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  1. #61
    Player
    Tranquilmelody7's Avatar
    Join Date
    Jan 2018
    Posts
    419
    Character
    Thepale Rider
    World
    Jenova
    Main Class
    Bard Lv 90
    Quote Originally Posted by TheRealQuah View Post
    Now Yodhi P has said there will be no more tank changes in the 5.x series, can we get rid of these pointless threads?
    Yoshi P can say whatever he wants, but that won't stop anyone from requesting for balances changes.
    (3)

  2. #62
    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 DRKoftheAzure View Post
    If that was before 5.3 then honestly then Yoshi-P should have known better how bad Dark Knight is with its self sustain(or lack-thereof) as well as how bad its MP costs and long recast timers and how bad Blood Weapon is and he needs to tell the other devs to rework Dark Knight into something that doesn't suck in terms of a DPS rotation as well as self sustain and has better cooldowns outside of "ThE bLaCkEsT nIgHt Is ThE bEsT cOoLdOwN HERPA-DERP!" because The Blackest Night sucks.
    That's my hope as well. I'd love to see DRK get something, and GNB's sounds reverted for their basic combo to what they were on 5.0 launch.

    But, track record is not on our side.

    Quote Originally Posted by NyneSwordz View Post
    No one cares about potency adjustments though. I thought this thread was about Dark QOL changes.
    thatsthepoint.gif
    (1)

  3. #63
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    The relative dps between tanks is one of the things that they got right this expansion. Potency changes don't make sense anyways.

    I think a lot of people will be happy even if they just manage to do something to address Living Dead this expansion. It's not like they can't either. They removed the drawbacks from Holmgang this expansion and it was the most powerful invuln to start with.
    (1)

  4. #64
    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
    The relative dps between tanks is one of the things that they got right this expansion. Potency changes don't make sense anyways.

    I think a lot of people will be happy even if they just manage to do something to address Living Dead this expansion. It's not like they can't either. They removed the drawbacks from Holmgang this expansion and it was the most powerful invuln to start with.
    speaking of Living Dead, I got an idea earlier when I was in combat. you know how our characters have the white HP bars above our heads, why not make it so when Walking dead activates, a red bar similar to that one appears, showing how much healing is needed to fill it up to full? something simple like that might be a decent QOL change for now, and then when 6.0 rolls around they can rework the skill so its not as punishing
    (0)

  5. #65
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by bundythenoob View Post
    speaking of Living Dead, I got an idea earlier when I was in combat. you know how our characters have the white HP bars above our heads, why not make it so when Walking dead activates, a red bar similar to that one appears, showing how much healing is needed to fill it up to full? something simple like that might be a decent QOL change for now, and then when 6.0 rolls around they can rework the skill so its not as punishing
    Just add a 20% increase in healing received to Walking Dead, and we've already fixed it since it'll need less resources from SCH and AST to get out of.
    (0)

  6. #66
    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 RyuDragnier View Post
    Just add a 20% increase in healing received to Walking Dead, and we've already fixed it since it'll need less resources from SCH and AST to get out of.
    if you read the original post, i suggested a 30% healing increase, but the problem of not having a visual indication for healers to know exactly how much to heal would still be present. I think both options could work though, and wouldn't be too difficult to implement.
    (4)

  7. #67
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by bundythenoob View Post
    if you read the original post, i suggested a 30% healing increase, but the problem of not having a visual indication for healers to know exactly how much to heal would still be present. I think both options could work though, and wouldn't be too difficult to implement.
    My apologies, I missed that part.
    (1)

  8. #68
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    195
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    so I wrote a couple of mockups for trying to make DRK have a few more barriers for future expansions as per Lyth's suggestion. I didn't want to completely remove the HP sustain aspect, so Abyssal Drain would stay as a mana spender to make use of the extra mana for helping with sustain.
    let me know what you guys think

    Power slash (replaces souleater)
    generates 300 potency barrier for 15 secs. if it pops grants 500mp. trait at lv 62 allows it to generate extra 10 blood when popped

    shadowskin - lv 35, 1500 mana cost, 30 sec recast. trait at lv 70 evolves into TBN
    grants 15% hp barrier to self for 10 seconds. refunds 1500 mana when popped.

    Dark Mind - lv 45
    reduces magic damage by 20% for 10 seconds and creates barrier worth 10% of DRKs hp. if barrier pops, reduces all damage taken by 10% for 10 seconds.

    Dark Missionary - lv 58, 180sec recast, trait at 76 lowers cooldown to 90 sec
    provides a partywide magic barrier that reduces incoming damage by 10% of the party members HP. if barriers pop, restores 1500 mana for DRK. trait at lv 76 allows it to generate 30 blood when popped
    (0)
    Last edited by bundythenoob; 08-21-2020 at 03:09 PM.

  9. #69
    Player
    johnnylogen's Avatar
    Join Date
    Jul 2017
    Posts
    2
    Character
    Johnny Logen
    World
    Odin
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by bundythenoob View Post

    >Dark Missionary- moved to lv 58
    Introduce this a little earlier to allow new DRKs to learn to mitigate raidwide AOEs.
    should have a 180 sec cooldown at lv 58, with a trait at lv 76 to make it 90sec, so it does not become too strong in HW and STB content and promotes smart usage.
    ?? gnb have their raidwide mitigation at 90s in stormblood content, theres no need for that 180 sec thing at all. as of right now playing DRK in ucob and uwu is straight up trolling so having dark missionary earlier is a much needed change.

    to add to that, give us a bigger buffer to get 5 gcds into bloodweapon, like delirium has. BW is so god damn tight that i miss a gcd in it sometimes, due to whatever reasons
    (1)

  10. #70
    Player
    Aurelius2625's Avatar
    Join Date
    Mar 2019
    Posts
    269
    Character
    President Obama
    World
    Adamantoise
    Main Class
    Warrior Lv 100
    The only change we need is increasing TBN's timer to 10s instead of the aids inducing timer of 7s, when this game works on a THREE SECOND SERVER TICK, so you get TWO! autos worth of dmg to get that shit to pop in the opener, and honestly it's the most rage inducing thing to throw ur shit on some other tank or yourself, at 1s prepull savage and have that shit NOT POP costing you 500!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! potency in your opener. It's aids on Monk to be dependent on server tick.... it's aids for DRK too.

    Complete bullshit.

    Everything else can be addressed in 6.x, but that is the ONE change that we need RIGHT NOW.
    (0)

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