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  1. #1
    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.
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  2. #2
    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
    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.
    Yeah, this the part where even I get stumped on because I do think DRK should be for people who are already familiar with tanking and want a bit more challenge with optimizing DPS AND mitigation, and kinda like GNB(considering how late you unlock each of those jobs/classes), while also steamrolling through earlier dungeons as you learn how they play/feel.

    Quote Originally Posted by bundythenoob View Post
    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.
    Stalwart Soul does needs to be either available at level 40, or some new PBAoE helps fill that void until you get Stalwart Soul Stalwart Soul becomes a stage 3 combo ender for the AoE combo.

    Quote Originally Posted by bundythenoob View Post
    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.
    Considering most bosses follow a script it would probably be best for just until the devs rework the game to where the bosses do not follow a script... or at least have the bosses be scripted to use abilities more frequently the lower their health gets...


    Also considering there is a limit to how many posts everyone can have per day I'm trying to limit how many posts I can do without hitting that limit...
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.