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  1. #1
    Player
    Siimodo's Avatar
    Join Date
    Feb 2020
    Location
    Bedford, New Hampshire
    Posts
    13
    Character
    Siimodo Avalanche
    World
    Jenova
    Main Class
    Dark Knight Lv 80

    Dark Knight where is my Identiy

    The currently Dark does not feel like it has an identity. Many of the player base feel like it is a mimic of Warrior. We would like our own identity. There are two DPS designs in the game, Direct Damage and Damage over time. A damage over time tanking style is doable in the current meta. My suggestions for this style of tanking are as follows.
    Abilities

    Hard Slash Lv.1 Weaponskill Instant 2.5s 3y 0y
    Delivers an attack with a potency of 200.

    Syphon Strike Lv. 2 Weaponskill Instant 2.5s 3y 0y
    Delivers an attack with a potency of 100.
    Combo Action: Hard Slash
    Combo Potency: 300
    Combo Bonus: Restores MP
    Armor of Shadow Bonus: +20% MP

    Souleater Lv. 26 Weaponskill Instant 2.5s 3y 0y
    Delivers an attack with a potency of 100.
    Combo Action: Syphon Strike
    Combo Potency: 400
    Combo Bonus: Restores own HP
    Cure Potency: 300
    Combo Bonus: Increases Blood Gauge by 20

    Flood of Darkness
    (Job Quest) Lv. 30. Ability Instant 2s 3000MP 10y 10y.
    Deals unaspected damage with a potency of 200 to all enemies in a straight line before you.
    Additional Effect: Corruption
    Damage over time: Potency: 50
    Bonus Effect: Stacks 5 times
    Duration: 21s
    Additional Effect: Grants Darkside, increasing damage dealt by 10%
    Duration: 30s
    Extends Darkside duration by 30s to a maximum of 60s.
    Shares a recast timer with Edge of Darkness.

    Edge of Darkness
    (Job Quest) Lv .40 Ability Instant 2s 3000MP 3y 0y
    Deals unaspected damage with a potency of 280.
    Additional Effect: Corruption
    Damage over time: Potency: 70
    Bonus Effect: Stacks 5 times
    Duration: 21s
    Additional Effect: Grants Darkside, increasing damage dealt by 10%
    Duration: 30s
    Extends Darkside duration by 30s to a maximum of 60s.
    Shares a recast timer with Flood of Darkness.

    Living Dead Lv. 50. Ability Instant 300s - 0y 0y
    Grants the effect of Living Dead. When HP is reduced to 0 while under the effects of Living Dead, instead of becoming KO’d, your status will change to Walking Dead. While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, HP is 100% restored, the effect will fade if 100%. If 100% is not restored, you will be KO’d.
    Walking Dead Duration: 10s
    Combo Action: Armor of Shadows
    Combo Effect: Reduces HP restored by 50%
    (3)
    Those on the front lines need only know where the enemy are. Allies can follow the bodies they leave in their wake.

  2. #2
    Player
    Siimodo's Avatar
    Join Date
    Feb 2020
    Location
    Bedford, New Hampshire
    Posts
    13
    Character
    Siimodo Avalanche
    World
    Jenova
    Main Class
    Dark Knight Lv 80
    Salted Earth Lv. 52. Ability Instant 35s - 15y 5y
    Creates a patch of salted earth, dealing unaspected damage with a potency of 60 to any enemies who enter.
    Duration: 15s
    Additional Effect: Standing in salted earth grants Armor of Shadows.
    Duration: 21s

    Abyssal Drain Lv. 56 Ability 1.5s Channel / OGC 2.5s 2000 MP 15y 5y
    Deals unaspected damage with a potency of 200 to target.
    Additional Effect: Restores own HP
    Cure Potency: 100
    Combo Action: Armor of Shadows
    Deals unaspected damage with a potency of 400 to target.
    Combo Cure Potency: 200
    Combo Effect: Armor of Shadows enhances Abyssal Drain to AoE

    Stalwart Soul Lv. 58 Ability Instant 2.5s - 0y 5y
    Deals unaspected damage with a potency of 100 to all nearby enemies.
    Combo Action: Unleash
    Combo Potency: 160
    Armor of Shadow Bonus: +20% MP

    Carve and Spit (Job Quest) Lv. 60 Ability Instant 60s 3y 0y
    Delivers a threefold attack with a potency of 450.
    Additional Effect: Restores MP
    Additional Effect: Devour
    Devour Bonus: Increases the potency of Carve and Spit by 100 per Corruption consumed.

    Bloodspiller Lv. 62 Weaponskill Instant 2.5s 3y 0y
    Delivers an attack with a potency of 480.
    Additional Effect: Corruption
    Damage over time: Potency: 120
    Bonus Effect: Stacks 5 times
    Duration: 21s
    Blood Gauge Cost: 50

    Quietus Lv. 64 Weaponskill Instant 2.5s 0y 5y
    Delivers an attack with a potency of 155.
    Additional Effect: Corruption
    Damage over time: Potency: 55
    Bonus Effect: Stacks 5 times
    Duration: 21s
    Blood Gauge Cost: 50

    Flood of Shadow Lv. 74. Ability Instant 2s 3000MP 10y 10y.
    Deals unaspected damage with a potency of 240 to all enemies in a straight line before you.
    Additional Effect: Corruption
    Damage over time: Potency: 60
    Bonus Effect: Stacks 5 times
    Duration: 21s
    Additional Effect: Grants Darkside, increasing damage dealt by 10%
    Duration: 30s
    Extends Darkside duration by 30s to a maximum of 60s.
    Shares a recast timer with Edge of Darkness.

    Edge of Shadow Lv. 74. Ability Instant 2s 3000MP 3y 0y
    Deals unaspected damage with a potency of 400.
    Additional Effect: Corruption
    Damage over time: Potency: 100
    Bonus Effect: Stacks 5 times
    Duration: 21s
    Additional Effect: Grants Darkside, increasing damage dealt by 10%
    Duration: 30s
    Extends Darkside duration by 30s to a maximum of 60s.
    Shares a recast timer with Flood of Darkness.

    Traits

    Soul of Corruption
    Lv. 50
    Flood and Edge abilities now grant Corruption.

    Dead Earth
    Lv. 56
    Salted Earth now grants Armor of Shadows.

    Dark Enhancement
    Level 72
    Stalwart Soul now restores MP and grants 20 Blood gauge.

    Darkening Shadows
    Level 82
    Armor of Shadows now increases Combo bonuses of skills by +20%.
    (1)
    Those on the front lines need only know where the enemy are. Allies can follow the bodies they leave in their wake.

  3. #3
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    PLD and GNB are the dot tank jobs. WAR and DRK are direct damage.

    I have faith that the devs will use 80-90 to redefine the identity of WAR and DRK.
    (6)

  4. #4
    Player
    Siimodo's Avatar
    Join Date
    Feb 2020
    Location
    Bedford, New Hampshire
    Posts
    13
    Character
    Siimodo Avalanche
    World
    Jenova
    Main Class
    Dark Knight Lv 80
    PLD and GNB both have a single dot in their rotation. The core the PLD build is a combo of direct damage and magic damage. The core of the GNB is fast paced direct damage. The core of WAR is intervals of burst damage with no pure sustain support in the downtime window. DRK mimics that setup, and its single DOT does not offer overall sustain support. SMN is primarily a DOT DPS class with Direct damage support skills and burst windows built around summoning monster. My suggestion would be a structure along those lines but for tanking. The build would be based around maintaining DOT stacks. Reapplying the DOT refreshes that entire stack. Having a summons that can produce the dots as well and then have its own burst window of consuming the DOTS or giving the player the right to choose when to explode the DOTS would make the shadow more interactive.
    (1)
    Those on the front lines need only know where the enemy are. Allies can follow the bodies they leave in their wake.

  5. #5
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Siimodo View Post
    PLD and GNB both have a single dot in their rotation. The core the PLD build is a combo of direct damage and magic damage. The core of the GNB is fast paced direct damage. The core of WAR is intervals of burst damage with no pure sustain support in the downtime window. DRK mimics that setup, and its single DOT does not offer overall sustain support. SMN is primarily a DOT DPS class with Direct damage support skills and burst windows built around summoning monster. My suggestion would be a structure along those lines but for tanking. The build would be based around maintaining DOT stacks. Reapplying the DOT refreshes that entire stack. Having a summons that can produce the dots as well and then have its own burst window of consuming the DOTS or giving the player the right to choose when to explode the DOTS would make the shadow more interactive.
    inaccurate.
    PLD: Goring Blade and Circle of Scorn
    GNB: Bow Shock and Sonic Break
    DRK: Salted Earth and Living Shadow if you wanna get uber technical.
    WAR: nada.
    (2)

  6. #6
    Player
    Siimodo's Avatar
    Join Date
    Feb 2020
    Location
    Bedford, New Hampshire
    Posts
    13
    Character
    Siimodo Avalanche
    World
    Jenova
    Main Class
    Dark Knight Lv 80
    I am not trying to nitpick. I am like a vast majority of the community that is reflecting on how much the job was gutted. The design was for a more advance style of tanking and required more skill to play. It has become a water down version of the original design and a near carbon copy of War. Dot management works and is a system that can be fitted in the tank design. There are no tips on what the new changes to the job will be. SE has a history of gutting skills to add new ones as the level cap increases. Most games this design reaches a plateau and fails. So, a secondary system is added that supports the primary skill system and allows the game to continue to develop. The trait system can be used to advance already exiting skills as we move up in levels, increasing game dynamics.
    PLD has a set physical and magic design for its kit, and it all works together well. GNB has the continuation system that the job is designed around and flows well. WAR has the fell cleave system and while it is smooth, there can be a bit more added to really give the job back its flair. DRK has? Parts from some of them smashed together that just gives us another option. There is no self-identity to the job nor any true skill interaction with the current skill set. It is for these reasons the community is voicing what is on there minds.
    (7)
    Those on the front lines need only know where the enemy are. Allies can follow the bodies they leave in their wake.

  7. #7
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Accessibility cannot come at the expense of high-skilled play.

    Every role needs to be accessible. If the skill barrier to entry is too high, nobody plays it. But game developers tend to forget that players of all skill levels want to see a skill differential. That's why people like watching streams and videos of skilled players performing mechanically complex tasks. It gives you something to aspire to. If there's no skill differential and no performance differential, that kind of content pretty much dies. Not every job needs to be accessible.

    HW DRK wasn't particularly accessible, but it didn't have to be. Even now, the job is locked behind Ishgard, making it one of the last three jobs that you'll have access to. There were more straightforward options available, if you wanted to just focus on tanking. The main selling point was that it was unquestionably the tank with the highest skill ceiling. So when when you performed well on DRK, players on all roles knew that you were good.

    You also need to have reward for effort. People are lazy. Skill differentials have to translate into a performance differences. Stormblood DRK was more accessible, but it significantly lagged behind PLD and WAR in performance, especially after the early WAR buffs. So suddenly, it went from being perceived as high skill, high reward, it was suddenly low skill, and even lower reward. And when you could achieve better performance on simpler tanks for less effort, why bother? It's not surprising that its design turned off a lot of previous fans of the job.

    How should DRK be designed?
    - Baseline GCD needs to be shorter.
    - Target APM should be significantly higher than other tanks when played well (i.e. 50-60). This comes out of having a shorter GCD and more oGCDs. Procs are helpful here.
    - The focus should be on sustained dps and maintaining uptime, rather than demonstrating your ability to type out the lyrics to 'Mary had a little lamb' with a 42 step rotation that you could do whilst intoxicated and asleep. The goal should be to glue yourself to the boss.
    - Sustained dps should continue to beat burst, as has been the case this expansion.
    - Positional tools should be available to maximize uptime, preferably without needing to sacrifice dps to do so. Gap closer to boss. Backstep out of AoE. Swap places with your shadow and start tanking an add. Creativity and risk-taking should be rewarded.
    - Do something interesting with Living Shadow, and integrate it into more of our toolkit. I normally dislike pet-based jobs, but this doesn't really feel like a pet. It provides more job definition than adding on more Fell Cleaves to our burst window.
    - Don't give a better version of the shadow pet out to every other tank now that you've experimented with it on DRK and know how it works. We don't expect much of the job design team given your track record, but try not to predictably disappoint everyone.
    - Living Dead should die and stay dead. Either limit/remove invulns next expansion, or redesign this ability from scratch. It's going to be absolutely awful with healers now separated into 'healing-focused' and 'shield-focused'.
    - Omnislash. Multi-hit attacks. 99-hit combos. These are aesthetic alternatives to big Fell Cleave style hits. Experiment with these.
    (6)
    Last edited by Lyth; 04-03-2021 at 12:11 PM.

  8. #8
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    PLD is the only dot tank right now since is the only tank that manage a dot wich is goring blade and try to keep it up all the time (circle of scor is just an oGCD more), GNB is just 2 dots that are only used on no mercy bcs skill recast so there is no diference to like salted earth so basically all tanks are direct damage except PLD.

    I have no faith on SE will redefine WAR and DRK identity only with the 80-90 lvls when DRK need changes on his entire kit to build a gameplay identity again, as long as en entire blood system and delirium remain at is now it would affect negatively the job identity with WAR.
    (7)

  9. #9
    Player
    AC9Breaker's Avatar
    Join Date
    Nov 2018
    Location
    Bastok
    Posts
    189
    Character
    Ezekyle Abaddon
    World
    Ultros
    Main Class
    Machinist Lv 90
    Dark Knight is fine.
    (7)
    "Brotherhood asked for no friendship, only loyalty. They stood back to back as the galaxy burned - always brothers, never friends; traitors together unto the last."

    --an excerpt from a Night Lords Novel, "Void Stalkers" Chapter X: Revenge.

  10. #10
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by AC9Breaker View Post
    Dark Knight is fine.
    "No, it's not your opinion. You're just wrong." - probably Einstein or something. /s

    No, seriously. I don't how a copy-pasted job from WAR - which is already bland - with some semi-magick Shinten shenanigans can even be considered "fine"?! Don't encourage the devs to repeat such abominations!
    (18)

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