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  1. #1
    Player
    ArianeEwah's Avatar
    Join Date
    Jul 2017
    Posts
    478
    Character
    Ari Dyones
    World
    Zodiark
    Main Class
    Warrior Lv 90
    Quote Originally Posted by ItMe View Post
    I now understand this is about feeling (for a variety of reasons) DRK deserves more DEV attention than it's getting.
    Certainly. Honestly, nobody here expects them to do rocket science to develope the perfect job, but on the other hand everyone here can see that the change they did to Bunshin and Perfect Balance (and now Riddle of Earth) are meant for Blood Weapon.


    Quote Originally Posted by ItMe View Post
    Wait, I thought people enjoyed this part of it.[...]
    Now with Blood Weapon I'm hearing "you gotta prep for that part of the rotation to hit certain skills within it? No thanks!"
    You misunderstood me there! The issue here is not point 3 or 4, but point 1, and partly 2. Latency isn't anything you have control over. You can try to get a better connection, but if said design only works on the devs test servers with 0.5ms ping or behind a paywall of third party programs, your options are very limited to say the least.
    I enjoy the fact that I have to pay attention to my rotation, no matter how meager the difference to non-optimal play might be. Yet - as I said - if by design, it's out of my control whether I succeed or not, is not fun.
    I know you can use BW -> Delirium to hit 5 GCDs easier, but there is still no guaratee it works due to the fact you have to start with a spell (Unleash or Stalwart Soul), lags, or latency. Delirium and Inner Release should've the same problem (sometimes they do, but it's rare), but they also have a hidden additional second (~10.7s), which BW does not (~9.9s).

    On the "Delirium = Inner Release" topic: I know YoshiP said they aren't gonna do any reworks anymore before Endwalker. That wasn't my issue with the patch notes. We should've gotten one tho,... OdinelStarrei wrote a great explanation. Living Shadow enmity was a non-issue (and still is). This QoL bug fix doesn't change anything gameplay-wise. A Blood Weapon fix wouldn't change DRK power, except for those who are suffering from bad ping, who would finally be able to enjoy the job as it was meant to be.
    (2)

  2. #2
    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
    I think that part of the problem is that the English forums have had by far the least active community team in the past year, especially post-Covid. I'm not even convinced that bug reports are getting through, while you at least see acknowledgement of bug feedback and localization mistakes if you look through the German and French Dev Trackers. You can always blame the language barrier, but if your community support isn't even bothering to feedback the information to the team, you can't even blame the devs for being out of touch. I'm not sure how the problem can be fixed, when we don't even have a voice to begin with.
    (8)

  3. #3
    Player
    OdinelStarrei's Avatar
    Join Date
    Apr 2019
    Location
    Ishgard
    Posts
    363
    Character
    Odinel Starrei
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ItMe View Post
    Wait, I thought people enjoyed this part of it.
    Players are coming out of the woodwork pining after old versions of DRK. One of the points consistently touched on was 5.0 turned Delirium into a mindless Fell Cleave spam as opposed to how it used to be something you had to plan your rotation around to optimize lining up the right skills inside it.
    Now with Blood Weapon I'm hearing "you gotta prep for that part of the rotation to hit certain skills within it? No thanks!"
    Is this really what the common consensus? Cuz now I'm getting very mixed messages...
    Delirium is bad, but at least it's consistent. I can trust Delirium to work properly.

    I'm not sure if you are being intentionally obtuse, but there is a very distinct difference between "I really like setting up portions of my job kit to be utilized in unique ways." and "This skill has an incorrect tooltip and unintended or unintuitive interactions." I'm going to give you an example of the former. Getting 4 Atonements inside of FoF on Paladin is a small potency optimization by removing a Riot Blade and replacing it with an Atonement, without going into too much detail. Is it intended? Probably not, but it is 1. Reasonable to come to the conclusion that it is possible because of the extremely long 15 second duration given on the 3 stacks of Sword Oath, when you only really need 10, and executing all 3 stacks back to back only takes 5. It is comfortable. And 2. NOT doing 4 Atonement does not significantly alter, transform, or ruin the PLD rotation by not being executed. It's not the lynchpin of the physical phase.

    As for the latter, when MNKs were pre-pulling Anatman for a GL stack before the rework, was that technically "high-end optimization that increased the skill ceiling"? Yes, but it's also bad job design to rely on a an unknowable tickrate for ideal opener conditions. When SMNs have to triple-weave in Bahamut for an optimal burst phase, is that "utilizing your entire kit under raid buffs?" Yes, but it's counter-intuitive on a basic level, and on a SMN-specific level, it contributes to an already clunky job setup, looking at you Trance/Deathflare/Enkindle: Demi/Enkindle: Summon/Brand of Purgatory. When BLMs were legitimately dropping Blizzard IV out of their rotation entirely in SB due to lackluster potency contribution, that's a failure of the job design.

    I do not need to plan my rotation around Blood Weapon. I need to make concessions for Blood Weapon. 0 - 2.5 - 5 - 7.5 - 10. That's five GCDs at 2.5 GCD, mathematically, but not practically. Blood Weapon is tooltip'd as a 10 second buff. It's 9.8~. Tooltip is lying. And so is Inner Release, and all the buffs like it. But those are lies that give leeway to the player for the sake of a smooth, consistent gameplay experience by adding the extra second. It benefits the player, while BW punishes the player with unrecoverable resources. At the end of the day, 5 GCDs should be 5 GCDs. Requiescat is 12 seconds for a reason.

    Is it a big deal? Well, that depends. Logically, no, it doesn't really matter. But I'm going to tell you right now, when I have to pull Oracle to the south of the arena, and for SOME reason, Blood Weapon doesn't activate on a hit, outside of me cursing in voice, a few things start happening over the next thirty seconds, one from a ADPS perspective (the only thing keeping DRK engaging), and a resource management perspective.

    1. Because I missed 600 MP on the last hit, for reasons I cannot really determine outside of "I lagged" or "I was too far away for a centi-second positioning the boss" , I can no longer get in the last Edge of Shadow at the very end of fifteen-twenty second raidbuffs (Divination/Battle Litany/Technical Step etc etc) activated in the opener. Will this ruin the pull? No, but it's FEELS REALLY AWFUL, knowing that I could've had consistent, maximum raid contribution, but I was undone by a sub-second error or the complete lack of lag compensation. It's already bad enough with the MP ticks. This is particularly frustrating if you've been given a melee card.

    2. Because I missed that 10 blood, the potion that popped after the 1st Syphon Strike, will be missing the very last Bloodspiller at the end of the 30 second duration. I do not generate enough Blood naturally to end my potion with my highest GCD action. This is just lost damage for no reason. Which again, doesn't feel good.

    And don't even get me started on missing a Blood Weapon hit in situations where that last hit is the difference between me being able to summon Living Shadow or Bloodspiller in time for the 2 min Divination or 6 min re-openers or god forbid, boss phasing. Again, I INTENDED for my buff to work properly, I put BW in the second weave slot, and the game says nah, just have 2.4K/40 instead. That is frustrating. Jank is not engaging, it is frustrating.

    I should not feel like I am fighting my primary resource acquisition oGCD.
    It doesn't make any sense to consider 4 hits to be the default, when every other buff in the game that gives job resource on every job does it on their own with no additional influence from MP ticks or GCD acquisition, from Meisui, to Bloodfest, to Ikoshoten, to Barrel Stabilizer, all give at least 1 usage of their gauge spender. Some give two. BW, if intended to be 4 hits, would not even give 1 usage of Edge/Bloodspiller on it's own. That doesn't make any sense. 5 hits make sense. It lines up in the opener correctly, it gives me just the right amount for a total MP/Blood dump in raid buffs and potion time. That can't be an accident. Shout-out to Bozja Haste gear making this problem irrelevant by the way.

    Quote Originally Posted by Lyth View Post
    I think that part of the problem is that the English forums have had by far the least active community team in the past year, especially post-Covid. I'm not even convinced that bug reports are getting through, while you at least see acknowledgement of bug feedback and localization mistakes if you look through the German and French Dev Trackers. You can always blame the language barrier, but if your community support isn't even bothering to feedback the information to the team, you can't even blame the devs for being out of touch. I'm not sure how the problem can be fixed, when we don't even have a voice to begin with.
    I'm going to go even further. This is arguably why it seems so "hyperbolic". Because people are just whining into the void about it and it gets no acknowledgement. People act like "Oh this is just like Living Dead, they don't listen to DRKs, they only listen to players who don't play it." I'd actually disagree, and say this is a drawn out, less serious version of the Ungarmax situation, where NA/EU just outright are not listened to about anything of consequence, despite multiple reports, and is honestly baffling when SE has gone out of their way to attack elements of the game that require optimal ping. (see: NIN rework) . That's a bit worse than my personal performance taking a hit. Ungarmax alone should've been the catalyst for taking a closer look at international feedback, and it was said as much during the discussion of the event itself, but it has not materialized for this specific issue on DRK alone.
    (12)
    Last edited by OdinelStarrei; 04-16-2021 at 11:00 PM.
    Quote Originally Posted by CelestaRosa View Post
    this is my opinion. don't have share my opinion. don't have like my opinion. but know nothing you say or do is gonna make me change my opinion. if don't like that tough.

  4. #4
    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
    Quote Originally Posted by OdinelStarrei View Post
    I'm not sure if you are being intentionally obtuse,
    Nope.
    I'm just someone who often struggles to understand. It can make people upset, so thanks for the civil response and write up. It was illuminating.
    (1)

  5. #5
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by OdinelStarrei View Post
    As for the latter, when MNKs were pre-pulling Anatman for a GL stack before the rework, was that technically "high-end optimization that increased the skill ceiling"? Yes, but it's also bad job design to rely on a an unknowable tickrate for ideal opener conditions. When SMNs have to triple-weave in Bahamut for an optimal burst phase, is that "utilizing your entire kit under raid buffs?" Yes, but it's counter-intuitive on a basic level, and on a SMN-specific level, it contributes to an already clunky job setup, looking at you Trance/Deathflare/Enkindle: Demi/Enkindle: Summon/Brand of Purgatory. When BLMs were legitimately dropping Blizzard IV out of their rotation entirely in SB due to lackluster potency contribution, that's a failure of the job design.
    I don't know....this is pretty spot on. I find it all to often I have to really dissect a job's rotation to get unintended results. Ultimately the dev usually realize...."That's not right....here let me fix that to what we really wanted it to do."

    I'm getting off topic....

    DRK isn't broken...just...not tightly designed like the other tanks. And people are noticing. Same went for MNK...a dumpster fire burning since 2015...and each subsequent expansion was a jug of gasoline pitched on that fire. How people thought that was "fine" I'll never know, and what we have now albeit isn't perfect, but is LEAPS and BOUNDS better then that out of control locomotive running off a cliff.

    DRK is fine, but it could use some "tuning". Personally I think TBN needs reworked to grant Blackblood (50 points) and Delirum ALSO removes MP cost on edge and flood so you can weave better. That might solve some potency issues...no?
    (1)
    Last edited by Sqwall; 04-17-2021 at 01:29 AM.

  6. #6
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    I just hope that the lack of qol on DRK is bcs they are planing to revert blood weapon so transform it to a bunshin skill is to much work when they are going to change it back or something, I mean DRK Received heavy critics from the begining mostly asking to revert blood weapon and rework delirium, mine included.

    Still I agree I feel our feedback doesn't reach devs ears, at least not as often as I would love and no matter if there is 100 threats like DRK complains or 1 mega threat like GNB sfx they seems to don't do anything about it, I say it before I would love to have an confirmation that our feedback has been delivered in a way or another, and if is not clear then a few words from the community management can make us improve our feedback, this constant yell to the void hoping for changes that never came or when they come they do it totally wrong is frustrating.
    (4)
    Last edited by shao32; 04-17-2021 at 05:50 AM.

  7. #7
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,677
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    Quote Originally Posted by shao32 View Post
    I just hope that the lack of qol on DRK is bcs they are planing to revert blood weapon so transform it to a bunshin skill is to much work when they are going to change it back or something, I mean DRK Received heavy critics from the begining mostly asking to revert blood weapon and rework delirium, mine included..
    It's more they don't want to put any work into job kits at this point in the expansion. Changing Blood Weapon to five stacks just isn't a big deal to them when the expansion is more or less over. At a level where many people care about changes like that. I don't necessarily agree with that philosophy but it's essentially what they said during the Live Letter, albeit more eloquently. Slapping some extra numbers on Warrior is far easier. Not to mention, I suspect their intended goal was to prop up Warrior's play numbers, which have been the lowest throughout Shadowbringers.
    (4)
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  8. #8
    Player
    shao32's Avatar
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    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by ForteNightshade View Post
    It's more they don't want to put any work into job kits at this point in the expansion. Changing Blood Weapon to five stacks just isn't a big deal to them when the expansion is more or less over. At a level where many people care about changes like that. I don't necessarily agree with that philosophy but it's essentially what they said during the Live Letter, albeit more eloquently. Slapping some extra numbers on Warrior is far easier. Not to mention, I suspect their intended goal was to prop up Warrior's play numbers, which have been the lowest throughout Shadowbringers.
    Yeah exactly but what i mean if they planned to keep current Blood weapon design for Endwalker why not just give it the bunshin change considering the request is pretty old? So I hope is a sign they are hopefully going to revert it or something.
    (1)

  9. #9
    Player
    Argyle_Darkheart's Avatar
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    Oct 2013
    Posts
    542
    Character
    Argyle Darkheart
    World
    Behemoth
    Main Class
    Warrior Lv 90
    It could very well be that SE doesn't want to touch Blood Weapon at all because they intend to heavily rework it in 6.0. Of course, that's just speculation, and it's still not a great reason to ignore simple (at least on paper) QoL adjustments for Blood Weapon.
    (2)
    Last edited by Argyle_Darkheart; 04-17-2021 at 06:42 AM.

  10. #10
    Player
    Lyth's Avatar
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    Jul 2015
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    Meracydia
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    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    Nobody is complaining about the lack of a fix right this instant. There's just no acknowledgement of feedback. That means one of several things. Either the community team is afk and not adequately communicating things back to the dev team, or the dev team is not checking in with them to see what feedback they're getting. I'm not sure which step the communication breakdown happened, but it's still a failure that needs to be addressed.

    We're not even talking about a communication lag. We're talking about a communication deficit.
    (7)

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