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  1. #1
    Player
    Anahlise_Auhn_Giinslai's Avatar
    Join Date
    Jun 2021
    Posts
    222
    Character
    Nanot'hrat C'hla'eag
    World
    Goblin
    Main Class
    Reaper Lv 90
    Quote Originally Posted by SuSpence26 View Post
    * Lv.1/4/26 New Basic Combo
    * Hard Slash/Spinning Slash/Power Slash (old Delirium animation)
    * No longer restores MP, Blood and HP by default.
    * SS and PS become Syphon Strike and Souleater later on.

    * Lv.30/74 FoD/FoS
    * Now costs 2000 MP
    * Only extends Darkside by 20s instead of 30s per use

    * Lv.35 Blood Weapon
    * 40s CD
    * Only affects weaponskills
    * duration is replaced with granting 5 stacks of Blood Weapon.
    * Gains ability to recover HP inaddition to usual MP recovery.
    * Loses Blood aspect.

    * Lv.38 Dread Spikes
    * 120s CD Ability.
    * Reduces damage taken by 30% and deals unaspected damage at 60 potency whenever you suffer physical damage

    * Lv.40/74 EoD/EoS
    * Now costs 2000 MP
    * Only extends Darkside by 20s instead of 30s per use

    * Lv. 45 Stalwart Soul
    * No longer increases MP by default.
    * Dark Arts Effect: Recover MP

    * Lv.50 Scourge (no JQ)
    * 2.5 CD Weaponskill
    * Combos off of Syphon Strike
    * Deals damage and inflicts 18s DoT and increases Blood by 20 with lv 66 trait.

    * Lv.50 Living Dead
    * Now decreases maximum HP by 20% during Walking Dead, easing heal requirement

    * Lv.52 Salted Earth
    * 60s CD Ability
    * 75 potency every 3s for 15s
    * Reduces damage of enemies in radius by 10%. (Replaces Reprisal role action. Other tanks could follow suit with similar ability modifications)

    * Lv.60 TBN
    * Now introduced much earlier at 60 instead of 70
    * Loses Dark Arts effect
    * Now costs 2000 MP
    * Now restores 50 Blood upon being broken like before, but this is gained through an upgrade later on between 60 and 70.

    * 62 Blood Spiller
    * Now also restores HP

    * 64 Quietus
    * Now also restores MP (stacks!)

    * Lv.68/78 Dark Missionary/Mind
    * Missionary now a 60s CD and is unlocked at Lv 68
    * Dark Mind becomes a 90s CD but now 30% instead of 20% magic dmg reduction and is unlocked at Lv78

    Lv.70 Living Shadow
    * In looking back at the lv.70 DRK quest, it only makes sense for this to be the flagship ability obtained at this level. It also finishes the trio of Blood related skills nicely.
    * With a new trait at lv 80, Using Abyssal Drain, FoS/EoS, Bloodspiller/Quietus and Carve and Spit reduces Living Shadow's CD by 5s.

    * Lv.?? Delirium
    * Now has the following effect:
    Grants Delirium, increasing skill speed by 15%.
    Additional Effect: Increases Blood Gauge by 10 and recovers MP upon landing weaponskills.
    Duration: 10s
    * The skill speed increase helps to fit the five total skills in the duration.
    1, new basic combo / to be honest, I truly hate the idea of a action becomes a complete different action through a trait upgrade. these kinds of lazy and lousy effort-skip designs that the devs use in the combat systems is one of the reasons why FFXIV's lost RGP elements and lost sense of combat being fun will never come back.

    2, Edge and Flood of Darkness/Shadow / my own thoughts would also be a MP cost reduction(to 2500 or 2000), personally.. I would reduce their DarkSide extension effect down to 15 seconds, and I would put their oGCD on CD(no more spam), and then make other oGCDs also grant DarkSide effect and/or only extend DarkSide's duration, still by only 15 seconds.

    3, Blood Weapon concern / "only effects WeaponSkills" is a bad idea, in my opinion, just to start. I could agree with a CD reduction, but I am not certain of what CD would be a good rotation mark... 40 seconds is not.. too of a bad idea?.. in the sense of 2.40 GCD x 31 = 38.4 seconds / 2.40 GCD x 32 = 40.8 ...so like, clean weave Blood Weapon between every 31-32 GCDs? while the reason why I am not certain that this is a good idea, is because CDs dictate rotation, and so every other CD would need be able to coincide with or nor over-lap with a Blood Weapon every 40 seconds and 31-32 GCDs. additionally, I do not agree so much with the sort-of common "grants stacks" opinion. this idea was brought up to fix Blood Weapon's 5th GCD issue, but it would be more of ease to just increase its duration to 11 seconds.

    4, to address the Dread Spikes idea / I do not so much like the idea of Dark Knight gets.. another.. Warrior copy-and-paste ability. here is a alternative idea. what if "Dread Spikes" is more like The Blackest Night?, in the sense of being a magic barrier, and any attacks that strike the barrier is what triggers the counter. then just give it a "if broken" bonus, much lower CD and a MP cost. at least then.. the ability would be Dark Knight unique and not a Warrior copy.

    5, Stalwart Soul concern / Stalwart Soul is already bad enough, and taking away its MP restore, to lock it behind The Blackest Night being Broken to grant not-Dark-Arts "Dark Arts", and then spend that effect on Stalwart Soul, instead of some where else more of use, is quite a bad idea, in my opinion.

    6, about Scourge / I can, how Ever, agree with the return of Scourge and its DoT.

    7, ...Living Dead... / I have posted my full thoughts on this pitiful ability in other threads, that were titled to be in specific about Living Dead, concerns about Living Dead, and Living Dead ideas... you can just check out my post in those threads.

    8, about Salted Earth / and as for a all-around buff to Salted Earth, I can agree with that.

    9, about The Blackest Night / your idea for it is not bad, but I will say this. the way that The Blackest Night has any connection at all to Dark Knight's damage potential is lousy and stupid design. The Blackest Knight should have no connection or relation to damage output, and should be a pure defensive ability, while the "if broken" nonsense should be a defensive bonus, HP-related bonus, utility bonus, or even just some sort of a new effect; just.. aught that is not damage-related.

    10, about BloodSpiller and Quietus / your ideas for those two is not bad, at least. I can agree with at least giving them additional effects.

    11, about Dark Mind and Dark Missionary / I can agree with the CD reductions, but I am not as certain about to weaken Dark Mind's effect... is down to 20% fair, or 25% instead?

    12, about Living Shadow / pitiful excuse of a lousy and turned out to be lame ability, that is just a mere glorified DoT. it needs.. a lot. it needs to be so much more.

    13, about current Delirium / should just be thrown in a fire, burned to ashes, and never return, rather than improved. this worse-than-Inner Release Inner Release knock-off is a poor excuse of a ability. Instead, either HW Delirium or SB Delirium should return, or Delirium is given a new effect that at least fits with the definition of the word "Delirium".
    (0)

  2. #2
    Player
    AC9Breaker's Avatar
    Join Date
    Nov 2018
    Location
    Bastok
    Posts
    189
    Character
    Ezekyle Abaddon
    World
    Ultros
    Main Class
    Machinist Lv 90
    8 other threads near the top of the tank board with pretty much the same subject but we gotta necro bump.
    (2)

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