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  1. #1
    Player
    DRKoftheAzure's Avatar
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    Feb 2017
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    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
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    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by bundythenoob View Post
    Lastly, I would change souleater into power slash, but that's just a personal choice cuz I think the skill has a sick animation.
    Honestly I would bring back enmity combo JUST for Dark Knight(the whole combo) because of how cool it is and satisfying it was to use back in the day...
    (1)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  2. #2
    Player
    Starkbeaumont's Avatar
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    Aug 2011
    Location
    Ul'dah
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    758
    Character
    Raegen Beaumont
    World
    Spriggan
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by DRKoftheAzure View Post
    Honestly I would bring back enmity combo JUST for Dark Knight(the whole combo) because of how cool it is and satisfying it was to use back in the day...
    I would just trade the Souleater animation. that "uppercut" is really not fitting and old Power Slash (which isn't a slash anyway) is just more fitting and visually appealing
    (2)

  3. #3
    Player
    Lyth's Avatar
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    Jul 2015
    Location
    Meracydia
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    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    If you want DRK to have more combos, it should be something analogous to MNK in which you can jump between two different combos so long as you follow the correct order. An easy way to do this is to have one combo (1 2 3) restore MP, and a second (1 A B) build up blood, such that you can mix and match (i.e. 1 A 3 or 1 2 B) however you like to build up MP and blood as needed. The caveat would be that each step (2 vs A or 3 vs B) should be equivalent in terms of both potency and resource generation.

    Quote Originally Posted by bundythenoob View Post
    ...
    If you want to incentivise shields, you have to reward the player for defending themselves and their teammates with shields. Replace the Darkside timer with a number from 1 to 100. Every time your shields mitigate some damage, the meter goes up, which in turn increases your attack speed and power up to some maximum threshold, while reducing the recasts of some offensive oGCDs. Let it then decay over time, with some abilities (let's say Edge and Flood) that halt the decay. It should feel like you're building up offensive momentum as you shield more and more damage.

    I'm not sure what the skill progression should be while levelling. It's okay for TBN to come a bit later. Sometimes it actually works out really well when a missing piece of the puzzle slips in to make everything else work out better.

    I find it a bit strange that we have some very clearly copy pasted abilities (Sentinel, Shadow Wall, and Nebula) while getting rid of others (Shadowskin). I think the solution, like has been done with Vengeance, is to keep each ability similar with a job flavoured twist. So bring back Shadowskin, and have it give you a bit of shielding. Do the same for Shadow Wall, as its bonus effect (Vengeance has a bonus thorns effect that nobody else has, so there's no reason why every job can't have a bonus effect).

    As for resource generation, I think the simplest way to do this is to have magical attacks that aren't part of your standard combo (Abyssal Drain, Salted Earth, Edge/Flood etc.) cost MP but give you blood back, and physical ones (Bloodspiller, Quietus, etc.) cost blood but give you MP back.
    (3)

  4. #4
    Player
    DRKoftheAzure's Avatar
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    Feb 2017
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    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
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    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lyth View Post
    If you want DRK to have more combos, it should be something analogous to MNK in which you can jump between two different combos so long as you follow the correct order. An easy way to do this is to have one combo (1 2 3) restore MP, and a second (1 A B) build up blood, such that you can mix and match (i.e. 1 A 3 or 1 2 B) however you like to build up MP and blood as needed. The caveat would be that each step (2 vs A or 3 vs B) should be equivalent in terms of both potency and resource generation.
    The idea of DRK having a free flow combo system could work in theory, but in practice you would need to make sure it doesn't cause the same problems that MNK runs into, then you have GNB where their second combo is a burst combo that doesn't even interrupt the current combo you were on when you decide to use it. Though you did provide an idea for my more combos suggestion.

    Quote Originally Posted by Lyth View Post
    If you want to incentivise shields, you have to reward the player for defending themselves and their teammates with shields. Replace the Darkside timer with a number from 1 to 100. Every time your shields mitigate some damage, the meter goes up, which in turn increases your attack speed and power up to some maximum threshold, while reducing the recasts of some offensive oGCDs. Let it then decay over time, with some abilities (let's say Edge and Flood) that halt the decay. It should feel like you're building up offensive momentum as you shield more and more damage.
    I think that would be part of the leveling process from 80-90 or whatever the next level cap will be...

    Quote Originally Posted by Lyth View Post
    I'm not sure what the skill progression should be while levelling. It's okay for TBN to come a bit later. Sometimes it actually works out really well when a missing piece of the puzzle slips in to make everything else work out better.
    This more of my personal observation but I think that trying to figure what the skill progression should be like while leveling might be the source of a good chunk of the disagreement that a lot of the DRK discussions tend to fall apart at... I could be grasping at straws here though...
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  5. #5
    Player
    DRKoftheAzure's Avatar
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    Feb 2017
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    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
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    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lyth View Post
    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.
    This is so true...

    Quote Originally Posted by Lyth View Post
    If I was reworking DRK, I would do the following:
    Oh boy, here we go...

    Quote Originally Posted by Lyth View Post
    1) Make Darkside provide a baseline faster GCD, in the same vein as Huton and Greased Lightning.
    I'd go 1 step further and make it so that you need to activate Darkside to even generate Dark Arts in the first place and require you use Blood Weapon/Price, but yes haste effect can help, and and Blood Weapon can still generate MP with Blood Price generating HP.

    Quote Originally Posted by Lyth View Post
    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.
    See my recent quoting(surprised that's even actually a with spellcheck) and responding of bundythenoob.

    Quote Originally Posted by Lyth View Post
    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.
    Same as the last sentence mostly, though I will add my thoughts on Living Shadow; just make it an ACTUAL TANK PET that TANKS, COMPLETE WITH TANK ROLE ACTIONS(yes I do expect SOME Shirk shenanigans with this idea).

    Quote Originally Posted by Lyth View Post
    4) Build around a shield theme defensively:
    Can work with constant HP recovery of Blood Price suggestion.

    Quote Originally Posted by Lyth View Post
    Have Souleater give you a small barrier shield and extend your cumulative shield duration.
    To elaborate on why I would want Souleater to restore MP as well HP, Syphon Strike I also want to restore HP and you would need to have it generate barrier that stacks with the Souleater barrier.

    Quote Originally Posted by Lyth View Post
    Have Dark Mind increase your magic defense by a small amount while you have an active shield and extend your cumulative shield duration.
    And already I have no idea what this is supposed to mean...

    Quote Originally Posted by Lyth View Post
    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.
    Good idea that I am in favor of, so long as it also applies to the Shadowskin Suggestion I made.

    Quote Originally Posted by Lyth View Post
    Have Dark Missionary spread your existing shield to all nearby teammates and extend your cumulative shield duration.
    All of them? Sweet.

    Quote Originally Posted by Lyth View Post
    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.
    The devs are gonna find a way to NOT implement this idea...

    Quote Originally Posted by Lyth View Post
    Have your rate of resource generation increase while you or a teammate has an active shield.
    Ehh... kinda be too OP if we combined this with my idea so there would need to be HEAVY resource generation nerfs for this to probably work IF it does end up being too powerful...
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  6. #6
    Player
    Lyth's Avatar
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    Meracydia
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    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I don't play MNK nearly enough nowadays to have a sense of what problems it runs into.

    The problem with combo systems is that they're very strict about order. The end result is that you can pretty much map out all your button presses for a given fight. There's this strange mentality in this game's playerbase that more combos and more rigid rotations make for more challenging gameplay, which is obviously false. If you can plan out your optimal next 1000 keypresses in advance, then you can train a monkey or clever robot to do the same. The appeal of resource-based jobs is that, when designed well, they should actually challenge your neocortex a bit. We absolutely don't need DRK to play more like PLD or GNB, and really speaking, the main reason to add a second combo is to add a second combo.

    Combos are just your background button presses in-between actual decisions. With DRK, there's only two ways to keep the resource-generation idea alive and have a two combo system. The first is to flip between a resource spending and a resource using combo. Heavensward did this, in a manner of speaking. The second is to flip between an MP generating and a blood generating combo. The second hasn't been tried yet, but it really relies on the amount of blood and MP generated at each step to be equivalent. If one combo generates more equivalent potency than the others, then you're just going to use the one combo.

    I think job action progression isn't all that important. The levelling system exists to incrementally introduce you to the job so that you don't get overwhelmed with all your actions at once. But with the advent of deep dungeons and skip potions, it's not all that important. There are restrictions, too. TBN has to be forever be introduced at 70, because of that story line. At the end of the day, it doesn't matter. Let's get DRK functioning at its best at max level, and we can worry about the levelling experience afterwards.
    (2)

  7. #7
    Player
    DRKoftheAzure's Avatar
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    Feb 2017
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    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
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    1,136
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lyth View Post
    I don't play MNK nearly enough nowadays to have a sense of what problems it runs into.
    I think the main problems with MNK are "Tornado Kick sucks" followed by "Six-sided Star sucks" and maybe "Enlightenment is useless when Howling Fist was way better for what Enlightenment is trying to do" and this is more of a "me" thing, but Brotherhood should affect all damage dealt and not just physical damage dealt...

    Quote Originally Posted by Lyth View Post
    The problem with combo systems is that they're very strict about order. The end result is that you can pretty much map out all your button presses for a given fight. There's this strange mentality in this game's playerbase that more combos and more rigid rotations make for more challenging gameplay, which is obviously false. If you can plan out your optimal next 1000 keypresses in advance, then you can train a monkey or clever robot to do the same. The appeal of resource-based jobs is that, when designed well, they should actually challenge your neocortex a bit. We absolutely don't need DRK to play more like PLD or GNB, and really speaking, the main reason to add a second combo is to add a second combo.
    A good argument, but considering how most boss fights are scripted anyway(which is it's own debate by itself) the start of the argument is no longer a problem because of the script, and the rest of the argument doesn't follow the script and if you're not following the script and because the script doesn't allow enough deviation based on stats or even min. ilvl(again, another debate by itself), and the only resource based job that is actually well designed is probably Red Mage... and even that has to follow the script for boss fights...

    Quote Originally Posted by Lyth View Post
    Combos are just your background button presses in-between actual decisions. With DRK, there's only two ways to keep the resource-generation idea alive and have a two combo system. The first is to flip between a resource spending and a resource using combo. Heavensward did this, in a manner of speaking. The second is to flip between an MP generating and a blood generating combo. The second hasn't been tried yet, but it really relies on the amount of blood and MP generated at each step to be equivalent. If one combo generates more equivalent potency than the others, then you're just going to use the one combo.
    So... Resource generating combo, and when you have enough 1 the necessary resources for 1 burst combo use it, but if that burst combo also generates another resource for a separate burst combo then you also use it... I could be interpreting that wrong though...

    Though this idea does sound like my Dark Arts rework for Edge of Darkness/Shadow, Bloodspiller, Carve and Spit, Dark Passenger, Quietus, and Flood of Darkness/Shadow idea, just very different... I still like it though...

    Quote Originally Posted by Lyth View Post
    I think job action progression isn't all that important. The levelling system exists to incrementally introduce you to the job so that you don't get overwhelmed with all your actions at once. But with the advent of deep dungeons and skip potions, it's not all that important. There are restrictions, too. TBN has to be forever be introduced at 70, because of that story line. At the end of the day, it doesn't matter. Let's get DRK functioning at its best at max level, and we can worry about the levelling experience afterwards.
    Yeah... Then we all remember Blue Mage exists and how THAT has a different progression system...
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  8. #8
    Player
    Lyth's Avatar
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    Jul 2015
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    Meracydia
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    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by DRKoftheAzure View Post
    ...
    Bosses do follow scripts, but they can also follow branching ones. Blood price was an example of a resource generating action that had some variability attached. Someone probably could try to spreadsheet out every auto-attack in every single scenario, but that type of math nerd would probably fair much better on a rigid combo based job that follows strict rules. The more variable parameters that you add that have ever so slight changes on resource totals, the more you push things in favour of intuitive, flexible players who can adapt on the fly. And that's historically been DRK's real draw.

    My preferred approach for a two combo system would be to sit down and determine the equivalence between MP and Blood. You can use Edge/Flood at any point, and you can use Bloodspiller/Quietus at any point. What's the potency trade-off between these? Let's say that 1 blood = 200 MP when it comes to potency. Now you make two combos:
    1: no resources
    2: 2000 MP or A: 10 blood
    3: 4000 MP or B: 20 blood

    Now it doesn't really matter which combo you invest in too much, because both resource dumps are the same. Now for this system to really work, you need to have oGCDs which use resources as well, and ideally give you some of the opposite resource back. So let's say you wanted to use Carve and Spit which is about to come off cooldown, but it costs blood. Use the blood combo next, use Carve and Spit, and maybe use the MP that you get on TBN. Let's say Abyssal Drain is coming off cooldown, but costs MP. Your next combo step should be your MP combo, gain back some blood from Abyssal Drain, and then use Bloodspiller as follow-up. Your decision-making on combos depends on what oGCDs are coming off cooldown and what resource type you need to activate them.

    Now if you really want to make things fun, instead of making an action like Delirium simply remove costs, have it increase your resource gains, so that you can Bloodspiller -> gain MP -> Abyssal Drain + Edge of Darkness -> gain blood -> Bloodspiller + Carve and Spit -> gain MP etc. to juggle your two resource meters back and forth. It's the same effect, but you get to use your noggin a bit.

    You can also do a resource gaining combo and a higher potency resource spending combo (which is essentially what the old Heavensward DASE vs. Delirium combos were), but that's slightly less interesting to me.
    (4)

  9. #9
    Player
    DRKoftheAzure's Avatar
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    Gridania and Ul'dah (because Ishgard not allowed to be starting city-state :c)
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    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Lyth View Post
    Bosses do follow scripts, but they can also follow branching ones.
    I actually learned something new.

    Quote Originally Posted by Lyth View Post
    Blood price was an example of a resource generating action that had some variability attached.
    Whether it was a successful idea or not is up for debate, though the Stormblood version felt bad to use in single target outside of specific scenarios, such as downtime or the beginning of a pull.

    Quote Originally Posted by Lyth View Post
    Someone probably could try to spreadsheet out every auto-attack in every single scenario, but that type of math nerd would probably fair much better on a rigid combo based job that follows strict rules.
    I think I am actually one of those math nerds. lol

    Quote Originally Posted by Lyth View Post
    The more variable parameters that you add that have ever so slight changes on resource totals, the more you push things in favour of intuitive, flexible players who can adapt on the fly. And that's historically been DRK's real draw.
    I'm only familiar with FF4 DRK and Heavensward/Stormblood DRK, and regrettably familiar Shadowbringers DRK... all I know is that I did not like how Syphon Strike was used as an MP dump in Stormblood when it didn't even have a Dark Arts effect attached to it... Power Slash eventually got buffed to where it was less bad to use but because of its Dark Arts effect I actually valued that more than Souleater combo... And Shadowbringer DRK might as well just be a parsing slave along with WAR...

    Quote Originally Posted by Lyth View Post
    My preferred approach for a two combo system would be to sit down and determine the equivalence between MP and Blood. You can use Edge/Flood at any point, and you can use Bloodspiller/Quietus at any point. What's the potency trade-off between these? Let's say that 1 blood = 200 MP when it comes to potency. Now you make two combos:
    1: no resources
    2: 2000 MP or A: 10 blood
    3: 4000 MP or B: 20 blood
    That is actually the basis of my burst combo idea for DRK, but because you would need MP AND Blood Gauge to get to the non-resource button(which for my idea is Carve and Spit for single target and Flood of Darkness for AoE) which is my Dark Arts rework idea comes in.

    Quote Originally Posted by Lyth View Post
    Now it doesn't really matter which combo you invest in too much, because both resource dumps are the same. Now for this system to really work, you need to have oGCDs which use resources as well, and ideally give you some of the opposite resource back. So let's say you wanted to use Carve and Spit which is about to come off cooldown, but it costs blood. Use the blood combo next, use Carve and Spit, and maybe use the MP that you get on TBN. Let's say Abyssal Drain is coming off cooldown, but costs MP. Your next combo step should be your MP combo, gain back some blood from Abyssal Drain, and then use Bloodspiller as follow-up. Your decision-making on combos depends on what oGCDs are coming off cooldown and what resource type you need to activate them.

    Now if you really want to make things fun, instead of making an action like Delirium simply remove costs, have it increase your resource gains, so that you can Bloodspiller -> gain MP -> Abyssal Drain + Edge of Darkness -> gain blood -> Bloodspiller + Carve and Spit -> gain MP etc. to juggle your two resource meters back and forth. It's the same effect, but you get to use your noggin a bit.
    If you're just learning how the job works then okay I can see my burst combo idea just being either a level 70 or 80 trait for what you're going for. Good for new players and veterans.... probably...

    Quote Originally Posted by Lyth View Post
    You can also do a resource gaining combo and a higher potency resource spending combo (which is essentially what the old Heavensward DASE vs. Delirium combos were), but that's slightly less interesting to me.
    In Heavensward, Delirium combo was mostly used for DPS AND holding onto Dark Arts buff if needed it for Carve and Spit, Dark Passenger, Dark Mind, or Dark Dance(though in dungeons you would use Dark Arts with Dark Dance first, followed by another Dark Arts with Dark Passenger which i want Dark Passenger to come for the old evasion tanking trick), whereas the GCD portion of the decision making was used for either more enmity for Power Slash, or just a MP dump through Souleater(and if you were main tank and had Grit on more HP recovery on top of the slight DPS gain) and Souleater
    MP dumping was probably the source of the Dark Arts spam in going into Stormblood...
    (0)
    Last edited by DRKoftheAzure; 08-31-2020 at 05:19 AM. Reason: continuing conversation in case I hit character limit
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  10. #10
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    195
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    I still firmly believe that the leveling kit is just as important as the overall package, not only for people who are level syncing to do everyday content with friends, but for people who are leveling the job throughout the story. if the job doesnt naturally get stronger and have a solid base at all the capstone levels, it won't feel as strong as others, and thus won't feel as fun to play. just compare lv 50/60 DRK to lv 50/60 PLD or GNB, and you'll get what I mean. the other 2 jobs feel much more "complete" than DRK does.

    I don't think the current build really needs any tweaks to its leveling progression kit other than the ones i mentioned in the original post. even if we don't get a form of active mitigation like the other tanks until lv 70, as long as we get stalwart and missionary earlier the job will feel much better to play and level up, and as long as we can deal more damage to make up for the lack of mitigation until TBN at lv 70, it wouldnt be a bad tradeoff.

    I think that having DRK be a combo based job wouldn't be as good as having it be resource based, as Lyth was saying. too many comboes leads to a rigid pattern like with PLD. Having DRK rely more on spending and building with oGCDs would be the way to keep it interesting and bring back that decision-making based HW gameplay, but then those spenders and builders would have to be powerful enough to make up for the lack of combos with bleeds/buffs.
    (0)

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