Page 4 of 12 FirstFirst ... 2 3 4 5 6 ... LastLast
Results 31 to 40 of 120

Hybrid View

  1. #1
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Personally, I would like Scourge back as the "old" one. 1 button, no combo needed (or combo break), trying to keep ~100% Dot uptime just like old times. That alone should be enough for HW content.
    For Stormblood+ content it could increase your blood gauge for every tick, similar to BRDs soul gauge, but without the rng factor. Its full duration + initial hit potency should be that of Bloodspiller or higher, as it used to do as much damage as Fell Cleave back then (highest potency skill during HW).

    On Salted Earth: I would like to see its duration reduced. With all the forced (or "auto") repositionings we had this expansion I don't see it getting better as the time goes on and the next expansion is already knocking at the door.
    So instead of Salted Earth doing the (Dot-)damage, it will apply a Dot to its victims. During its duration it will refresh the Dot until the enemy leaves the ground effect or duration runs out. While it will not guarantee full Dot uptime in every situation, it will increase the "ensured" damage on its target(s). Also, ground-targeting abilities are a pain!
    (1)

  2. #2
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I would expect to see Living Shadow expanded on, such that there's interaction with your other abilities. It doesn't really make sense that there is a dedicated UI element to show the remaining duration unless they were planning on doing more with it. Why do you need to keep track of the amount of time left if it's just fire and forget? Even if it's the functional equivalent of a DoT at present, I would be surprised if it remained that way next expansion.
    (1)

  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
    Going to quote my self from another thread that started up recently https://forum.square-enix.com/ffxiv/...-Knight-in-6.0
    Quote Originally Posted by DRKoftheAzure View Post
    1)I would love to bring back enmity combos because enmity is WAY too passive, though I think DRK and WAR would need this the most.
    2)Bring back Scourge have it be a third middle combo button (can still be a DoT) and re-work Delirium as Scourge's combo ender with some kind of debuff effect.
    3)Balance Plunge as a single target combo starter that becomes Dark Passenger while under the effect of Dark Arts that's also burst cone AoE combo starter(still a gap closer) that combos into Quietus(still PBAoE) and Flood of Shadow(still line AoE) with their inital potencies the same(except Dark Passenger which is base 600 potency) and and potency is boosted by 400 when using a Dark Arts stack
    4)Bring back the PVP skill Tar Pit, re-work it for PVE and have it be the middle combo button for Unleash and make Stalwart Soul combo after Tar Pit(stronger AoE combo outside of AoE burst combo
    5)Bring back the PVP skill Carnal Chill, re-work it for PVE and have it be the target AoE combo starter, re-work Salted Earth into the middle combo button(applies Scourge DoT to all enemies hit by it and leaves a separate DoT puddle) and re-work Abyssal Drain as the combo ender(weakest damage dealing AoE combo but generates most enmity)
    6)Make Edge of Darkness, Bloodspiller, and Carve and Spit basically the single target equivalent of number 3(including Edge of Darkness upgrade into Edge of Shadow via Dark Arts)

    And just for the combos idea, active mitigation needs to take a back seat unless they plan to buff the duration of active mitigation skills to be half as long as the cooldown which I am down, and more focus on passive mitigation via Bloodbath(A.K.A. lifesteal) mechanics and some damage down debuff mechanics as well have most of these changes available as late as level 50 so that way leveling past 50 and playing through the story becomes WAY more enjoyable and fun. Because if it's not fun, you're doing it wrong...

    EDIT: Also Delete Living Shadow if I can't maintain it and if it can't take hits for me, re-work Darkside into an MP Draining Toggle again and re-work Dark Arts into the demonic love child of GNB cartridges and RDM Balance gauge while bringing back the Dark Arts button(requires Darkside active first). And FOR THE LOVE OF EMET-SELCH AND ELIDIBUS PLEASE MAKE LIVING DEAD GO INTO A 10 SECOND PURE INVULN SHOULD IT FALL AND MAKE WALKING DEAD STATE NOT SUCK BY MAKING IT HEAL YOU TO 100% AND GIVE YOU PURE INVULN FOR 10 SECONDS WHICH MORE THAN JUSTIFIES A 5 MINUTE COOLDOWN!
    This quote here is basically everything I would LOVE to see change that would get me back to actually playing Dark Knight. Besides I wouldn't want to disappoint Zenos and have our final epic showdown feeling empty and boring now right...?
    (0)
    Last edited by DRKoftheAzure; 02-21-2021 at 05:39 PM.
    Quote Originally Posted by ArianeEwah View Post
    Making things brain dead doesn't solve problems.

  4. #4
    Player
    nanashinana's Avatar
    Join Date
    Mar 2018
    Location
    Ul'Dah
    Posts
    7
    Character
    Nanashi Skyglade
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    My only wish is for them to delete Inner Delirium.
    And I miss my Dark Arts and Scourge animation.
    (5)
    Last edited by nanashinana; 02-22-2021 at 02:54 AM.

  5. #5
    Player
    Valknut's Avatar
    Join Date
    Jul 2014
    Posts
    107
    Character
    Agni Highwind
    World
    Excalibur
    Main Class
    Conjurer Lv 90
    I have no idea what's wrong with DRK, but I want to know why level 50 PLD feels more complete then level 70 DRK. I want to know why the job that gripped me in HW is such an awful mess to play where I legit just feel like I'm doing nothing productive.
    (1)

  6. #6
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by Valknut View Post
    I have no idea what's wrong with DRK, but I want to know why level 50 PLD feels more complete then level 70 DRK. I want to know why the job that gripped me in HW is such an awful mess to play where I legit just feel like I'm doing nothing productive.
    Even if we ignore the enmity changes - i.e. aggro combo skills removed - the answer is still clear as bright daylight.
    1. DRK used to have another combo finisher - Delirium (the original one): you barely/never used Souleater as your combo finisher if it wasn't DA-buffed. Delirium had a higher potency than Souleater without DA (the debuff was just a bonus)
    2. Scourge removed, and thus no dot-management: While many jobs lost their single-button-dot (NIN-Mutilate; WAR-Fracture [also cross-class]; MNK-Touch of Death) DRK probably got hurt the most because it used to be DRK highest potency skill as well as had an awesome animation. Salted Earth as the remaining "dot-management" just doesn't cut it. Neither does Living Shadow!
    3. Dark Dance was scraped to Anticipation, then got removed: DRK "special" CD right now is Dark Mind, but it used to have a "physical opposite/sibling" - Dark Dance. While PLD lost Convalescence and Awareness, it was available to all tanks in HW, so ALL tanks lost those CDs. But Dark Dance got stipped off of DRK, contributed towards all tanks in a weaker form, then removed with 5.0. A whole CD lost without any compensation!
    4. The increase of mana generation in SB led to the infamous "DA-Spam": DA in HW was fine; the constant MP drain from Darkside made mana management exciting and rewarding. However during SB, Darkside simply stopped your natural MP regen, you couldn't lose its buff anymore, and with the additional mana changes to Sython Strike, MP was overflowing. And the only or most effective way to spend that overflow was DA, DA, DA! A simple mana adjustment change would've been enough to decrease DA usage, but DRK was barely touched in SB, until the very end when they FINALLY buffed their enmity generation and defensive CDs. But nothing has been done to address that design flaw.
    5. The destruction of DRK's identity in ShB (5.0): You may have noticed all those "Inner Delirium", "War 2.0" etc. jokes. The difference between Warrior and DRK Dps rotation/actions has become so thin, you can easily tell they are same with very little niches. i.e. (Blood) Delirium is the same as Inner Release, but instead of garanteed crit/direct hits, you gain little mana per hit; "Darkside" is essentially Storm's Eye on an oGCD (gain 30s 10% buff, max 60s); and Blood Weapon is an inferior Infuriate without charges, and yet you still need to get 5 GCDs into its window to "earn" that 50 gauge. No more DA - for better or worse. Also Bloodspiller is Fell Cleave! And don't get me started on the fact that DRK lost its Haste-based gameplay!Add that to the fact that WARs dps rotation is already dull without its stance dance, DRKs dps rotation is just as lame and boring.

    The only action that was added to DRK - that wasn't just "press and profit" - is TBN. Tho, in my honest opinion, SE f*cked up here, too.
    Firstly, it contradicts with the way, SE tends to design stuff. What I mean is, they introduced or changed actions to make them less punishing, or at least, they wouldn't result in a loss. i.e. SAM Third Eye doesn't cost anything, but grants you a slight dps (or health) gain when used correctly. TBN DOES cost! Namely, mana points. Don't get me wrong, the shield is strong and thus it prevents a lot of damage, it grants high survivability. But it also has a high risk - coupled with dps loss if it fails to break! And there aren't many situations or instances where it could be used (or abused) effectively. In fact, they are very scarce, sometimes even minuscule. (If you don't believe me, check out a certain website that records fights, and watch TBN usage count in optimised - thus "correct" gameplay. Last raid tier, the average usage count was about 1 every 2 minutes!) It being the very only action in the game with that kind of design/mechanic feels... out of place, and unfitting for FF14 (5.x). If it was easier to break, or you'ld have more opportunities to do so, it would be fine.
    Yet that brings me to my second point: It used to be better!
    First off, the changes that happened from 4.0 to 5.4. It started with a 20/10% shield on 5s (!) duration - in short, alomst unusable - 50 blood on break. The duration was soon buffed to 7s in 4.2. That were all changes to it during Stormblood. A fine action. In Shadowbringers however, the shield got buffed to 25%, in addition to the tank stance/trait changes, while the interaction with blood got removed. And for me, it was a huge downgrade from its previous iteration, because...
    1. they removed hte interaction with the blood gauge, and changed it to "mana for mana" (3k MP for 3k MP worth "Dark Arts" - imo a perversion to its predecessor, just to keep using the term).
    2. both, the increase of the shield and the passive 20% mitigation via trait, caused the situations in which the shield wouldn't break to skyrocket, and thus limiting usage of TBN in the "correct way" even further.
    Right now, it's pretty much limited to (heavy hitting) tank busters, and big pulls in dungeons. There are still niche situations where it could save someones life, i.e. a tank that hasn't enough HP, but it would save healing and/or raising costs, or on a DPS/healer where a shield break is almost guaranteed in every raid aoe. (Tho, it does become obsolete when said DPS/healer doesn't have less HP than the rest of the party because it will be healed anyway.) It's pretty much on the same height as Clemency in those situations.

    I think I've ranted enough.
    (16)

  7. #7
    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 ArianeEwah View Post
    snip
    This has been one of the best post i saw that descrive how DRK has just evolved backwards expansion after expansion, i wish i could give it more likes.
    (6)

  8. #8
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by shao32 View Post
    This has been one of the best post i saw that descrive how DRK has just evolved backwards expansion after expansion, i wish i could give it more likes.
    Thank you very much. While I did try to keep it short, I feel like I barely scratched the surface.

    Oh, and I also forgot to mention in the TBN section that the new "Dark Arts", namely Edge of Darkness, is worth twice as much in potency than the old Dark Arts. Not to mention it upgrades to Edge of Shadow, then it is almost thrice as much as Stormblood DA was worth. So... yeah... I don't like the odds here given to us. The flaws just pile up.
    (5)

  9. #9
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Quote Originally Posted by Valknut View Post
    I have no idea what's wrong with DRK, but I want to know why level 50 PLD feels more complete then level 70 DRK. I want to know why the job that gripped me in HW is such an awful mess to play where I legit just feel like I'm doing nothing productive.
    Each expansion, we remove several actions from the game in the name of making room for the new ones. Most of the PLD choices have either been fairly conservative, or they've been kept in game as role actions. When we complain about the DRK actions that have been removed, they add them back in next expansion as a 'new action'. Reprisal is now role action and DRK doesn't have it's own raidwide mitigation ability? Well, how about a magic only raidwide defensive, obtained at level 76? What they should do is something similar to Total Eclipse in Stormblood, where a missing, essential action is added in at an appropriate level, and isn't treated as counting towards your 'new actions'.

    Here's a list of actions removed from each job:
    Stormblood
    PLD
    Convalescence
    Provoke (Role)
    Rampart (Role)

    DRK
    Dark Dance
    Low Blow (Role)
    Reprisal (Role)
    Scourge
    Delirium

    Shadowbringers
    PLD
    Shield Swipe
    Sword Oath
    Flash
    Savage Blade
    Bulwark
    Tempered Will (Role)

    DRK
    Darkside
    Spinning Slash
    Power Slash
    Blood Price
    Dark Passenger
    Dark Arts


    It's also worth noting that PLD (26 actions) has a higher action budget than DRK (23 actions). So you don't really even need to remove actions from DRK at this point to add in new actions.
    (2)

  10. #10
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    People are bringing up a lot of interesting ideas and raising good points.
    But me? I am a simple Lala. I just want to lose Salted Earth lol. I frickin hate the bubbles on controllers.
    (0)

Page 4 of 12 FirstFirst ... 2 3 4 5 6 ... LastLast

Tags for this Thread