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  1. #31
    Player
    Beddict's Avatar
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    Jun 2017
    Location
    Gridania
    Posts
    274
    Character
    Titania Chevalier
    World
    Siren
    Main Class
    Bard Lv 90
    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    in this case, what if Dark Arts was brought back but Blood Weapon's "haste" not brought back?
    The haste is actually one thing I really liked from Blood Weapon since it made Dark Knight the fast Tank. Hell, one suggestion that I've seen mentioned before, and one I'm all on board for, is to make DRK perma fast through a trait. I'd love it if DRK was always on something like a 2.2 GCD. Nowhere near as fast as the fast DPS Jobs like MNK or SAM, but not as slow as the other Tanks. The problem is that such a GCD ain't exactly oGCD friendly when it comes to double weaves for people with high ping as mentioned. Still, I miss going fast and we don't currently have a Tank with a fast GCD so I'd like to see DRK return to that playstyle, either through Blood Weapon going back to it's original form or through a trait.
    (1)

  2. #32
    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
    it goes off-topic from the thread topic, but I do intend to respond...

    I do not have ping problems, but I have huge lag and latency problems, as my internet connection is just shy of being trash, most of the time... I like to think of Dark Knight as what GunBreaker is not, a "fast" Tank that is always double-weaving, not only double-weaving in a short burst window, so I definitely have.. concerns, when it comes to speeding up GCD, but I do also agree with you! I also feel like Dark Knight should be a "fast" speed-type Tank, and would love if Dark Knight was more like my head canon of it, rather than the mostly trash that is the ShB Dark Knight disgrace.

    it is one reason why I came here into the FFXIV forums, and have been making some noise in threads. I read else-where that unless these Dark Knight threads have a lot of views and comments, they will be ignored. Dark Knight players need to spend a lot of time trash-talking current Dark Knight and talking with each other about what we want Dark Knight to be, if we are to have any hope of the dev team bothering to take notice, long enough to actually examine these threads and hopefully listen to what is being said and discussed.
    (0)

  3. #33
    Player
    Lyth's Avatar
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    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Having a faster GCD paradoxically works out to your favor if you're playing with higher latency. Everyone tends to stick to single weaves outside of the opener. You'd prefer something closer to the Stormblood version if you lived next door to the servers, simply due to having a lot of mandatory double weaves despite having an overall lower APM.

    I don't think that Stormblood has anything to do with this discussion. Dark Arts in Stormblood is just potency. Shadowbringers is just a more streamlined version with a fresh coat of paint on it. You can achieve the same effect with tuning. Reduce both the potency and MP cost of Edge/Flood by 1/4. Congratulations. You now press the buttons 4x as much to achieve the same effect as you did previously.

    I like Heavensward's take on Dark Arts as an idea. Dark Arts expands your action list out to give them new, situational functionality. But players here vocally dislike situational abilities. The expectation is that every action be versatile in every situation. Take an ability like Inner Release for example:
    - Removes resource costs from actions
    - All attacks are critical and direct hit
    - Nullifies stun, sleep, bind, heavy, knockback, and draw-in effects
    - Extends Storm's Eye
    - Summons a Lalafell butler to offer you a beverage of your choice

    Compare it to the following ability, released on the same job in the same expansion:
    [Ability Name Redacted] - Removes most detrimental effects

    Nobody puts up with situational abilities anymore. Everyone enjoys playing a job that offers reward for effort. But if you make them choose between the two, they'll pick reward over effort every time. Right now, DRK needs to improve on the reward side of things.
    (0)

  4. #34
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,839
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lyth View Post
    I like Heavensward's take on Dark Arts as an idea. Dark Arts expands your action list out to give them new, situational functionality. But players here vocally dislike situational abilities. The expectation is that every action be versatile in every situation. Take an ability like Inner Release for example:
    - Removes resource costs from actions
    - All attacks are critical and direct hit
    - Nullifies stun, sleep, bind, heavy, knockback, and draw-in effects
    - Extends Storm's Eye
    Seems to have only gotten more dull with each addition. Admittedly, swapping the chance to Crit, DHit, or both for, effectively, a higher base potency didn't cost much enjoyment, but it did make certain raid buffs less rewarding, if only due to obvious oversights (no converted effectiveness for chance in excess of 100%, just as with the likes of Bootshine and Life Surge since ARR).

    Tangential:

    Personally, I like having to know a fight or its present contexts well enough to determine what my best spender is, so long as those spenders aren't just spenders (Senei vs. Guren, for instance) and the best choice isn't painfully lopsided or predictable.

    It's just a matter of in-practice balance (which is of course easier spoken of than made), really.
    If it's always worth using Dark Arts on Dark Dance, for instance, it just makes Dark Dance feel unnecessarily unresponsive ("bloated") since it'd require precasts to reach what feels like the "normal" effect.
    If it's almost never worth DAing, that feels vestigial (once again "bloated"), too.

    ...HW at least had the good sense never to offer DA as purely an offensive potency increase. Of course, back then we weren't also paranoid of compensatory offensive value for MTing. /shrug
    (4)

  5. #35
    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 Lyth View Post
    I like Heavensward's take on Dark Arts as an idea. Dark Arts expands your action list out to give them new, situational functionality.
    I also like the original HW Dark Arts a lot. the idea of a ability that does naught on its own, when activated, but every action that you use while it is up suddenly has a damage buff, extra effect, or just some manner of bonus, or even original HW Carve and Spit, with its effect being completely different in(high pure damage) and out(low-damage high MP gain) of Dark Arts, was amazing to me. I really want for the current Dark Knight to have the original Dark Arts back, and seeing Dark Arts bonuses on various skills, offering to do a interesting extra.

    while as Shurrikhan mentions next, another great thing about original Dark Arts was that it was even not a "purely offensive" ability, as it also buffed defense skills, and helped with resource(just MP at the time)... it would be great to have the original Dark Arts remastered to fit with current Dark knight, though it better be remastered to still have damage, defense, and resource benefits... a damage-benefits only Dark Arts would just be a disappointment.
    (0)

  6. #36
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    ... another great thing about original Dark Arts was that it was even not a "purely offensive" ability, as it also buffed defense skills, and helped with resource(just MP at the time)... it would be great to have the original Dark Arts remastered to fit with current Dark knight, though it better be remastered to still have damage, defense, and resource benefits... a damage-benefits only Dark Arts would just be a disappointment.
    They tried this.. didn't work.. years of complaints on this forum can be read through.. The result is one of:

    The defensive bonuses are unnecessary, promptly ignored for more DPS channeling.
    The defensive bonuses ARE necessary, thus DRK takes a DPS hit in order to execute them.

    Do the other tanks have to dip into their offensive resources/cool downs in order to strengthen their defensive CDs to adequate performance?

    No. All that is done is gimping DRKs defense kit. Our current DA proc for consuming TBN is already close enough to the edge. No other tank has to concern themselves with their on demand mitigator potentially costing them DPS. They're just free. What is DRKs reward for this risk, that GNB/PLD/WAR do not share in? Nothing.

    Quote Originally Posted by Shurrikhan View Post
    If it's always worth using Dark Arts on Dark Dance, for instance, it just makes Dark Dance feel unnecessarily unresponsive ("bloated") since it'd require precasts to reach what feels like the "normal" effect.
    If it's almost never worth DAing, that feels vestigial (once again "bloated"), too.
    Thank you. I think the rose-tinted glasses are coming in hard in this discussion. Edge/Flood Darkside is such an improvement over where we've been. Looking back, if the absence of complexity is an issue, it's the removal of HW's Dark Passenger, which took priority over DA due to its higher pot, every 60sec, and HW/SB DAC&S, which also took priority over other DA effects just the same. Since those oGCDS were bound to cooldowns, and you want to fit as many of them as possible into an encounter, you wanted to prep MP for them as soon as they were available. That MP management is gone and it was also strictly for DPS optimization.

    DA effects to increase a CD from 10% to 30% magic DR, or bonus enmity gen, or opening up a HP life-steal.. all things that the other tanks adjacent skills do for free.. no thanks we've moved on
    (1)

  7. #37
    Player
    Anahlise_Auhn_Giinslai's Avatar
    Join Date
    Jun 2021
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    222
    Character
    Nanot'hrat C'hla'eag
    World
    Goblin
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Xenosan View Post
    They tried this.. didn't work.. years of complaints on this forum can be read through.. The result is one of:

    The defensive bonuses are unnecessary, promptly ignored for more DPS channeling.
    The defensive bonuses ARE necessary, thus DRK takes a DPS hit in order to execute them.

    Do the other tanks have to dip into their offensive resources/cool downs in order to strengthen their defensive CDs to adequate performance?

    No. All that is done is gimping DRKs defense kit. Our current DA proc for consuming TBN is already close enough to the edge. No other tank has to concern themselves with their on demand mitigator potentially costing them DPS. They're just free. What is DRKs reward for this risk, that GNB/PLD/WAR do not share in? Nothing. ...

    ... DA effects to increase a CD from 10% to 30% magic DR, or bonus enmity gen, or opening up a HP life-steal.. all things that the other tanks adjacent skills do for free.. no thanks we've moved on
    that reads to me to just be balance issues, not a fundamental design issue. allow me to elaborate. my thoughts are along the lines of.. if a Dark Arts bonus is seen as "unnecessary", then it was too weak of a effect or not useful enough, and needs improvement, while if a Dark Arts bonus is overly "necessary", then the base effect is too weak and needs improvement.
    also, current TBN is a stupid action, in my opinion... great shield, dumb design. it should have no connection to Dark Knight's offensive potential, and be
    a pure defensive skill, while its "if broken" effect is the main issue. relying on a defensive-barrier breaking, for offensive gain, is a stupid design.
    the "if broken" bonus should be a defensive or HP-related bonus.

    my thoughts on Dark Arts is that its effects should be neither the former nor the latter, and just be a bonus that makes a action either more interesting or have a additional effect. Dark Knight's defensive strength or offensive potential should not rely on Dark Arts or need Dark Arts, or else Dark Arts will just split all actions in half between the do and do not need Dark Arts groups.
    we do not need 4.x Dark Knight all over again, where the Dark Knight has to spam Dark Arts all the time for its Offensive potential/Defensive strength
    to be only as good as the other Tanks... Dark Knight's defensive abilities and offensive attacks should already be on par with the other tanks.

    to reiterate, Dark Arts should be a bonus that just makes the effects of actions more interesting, or gives actions additional effects that either widen or change how to use them.
    (0)
    Last edited by Anahlise_Auhn_Giinslai; 06-27-2021 at 01:32 AM. Reason: my OCD, do not mind me.

  8. #38
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,839
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    that reads to me to just be balance issues, not a fundamental design issue.
    It is, but at the same time it's a balance issue that is very hard to avoid (has an increasingly thin balance point, often too thin to deal with varying situations) if the bonus given is merely "more of the same" (more SE potency, more PS potency, more DD effect, more DM effect).

    While SE and PS at least had embedded secondary effects, and C&S, AD, and DP each had unique DA effects, the HW experience should have already made that clear. I think this is largely what Xeno is getting at. It's a balance issue, yes, but a balance issue that's so often made an issue because of a more fundamental matter.

    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    my thoughts on Dark Arts is that its effects should be neither the former nor the latter, and just be a bonus that makes a action either more interesting or have a additional effect. Dark Knight's defensive strength or offensive potential should not rely on Dark Arts or need Dark Arts, or else Dark Arts will just split all actions in half between the do and do not need Dark Arts groups.
    On this I think we here almost all agree so far.
    (1)

  9. #39
    Player
    Anahlise_Auhn_Giinslai's Avatar
    Join Date
    Jun 2021
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    222
    Character
    Nanot'hrat C'hla'eag
    World
    Goblin
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Shurrikhan View Post
    It is, but at the same time it's a balance issue that is very hard to avoid (has an increasingly thin balance point, often too thin to deal with varying situations) if the bonus given is merely "more of the same" (more SE potency, more PS potency, more DD effect, more DM effect).

    While SE and PS at least had embedded secondary effects, and C&S, AD, and DP each had unique DA effects, the HW experience should have already made that clear. I think this is largely what Xeno is getting at. It's a balance issue, yes, but a balance issue that's so often made an issue because of a more fundamental matter.
    I actually had more in-depth thoughts on the matter, and this counter-point of yours will help me make a good example.
    in the particular case of "more of the same", Dark Arts needs to be aught but that. if Dark Arts bonuses are just "makes the effect stronger", that will be
    a serious problem. I do agree on that point, at least, as it does not give a good feeling for Dark Arts to be like that.

    for my example, let us examine old Dark Dance and the old Dark Mind.

    for Dark Dance, my idea would be that Dark Arts alters the effect, rather than boosting it. let us say that Dark Dance outside of Dark Arts does damage reduction and evasion, while Dark Dance inside of Dark Arts changes Evasion to Parry. for the sake of argument, let us add numbers.
    say.. 20% damage reduction and 20-30% Evasion out, 20% damage reduction and +20-30% to Parry chance in. but then, let us assume that the balance gets broken, and it was discovered that Evasion and Parry are not equal, with one out-doing the other.

    there could be two ways to try to balance it, buff the weaker additional effect until they are even, or the weaker additional effect could be paired with
    a slightly higher damage reduction, say.. 25% instead of 20%.
    because Dark Arts only changes the effect, it could be balanced out and then in-or-out of Dark Arts would not be a forced decision, it would be to just pick what you prefer.

    now let us look at Dark Mind.
    Dark Arts bonus on Dark Mind was kind of a stupid design, with Dark Mind being 15% out and doubled to 30% in. the current Dark Mind was "balanced"
    by removing Dark Arts and setting it to a base of 20%. but how could it be balanced with still having a Dark Arts effect? in this case, instead of Dark Mind doubling in strength inside Dark Arts, Dark Arts aught to completely change its effect. for example, what if it had one effect affect only the Dark Knight, and one effect affects the whole party?
    with the % reductions of the two different effects balanced with care, instead of Dark Mind being only good inside Dark Arts, it would instead be a choice, like choosing to use it on a Tank-Buster, or instead using it on a AoE or a RaidWide.

    some cases will be more of a pain to deal with, of course, when it comes to keeping Dark Arts being just a choice, rather than a obligation or a necessity, but I feel like Dark Arts could avoid negative impacts on the Dark Knight's defensive strengths and offensive potential with success, so long as its implementation is done with care and thought out proper; so that Dark Arts only adds to the Dark Knight the beneficial utilization and the "fun" of old Dark Arts that we miss, in a way that is both not not-relevant, so that it does not end up being ignored, but is also only interesting and "fun" to use, instead of being restrictive and/or harmful to the Dark Knight's defensive strength and offensive potential.

    and also the more important point, Dark Arts not feeling like to use it is things like Stressful, irritating, annoying, spam like in SB, or other bad feelings that the players could, and should not, have to feel when they/we interact with and use Dark Arts.
    if old Dark Arts were to return, the last thing we need is a Dark Arts that makes us feel like we "have to deal with" it, when we use it.
    (0)
    Last edited by Anahlise_Auhn_Giinslai; 06-27-2021 at 08:40 AM. Reason: my OCD, do not mind me.

  10. #40
    Player
    Lyth's Avatar
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    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Shurrikhan View Post
    HW at least had the good sense never to offer DA as purely an offensive potency increase.
    MP still translated to potency, even in Heavensward. Do you end your combo with Delirium, or DASE? All defensive uses of MP were dps losses. You could justify the use of DADM in a fight like A12S if it let you stay out of Grit. But you'd generally just solve that issue with a tank swap to avoid taking a dps hit.
    (1)

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