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  1. #1
    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
    Regarding Powerslash using old Delirium animation; NO!


    And regards to the "new combo" thing, Dark Arts will NOT work for what you suggested with main combos and only really works for a burst combo system like Gunbreaker and Red Mage have, though Spinning Slash and Power Slash can still restore MP but generate more enmity(because tank enmity is boring right now) though I will say that Hard slash should restore HP and MP while also generating enmity...


    Regarding Plunge, does it do anything else to stand out from the other tanks gap closers? Is a a GCD that has unique recast timer? Is it a cone AoE once you hit the target? Is it burst AoE combo starter? Does also restore HP and MP(Yes I want all of these on Plunge)


    Now regarding Flood of Darkness/Shadow; Why did you not ask to bring back Darkside button...? I would rather these 2 skills be GCD and a burst AoE combo ender... though Flood of Shadow would need to be what you suggested for Spinning Slash and Power Slash for Dark Arts(and have it restore HP and MP just for good measure)...


    Blood Price suggestion make no sense with how you worded it(unless you edited as I'm typing this to where it says something that actually makes sense)...


    Blood Weapon suggestion is where I have a problem... just bring back the Haste effect and have it effect ALL Damage dealt instead of one or 2 types of damage sources, and make it restore HP equal to the the amount of damage dealt, and bump duration to 20 seconds.


    Dread Spikes; you could buff the potency to 200 and most people still use it as a DPS increase which I believe is what you were going for... I could be wrong though...


    Dark Arts button coming back yes, having it go back to Heavensward(as much as I love and miss Heavensward Dark Knight) Stormblood Dark Arts is a bad idea because people will complain about Dark Arts spam once people complain about Dark Arts not being available more frequently... just have more Dark Arts stacks that are used for boosting the power of burst combos, while also ignoring MP and/or Blood Gauge costs(which both would still be used for burst combos but are a backup resource that don't boost potency or add other effects), and have additional effects based as an added bonus. Chance of generating Dark Arts when using damage dealing skills range would range from 20% to 50% with Crits being guaranteed, and number of max Dark Arts stacks would start at 5 but changes to 10 max at higher levels with Dark Arts button basically giving you max stacks.


    Syphon Strike and Souleater both need to restore both HP AND MP, but doesn't have the increase enmity effect that Spinning Slash and Power Slash would have.


    Stalwart Soul, no on the Dark Arts effect as I have explained earlier, yes on moving it to early levels, but need to talk about Unleash; THERE NEEDS TO BE A GCD BUTTON THAT GOES IN BETWEEN THESE 2 GCDS TO MAKE A FULL COMBO(we can bring back the PVP skill Tar Pit for this)!


    Scouge, I'm okay bringing it back but as a middle stage combo button, and bring back Delirium weaponskill as the combo ender to Scourge(no idea what the effects for Delirium would be though).


    I don't think we can fix Living Dead without COMPLETELY RE-WORKING IT FROM THE GROUND UP.


    Salted Earth I'm okay with DoT potency buff suggestion... but it needs to have initial damage before the DoT is applied, and would need to be a target AoE like Abyssal Drain, and 2 DoT effects if another button was used fore combo effect(the second DoT would be the puddle buff and the combo bonus) and bring back the PVP skill Carnal Chill and have it use Unmend casting animation.


    Abyssal Drain, combo bonus from Salted Earth would be better over Dark Arts.


    Carve and Spit I'm okay with being a combo ender for burst combo that's basically Souleater but on steroids(ESPECIALLY WITH Dark Arts) but combo starter would be on a 30 unique GCD second cooldown(can use Edge of Darkness/Shadow as the combo starter and it can can restore HP and MP).


    Shadow Wall suggestion is... okay, but no Dark Arts effect please and have it do something else besides be a weaker The Blackest Night with no additional effect... though having The Blackest Night be like how it was in Stormblood works... but again, No Dark Arts effect please...


    Bloodspiller should be the the burst single target combo middle button, and it restores MP as well as HP(and remover that like 1 second of windup/startup animation it has).


    Make Quietus restore HP and be middle button for AoE burst combo and I will be happy.


    Dark Mind/Missionary... Just have them be 75% boost evasion for 6 secs with Dark Mind being Dark Knight only and Dark Missionary be AoE buff version...


    And lastly I would rather just delete Living Shadow as that is more bloat than actual skill... Just like Living Dead...


    And most importantly, I would prefer most of the combo stuff be available as you hitting level 50(since Dark Knight starts at level 30) so that gameplay doesn't feel or look too boring...
    (3)
    Last edited by DRKoftheAzure; 01-05-2021 at 01:27 AM.
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  2. #2
    Player
    SuSpence26's Avatar
    Join Date
    Dec 2020
    Posts
    9
    Character
    Segis Malid
    World
    Midgardsormr
    Main Class
    Dragoon Lv 80
    Yeah the character limit doesn't help in me being able to elaborate on some things lol.

    I couldn't come up with anything for Plunge, just wanted to see it and other gap closers as a whole earlier in the leveling experience and in lower lvl dungeons.

    The Blood Price cooldown just makes it so when you have a mob hitting you you're not getting an absurd amount of Blood. You're basically getting 50 every 15s or so. My only hesitancy with doing something like it is how that resource economy would work as MT vs OT. But the flavor is there I guess? Maybe that shines a bit of light on what you were trying to ask of. Othewise it's like Blackblood which unlocks Blood Gauge use as a whole, BW being a small Blood spender to restore extra MP. I wanted to see complementary utility between the two resources (using a little Blood to get MP and in TBN's case using MP to get Blood)

    Scourge (I wanted to say this is where the true Power Slash animation would be) comes later at 50 as a way for DRK to have an in between Blood spender and have a DoT weaponskill without it being a cut and past of something like Circle of Scorn or interfering with combos. You can weave it in like a combo! It's just not limited as an alternate combo finisher only.

    On a side note, maybe it would be cool to add the orb absorbsion effect of our current Souleater to the old Scourge animation and make that the new Souleater animation!

    As for DA affecting Weaponskills I guess I just wanted it to have more options to use it on without bloating the hotbar with a whole new combo. I like most of what we have now where we have one main combo and maybe a way or two to branch it off, going crazy with a whole additional combo it is a GNB thing imo. Maybe limiting the MP and HP/Blood recovery to DA was me trying to compensate for the additional Blood recovery with the Blood Price trait

    Shadow Wall seems basic because it is. It comes in 10 levels early as a rough version of TBN to get people acquainted and then becomes the real deal at lvl 70 with an upgrade to TBN. The Dark Arts effect on TBN just makes it so it becomes a 3000 MP Darkside extender like people currently use it for anyway when following up with FoS/EoS. But now you have to choose according to the situation. Tank buster incoming? DA into TBN to extend Darkside, open for a burst? DA into FoS to deal extra damage and extend Darkside.

    As for combos being flushed out by lvl 50 in general, I agree! Not sure how making Bloodspiller amd Quietus middle combos would work or if it would but it's an interesting idea

    As for Living Shadow and Living Dead, I tried! lol.

    Hope that sheds some light on why I did some things, you have some interesting ideas of your own which I encourage!
    (0)
    Last edited by SuSpence26; 01-05-2021 at 02:17 AM.

  3. #3
    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
    A good first attempt though and you at least had some ideas give from your personal experience.

    My main fear is that others will complain about how DRK should be just as boring to play as Stormblood/Shadowbringers Warrior or A Realm Reborn Paladin at level 50 or until the game decides you get more than 1 single target and 1 AoE combo or how Dark Knight shouldn't have basically Bloodbath baked right into almost every skill because that's the thing Warriors are known for(even though lifesteal effects DO NOT fit Warrior identity at all but still).

    And regards to your response to my response on Blood Price; basically have Blood Price be like it was in Stormblood without MP refresh...? Not a big fan of Blood Price minus the MP refresh, but Stormblood Blood Price did give Dark Knight the identity of resource management tank, ESPECIALLY with big pulls.

    Scourge animation works well for middle stage combo animation, and Scourge should at least a cure potency, but like 100 cure potency.

    And my big gripe with Souleater animation is that it lost a lot of its luster once it become the ONLY combo for single target... hence why I think(and feel) that Dark Knight needs at least 1 more GCD combo.

    As for Gunbreaker burst combo argument; Gunbreaker has a oGCD burst combo in it's GCD burst combo, while also leaning heavily on dodge tanking and charge stacks for all cooldowns, and buff Gnunbreaker Aurora skill with instant 1200 cure potency to go with the regen effect... pretty sure that would be enough to seperate it from Dark Knight GCD heavy burst combos.

    Side note; I also see Dark Passenger as a GCD with a unique recast timer that gives an additional avoid% effect for 6-7 seconds.

    Darkside as a whole seems to work better as basically Blood of the Dragon but a much longer duration but has a recast timer of 25 seconds.

    As for Quietus and Bloodspiller working as middle combos for burst, see Esteem skill rotation next time activate it on a training dummy...

    And speaking of Living Shadow... I have never liked Living Shadow since it was introduced the job action teaser trailer and it felt forced into the job toolkit just because they needed to test how many people actually like Demi-Bahamut idea on other jobs(though Demi-Bahamut idea is a whole other argument on it's own because it looks like wasted potential)...

    Living Dead... Yeah I think it would be better for it to work like a Hallowed Ground for 10 seconds should the effect of Living Dead just fall off as a decent band-aid fix, and a lot of the lifesteal is mostly to be a band-aid fix for Walking Dead... but then I realized you could have Walking Dead into a Hallowed Ground effect once you are healed to 100% for 10 seconds... Yes I know sounds like a lot of work, but you cannot deny how fun that sounds to do at least once... and yes regardless of whether or not you get Walking Dead status, you are at least ensured the 10 seconds of invincibility.
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.