Page 4 of 22 FirstFirst ... 2 3 4 5 6 14 ... LastLast
Results 31 to 40 of 220
  1. #31
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Lyth View Post
    The biggest change that needs to happen is related to Living Dead. The action description and tooltips need to be re-written/re-localised so that they actually match up with how the ability functions. There needs to be a UI element/gauge which shows the amount of healing required to cleanse the effect that is intuitive to newer players and their healers. The beneficial effect shouldn't be terminated early when you satisfy the healing requirements. And it's on the wrong tank. Self-healing very clearly isn't DRK's thing, and won't be unless the devs change around their existing tank identities significantly.
    The fact that the latest trial boss uses Walking Dead as a status ailment, and I see/am healers struggling with the ailment shows that this isn't a nice status. It's mildly hilarious, but in an appalling way, that they can just copy the effect onto a boss as a mechanic to work around.

    I don't think that "It's not as good as Holmgang or Superbolide" is a fair comparison. It's like saying "it's not as cool as lukewarm water." I don't think WAR can really "save themselves" from a used Holmgang, as that requires you to save other cooldowns to save yourself with. I don't know how we're comparing this (is it fighting without any healer, or fighting with minimal healer input?), but when there's enough incoming damage to need Holmgang, you can't really come back from it without a healer. And Superbolide is worse, because neither Aurora nor Brutal Shell is going to save you from an autoattack the moment the cooldown wears off.

    I agree entirely that Living Dead is garbage, but don't act like it's the only cooldown that puts you on death's doorstep. It's just the one that needs the most healer input to recover from.
    (0)

  2. #32
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    195
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    Jeez i've been locked out of the forums since I posted the initial ideas, despite having active membership. I'm upset at what happened earlier in the thread, but lets put that behind us, and get back to the discussion!


    Quote Originally Posted by Lyth View Post
    I don't think that proposing levelling changes is particularly beneficial mid-expansion. They generally make the most sense in the start of a new expansion: a time when most players are actively levelling, when actions have been both added and removed and when the progression of the job itself changes.

    I think it's sensible to standardise Abyssal Drain and Salted Earth such that they provide more consistent effects for both single target and AoE. I think the solution is to increase the single target effect and have diminishing returns with more mobs. SE struggles to balance these types of abilities for some reason, and I'm worried about seeing them just go the Blood Price route with them.

    The biggest change that needs to happen is related to Living Dead. The action description and tooltips need to be re-written/re-localised so that they actually match up with how the ability functions. There needs to be a UI element/gauge which shows the amount of healing required to cleanse the effect that is intuitive to newer players and their healers. The beneficial effect shouldn't be terminated early when you satisfy the healing requirements. And it's on the wrong tank. Self-healing very clearly isn't DRK's thing, and won't be unless the devs change around their existing tank identities significantly.

    Those are the main points to be addressed mid-expansion cycle.

    I highly disagree with your idea about leveling process not being beneficial mid expansion, due to the current circumstances of the game at this moment.

    if you think about it, a lot of new players will be coming in the next few weeks due to Heavensward going free to play, and many of those players will be tempted to try out DRK due to the heavy marketing surrounding DRK being the Warrior of Darkness and all of that SHB hype, so ironing out the kinks in DRKs leveling kit and adding slight buffs to Salted, Abyssal, and LD would be extremely beneficial to both new players leveling the job, as well as making the experience smoother for those of us who do daily content for tomes, which is almost always synced under lv 80 anyway.

    I do agree that Living Dead desperately needs a gauge to identify the healing required, but I think that sort of thing would require more resources from the devs than simply moving the levels you unlock skills at, which is why I suggested the sort of "band-aid" patch of giving LD a 30% convalescence buff for now.

    Not to lessen your argument though, as LD is terribly designed and all of your points were completely valid. I just believe that the skill placement is equally as important for both new and current DRK players.
    (0)
    Last edited by bundythenoob; 08-13-2020 at 01:08 PM.

  3. #33
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    195
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by KalinOrthos View Post
    On topic, I think the two aspects that really harm DRK is both its bad ability placement while leveling, and how it devolves in the endgame into just WAR but shields. And unfortunately, I don't think they're gonna revamp DRK in ShB, when we had a ninja overhaul and a monk revamp is in the way: there's only so much time in a patch cycle, and we likely have another expansion on the way soon too.
    You're right about both points but I believe we have the power to influence square to change the leveling kit first. I hope we can get them to do so before or on 5.4, so that we can then begin to focus on how to bring back the gameplay identity. I have a few ideas myself on how to do so, using the current DRK build as a shell, but I will refrain from derailing this thread into another "Muh DRK rework" thread.
    (0)

  4. #34
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by currentlemon View Post
    Thank you for doing this. The problem that I saw with DRK mains is that they never came together and provided QoL changes to the current DRK build after the expansion came out. Most would either get into arguments of what DRK should be or ramble all day what reworks work best for the job.

    After 5.3, we need to come together and ask SE for some QoL changes like what the WAR mains did. At least for now until the later patches come out. Don't get me wrong, DRK definitely needs something, but we gotta start small first. A few changes like what you suggested is a start.
    I remember, back in the Halcyon days of SB, when a user made a post. I think theyre name was Lyth? Who endeavored to propose a sweeping set of ideas and changes to unify DRK players to hope for changes and improvements to DRK. There were other more prolific posters as well and all of them wanted to see DRK improve.

    I don't see the old guard anymore and I have yet to read up on this thread, but I just wanted to point this out.
    (0)

  5. #35
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    195
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by WhyAmIHere View Post
    I remember, back in the Halcyon days of SB, when a user made a post. I think theyre name was Lyth? Who endeavored to propose a sweeping set of ideas and changes to unify DRK players to hope for changes and improvements to DRK. There were other more prolific posters as well and all of them wanted to see DRK improve.

    I don't see the old guard anymore and I have yet to read up on this thread, but I just wanted to point this out.
    I still see a few recurring DRK posters every now and then, but I do recommend you skip most of the thread, as it's mostly nonsensical squabbling up until the point where Lyth posted.

    I just figured I would take it upon myself to do this since I am very passionate about FFXIV and want to see true change come to the job that made me 100% sure I would be playing this game until the end. DRK has been my fav job since it was released, and seeing it in its current state makes me very sad, not because of the attempt to make it more accessible, but because none of the unique gameplay elements were retained. on top of that, the current kit has potential to be decent, but it's skill placement keeps it from being fun until lv 72 when Stalwart Soul comes to round off the kits potential. (plus its animation is way too cool not to be used for 90% of the content)

    My only wish from this is that the kit gets modified so that new players coming in for the Heavensward free trial will get to experience a more fun version of the job than what we had to play with for the majority of this xpac, and that in the future, we can work together to bring back some of the HW and STB gameplay identity to this potentially fun kit.
    (0)
    Last edited by bundythenoob; 08-13-2020 at 01:10 PM.

  6. #36
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by bundythenoob View Post
    ...
    Fair enough. But really, DRK needs to be linked to a starting hub to get the most benefit out of that. Unless the plan is to make Ishgard into one post-restoration?

    I don't think a convalescence buff really solves the underlying problems. It was still bad even when we had Convalescence. This is a five year old problem with a longstanding history of complaints behind it.

    Quote Originally Posted by WhyAmIHere View Post
    ...
    There isn't really a clear direction for DRK to follow thematically. Every time that a potential theme starts being developed, it gets washed away by overlap with other tanks. But there has to be a certain degree of mutual agreement between jobs to give up their areas of overlap. As an example, WAR has consistent access to a lot of self-healing with this patch, much moreso than anyone else. So if that's the 'theme' of the job, then make it job exclusive and build around it. We don't all need token self-heals on every tank. If DRK is going to focus on barriers, then we don't need token barrier shields on every job. Get the others to give that up in exchange. Otherwise you have four very similar tanks. The problem is that people get greedy and want everything that the others have +1. That was especially true for the past three expansions. Now that we have a level playing field with Shadowbringers, I think some negotiation is in order.
    (1)

  7. #37
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    195
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Lyth View Post
    Fair enough. But really, DRK needs to be linked to a starting hub to get the most benefit out of that. Unless the plan is to make Ishgard into one post-restoration?

    I don't think a convalescence buff really solves the underlying problems. It was still bad even when we had Convalescence. This is a five year old problem with a longstanding history of complaints behind it.

    There isn't really a clear direction for DRK to follow thematically. Every time that a potential theme starts being developed, it gets washed away by overlap with other tanks. But there has to be a certain degree of mutual agreement between jobs to give up their areas of overlap. As an example, WAR has consistent access to a lot of self-healing with this patch, much moreso than anyone else. So if that's the 'theme' of the job, then make it job exclusive and build around it. We don't all need token self-heals on every tank. If DRK is going to focus on barriers, then we don't need token barrier shields on every job. Get the others to give that up in exchange. Otherwise you have four very similar tanks. The problem is that people get greedy and want everything that the others have +1. That was especially true for the past three expansions. Now that we have a level playing field with Shadowbringers, I think some negotiation is in order.

    You're right that Convalescence isn't enough to fix LD, but I wrote that mostly as a short suggestion that wouldn't require an overhaul of the skill, as the point of this thread was to suggest some easy QOL changes that could be implemented. as for afterwards, I think we can come to a decision on what to do for the skill in terms of reworking it, either for 5.5 or 6.0, whichever the devs decide to take.

    As for the DRK thematic direction, I believe that the current DRK could benefit from having the new Dark Arts proc affect multiple skills once again as it used to in HW, since its effectively sitting on a 3000 mana cost and 15sec cooldown, but that would mean having to give up some tools like u suggested. perhaps have dark missionary also become like a mini TBN that rewards us with some mana or blood once its barrier has been absorbed? but what would we do about souleater and abyssal drain?
    (0)

  8. #38
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lyth View Post
    There isn't really a clear direction for DRK to follow thematically. Every time that a potential theme starts being developed, it gets washed away by overlap with other tanks. But there has to be a certain degree of mutual agreement between jobs to give up their areas of overlap. As an example, WAR has consistent access to a lot of self-healing with this patch, much moreso than anyone else. So if that's the 'theme' of the job, then make it job exclusive and build around it. We don't all need token self-heals on every tank. If DRK is going to focus on barriers, then we don't need token barrier shields on every job. Get the others to give that up in exchange. Otherwise you have four very similar tanks. The problem is that people get greedy and want everything that the others have +1. That was especially true for the past three expansions. Now that we have a level playing field with Shadowbringers, I think some negotiation is in order.
    sadly. It used to be the haste tank, but that was gutted. It still kinda is the anti-magic tank, but it's superfluous in that regard in that "yeah sure you guys can block everything as well or better than me, but I have DARK MIND!!!"

    It's still a lingering problem that the job's whole kit is devoted to a skill at 70, which was even more problematic IMO in SB.
    It'd be nice for a "learn how DRK" rework to give DRK's a skill that functions like TBN earlier to prepare them for how to use it, but as a downgrade. IMO like, keep the DA proc but remove the MP cost and make it a 15% shield, then upgrade it to TBN at 70.
    Charges on AD would be nice but it still would make drk's self-sustain kinda meh at 200 potency, but increasing the potency makes AoE usage bonkers.
    Salted is one of the last remaining offensive field bubbles, and I still believe in 6.0 it'll be removed. I'd rather they not and make Salted do more, like have an additional effect or something.

    But back on point yeah. Now that there's diversity in the tanks, maybe, hopefully, in 6.0 SE will finally be able to iron out what each tank can do and have strengths/weaknesses in their kits.
    (1)

  9. #39
    Player
    MaraD_'s Avatar
    Join Date
    May 2019
    Posts
    290
    Character
    Hede Devaul
    World
    Mateus
    Main Class
    Fisher Lv 80
    Quote Originally Posted by bundythenoob View Post
    You're right that Convalescence isn't enough to fix LD,
    Quote Originally Posted by Lyth View Post
    I don't think a convalescence buff really solves the underlying problems. It was still bad even when we had Convalescence.
    Ive agreed as well, BUT I would like to see a convalescence effect tied to both Walking and Living dead anyways.
    (1) Gives us 1 more CD to use before we get to TBN.
    (2) it nearly puts you on par with PLD/GNBs ability to use it for trash packs. (even though a conv effect is nowhere NEAR as good)
    (3) It wont "feel" as bad using it, when u think you're at least helping the healers somewhat, rather than saying "Well, I may survive, but I feel like a hindrance to the group anyways"

    Though for a similar treatment to WARs holmgang, make it proc a free use Nascent Flash, or maybe, every time your HP drops to 0, under the effect of Holmgang, your next WS/Ability can drain HP.
    Of course WAR already has options to save and stack with holmgang, but this is just to make it feel more effective in trash pulls, and not feel like the weird one out, with this adjustment to DRK. (Maybe just have Equilibrium proc, but I feel that equilibrium should be something you actively choose to save for this. So the last idea I can think of, is to have increased parry rate, to mimic the old Raw Intuition somewhat. Except its not a 100% parry rate, so it cant reliably be used for physical tank busters.)
    (1)
    Last edited by MaraD_; 08-14-2020 at 09:05 AM.

  10. #40
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    195
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by MaraD_ View Post
    Ive agreed as well, BUT I would like to see a convalescence effect tied to both Walking and Living dead anyways.
    (1) Gives us 1 more CD to use before we get to TBN.
    (2) it nearly puts you on par with PLD/GNBs ability to use it for trash packs. (even though a conv effect is nowhere NEAR as good)
    (3) It wont "feel" as bad using it, when u think you're at least helping the healers somewhat, rather than saying "Well, I may survive, but I feel like a hindrance to the group anyways"
    that's actually a pretty neat idea that I hadn't thought of. by giving Living dead the convalescence buff, we would effectively have a 30% healing received buff every 5 mins. that would be a nice way to sort of return the old Sole Survivor ability, albeit indirectly. I think this may indirectly incentivise bad usage though, but hey its not a bad idea at all.
    (1)

Page 4 of 22 FirstFirst ... 2 3 4 5 6 14 ... LastLast