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  1. #1
    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 Nyarlha View Post
    Yeah, let's remove a very useful CD because people can't plan out cooldown usage with their cotank, of course.
    Even with coordination with your static co-tank i saw so many times my reprisal being rewrited bcs he miss use it on the wrong aoe bcs human error and not only the attack his reprisal is going to be hit us harder we don't even gain anything from use it on the same attack something that doesn't happen with divine vel/heart of light aoe mitigation variants, with pugs this kind of coordination is non-existed and while reprisal is usefull and fun to use on mass pulling and 4 members content for me it's a pain to see how many reprisal are wasted on 8 man content bcs his design, so yeah i rather bring back the skill to DRK where was his original owner and give other tanks a equivalent or remove it, the least friction betwen skills usages the better appart WAR stabing the target with the axe it's absurd.
    (0)

  2. #2
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Drk

    Rework to be closer to HW style of second or branching combos and skillful dark arts use
    -Scourge back as part of said second or branching combo (like pld)
    -Living dead getting changed to something that doesn't kill/cripple and synergises with the rest of the kit if it doesnt. Too many ways to list
    -Delete inner release delirium 3.0
    -Dark arts: costs 2400mp, stocks a charge of dark arts up to a maximum of 3. A charge of dark arts is expended using certain actions. 2nd unlocked at 50, 3rd at 60. use outside combat stocks max charges. gives the pc darkside aura effect at original strength (don't like it? buffs are usable outside combat to remove it)
    -sole survivor: costs 1 dark arts, debuffs target. Target takes increased crits by 10% and Dhit by 10% (Dhit unlocked later as trait)
    -Darkside: costs 1 dark arts using old stance animation, reduces weaponskill recast time by 15% and increases damage by 20% for 16 seconds (15+1 for ping) recast 45
    -Abyssal drain: gains charges, restores a % of hp or now costs mp to give drk some sustain already
    -Bloodspiller/quietus: now costs 1 dark arts
    -Blood price: costs 50 blackblood gauge, uses SB delirium animation. Restores mp and/or hp
    -Living shadow: timer starts as soon as able to atttack
    -Dark mind: pinching earlier suggestion of having convelesence effect
    -Shadow wall: adds a slow effect when struck during duration
    -Quietus: damage boost and sound replaced by voidwalker's quietus
    -Flood of X: player animation reverted to dark passenger, projectile is fine
    -stalwart soul: moved down significantly in the levelling

    pld
    -intervene acquired earlier
    -cover and intervention merged
    -rage of halone no longer replaced
    -divine veil self poppable
    -durations adjusted to prevent drift
    -sword oath/atonement acquired at level 30
    -new 100 gauge button: changes goring blade to savage blade and rage of halone to royal authority for 1 attack
    Royal authority: deals damage with an increase under royal justice, grants royal oath, removes royal justice
    Savage blade: deals damage with an increase under royal oath, grants royal justice, removes royal oath
    -shield swipe deleted

    War
    -returned to having some thought and less spam, similar to sb
    -fracture returned with some actual damage this time
    -mercy stroke returned as ogcd attack (something WAR lacks)
    -bloodbath returned, upgrades to nascent flash
    -berserk is now switch on/off, grants crit boost when enabled at cost of raising wrath gauge on landing weapon skills
    -skull sunder, butchers block, alternate combo that reduces wrath, only available out of rage
    -if wrath gets too high player is afflicted with exhaustion, beast gauge gains are halved
    -deliverance returned as an ogcd that reduces 50 wrath
    -foresight deleted

    role skills, all except for provoke replaced by unique option
    -Rampart: Shadowskin for drk, bulwark for pld, foresight for war and anticipation for gnb
    -stun: low blow for drk, shield swipe for pld, brutal swing for war and new one for gnb...tracer perhaps?
    -damage down: reprisal for drk, flash for pld, ultimatum for war, new one for gnb
    -arms length: tempered will for pld etc
    (6)

  3. #3
    Player
    Azbel's Avatar
    Join Date
    Oct 2015
    Posts
    18
    Character
    Azbel Lhant
    World
    Jenova
    Main Class
    Dark Knight Lv 80
    Wishful thinking since we DRK get nothing and we will like it , but yes more mp management like in HW , a dot would be nice and maybe an absorb shield based on healing done by soul eater could be interesting
    (0)

  4. #4
    Player
    Koka-Kola's Avatar
    Join Date
    Mar 2021
    Posts
    23
    Character
    Kokami Everfalling
    World
    Cuchulainn
    Main Class
    Blue Mage Lv 70

    Blue mage

    Making blue mage viable. The class is fun as it was in ff11 but its just a glorified mini game. Remove the one shot skills and or rework it so it just does damage and it would be fine. If DPS is an issue then lower the potency of some skills or increase the CD. If anything the class was a mistake to add in the firs place because of its limited status.
    (1)

  5. #5
    Player
    Ralt21's Avatar
    Join Date
    Mar 2021
    Posts
    43
    Character
    Ralt Hava
    World
    Diabolos
    Main Class
    Warrior Lv 70
    So how about we drop DRK blood gauge!?
    - We make Bloodspiller and Quietus cost mp. they will cost more mp than edge and flood of shadows but will do more dmg.
    - we also make living shadow, salted eath and abyssal drain cost mp
    - because of all the extra mp skills we'll need adjust the mp cost, in a way that all them arent just 3000mp

    now we add some extra effect on dark arts.
    - make Dark arts stack to 2 or 3
    - dark arts still makes mp skills cost no mp and it add some new effects to the mp skills aswell as a small potency boost
    - change delirium so that it cost mp and gives you Dark arts stack.
    also adjust CD. if it were to give 1 stack. it is better to have it around 45 to 60 sec. if it were to stay 90 sec might aswell make it give 2 stacks of Dark arts

    so now the added effects of dark arts
    - Bloodspiller and Quietus: increase in potency, heal mp
    - Salted earth: either increase in potency or longer duration, and reduce dmg taken while you and party member are inside.
    - Abyssal drain: increase potency and adds mp gain
    Also change abyssal drain CD to 10 sec or something and salted earth CD between 30-60 sec.
    - living shadow: i have absolutely no idea.
    - flood and edge of shadow: increase in potency and change darkside to enhaced darkside.
    enhaced darkside: needs a better name. now buffs your dmg by 25% but last 20 or 30 sec. can be reaplied.

    So now DRK identity would be Dark arts and mp management.
    i have been on these forums alot lately. which is how even if i have gotten DRK just yesterday to lvl 50, i still had an idea on what is wrong with DRK.

    even tho i know that the chances of the devs reading this is slim. i still feeld like posting it. at the very least other people could look at my idea and tell me that i am stupid xD
    (0)

  6. #6
    Player
    Mikey_R's Avatar
    Join Date
    Apr 2014
    Posts
    1,631
    Character
    Mike Aettir
    World
    Cerberus
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Ralt21 View Post
    So how about we drop DRK blood gauge!?
    ...
    Going by what you have said, you have just levelled DRK to 50, you have no experience in using DRK at the endgame and going by character name, you have no jobs at 80, so I suspect you are unaware how the endgame shapes up, especially when endgame savage raids are concerned.

    To put it simply, you want to maximise your DPS as much as possible.

    With that said, how much of what you have said will contribute to the DPS gain overall? By giving other skills MP costs, how do they factor into the MP -> potency formula? As an example, current Edge is 500 potency for 3000 MP, this is essentially 6 MP per potency. However, if Bloodspiller cost 4000 MP and done 600 potency, then you have 6.6 MP per potency, which means, in the long run Edge will be a higher DPS gain if it is used over Bloodspiller, and that doesn't take into account Darkside, which is an extra 10% potency on everything from then on. If you factor in your Enhanced Edge giving Darkside 25% damage gain (that is way too high FYI) then the potency potential for Edge gets even higher.

    This is currently why TBN gives a free Edge or Flood, it is effectively giving back the MP it cost to use, making it DPS neutral, as long as it pops. If it did not give any benefits when popped, I doubt you would see it be as prevalent, with DRKs preferring to use other defensive means rather than reducing their potential damage output.

    (Slight tangent, however, this is also why you have to be careful with gauges in general if you want them to have a DPS and a defensive skill attached. DPS will win out in 99% of cases, so the gauge will be used for that and not the defensive aspect.)

    Getting back onto the post I am commenting on, The more you try and add into the single target combo with the interactions, the more likely you are to have actions that will just not be utilised. You can see this with Ninja, Fuma Shuriken if the first Mudra you get, but it is immediately replaced at level 35 by Raiton. You now will have no use for Fuma Shurriken at all. There will be a best one to use and the others will be left behind and not used.
    (3)

  7. #7
    Player
    Ralt21's Avatar
    Join Date
    Mar 2021
    Posts
    43
    Character
    Ralt Hava
    World
    Diabolos
    Main Class
    Warrior Lv 70
    Going by what you have said, you have just levelled DRK to 50, you have no experience in using DRK at the endgame and going by character name, you have no jobs at 80, so I suspect you are unaware how the endgame shapes up, especially when endgame savage raids are concerned.

    To put it simply, you want to maximise your DPS as much as possible.
    Thx.
    these are certainly thing i didnt think about

    i didnt really think about mp economy and as you said i am still behind. so i mainly just read what people say. (that doesnt mean i cant see what makes DRK similair to WAR to some extened when reading all the skills)

    thinking of what you said, it is probably a better idea to atleast drop the Enhanced effect of Dark arts. I still would make it so that dark arts and mp is the way of DRK. so potency of some skills would have to be thought out more.

    I also had a sudden brainstorm before this post.
    So what if we were to keep the blood gauge but now it uses are to generate dark arts.
    making bloodspiller and Quietus into high mp cost blood generators.
    giving DRK the image of 'using the blood of your enemies to use dark arts'

    it certainly sound stupid when i start thinking about the stuff you mentioned.
    but would love to hear your thought and anybody else if they like to jump in.
    (0)
    Last edited by Ralt21; 04-12-2021 at 10:16 PM. Reason: Learned that quick replay wasnt the best choice

  8. #8
    Player
    Nazhan's Avatar
    Join Date
    Jan 2021
    Posts
    10
    Character
    Nazahn Windgrace
    World
    Behemoth
    Main Class
    Warrior Lv 90
    WAR:

    Making so all the beast gauge skills are ogcds instead, it would make Inner Release more involved and not just a one button spam; being able to weave in Fell cleaves, Upheaval, Onslaught and some gcds on top of it would make the burst more intersting imo. Removing that shared cd between Raw Intuition and Nascent Flash could also be interesting if you make it so NF works for Shake it Off, bringing back Fracture would be nice since WAR is the only tank without a DoT of any shape and form. Other than that potency increase for all Beast gauge skills maybe? Mostly Onslaught if you don't give it a charge and make it still cost gauge at least don't give me a 100 potency on it.Speaking of charge, giving a charge to Upheaval would also be welcome. For now that's all I have honestly.
    (1)

  9. #9
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,260
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Nazhan View Post
    WAR:

    Making so all the beast gauge skills are ogcds instead, it would make Inner Release more involved and not just a one button spam; being able to weave in Fell cleaves, Upheaval, Onslaught and some gcds on top of it would make the burst more intersting imo. Removing that shared cd between Raw Intuition and Nascent Flash could also be interesting if you make it so NF works for Shake it Off, bringing back Fracture would be nice since WAR is the only tank without a DoT of any shape and form. Other than that potency increase for all Beast gauge skills maybe? Mostly Onslaught if you don't give it a charge and make it still cost gauge at least don't give me a 100 potency on it.Speaking of charge, giving a charge to Upheaval would also be welcome. For now that's all I have honestly.
    Not sure about turning Fellcleave into an oGCD tbh. I don't like the "spam this button 5 times" design either but Fellcleave is one of the few satisfying skills animation-wise and turning it into an oGCD would probably cancel it constantly. If they can prevent that from happening it might be an interesting idea.
    What I would definitely want is for them to remove the guaranteed direct hit on Inner Release and Inner Chaos (if they intend to keep direct hit for tanks), it just makes omnitanking a pain because warrior is the only tank that needs completely different melds.


    Quote Originally Posted by SkyEdge1 View Post
    - Camouflage - Parry rate to 100% (I dont like RNG in my defensive kit >_>)
    The parry on it is more for flavor than anything else, the 10% mitigation is the only actually important thing.
    (4)
    Last edited by Absurdity; 01-28-2021 at 05:01 PM.

  10. #10
    Player
    Jirah's Avatar
    Join Date
    Aug 2017
    Posts
    1,870
    Character
    Jira Dal'riata
    World
    Ultros
    Main Class
    Bard Lv 100
    ignore this message
    (0)
    Last edited by Jirah; 02-14-2021 at 05:17 PM. Reason: off topic

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