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  1. #1
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Nivarea View Post
    Well, about Scourge, just returning the skill as it was during HW would not be that interesting within the kit. Yet, that doesn't mean we can't do something interesting with a non-combo GCD dot.
    Scourge
    Weaponskill
    Effect: Strikes the enemy twice for 100 potency (RE: 100 x 2).
    Effect: Marks the enemy with "Another Victim" for 30 seconds should it not be present. Another Victim increases the potency of your next Carve and Spit, Abyssal Drain or Scourge by 20. This increases by 20 every 3 seconds and is consumed when applied.

    Carve and Spit
    Ability
    Recast: 60
    Effect: Deals three strikes for 150 potency. (150 x 3).

    I prefer something more along these lines because its A) In my control and B) Doesn't devolve into "It's lit, hit it".

    We don't have enough back-ended burst abilities, and rather than just get a standalone DoT, this version of Scourge is mechanically similar, except you have to cash it out instead of fire and forget.
    (1)
    Last edited by Kabooa; 02-16-2021 at 05:25 PM.

  2. #2
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,893
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I like those Scourge ideas. I also like the idea of Carve and Spit being three strikes instead of one. While more of an aesthetic change, I'd much prefer to see DRK be about lots of numbers (i.e. 99x combo) instead of slowly winding up for one big damage swing. There's nothing wrong with encouraging players to hit buttons as they light up, especially if you're playing on a faster GCD.

    I don't think that phase transitions have to detract from DoTs or abilities like Living Shadow. The solution is to give players the option to burn the remainder of the cooldown for on-demand damage when you need to. That was the idea behind my proposed new finisher ability. Either let Living Shadow run its course and use Shadowbringer at the end to maximize your total damage, or burn it sooner for some burst and to cut your losses before a phase transition happens.
    (0)

  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
    1,227
    Character
    Strea Leonhart
    World
    Diabolos
    Main Class
    Gunbreaker Lv 100
    I was talking more about fixed rotations instead of DoTs when it came to phase transitions and of course for DRK specifically Darkside upkeep and how having 10% Damage Up being locked behind a damage dealing oGCD isn't as effective as Heavensward or Stormblood Darkside, especially if Darkside isn't going to do anything else and is just another generic damage up skill as a result, because DRK mostly lives and dies by it's Darkside in previous expansions which was part of the skill gap in those expansions, but since it's now mostly a generic damage up skill their is no real point in having it exist in the first place let alone having UI element dedicated to it that's more screen bloat than anything...
    (0)
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  4. #4
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
    Posts
    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    isnt frey just scourge but visually updated? it's got roughly the same duration due to the hard animation lock beign summoned/unsummoned eating the timer, it's just been buffed in potency in exchange for being tied to meter

    as for @OP: my personal wish for DRK is that it gets a pass in 6.0 to help better differentiate it from WAR, as the 5.0 overhaul basically reduced it to WAR +4 OGCDs -2 defensive cooldowns (complete with their own copy of "infuriate", "inner release", and so on). every class should be remarkable in it's own right and unique enough that one cant really draw so direct a comparison. it deserves better.
    (0)
    Last edited by SpiralMask; 02-18-2021 at 11:53 PM.

  5. #5
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    Quote Originally Posted by SpiralMask View Post
    isnt frey just scourge but visually updated? it's got roughly the same duration due to the hard animation lock beign summoned/unsummoned eating the timer, it's just been buffed in potency in exchange for being tied to meter

    as for @OP: my personal wish for DRK is that it gets a pass in 6.0 to help better differentiate it from WAR, as the 5.0 overhaul basically reduced it to WAR +4 OGCDs -2 defensive cooldowns (complete with their own copy of "infuriate", "inner release", and so on). every class should be remarkable in it's own right and unique enough that one cant really draw so direct a comparison. it deserves better.
    nowhere near the same

    scourge is a dot you can apply whenever, access as soon as you picked up the job and was pretty strong for its time

    Fray does whatever s/he likes though usually starting with an abyssal drain followed by a plunge. Of the moves available to fray, 3 of them are actually stronger than your own (quietus, abyssal drain and plunge)
    Fray also has issues with a faulty timer and bosses when they move out of melee radius. Scourge had nothing wrong with it

    Fray's moves also change somewhat depending on what you're fighting, but there's no guarentees. I've had fray do quietus 3 times against a boss
    (3)

  6. #6
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
    Posts
    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    what moves he uses is irrelevant--it's just regular ticks of X potency damage over his duration (barring weirdness like server ticks giving him more or less moves in that window, aforementioned animation issues, etc), much like a DoT. most of the other 'starter' DoTs have also been pruned out of the game, with fracture being an easy example.

    what scourge had "wrong" with it was previously cited due to low potency--that they had nerfed themselves prior, as if on purpose to bring that about--and class feature complexity making upkeep of it difficult alongside managing aggro and various class-specific meters and stances and whatnot (which is no longer and issue as of 5.0 watering down basically everyone to a fairly uniform greyish lump).
    I'm not saying the class couldn't/shouldn't get it back, just noting that we do sort of now have a ~18s DoT of 300 potency/second currently, instead of the previous 18s DoT of 40 potency/second with an added 100 potency upfront.
    EDIT: nevermind, napkin-ing this out since it's bothering me
    math's looking like:
    living shadow: (assuming 18s due to animation locks) 300 * 6 (ticks) = 1800 potency over 2 minutes

    scourge DoT: 40 * 6 (ticks) = 340 potency / 18s
    with 6.666[...] applications / 120s that means roughly 1584 potency ((40*6)*6.6) over 2 minutes
    + 700 (since it's upfront you get the 7th activation for the .666etc part) = 2284 potency over 2 minutes

    so... we lost close to 500 potency in the lurch (which i wonder if the various new OGCDs like edge of shadow make up for). unless my math's wrong anyway (if anyone wants to break the 2 minutes down into 3s ticks and count the DoT potency of those 40's more directly by my guest).
    (1)
    Last edited by SpiralMask; 02-19-2021 at 01:02 AM.

  7. #7
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by SpiralMask View Post
    .
    The Shadow is more akin to 400 potency. Youll notice the '300' hits much closer to Soul Eater's 400 than Siphon's 300.

    But in fairness, if we were to scale up Scourge so that it maintained its relative strength...

    It'd probably be 100 up front / 75 tick for 6 ticks (18s).
    (0)
    Last edited by Kabooa; 02-19-2021 at 02:43 AM.

  8. #8
    Player
    FallenWings's Avatar
    Join Date
    Nov 2013
    Posts
    520
    Character
    Xyasreau Borlaaq
    World
    Tonberry
    Main Class
    Warrior Lv 80
    Quote Originally Posted by SpiralMask View Post
    what moves he uses is irrelevant--it's just regular ticks of X potency damage over his duration (barring weirdness like server ticks giving him more or less moves in that window, aforementioned animation issues, etc), much like a DoT. most of the other 'starter' DoTs have also been pruned out of the game, with fracture being an easy example.

    what scourge had "wrong" with it was previously cited due to low potency--that they had nerfed themselves prior, as if on purpose to bring that about--and class feature complexity making upkeep of it difficult alongside managing aggro and various class-specific meters and stances and whatnot (which is no longer and issue as of 5.0 watering down basically everyone to a fairly uniform greyish lump).
    I'm not saying the class couldn't/shouldn't get it back, just noting that we do sort of now have a ~18s DoT of 300 potency/second currently, instead of the previous 18s DoT of 40 potency/second with an added 100 potency upfront.
    EDIT: nevermind, napkin-ing this out since it's bothering me
    math's looking like:
    living shadow: (assuming 18s due to animation locks) 300 * 6 (ticks) = 1800 potency over 2 minutes

    scourge DoT: 40 * 6 (ticks) = 340 potency / 18s
    with 6.666[...] applications / 120s that means roughly 1584 potency ((40*6)*6.6) over 2 minutes
    + 700 (since it's upfront you get the 7th activation for the .666etc part) = 2284 potency over 2 minutes

    so... we lost close to 500 potency in the lurch (which i wonder if the various new OGCDs like edge of shadow make up for). unless my math's wrong anyway (if anyone wants to break the 2 minutes down into 3s ticks and count the DoT potency of those 40's more directly by my guest).
    There really is no need to make it complicated.

    Old scourge was 100 intial and 40 per tick for 30 seconds(10 ticks). 500 total potency.

    Living Shadow is roughly 380 pot x7 with 3 attacks having AoE components. 2min CD.

    You can get 4 uses of Scourge per 1 living Shadow. 2000 pot vs 2660. Scourge is also a GCD so you pay the cost of the GCD average of the Soul Eater combo which is about 350 ish potency. So in reality, old scourge is only a 600 potency gain versus LS' flat 2660 potency button. Not to mention due to the nature of LS being all pooled in one short period it will capitalize more on buff/pot windows.
    (0)

  9. #9
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    A lot of people want it back because a dot is something to manage in between this 1-2-3 boredom inducing spiel
    (9)

  10. #10
    Player
    SpiralMask's Avatar
    Join Date
    Dec 2016
    Posts
    444
    Character
    Aubrenard Sondraix
    World
    Balmung
    Main Class
    Warrior Lv 90
    oh i agree, getting more stuff to do after the 5.0 homogenizations would be very welcome.
    (0)

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