Page 8 of 20 FirstFirst ... 6 7 8 9 10 18 ... LastLast
Results 71 to 80 of 223

Hybrid View

  1. #1
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think that the dev team or the community team should just make any kind of public comment or statement regarding the years of feedback that they've received over Living Dead. Even an acknowledgement would be a start.

    They seem to deliberately avoid it, even if it gets massively upvoted in Q+A sessions. Because you know, the fluff questions on Housing and Estinien's dating profile feel just that much safer to answer.
    (4)
    Last edited by Lyth; 08-26-2020 at 02:08 PM.

  2. #2
    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
    I think that the dev team or the community team should just make any kind of public comment or statement regarding the years of feedback that they've received over Living Dead. Even an acknowledgement would be a start.

    They seem to deliberately avoid it, even if it gets massively upvoted in Q+A sessions. Because you know, the fluff questions on Housing and Estinien's dating profile feel just that much safer to answer.
    Wasnt there the Fanfest where Yoshida was asked directly and he basically said "but muh DRK class fantasy"
    (0)

  3. #3
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Quote Originally Posted by WhyAmIHere View Post
    Wasnt there the Fanfest where Yoshida was asked directly and he basically said "but muh DRK class fantasy"
    It’s a crazy statement if that’s what was said. In my favorite form of escapism I want to die because I had the wrong healer comp in a clutch situation. Or worse my whm wanted to get that sweet 10th second on wd before bene and let me die. I don’t think that’s any DRKs fantasy. I haven’t seen this one proposed...

    LD same as before 10s to drop to 1 hp.
    WD needs 2 conditions to cleanse: 1. A small heal gate of... 10% max hp. Something so that you’d be viable for tactics like regen(& maybe Ogcd heal) with a tank swap. 2. After the 10% heal gate is reached you control coming out of WD, instead of your healers, by tapping the LD button. The shorter amount of time you stay in walking dead the shorter the recast for LD is. If you come out of WD before heal gate is reached you are KOd.

    If you need to eat multiple tbs you can use all 9 seconds. If you only need 4(Or whatever number of seconds below the max duration) then you’re rewarded with a lower recast time corresponding with the amount of time in WD. The devil is in the details but it’s an interesting concept to me.

    Doesn’t seem like it’s been tried with any other tank and maintains a high risk high reward.
    (0)

  4. #4
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Hm, I don't remember anything to that effect. Living Dead doesn't really fit even from a class fantasy standpoint. DRKs are not Death Knights. Death/Undeath is not a theme here.

    It's not even that hard to come up with a good invuln concept that isn't overly cumbersome or irritating to the user. For 10 seconds, you cannot go below 1 HP. Any lethal damage that you would have received gets converted to a barrier shield, up to X% of your max HP. When the ability ends, you gain said barrier shield for the next 10 seconds.
    (1)

  5. #5
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Quote Originally Posted by Lyth View Post
    Hm, I don't remember anything to that effect. Living Dead doesn't really fit even from a class fantasy standpoint. DRKs are not Death Knights. Death/Undeath is not a theme here.

    It's not even that hard to come up with a good invuln concept that isn't overly cumbersome or irritating to the user. For 10 seconds, you cannot go below 1 HP. Any lethal damage that you would have received gets converted to a barrier shield, up to X% of your max HP. When the ability ends, you gain said barrier shield for the next 10 seconds.
    Agreed. It wouldn’t be difficult to make an invulnerability that fit DRKs “identity”. What I don’t understand is why haven’t they made any meaningful changes to it? Many talk about WAR getting changes bcs the community is explicit about the exact changes it wants to the class whereas DRK leaves the door open and gives ideas... I don’t understand this. I haven’t heard one LD idea where someone said “it’s this or nothing” and that creates wiggle room for the dev team to create based on the TONS of feedback... over the last 6 years... the only thing I’ve heard is something Different is better than the current LD.

    The irony being, and I’m sure someone has mentioned this in the past, LD is a whm cd, and we were told that abilities and debuffs that require certain jobs be brought to a comp were an overall negative to the community. So how has LD survived when all the rest seem to have made it to the trash can?
    (3)

  6. #6
    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 Danelo View Post
    Agreed. It wouldn’t be difficult to make an invulnerability that fit DRKs “identity”. What I don’t understand is why haven’t they made any meaningful changes to it? Many talk about WAR getting changes bcs the community is explicit about the exact changes it wants to the class whereas DRK leaves the door open and gives ideas... I don’t understand this. I haven’t heard one LD idea where someone said “it’s this or nothing” and that creates wiggle room for the dev team to create based on the TONS of feedback... over the last 6 years... the only thing I’ve heard is something Different is better than the current LD.
    that problem may stem from DRK players having their own vision of the what the job should be. I've seen a suggestion about having LD cost a percentage of your mana relative to your remaining HP once the 10 seconds are over, which i thought was cool, but then others think that the DPS loss might make it too punishing. plus, if this change is made taking into account DRKs current mana buildup, that still leads to multiple follow-up questions needing to be asked, such as which skills should have their mana generation buffed to compensate for this change, or if this should be implemented for 6.0 as opposed to 5.4/5.5.


    Quote Originally Posted by shao32 View Post
    While i support change the order of learning certain skills and bandfixes to Bloodweapon and abyssal drain i considering the increase of the resource generation right now it's kinda useless, i mean yes i want more resource generation and have real management but considering DRK MP is scriped now to be in the 60s window and being a TA slave i doubt it would be worthy change that now considering the cost of the skills and the status of darkside, MP generation and usage need an extensive revision buffing it a bit now won't help much to his downtime more than forcing you use 1 edge early and increase the chances of fit 1 less on raid buffs or use your dark arts when you don't want it.
    I understand that you don't see a point in reactivating the MP economy for the current build. I just added those as a small change to help current DRK feel a little more like its old self. the more pressing matter is that we DRK players need to ask ourselves the big questions for 6.0.

    which skills should return as mana spenders?
    should those skills potencies be tweaked to account for additional mana generated compared to SHB DRK?
    which skills should return or remain as mana building tools? should blood weapon be our only tool, or should another thing be added? if so how frequently do they come up and how much should they generate?
    do unleash and stalwart cost mana to allow for more spending options, or do we leave them more as building tools like they are now?
    do we make living shadow the burst window for DRK or leave Delirium as an IR clone for burst?
    do we propose a baby TBN to be learned at earlier levels, and how much mana would it cost? or should we keep TBN at lv 70 and instead buff low level DRks damage to compensate for lack of active mitigation?
    what skills do we make proc with TBNs Dark Arts? or should Dark Arts come back as a charge button?

    stuff like this is what we need to come to an agreement on and propose ourselves, since the devs seem to be unable to make a balanced DRK that everyone can enjoy from the feedback we've left in the past.
    (0)
    Last edited by bundythenoob; 08-29-2020 at 04:35 PM.

  7. #7
    Player
    DRKoftheAzure's Avatar
    Join Date
    Feb 2017
    Location
    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
    Posts
    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by bundythenoob View Post
    that problem may stem from DRK players having their own vision of the what the job should be. I've seen a suggestion about having LD cost a percentage of your mana relative to your remaining HP once the 10 seconds are over, which i thought was cool, but then others think that the DPS loss might make it too punishing. plus, if this change is made taking into account DRKs current mana buildup, that still leads to multiple follow-up questions needing to be asked, such as which skills should have their mana generation buffed to compensate for this change, or if this should be implemented for 6.0 as opposed to 5.4/5.5.
    Well everyone knows I have my own vision for DRK. But even I will admit that we all need to be unified in some capacity if we want to see the some of those visions become a reality.


    Quote Originally Posted by bundythenoob View Post
    I understand that you don't see a point in reactivating the MP economy for the current build. I just added those as a small change to help current DRK feel a little more like its old self. the more pressing matter is that we DRK players need to ask ourselves the big questions for 6.0.
    All right, let's see the questions.

    Quote Originally Posted by bundythenoob View Post
    which skills should return as mana spenders?
    Dark Passenger and Edge of Darkness/Shadow.

    Quote Originally Posted by bundythenoob View Post
    should those skills potencies be tweaked to account for additional mana generated compared to SHB DRK?
    This, for me at least requires reworking Dark Arts COMPLETELY which would more like the following; Dark Arts is used for various things for specific set of abilities/weaponskill/spells such doubling potency, ignoring MP/Blood Gauge costs, adding more effects, or even outright changing the skill for more damage(which applies the double potency after for EVEN MORE DAMAGE).

    Quote Originally Posted by bundythenoob View Post
    which skills should return or remain as mana building tools? should blood weapon be our only tool, or should another thing be added? if so how frequently do they come up and how much should they generate?
    Souleater, Syphon Strike, Abyssal Drain, Carve and Spit, Quietus, Bloodspiller, and Stalwart Soul, though are mostly tied to combos.

    Quote Originally Posted by bundythenoob View Post
    do unleash and stalwart cost mana to allow for more spending options, or do we leave them more as building tools like they are now?
    See above answered questions.

    Quote Originally Posted by bundythenoob View Post
    do we make living dead the burst window for DRK or leave Delirium as an IR clone for burst?
    See above answered questions, but as for Living Dead... Lyth already provided a good alternative to what we already have in the game but... their is a good chance that the devs won't bother to even fix it no matter what suggestion we give...

    And as for Delirium, make it a combo ender that maintains Darkside related buffs with Scourge being second stage combo button(Hard Slash is the base combo starter).

    Quote Originally Posted by bundythenoob View Post
    do we propose a baby TBN to be learned at earlier levels, and how much mana would it cost? or should we keep TBN at lv 70 and instead buff low level DRks damage to compensate for lack of active mitigation?
    Baby TBN would be Shadowskin, 25 second recast with 10% HP shield, NO MP cost, becomes The Blackest Night at level 70 quest with 25% HP shield.

    Quote Originally Posted by bundythenoob View Post
    what skills do we make proc with TBNs Dark Arts? or should Dark Arts come back as a charge button?
    See my answer to the second question, and I will say bring back Dark Arts as a separate button that gives max number Dark Arts stacks(think Monks Chakra stacks that lets you hold maximum of 5 but you get to hold 5 more at higher levels) and this also answers question number 5 as well.

    Quote Originally Posted by bundythenoob View Post
    stuff like this is what we need to come to an agreement on and propose ourselves, since the devs seem to be unable to make a balanced DRK that everyone can enjoy from the feedback we've left in the past.
    I agree. And I gave some of my input, I just hope we can agree on at least some of the things.

    (I still think DRK should have more combos, just saying)
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  8. #8
    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 bundythenoob View Post
    snip
    I know what you mean and intend and i agree but what i mean it was the MP buffs you suggest aren't enough to make it feel it like it's old self, it needs almost double the amount of MP generation to being comparable to HW at least, thats why i said i don't see it bcs with those small amounts you will almost do nothing to archive what you want.

    outside of that i covered what i think about DRK 6.0 should be here https://forum.square-enix.com/ffxiv/...re-of-the-job. but to make a resume i think DRK needs:

    - increase the amount of resource generation in both MP and Blood to return his resource management identity and gameplay back.
    - Rework or remove Delirium, and build something that work with the rest of the kit in a unique way, resource management, upgrade skills, anything unique that feel like something DRK will do.
    - restore the skill singergy and make useless mechanics like darkside and living shadow being way more involving gameplay wise and not just simple decoration.
    - and place the burst under living shadow in a unique way no other job have leaving his MP and blood being unique at the same time in his usage again.

    That's what i want, but over everything Delirium must die and be forgothen forever, it's the biggest behavior for me.
    (2)

  9. #9
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    People really don't like using actions that punish you when you use them. There is absolutely no reason why players should be coming up with suggestions for appropriate punishments for using Living Dead when Holmgang is objectively better in direct comparison with no drawback whatsoever. Rather, players should be asking what sorts of significant added benefits Living Dead should provide over Holmgang to warrant the minute longer recast.

    If I was reworking DRK, I would do the following:
    1) Make Darkside provide a baseline faster GCD, in the same vein as Huton and Greased Lightning.
    2) Make DRK really be about resource management. Every time that you use an action that costs MP, have it generate a small amount of Blood. Every time that you use an action that costs Blood, have it generate a small amount of MP. Have Blood Weapon amplify these exchanges.
    3) Turn abilities like Bloodspiller and Carve and Spit into a multi-hit attacks instead of one big Fell Cleave styled hit. Have Delirium amplify the number of times each action hits. Have Living Shadow link into all this. 99-hit combo? Yes please.
    4) Build around a shield theme defensively:
    Have Souleater give you a small barrier shield and extend your cumulative shield duration.
    Have Dark Mind increase your magic defense by a small amount while you have an active shield and extend your cumulative shield duration.
    Have TBN apply a shield to both yourself as well as an ally, with the option to not target anyone. If NF gives you that option, so should TBN.
    Have Dark Missionary spread your existing shield to all nearby teammates and extend your cumulative shield duration.
    Have your invuln convert the lethal damage that you take while at 1 HP to a shield, up to a maximum of say 50% of your health total, and extend your cumulative shield duration.
    Have your rate of resource generation increase while you or a teammate has an active shield.
    (6)

  10. #10
    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
    snip

    I think that your idea of having our abilities extend our shields durations could work if we get a baby TBN introduced at lv 30 (something like a 10 second shield that mitigates 15% worth of our hp) that upgrades to TBN at lv 70, or else there might not be a point to "managing shields" if we don't get it started till lv 70. otherwise we end up in the current state of DRK which is just a blue DPS with some tanking cooldowns and no utility.

    The only problem I find is, do we incentivise making long lasting shields and keeping them up, or incentivise using small but powerful shields during specific times that pop to proc Dark Arts/mana refunding?

    For Bloodspiller and CnS being multi hits, I think it might be better if Quietus could be the multi hit aoe attack while CnS could be the multi hit single target, which have their effects amplified by your new delirium. as for bloodspiller, if delirium is changed once again to enhance abilities, BS could be changed under new delirium to be a sort of "STB delirium" attack that consumes 50 blood but refunds us enough mana for a TBN, just in case we need to convert resources like Delirium used to, and that way its not a spammable attack, but instead is a big hit with resource conversion that we can use sparingly (maybe every 60-90 seconds, depends on Delirium cooldown)

    if Dark Missionary is meant to spread shields, it definitely needs to be introduced before TBN for raid utility. if dark mind only works while you have a shield, your shields might need to be strong enough to survive while you pop the buttons back to back on multiway combat, but in single it can work as a preemptive for a magical tankbuster.

    if we generate mana/blood more than the current build, do we introduce abyssal drain as a spender to make up for souleater no longer healing? does dark arts spend mana, or is it on a charge system? would TBN and its baby version refund mana if popped/proc DA, or absorb mana thru hits if we go with consistent shielding, maybe having a blood price effect attached to them that maxes at 3000 mp (since theyll be castable to other members under your suggestion, it wouldnt force DRK in the MT slot like in the past)

    our resource generation skills would have to be looked at too. Blood weapon is currently our only resource generation tool, so would it be better to shorten the cooldown or strengthen its effects and duration? would stalwart still work the same as it does now? do our shields have blood price effects added to them, or would that make them too strong in terms of dps via resource generation?

    I love your LD idea though. having it proc when our HP drops to 1, but converting all subsequent damage into a shield that maxes at 50% would be a cool way to change the skill, while still keeping it different from the other invulns. I would say that change alone would make LD much better than its current iteration by a lightyear.


    TL;DR
    the way i see it, we either go with short powerful shields and have Dark Arts remain as a proc for TBN which affects multiple abilities, or we go with the sustained shield model, which means DA would have to return either as a spender or charge ability. introducing Shadowskin at lv 30 (15% hp shield, 1500mp cost, 10 sec duration, 30s recast) would be needed for either build, since it could either be sustained or refund mana if popped.

    if we go with short shields, I would say let Dark Mind gives us 20% magic dmg reduction and generate its own shield that is worth 10% hp. otherwise your idea works for sustained shields model.

    Delirium could enhance Bloodspiller to generate a large chunk of mana on usage, make quietus and CnS have multihits while retaining their innate mana generation. maybe even enhance stalwart to generate extra resources per hit.

    Dark arts could give free Edge/Flood/Abyss Drain, could possibly give CnS/quietus a potency boost with no mana generation, could give shadow wall the blood price effect (for MTing) or maybe could give Dark Missionary a blood price effect (for OTing). blood price effects would have to cap at 2000-3000mp to not be dps advantage over the free spenders. if its on a charge system, we could make it grant the blood price effect to our TBN instead of shadow wall.

    Blood weapon, Stalwart, and Syphon would remain our standard mana building tools, with CnS and Quietus having inherit mana generation which are enhanced by Delirium, or removed for potency buffs by DA. Salted Earth should return as a blood builder as well.

    Living Shadow could definitely be our burst source, perhaps esteem mimics our rotation to output extra damage.

    Your LD idea is pretty bomb, so we keep that one regardless of which build we go with. much better than square's version.

    Lastly, I would change souleater into power slash, but that's just a personal choice cuz I think the skill has a sick animation.
    (1)
    Last edited by bundythenoob; 08-29-2020 at 04:37 PM.

Page 8 of 20 FirstFirst ... 6 7 8 9 10 18 ... LastLast