [750] = 6120

    [if counting both full mp burst + single target OGC]+ 450 [Carve and Spit] = 6570

    *full mp burst usually happen once at the first pull of dungeon only*


    24 GCDs [60 secs] LV.66 with Quietus

    *Flood of Darkness/Shadow do not grant darkside*

    *Stalwart Soul receive the Blackblood trait at LV 62 and generate 50 Blood instead of 20*

    *Salted Earth removed*

    *Abyssal Drain gain the 2nd Additional Effect: Damage over time, Potency: 40, Duration: 15s *

    Unleash 150 x 8 [1200] + Stalwart Soul 160 x8 [1280] + Quietus 210 x8 [1680] = 4160 + Flood of Darkness 250 x2 *1 from SS + 1 from BW* [500] = 4660 + New Abyssal Drain [400] = 5060 + Flood of Darkness x 2 [500] <*1800 leftover mp restored by Stalwart Soul + 4000 from natural mp regen in 60 secs, 3 sec per tick, 1 tick = 200 mp, total 20 ticks but let say that you get some more from mp regen outside combat between the first and another pull *out of combat = 600 per tick ,in combat = 200 per tick*>

    Total = *5560 *

    [if counting Carve and Spit without full burst MP at dungeon start +450 = 6010]

    [if counting full mp burst at first pull]+ 750 [Flood of Darkness x 3] = 6310

    [if counting both full mp burst + single target OGC]+ 450 [Carve and Spit] = 6760

    *full mp burst usually happen once at the first pull of dungeon only*


    24 GCDs [60 secs] LV.74 with Quietus & Flood of Shadow

    *Flood of Darkness/Shadow do not grant darkside*

    *Stalwart Soul receive the Blackblood trait at LV 62 and generate 50 Blood instead of 20*

    *Salted Earth removed*

    *Abyssal Drain gain the 2nd Additional Effect: Damage over time, Potency: 40, Duration: 15s *

    Unleash 150 x 8 [1200] + Stalwart Soul 160 x8 [1280] + Quietus 210 x8 [1680] = 4160 + Flood of Shadow 300 x2 *1 from SS + 1 from BW* [600] = 4760 + New Abyssal Drain [400] = 5160 + Flood of Shadow x 2 [600] <*1800 leftover mp restored by Stalwart Soul + 4000 from natural mp regen in 60 secs, 3 sec per tick, 1 tick = 200 mp, total 20 ticks but let say that you get some more from mp regen outside combat between the first and another pull *out of combat = 600 per tick ,in combat = 200 per tick*>

    Total = *5760*

    [ 6210 if counting Carve and Spit without full burst MP at dungeon start]

    [if counting full mp burst at first pull]+ 900 [Flood of Shadow x 3] = 6660

    [if counting both full mp burst + single target OGC]+ 450 [Carve and Spit] = 7110

    *full mp burst usually happen once at the first pull of dungeon only*


    24 GCDs [60 secs] LV.74 Quietus & Flood Shadow & New Delirium

    *Flood of Darkness/Shadow do not grant darkside*

    *Stalwart Soul receive the Blackblood trait at LV 62 and generate 50 Blood instead of 20*

    *Salted Earth removed*

    *Abyssal Drain gain the 2nd Additional Effect: Damage over time, Potency: 40, Duration: 15s *

    *New Delirium grant free uses of Bloodspiller/Quietus without cost for a total of 3 times*

    *New Delirium restoring [3000] MP when landing either Bloodspiller/Quietus*

    Unleash 150 x 7 [1050] + Stalwart Soul 160 x7 [1120] + Quietus 210 x10 [2100] = 4270 + Flood of Shadow 300 x5 *1 from SS + 1 from BW + 3 from Delirium* [1500] = 5770 + New Abyssal Drain [400] = 6170 + Flood of Shadow x 2 [600] <*1200 leftover mp restored by Stalwart Soul + 4000 from natural mp regen in 60 secs, 3 sec per tick, 1 tick = 200 mp, total 20 ticks but let say that you get some more from mp regen outside combat between the first and another pull *out of combat = 600 per tick ,in combat = 200 per tick*>

    Total = *6770*

    [if counting Carve and Spit without full burst MP at dungeon start + 450 = 7220]

    [if counting full mp burst at first pull]+ Flood of Shadow x 3 [900] = 7670

    [if counting both full mp burst + single target OGC]+ Carve and Spit [450] = 8120

    *full mp burst usually happen once at the first pull of dungeon only*
    (0)
    Last edited by cactuarzzzz; 08-07-2020 at 08:24 AM. Reason: got some ideas from reading other DRK's opinions [OdinelStarrei,Shao etc THANK YOU]

  2. #2
    Player
    OdinelStarrei's Avatar
    Join Date
    Apr 2019
    Location
    Ishgard
    Posts
    363
    Character
    Odinel Starrei
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    You made another thread? Couldn't you have just updated your previous one with an edit and bumped it instead of consigning all those posts to the void by making a new thread and pushing another thread off the 1st page?
    Oh well, let's tackle this.

    There is no reason to clutter the DRK buff/debuff UI with LD, WD, and a Doom. If you wanted change, you just need to add your healing buffs onto WD. Buffs and debuffs don't necessarily need to locked into beneficial or harmful effects. Take Riddle of Fire in SB for example as a Slow, but still being on the buff bar or Surge Protection/Beyond Death as a "detrimental effect" that is beneficial despite being a debuff. Healers who don't understand WD, probably don't understand Doom either, and we have like FOUR versions of it. All it needs is "Infirmity" added to it with the healing value going from a negative to a positive, or Convalescence. I could support 50% HP though. We've done this before guys, we're not going anywhere on this anytime soon.

    I don't mind Sole Survivor coming back, but you've removed the MP from it, so now I care a lot less. What you've essentially done with these two skills is made it so that with planning, you can grab a 45% HP boost to coincide with a LD usage, which is a little interesting, but too strong. I personally find this clunky, as it would at that point be mandatory to hold usages of Sole Survivor purely to save healer actions. With only 5% remaining to be restored, you could easily make that up yourself with 3 GCDs of Souleater and your new Abyssal Drain. So since the intent was for DRKs to solo heal themselves after WD, you sure accomplished it, but I don't know how I feel about LD being solo'd like that, it almost seems over complicated to have so many skills that exist just to mitigate one invuln skill when no other tank has such concessions, please compare this to Nascent Flash/Equilibrium not necessarily being mandatory for Holmgang. Should probably just have the entire skill reworked at that point rather than reworking Sole Survivor, and propping up Abyssal Drain.

    Speaking of which, Abyssal Drain. You've made it so that an AoE skill is now a single-target and an AoE skill, a homogenization not even WAR has to deal with. I get to think even less! Per minute, you get around 6-7 Souleater combos after factoring in gauge dumps. This adds up to 2450 minimum healing potency with an extra 200 out of Abyssal Drain. In terms of healing, changing Abyssal Drain and deleting Bloodspiller, but keeping the self-healing has now added a minimum of 1000 healing potency per minute from Delirium and an additional 400-800 from passive gauge accumulation that requires dumping. This boosts the healing potency of the job per minute to around 4K per minute, not even counting in the 30% HP Sole Survivor change every two minutes, which is frankly absurd self-healing potential that you accomplish entirely passively, no input or trade offs from the player needed. Think Clemency having a big disadvantage, NF being a CD, Storm's Path being 250 cure potency compared to Souleater's 300 as an equalization for free Equilibriums, or Aurora being a HoT. On top of TBN and other passive regens, with this, I think you've made DRK way, way, way too hard to kill.

    In terms of deleting Bloodspiller/Quietus, I don't think that's a good idea, not only because I think it's visually uninteresting for Abyssal Drain to be a spammable outside of an AoE situation like in HW/SB, but because the damage potency you've given it, combined with Delirium CD decrease, you've actually inflated DRK's damage above GNB and made it incredibly easy for it to be used, not even requiring melee range or any real consideration for it's usage. (Yes, I know E5S add and E6S fire tornados are boring, but I don't think THIS is the answer, DRK is NOT a caster.)

    Over ten minutes, the numbers break down like this.
    New:10 usages = 500 potency each = 2500 potency per use = 25K potency total
    Current: Around 7 depending on killtime = 600 potency each = 3000 potency per usage = 21K potency total

    That discrepancy will only increase the longer you make the encounter, and by having it perfectly line up with raid buffs again, you're again indirectly buffing the damage of DRK, something I think a lot of people don't really care about.

    And you only remove ~2K potency over ten minutes in single target, that scales up linearly per enemy because of no damage fall off by deleting Salted Earth. I don't really understand that either. You've deleted THREE skills off DRK, and replaced them with one restorative oGCD that does nothing for the mana economy, so you've also lowered the actions per minute, and haven't actually tackled most of the playstyle issues that plague the job. You've also managed to over-centralize one skill over all others in the kit, Abyssal Drain is your GCD Single Target gauge dump, your GCD AoE gauge dump, a good portion of your healing, your burst GCD via Delirium, and your job's primary raid buff skill, because you better believe 3 (+1) Edges at 500 potency aren't going to the center focus, when Delirium will do way more than that once a minute with no concessions or planning whatsoever. This last one is a problem in and of itself, it has to do with the gap and the lack of playstyle differences between good and great DRKs becoming even smaller, happens on most tanks actually, but I won't get into that here.

    (Small note: You can't change damage potency to only become 210 at 2+ targets, you need to have it have damage fall off. The initial value on the first target will always be 500 because of how the game determines damage values, calculations are done per enemy, not per group.)
    (Another Small note: Please consider the amount of visual clutter occuring on the screen during your buff windows now. +200 Delirium mana per Abyssal GCD, +600 per GCD from Blood Weapon, +HP from Abyssal GCD, +600 MP from CnS, I don't know, might seem annoying to some, and not the clean, consistent HW/SB BW mana updates.)
    EDIT: And something I didn't realize until I walked away, was that you didn't write anything about the difference between Delirium when used for Bloodspiller and when used for Quietus, because you combined the skills, you only have one MP regen value, so you've either buffed DRK's damage EVEN MORE in single target at +500 MP each and more frequent Deliriums without a corresponding Edge/Flood potency nerf, or you've nerfed it at +200 MP in AoE, reducing TBNs in big pulls and lowering AoE damage ceilings.

    I do not currently support a nerf to TBN. It's DRK now. Punishment for misuse at 25% will still happen at 20%. Under almost all situations where TBN is being used during progression at lower gear levels, it WILL break. If you decrease it's power by 5%, you're just removing 5%, you're not actually helping anyone use it more optimally, in my opinion, particularly in large mob pulls in dungeons, later floors of Savage encounters and Ultimate.

    Please consult this post I made on TBN this tier for more information and numbers regarding that.

    Giving buffs stacks like Bunshin if they are not going to be reworked (which is what I would want) are fine for a band-aid fix to broken skills.
    Unleash and Stalwart Soul should be weaponskills as well, I support that 100%, SkS should not be a dead stat for any weaponskill combo on a melee job.

    The fact that there are no words on the DRK mana economy or ease of Darkside upkeep in either direction is also disappointing.
    /shrug
    (3)
    Last edited by OdinelStarrei; 07-17-2020 at 09:19 PM.
    Quote Originally Posted by CelestaRosa View Post
    this is my opinion. don't have share my opinion. don't have like my opinion. but know nothing you say or do is gonna make me change my opinion. if don't like that tough.

  3. #3
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    cactuarzzzz's Avatar
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    Quote Originally Posted by OdinelStarrei View Post
    /shrug
    1.Maybe I haven't seen your own idea of better LD. Give me a link.

    2.The Doom's debuff name and Icon could just change if Healer's confusion is a thing. Also I want to rid "WD end prematurely" problem when I suggest add doom and let WD stay for the full duration.

    3.Removed 3 skills that don't change much because you still spam that 1 gcd over and over for Delirium and nobody will miss the current Salted Earth. In fact both NA and JP community want it gone and the drk I know all want Sole Survivor back but we can't have free mp without increase our dps and upset other tank. If I suggest that it would be like set myself up for another wave of disagree and rejection. I also don't believe that easy to use and effective at the same time is a bad thing otherwise I would have to scorn the Requiescat+Holy Spirit Spam.

    Maybe you can enlighten me with how lower tbn by 5% is going to lead to our downfall when I also suggest how it would also grant dark art if it didn't break but effect expired naturally. I have a feeling that you probably already crossed to the elite tank's realm but not everybody want to play like elite tank all the time and in this case I don't want tnb to be over complicated let alone enjoy the idea of DRK new identity is "the subject of penalties"

    4.After suffered and my identity reduced to another tank clone for a year DRK being hard to kill is what I welcome wholeheartly. You can go around heralding that tbn is now our identity all you want but I know the origin DRK from HW that is know for the best self heal not the current gutted tank who gave AS spam to PLD which positively responded by the community when it's actually something stolen from DRK. I also remember that self heal and hard to kill/ make healer able to skip healing isn't WAR identity but you seem to be fine with it so I don't think I should take you seriously when you try to say what's too strong.

    5.I would be appreciated if you use your calculating skill to help improve and not for ridicule and utterly reject my idea. It is a disheartening to met someone who could help but choose to bring you down instead and least you forget : Bring DRK to the top of tank dps isn't my intention and will never be.

    6. Your last issue saying "The fact that there are no words on the DRK mana economy or ease of Darkside upkeep in either direction is also disappointing. "

    Darkside upkeep is currently a big problem now? You think add more mp resource isn't the direct way to to increase DRK's dps and eventually make other tank to don't wish it to happen too?




    Sorry if these words of mine come out as a harsh but you probably already stop to consider and forgot how to understand our feeling of normal tank or normal person sometime ago.
    (1)
    Last edited by cactuarzzzz; 07-17-2020 at 11:52 PM.

  4. #4
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    Lucy_Pyre's Avatar
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    You again? Can't wait for all the hilariously bad takes. /popcorn
    (6)

  5. #5
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    cactuarzzzz's Avatar
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    Quote Originally Posted by Lucy_Pyre View Post
    You again? Can't wait for all the hilariously bad takes. /popcorn
    You again? coincidentally I feel the same way with you.

    For the record :
    You were murdered by Lyth's word.
    You stepped on the landmine that I laid before you and told you beforehand about it.
    Your conversation with Satarn show how little exp you have about how healing in raiding work.

    So anytime I see you show up from that point I can't help but my feeling is like the jester strike again.
    (0)
    Last edited by cactuarzzzz; 07-17-2020 at 11:04 PM.

  6. #6
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    lol

    /10char
    (2)

  7. #7
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    OdinelStarrei's Avatar
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    Odinel Starrei
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    Dark Knight Lv 100
    Maybe I came off as condescending or rude, my apologies, that really wasn't my intent, nor is it to present my feedback as unilateral disagreement. I'm always open for DRK discussion. Please forgive me if I caused offense.

    1. Ironically, I posted my very small LD thoughts in the thread you made in January before 5.2. Here it is. "Just slap Convalescence on it." But I know you may be looking for how I may actually rework the skill, as all I ever say about LD is to "stop beating this dead horse please SE isn't listening to us." Here are a few ideas I've had over the years, going from standard to more unique redesigns.

    A. Keep Living Dead as is, add 50% from healing actions, as you stated, and tweak the HP needed for recovery if necessary, I'd be okay with even 75%.

    B. Living Dead(Skill, 360s CD, +60 seconds from current) Reduces HP to 1, and grants Walking Dead.
    Walking Dead (Buff, 10s to 15s Duration, (not too sure how long would appropriate)): Cannot be KO'd by most attacks, 100% HP amount needs to be restored via healing over the duration of the debuff to avoid KO, all single target attacks gain a 1:1 Damage:Lifesteal ratio, and all AoE attacks gain a 5:1 Damage:Lifesteal ratio.

    C. Living Dead (Buff, 10s duration, 240s CD, -60 from current) Cannot be KO'd by most attacks, half of all damage done to player is stored. Upon expiration, Living Dead changes to Walking Dead.
    Walking Dead (Debuff, 10s duration) Upon expiration of this debuff, damage stored from Living Dead is dealt to the player. Can be mitigated with shields, or mitigating the hits that contribute to the debuff, but not the debuff damage itself. Think delayed tankbuster. Encourages intelligent TBN usages, TBN the buster to reduce the debuff damage, TBN your debuff damage afterwards if needed. This is also to make LD worthwhile even if you don't invuln something, as you will always mitigate damage, just delay the consequences.

    D. Living Dead (Buff, 8s duration, 360s CD, +60 seconds from current) Reduces HP to 1, and renders you invulnerable to most attacks.
    Isn't this exactly Superbolide? Yes, that's why:

    Superbolide (Skill, 8s duration, 240s CD, -120 seconds from current, wonder if -180 would be better) : Create a barrier around yourself for 100% of your HP value. No invuln at all, but mitigation does work. You'll augment the GNB's defensives a bit, but there will be things(but not many) that do above 300K HP instantly that you can't solo, forcing your other tank for that.

    Probably more that I've discarded, such as Darkside or another resource capping removing Walking Dead, Walking Dead failure removing all your mana/blood as a consequence, but I think you get the gist of it.

    I think there is some merit to knowing the exact damage value of high single target and removal of raid mechanic avoidance with invulnerability to make cooldown maps more distinct between each tanking composition. Kinda wonder if I even want invulns in the game at this point.

    2. I understand your intent on separating the two better with your update. But outside of INCREDIBLY fringe situations, cleansing WD early doesn't really happen or have disastrous consequences . I've only been killed by being healed early in something like E7S tankbuster's magic vuln second hit, and that was INTENTIONAL, never happened to me by accident. Phys/Magic vulnerability double busters with short durations that you won't tank swap for post invuln are just not common enough in encounters for this to be truly appropriate. But this is anecdotal, feel free to disagree with me here, I can understand your perspective.

    3. It actually does change, please re-read my post, I made an edit halfway about the MP changes under Delirium that you would get rid of. I don't want current Salted Earth, you're right. I DO want Salted Earth in the game, it's one of the only damage puddles left. I'd want to have some kit interactivity, maybe a lower CD, and since it's classified as a buff, maybe give some passive MP or Blood regeneration like in SB? I want there to be a point to the skill, I don't want it axed. I want Sole Survivor back too, there was no reason to remove it, but if you want to change anything regarding the DPS of DRK, it's very easy to do so. You either change to Darkside +damage buff percentage, change the potency of Living Shadow hits, or reduce the potency of Edge/Flood. All of these things will directly lower a DRK's damage in a consistent way without upsetting it's current damage profile. When you start removing and reworking skills, it becomes much harder to see how your damage scales in content. People will always disagree with each other man, that's the point of discussion forums. Your arguments and suggestions should stand under the scrutiny of other players, otherwise, how are they going to stand up against developers with significantly more knowledge than anyone posting on this forum? In theory, anyway. And I DO AGREE with some of the things you're saying here, as stated in my last post.

    There is also a critical difference between "ease of use" and "braindead". PvP combos by definition are easy to use, but by SE's own admission, they are not adapting that system to PvE content. PvP combos are like that because of the ever-shifting environments of Feast. I call Delirium braindead, because in PvE, there's so much rigidity in the structure of the game design, that I don't have to think at all about anything other than the cooldown. GCD combo decay, mana amounts, buff alignment, none of that comes into question, that's the main issue. Inner Release is easy to use, but it's not braindead, because you have to consider Enhanced Infuriate Trait and IC, there are repercussions for using IR without those two things in mind.

    Also you're right here, even after multiple re-reads, I didn't see that DA is granted on expiration of TBN, but I have concerns about that too. If TBN expires and you still gain the proc, you've kinda ruined openers, because every DRK will start asking for TBN pre-pull so they can start with a pre-fight Dark Arts, and then everyone has to wait. This is similar to the old Aetherflow issue. You've also kinda degraded the aspect of TBN that makes it appealing to players, properly timed mitigation in the middle of battle. If you aren't punished, then why would you not just start TBNing literally on CD? There's no incentive not to, because of the sheer amount of healer GCDs it saves, even with raid buffs accounted for. Doesn't that make DRK too powerful defensively at no cost in comparison to other tank short-duration CDs and also an incredibly overpowered OT?

    Also I'm not an elite tank. I'm just a tank.

    4. DRK in HW/SB was only self-healing god in dungeons. Outside of dungeons where Abyssal > MP gain > Abyssal loops could not be sustained, DRK did not have more self-healing than WAR. It just didn't. Self-healing has been ingrained into WAR since 2.0 with the first Inner Beast version, to the detriment of the job. Ever since those bad times, we've seen things like, Bloodbath+Fell Cleave don't heal me i'll live, Defiance directly affecting the HP bar, Thrill, NF and Equilibrium as CDs that directly affect the HP bar, OG Storm's Path being objectively better than Storm's Eye after slashing debuff because of the self-healing on top of debuffing. Even now, NF in dungeons is a lesser, but still accurate version of Bloodbath+Decimate/Steel Cyclone HP steal, where again, WAR says ,"actually don't heal me, i do more HPS than you will anyway". I want DRK dungeoning to return too, but you'd need to rework so much other stuff it's not applicable to a 5.3 QoL thread. It requires BW to have multiple target application for mana regeneration, Abyssal to be changed back to a GCD with life steal, or given a charge system (I actually like this), Blood generation to be increased, a lot of stuff. I want it, but I also want to be realistic.

    And I thought HW DRK's identity was "lol Perpetual Ray what's that?" DRK's identity has been in conflict for years. I understand the frustration with being a clone, but we can't elevate DRK beyond other tanks as a result.

    5. Like I said before, my tone could be interpreted as too harsh, and I apologize again. Understand that I'm not ridiculing you, because you haven't presented your side as unequivocally correct and immune to all pushback even it's coherently presented. Which is what I'm trying to do. There's a reason why I took the time to write this out, and not just say "yeah ok bud" and ignore your posts entirely like some others, because it seems like you actually care about DRK and push for changes. But they should be rational ones that fit with the job. Also, I know you don't intend to bring DRK to the top, no one intends to do that for their job at the cost of game balance I would like to think, but that's exactly what's happening when I looked at your suggestions with a more critical eye were they to be implemented, as is. (outside of TBN expiration, I would've addressed that in my last post, my mistake)

    6. I think MP regeneration is too slow with Edge too expensive, I'd like less drastic differences between the two, including nerfing potencies but increasing usages of Edge/Flood, nerfing the potency of Bloodspiller so it isn't the most damaging skill in DRK's damage profile by the end of encounters, and some skills reverting to previous versions. If you go into PvP, there's DRK systems in there regarding the MP acquisition and spending that could be translated (with adjustments) back to PvE for a more smooth, and engaging experience.

    I do think Darkside upkeep is a critical problem, and I've written some posts on that as well, that I'll go ahead and snip a synopsis of that for your purview, hidden under the following tag.

    From this data, two things are very apparent. This is the personal opinion part. Feel free to skip over it.

    Darkside, regardless of what you’re doing with your playstyle or MP consumption CANNOT be dropped. It’s not like on PLD or GNB where you could miss a GCD in your FoF/No Mercy window. And it’s certainly not like WAR where an entire GCD combo needs to be dedicated to upkeep the buff. No matter what you do, core XIV combat design of “Always Be Casting” and “Don’t overcap” ensures that Darkside will always remain active, to the point of where I wonder why it even has a gauge or a buff timer at all. It takes zero effort on the behalf of the user. If the damage buff on Darkside did not exist, I would still use the exact same opener and follow the same priority systems in my rotation simply because of MP overcap. You could buff all DRK potencies by 10% and literally nothing about the job would change, and I don’t think that’s a compelling game design decision, particularly when compared to past iterations of Darkside implementation.

    EoS gives way too much Darkside, the cap is far too large, the excess duration does nothing for your job, and frankly, I think it’s because of the those things that make post-burst window DRK so dull, not the limited amount of GCDs. In contrast, WAR has Storm’s Eye and Infuriate to watch out for outside of burst, and GNB/PLD have dedicated, FIXED rotations that need to be morphed around an encounter, with GNB in particular having the cartridge system on top. We COULD have something similar with a reduced Darkside cap and EoS extension nerf, but it wouldn’t really solve the problem as it’s just a button you press impacting your GCD rotation like other tanks or intense, immediate punishment for failure.

    Minor nitpick/side note/detour, but even the fact that the Darkside gauge shows the duration on Living Shadow rubs me the wrong way, since the duration of that can not be modified whatsoever. It just looks cool. Instead there’s nothing, and that’s a core problem with Darkside. Instead of there being something there, it feels not only empty, but unfinished, like Blood of the Dragon before you get Wheeling Thrust or Fang and Claw.

    The second, and more hopeful conclusion is that there is a VAST amount of potential that is up for job expansion here. This is the secondary reason I made this topic. According to the data, on average, you’re looking at an almost equivalent amount of Darkside Overcap time relative to the time you actually spend in combat. 600 seconds is a long time, and it’s a very deep pool. Is it possible for SE to do something with this?

    I’ve always been saying “The player FEELS exactly what’s wrong, but has exactly zero idea HOW to fix it properly a lot of the time without breaking things.”
    That’s why I don’t often throw out my own ideas for rebalancing, job expansion, reworks, or anything of the like. However, this time, it is glaringly obvious that there NEEDS to be a reason for Darkside to have such an excessive amount of duration and buff accumulation potential in comparison to every job in the game.
    SE is not going to rework this job another time, so we have to build upon the foundation that we have in 5.X rather than rip it out by the roots again in 6.X. Anything too drastic, overcomplicated or antithetical to CURRENT tank design isn’t feasible.


    And regarding to "forgetting the feelings of normal tank or normal person sometime ago."
    You're probably right.
    But I'll never forget how much I love DRK, cringy as that is.
    (4)
    Last edited by OdinelStarrei; 07-18-2020 at 12:44 AM.
    Quote Originally Posted by CelestaRosa View Post
    this is my opinion. don't have share my opinion. don't have like my opinion. but know nothing you say or do is gonna make me change my opinion. if don't like that tough.

  8. #8
    Player
    cactuarzzzz's Avatar
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    Red Mage Lv 80
    Quote Originally Posted by OdinelStarrei View Post
    Maybe I came off as condescending or rude, my apologies, that really wasn't my intent, nor is it to present my feedback as unilateral disagreement. I'm always open for DRK discussion. Please forgive me if I caused offense.

    1. Ironically, I posted my very small LD thoughts in the thread you made in January before 5.2. Here it is. "Just slap Convalescence on it." But I know you may be looking for how I may actually rework the skill, as all I ever say about LD is to "stop beating this dead horse please SE isn't listening to us." Here are a few ideas I've had over the years, going from standard to more unique redesigns.

    A. Keep Living Dead as is, add 50% from healing actions, as you stated, and tweak the HP needed for recovery if necessary, I'd be okay with even 75%.

    B. Living Dead(Skill, 360s CD, +60 seconds from current) Reduces HP to 1, and grants Walking Dead.
    Walking Dead (Buff, 10s to 15s Duration, (not too sure how long would appropriate)): Cannot be KO'd by most attacks, 100% HP amount needs to be restored via healing over the duration of the debuff to avoid KO, all single target attacks gain a 1:1 Damage:Lifesteal ratio, and all AoE attacks gain a 5:1 Damage:Lifesteal ratio.

    C. Living Dead (Buff, 10s duration, 240s CD, -60 from current) Cannot be KO'd by most attacks, half of all damage done to player is stored. Upon expiration, Living Dead changes to Walking Dead.
    Walking Dead (Debuff, 10s duration) Upon expiration of this debuff, damage stored from Living Dead is dealt to the player. Can be mitigated with shields, or mitigating the hits that contribute to the debuff, but not the debuff damage itself. Think delayed tankbuster. Encourages intelligent TBN usages, TBN the buster to reduce the debuff damage, TBN your debuff damage afterwards if needed. This is also to make LD worthwhile even if you don't invuln something, as you will always mitigate damage, just delay the consequences.

    D. Living Dead (Buff, 8s duration, 360s CD, +60 seconds from current) Reduces HP to 1, and renders you invulnerable to most attacks.
    Isn't this exactly Superbolide? Yes, that's why:

    Superbolide (Skill, 8s duration, 240s CD, -120 seconds from current, wonder if -180 would be better) : Create a barrier around yourself for 100% of your HP value. No invuln at all, but mitigation does work. You'll augment the GNB's defensives a bit, but there will be things(but not many) that do above 300K HP instantly that you can't solo, forcing your other tank for that.

    Probably more that I've discarded, such as Darkside or another resource capping removing Walking Dead, Walking Dead failure removing all your mana/blood as a consequence, but I think you get the gist of it.

    I think there is some merit to knowing the exact damage value of high single target and removal of raid mechanic avoidance with invulnerability to make cooldown maps more distinct between each tanking composition. Kinda wonder if I even want invulns in the game at this point.

    2. I understand your intent on separating the two better with your update. But outside of INCREDIBLY fringe situations, cleansing WD early doesn't really happen or have disastrous consequences . I've only been killed by being healed early in something like E7S tankbuster's magic vuln second hit, and that was INTENTIONAL, never happened to me by accident. Phys/Magic vulnerability double busters with short durations that you won't tank swap for post invuln are just not common enough in encounters for this to be truly appropriate. But this is anecdotal, feel free to disagree with me here, I can understand your perspective.

    3. It actually does change, please re-read my post, I made an edit halfway about the MP changes under Delirium that you would get rid of. I don't want current Salted Earth, you're right. I DO want Salted Earth in the game, it's one of the only damage puddles left. I'd want to have some kit interactivity, maybe a lower CD, and since it's classified as a buff, maybe give some passive MP or Blood regeneration like in SB? I want there to be a point to the skill, I don't want it axed. I want Sole Survivor back too, there was no reason to remove it, but if you want to change anything regarding the DPS of DRK, it's very easy to do so. You either change to Darkside +damage buff percentage, change the potency of Living Shadow hits, or reduce the potency of Edge/Flood. All of these things will directly lower a DRK's damage in a consistent way without upsetting it's current damage profile. When you start removing and reworking skills, it becomes much harder to see how your damage scales in content. People will always disagree with each other man, that's the point of discussion forums. Your arguments and suggestions should stand under the scrutiny of other players, otherwise, how are they going to stand up against developers with significantly more knowledge than anyone posting on this forum? In theory, anyway. And I DO AGREE with some of the things you're saying here, as stated in my last post.

    There is also a critical difference between "ease of use" and "braindead". PvP combos by definition are easy to use, but by SE's own admission, they are not adapting that system to PvE content. PvP combos are like that because of the ever-shifting environments of Feast. I call Delirium braindead, because in PvE, there's so much rigidity in the structure of the game design, that I don't have to think at all about anything other than the cooldown. GCD combo decay, mana amounts, buff alignment, none of that comes into question, that's the main issue. Inner Release is easy to use, but it's not braindead, because you have to consider Enhanced Infuriate Trait and IC, there are repercussions for using IR without those two things in mind.

    Also you're right here, even after multiple re-reads, I didn't see that DA is granted on expiration of TBN, but I have concerns about that too. If TBN expires and you still gain the proc, you've kinda ruined openers, because every DRK will start asking for TBN pre-pull so they can start with a pre-fight Dark Arts, and then everyone has to wait. This is similar to the old Aetherflow issue. You've also kinda degraded the aspect of TBN that makes it appealing to players, properly timed mitigation in the middle of battle. If you aren't punished, then why would you not just start TBNing literally on CD? There's no incentive not to, because of the sheer amount of healer GCDs it saves, even with raid buffs accounted for. Doesn't that make DRK too powerful defensively at no cost in comparison to other tank short-duration CDs and also an incredibly overpowered OT?

    Also I'm not an elite tank. I'm just a tank.

    4. DRK in HW/SB was only self-healing god in dungeons. Outside of dungeons where Abyssal > MP gain > Abyssal loops could not be sustained, DRK did not have more self-healing than WAR. It just didn't. Self-healing has been ingrained into WAR since 2.0 with the first Inner Beast version, to the detriment of the job. Ever since those bad times, we've seen things like, Bloodbath+Fell Cleave don't heal me i'll live, Defiance directly affecting the HP bar, Thrill, NF and Equilibrium as CDs that directly affect the HP bar, OG Storm's Path being objectively better than Storm's Eye after slashing debuff because of the self-healing on top of debuffing. Even now, NF in dungeons is a lesser, but still accurate version of Bloodbath+Decimate/Steel Cyclone HP steal, where again, WAR says ,"actually don't heal me, i do more HPS than you will anyway". I want DRK dungeoning to return too, but you'd need to rework so much other stuff it's not applicable to a 5.3 QoL thread. It requires BW to have multiple target application for mana regeneration, Abyssal to be changed back to a GCD with life steal, or given a charge system (I actually like this), Blood generation to be increased, a lot of stuff. I want it, but I also want to be realistic.

    And I thought HW DRK's identity was "lol Perpetual Ray what's that?" DRK's identity has been in conflict for years. I understand the frustration with being a clone, but we can't elevate DRK beyond other tanks as a result.

    5. Like I said before, my tone could be interpreted as too harsh, and I apologize again. Understand that I'm not ridiculing you, because you haven't presented your side as unequivocally correct and immune to all pushback even it's coherently presented. Which is what I'm trying to do. There's a reason why I took the time to write this out, and not just say "yeah ok bud" and ignore your posts entirely like some others, because it seems like you actually care about DRK and push for changes. But they should be rational ones that fit with the job. Also, I know you don't intend to bring DRK to the top, no one intends to do that for their job at the cost of game balance I would like to think, but that's exactly what's happening when I looked at your suggestions with a more critical eye were they to be implemented, as is. (outside of TBN expiration, I would've addressed that my in last post, my mistake)

    6. I think MP regeneration is too slow with Edge too expensive, I'd like less drastic differences between the two, including nerfing potencies but increasing usages of Edge/Flood, nerfing the potency of Bloodspiller so it isn't the most damaging skill in DRK's damage profile by the end of encounters, and some skills reverting to previous versions. If you go into PvP, there's DRK systems in there regarding the MP acquisition and spending that could be translated (with adjustments) back to PvE for a more smooth, and engaging experience.

    I do think Darkside upkeep is a critical problem, and I've written some posts on that as well, that I'll go ahead and snip a synopsis of that for your purview, hidden under the following tag.

    From this data, two things are very apparent. This is the personal opinion part. Feel free to skip over it.

    Darkside, regardless of what you’re doing with your playstyle or MP consumption CANNOT be dropped. It’s not like on PLD or GNB where you could miss a GCD in your FoF/No Mercy window. And it’s certainly not like WAR where an entire GCD combo needs to be dedicated to upkeep the buff. No matter what you do, core XIV combat design of “Always Be Casting” and “Don’t overcap” ensures that Darkside will always remain active, to the point of where I wonder why it even has a gauge or a buff timer at all. It takes zero effort on the behalf of the user. If the damage buff on Darkside did not exist, I would still use the exact same opener and follow the same priority systems in my rotation simply because of MP overcap. You could buff all DRK potencies by 10% and literally nothing about the job would change, and I don’t think that’s a compelling game design decision, particularly when compared to past iterations of Darkside implementation.

    EoS gives way too much Darkside, the cap is far too large, the excess duration does nothing for your job, and frankly, I think it’s because of the those things that make post-burst window DRK so dull, not the limited amount of GCDs. In contrast, WAR has Storm’s Eye and Infuriate to watch out for outside of burst, and GNB/PLD have dedicated, FIXED rotations that need to be morphed around an encounter, with GNB in particular having the cartridge system on top. We COULD have something similar with a reduced Darkside cap and EoS extension nerf, but it wouldn’t really solve the problem as it’s just a button you press impacting your GCD rotation like other tanks or intense, immediate punishment for failure.

    Minor nitpick/side note/detour, but even the fact that the Darkside gauge shows the duration on Living Shadow rubs me the wrong way, since the duration of that can not be modified whatsoever. It just looks cool. Instead there’s nothing, and that’s a core problem with Darkside. Instead of there being something there, it feels not only empty, but unfinished, like Blood of the Dragon before you get Wheeling Thrust or Fang and Claw.

    The second, and more hopeful conclusion is that there is a VAST amount of potential that is up for job expansion here. This is the secondary reason I made this topic. According to the data, on average, you’re looking at an almost equivalent amount of Darkside Overcap time relative to the time you actually spend in combat. 600 seconds is a long time, and it’s a very deep pool. Is it possible for SE to do something with this?

    I’ve always been saying “The player FEELS exactly what’s wrong, but has exactly zero idea HOW to fix it properly a lot of the time without breaking things.”
    That’s why I don’t often throw out my own ideas for rebalancing, job expansion, reworks, or anything of the like. However, this time, it is glaringly obvious that there NEEDS to be a reason for Darkside to have such an excessive amount of duration and buff accumulation potential in comparison to every job in the game.
    SE is not going to rework this job another time, so we have to build upon the foundation that we have in 5.X rather than rip it out by the roots again in 6.X. Anything too drastic, overcomplicated or antithetical to CURRENT tank design isn’t feasible.


    And regarding to "forgetting the feelings of normal tank or normal person sometime ago."
    You're probably right.
    But I'll never forget how much I love DRK, cringy as that is.
    Look MR.Odine. While you're look for "Make it more challenging, give me something more to manage and look out for" us normal tanks are already drained with how DRK's kit in shb work. This is probably give off the feeling of difference. There might come a day that I finally step on the same ground and feel the same way with you but at this point I would like to go step by step, one at a time.

    About your suggestion of LD the version A is the closest to the middle ground we could get to while in the the case of version B there's still a problem of prematurely end WD on our own or have to stop attack because we want to prolong the buff duration.It is also noteworthy that our attack could CRI. Also if we get hit by debuff that preventing us from attacking or lower our damage output in the future content then the problem would still persist.

    For Version C The possibility that in the future the damaged stored would far exceeded tbn and kill us still remain.

    As for Version D I don't want to be the one who have to argue with GNB main from now on, please spare this poor little tank.
    (0)
    Last edited by cactuarzzzz; 07-18-2020 at 01:01 AM.

  9. #9
    Player
    Kazukiyashuo's Avatar
    Join Date
    Jun 2017
    Posts
    68
    Character
    Kazuki Yashuo
    World
    Odin
    Main Class
    Astrologian Lv 80
    Living dead is the best invunerability cause of its huge duration. If u cant see that then u maybe need to reroll. Try using a macro informing your healers that u used it. If your healer cant heal u up tell to your healers to reroll cause yeah. They obviously doing it wrong.
    About other changes i kinda agree the idea of making DRK a mini warrior was bad and lost much of his identity
    (5)

  10. #10
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,882
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Living Dead has an effective duration of 1-9 seconds, depending on when you cleanse Walking Dead. If you aren't at 1 HP, you aren't mitigating damage with it.
    (1)

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