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  1. #1
    Player
    Kreyd's Avatar
    Join Date
    Jul 2017
    Posts
    163
    Character
    Kreyd Lerival
    World
    Shiva
    Main Class
    Dark Knight Lv 100
    I don't know if anyone already has pointed this out but...the itlv 570 tank gear looks like Cecils...

    Don't know about you, but this doesn't feel like just beeing ignored anymore. This feels like beeing active trolled by now...
    (3)

  2. #2
    Player
    Noctisnine's Avatar
    Join Date
    Mar 2018
    Location
    Limsa
    Posts
    111
    Character
    Winter Valentine
    World
    Twintania
    Main Class
    Gunbreaker Lv 90
    This thread is getting bigger each day. They will not be able to ignore us if we keep being loud about it. That's how people got male viera in the first place.
    (5)

  3. #3
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Quote Originally Posted by Noctisnine View Post
    This thread is getting bigger each day. They will not be able to ignore us if we keep being loud about it. That's how people got male viera in the first place.
    I’m hopeful but I also remember the last 6 years...
    (6)

  4. #4
    Player
    HyperiusUltima's Avatar
    Join Date
    Jan 2015
    Posts
    1,454
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Noctisnine View Post
    This thread is getting bigger each day. They will not be able to ignore us if we keep being loud about it. That's how people got male viera in the first place.
    I'm pretty sure the DRK community has been blasting out of an airhorn to SE about their problems with DRK since implementation and they have yet to get proper recourse. I'm not going to ramble on again about the issues since there are over 100 pages of thread for that argument alone if you want to read the entire book about DRK and its problems.

    Maybe if the Developers took a moment to listen and not worry about the low end for once(because let's be honest, they did that with 5.X with playability) we could actually have even basic issues like LD and Dark Mind fixed.
    (4)

  5. #5
    Player
    Agner's Avatar
    Join Date
    Oct 2014
    Location
    Garleans set my house on fire
    Posts
    76
    Character
    Rivane Azhcrove
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    Haha hey, another case of a person who totally said they weren't gonna level it to 90 but did anyways. I do need time to form a more concrete opinion on it, and while it's definitely improved from Shadowbringers (the bar was a bit on the floor there, though.), I still can't shake the feeling it's just too... incomplete. The changes were decent for the job it was, but it doesn't feel expansion worthy. It definitely feels a bit more consistently busy as well, which is a plus! It's just that none of it feels... meaningful? Yeah, that was kind of my big worry with it. The job just doesn't have much going for it mechanically to make it interesting past spitting out a ton of oGCD for burst.

    The leveling experience was honestly fine. Having a not so great healer was a lot more noticeable than it was with other tanks, and I definitely wasn't soloing bosses down from 50%, but I also never got so close to dying in mass pulls that I felt any particular sort of anxiety. Anyways, some quick comments that definitely vary in meaningfulness:

    1) It occurred to me that Oblation's animation doesn't "return you to GNB stance" as some have said. It's the pose at the end of the Shadowbringers trailer, down to the slight grin and head tilt. That said, I wouldn't be opposed to changes for this ability. It's not great, it's not terrible, it's "just okay". But this job in general is also "just okay" and we should be settling for more at this point, not less.

    2) Getting Enhanced Unmend was the most depressing part of the leveling process next to only receiving a Living Shadow trait at 88.

    3) Salt and Darkness has the limpest animation for a 500 potency ability I may have ever seen. Sometimes, I don't even notice I activate it.

    4) Giving Living Shadow trait upgrades does not make it fun. Please give it some interactivity. It happens once every two minutes! You could even turn it into a sort of continuation with an alternative combo, I don't know. Do something with it, because it is a very sad ability to get, especially at level 80.

    5) For the love of all that is holy, please change the limp Souleater combo animations. If you're going to give us only ONE combo, make them at least feel like they hit hard. Scourge -> Old Delirium -> Power Slash feels very hefty, and works pretty well with current animations. Literally just change the animations and change the Interject animation if Dark Knight is going to be stuck with it. Jumpyspinnyslash eater is not cool.

    6) Shadowbringer is just... alright. It suffers from feeling the same to use as Flood, though. Despite tying Abyssal and Carve together, our heavy oGCD usage still make us feel like we're flopping around quite a bit. The job in general needs a lot more work in the animation and "heft" area, if you understand me.

    Overall, I feel as much about DRK as I do about Oblation. Not great, not terrible, just okay, but we should settle for more. It's lacking in flavor and intrigue as far as actual job mechanics go.
    (8)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,944
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by TouchandFeel View Post
    Just quoting this as reference to what I am generally talking to and not a direct response to the quoted bit itself.

    I honestly think that DRK for the most part feels bad defensively because the incoming damage pattern is very "spikey", at least from my experience leveling DRK via dungeon runs and doing wall to wall pulls.
    That still seems largely a player issue? I've got all but DRK leveled on my Tank/Maiming alt (DRK should be there, too, tonight), and DRK on this DPS alt, and I can manage my CDs such that the timing of damage taken between DRK and anything but WAR look very, very similar. It's a bit more complex to pull that off, but not by much. Cycling through every tank, I in no way feel fragile on DRK compared to anything but WAR. More entertaining, defensively, than the other tanks? Sure. Weaker than most to any significant degree? Nah.

    That's not to say I wouldn't be open to Oblation feeling like it really does something, of course. I just have no significant issues healing DRKs or getting through pulls on DRKs unless they are more than likely a bad tank on any tank. (Only unique bit is them popping TBN too early or late, given my opening Holy spam.)

    However, despite liking TBN and not wanting it to change, I do feel overall changes to DRKs' defensive capabilities should happen, just that the changes should happen elsewhere.

    Preferably I want to see Oblation better utilized to do interesting and fun things by giving it conditional effects depending on what other defensive abilities it is paired with.
    I had previously suggested having Oblation pop TBNs' shield, giving a Dark Arts when that happens, and then throwing up another potentially slightly stronger shield in addition to the base % mitigation basically turning the combo of TBN and then Oblation into a sort of "Super TBN".
    That's fair. A nitpick, though, on the "Super TBN" idea: two-stage empowered abilities that quickly come to feel like the "normal" effect will often tend to seem more like 'clunk' than 'power'. Arguably, the only reason DA-DD didn't suffer that issue was because the anti-synergy of DA-DD (losing effective parry chance and therefore Reprisal responsiveness and Low Blow reset procs) made it a deliberate choice. To have only one TBN per minute, on average, feel like a "full" TBN could end up feeling more "convoluted" and, if obliging the Oblation purge TBN only at the last possible moment, "finnicky" than "powerful".

    Quote Originally Posted by Agner View Post
    For the love of all that is holy, please change the limp Souleater combo animations. If you're going to give us only ONE combo, make them at least feel like they hit hard. Scourge -> Old Delirium -> Power Slash feels very hefty, and works pretty well with current animations. Literally just change the animations and change the Interject animation if Dark Knight is going to be stuck with it. Jumpyspinnyslash eater is not cool.
    This, so much this. Hell, I'd love to see Interject changed regardless. "I need to as instantly as possible bash my enemy's face to stop what they're casting. Let me do a slow-mo spinning strike that maximizes the time it takes for me to... tap my target on the shoulder..." I mean, we had the godsend that was GLD's Fracture animation (instantly hilt-bash to the face before ruthlessly stabbing down through the neck) or even DRK's Skull Sunder (just a hard, no-fuss downward slash with a resounding thwang of greatsword to helm) and we chose... Delirium as the interrupt animation?
    (1)
    Last edited by Shurrikhan; 01-04-2022 at 10:18 AM.

  7. #7
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by Shurrikhan View Post
    ... That still seems largely a player issue? ... I in no way feel fragile on DRK compared to anything but WAR. ...
    Don't get me wrong, I was not and am not saying that DRK is definitively worse overall defensively; at least not for the most part, I still really dislike Living Dead but that is a different topic altogether. What I was saying, and thought was very clear about, is that to many players it feels worse. It's the perception of the situation, not the objective actuality of it at play here.

    Large damage shields as mitigation by their very nature result in the damage actually received, being visible by changes on your HP bar, as having more discernible and defined peaks and troughs when visualizing the pattern to damage you are actually taking. The shield will completely stop all damage until it breaks and then it mitigates none.

    % based mitigation is by its nature less variable in the fluctuations of damage actually received because it only lessens the damage as it is being received, it never stops it entirely like a shield. There also isn't a predetermined upper limit to the damage mitigated/lessened and so it will always last its full duration. This inherently results in the damage being actually received as being more smooth when visualizing it as a pattern.

    To phrase it as an analogy, shield mitigation is like a stop sign or traffic light, while % mitigation is like a speed limit.

    The healing aspects of Holy Sheltron and Heart of Corundum provide an additional factor that helps smooth out the changes occurring on your HP bar.

    Asides from the short recast defensive abilities, each tank (ignoring the outlier of WAR) has roughly the same extra defensives to leverage as extra defensive padding, and so has approximately the same capabilities to use them to smooth out through mitigation the pattern of damage reduced from the HP pool, leaving both in roughly the same spot as before in terms of overall tangible damage received with the shield based one (DRK) having more defined fluctuations to their HP pool compared to the % mitigation ones (PLD and GNB).

    This is not a "player issue", it is just an objective reality of how the nature of the different types of mitigation result in different patterns to the damage being received and the observable affect visible on your HP pool.

    How a player like you or I FEEL about these discernible patterns and how much we even notice them is of course a different matter and will vary to degrees by individual.
    You say to you it is no big deal and you never felt in danger. I too didn't mind it and rarely felt truly in danger. In fact the more distinct fluctuations to my health actually made the defensive game-play of DRK more exciting for me compared to when I play a different tank like PLD. To me it actually made it feel better.
    Our experiences and how we personally feel about it, while true to us, are not definitive for the playerbase at large. People overall tend to prefer things that are more predictably reliable, with less strong variation. We are creatures of comfort in many ways. Not everyone mind you, there will always be those that are thrill seekers or thrive in chaos, but objectively most.
    So taking into account the patterns from the different types of mitigation and human natures' preference for predictability and comfort, it makes sense why many, if not most, players would feel that DRK is worse defensively even though it objectively may not be. It's seeking to understand the viewpoint of others and the reasoning behind it, even if you don't necessarily agree with it. I may not feel the same way myself, but I can use reasoning to see where they are coming from and why they may feel the way they do.

    I will note how much the general viewpoint on this, especially the view of TBN, flipped with Endwalker. It's very interesting thinking about how the opinions of so many went from one end of the spectrum to the other. TBN used to be seen as making DRKs' defensive capabilities the superior and, funnily enough, the more comfortable one even though it was a shield, actually because it was a shield. The focus used to be very much on the period when the shield was up and no damage was taken, which felt comfortable since patternwise a flat-line is pretty smooth and comfortable. Now with the buffs to the short recast defensives of the other tanks and TBN becoming less impressive overall by comparison, people are no longer focused on that initial period where you are taking no damage but are instead very much noticing the other side of the coin where you no longer have the shield and are taking all the damage (any separate mitigation being used notwithstanding). Now that they are not so overly focused on the pros, they are now very much seeing the accompanying cons, probably to the point of over focusing on them, and they are suddenly feeling like "oh sh*t, what the hell is this crap". It's like that blemish or imperfection that was always there that people only just now noticed and now they can't stop looking at it and that level of focus makes it seem so all-encompassing.
    Anyways, just a tangent, but it really is interesting how viewpoints can so readily shift and change, and how malleable perception can be.

    Quote Originally Posted by Shurrikhan View Post
    ... A nitpick, though, on the "Super TBN" idea: two-stage empowered abilities that quickly come to feel like the "normal" effect will often tend to seem more like 'clunk' than 'power' ...
    Yes, that can occur. I made very similar arguments against some of the implementations for the original Dark Arts where it just felt like you had to do two actions just to get the payout of effectively one, particularly in regards to the Dark Arts effect for most offensive actions being just a bit of extra potency which was really dull.

    However, this too all hinges on perception and there are many factors that can steer that one way or another. Whenever you design anything that is meant to be complimentary or synergistic, you always run the risk of the lone parts of it feeling diminished when not paired. Does that mean that you completely avoid any such potential designs? I would say no and I am sure many, if not most players would say the same.

    So the trick is figuring how to implement game-play mechanics like this that avoid the obvious presented pitfall.
    The first step I would say is to try to identify elements that would likely reinforce such a negative perception.

    One big thing that I can think of is to have the initial ability in the two-step combination have no tangible effect by itself, it is solely there to empower the second ability. This lack of positive feedback on the initial part of the combo makes it feel in the moment rather extraneous and places all the emphasis on the second ability, the "empowered" one. The extraneous feel of the initial button press can lead to it feeling "clunky" and the extra emphasis on the "empowered" ability makes the divide between it and the normal version more discernible.
    The potential solution to this that I used was to have the initial action of the two-step combo actually be the one that people would normally think of as the "empowered" ability, essentially flipping the order and guaranteeing that the initial action has an immediate and tangible positive effect since whatever mitigation it would normally provide is still exactly what it provides. Arranging it in this way also puts less emphasis on it feeling like the "empowered" ability since it basically stays the same, which in turn lessens the divide felt between the normal version and the comboed version of the ability, and instead puts more emphasis on the second ability in the combo as being the "empowered" one.

    The second big thing that I can think of that would reinforce the potential problem is making the additional, or "empowered", effect from the combo be a straight forward, direct increase to exactly what the defining ability was already primarily doing, for example making the additional effect an extra 10% magic damage resistance when comboed with Dark Mind. This obviously strongly emphasizes the divide between the comboed one and the normal one by directly providing a stronger version of the effect of the comboed ability.
    The solution for this is to provide different but preferably complementary effects instead of direct boosts to what effects already exist. For example what I suggested as the potential combo additional effect for Dark Mind was to provide a small amount of additional physical damage only mitigation. The primary effect of Dark Mind doesn't change at all and isn't made stronger, it just allows it to potentially be used differently and in different situations.

    The last thing that I can think of off the top of my head that would contribute to the problem is making the bonus effect too strong. The stronger the bonus effect, the bigger the objective difference between the comboed/"empowered" version and the normal version which will obviously greatly increase the feeling of the divide.
    The solution to this is also obvious, just make the bonus additional effects relatively small but just big enough to feel worthwhile. The best part of getting something for virtually nothing is that what you get really doesn't have to be much since few would scoff at freebies. This changes the additional bonus effects from "must haves", which will feel bad if you don't get it, to "nice to haves" which you will be happy to get but not necessarily feel overly beholden to.

    By implementing things in this way, I aimed to shift the emphasis away from making it feel like the establishing ability is being "empowered" but instead to make Oblation feel like a more flexible ability that shifts and adjusts in a way to compliment what it is paired with.

    The idea for how Oblation would work with TBN is however a bit more unique since the mechanics built around it make the ability itself fairly unique, so the challenge was to work around those constraints and how to potentially play off them and maybe address some other player complaints along the way.
    You can't really just layer on more stacking mitigation because it would interfere with the TBN shield breaking which you probably wouldn't want as a player. Then the way that Oblation looks mirrors the TBN animation so much that it just felt natural to try to make it also a shield when comboing off of TBN, but putting a shield on top of a shield just felt weird so that is where I arrived with simply breaking TBN and replacing it with another shield.

    This approach provided the added game-play element of giving DRK a way to break TBN themselves to refund the MP into a Dark Arts, something that has been asked for by players.
    Additionally, it also created a sort of mini-game with how to maximize it's effect depending on the situation. In a situation with prolonged high damage, you could try to ride out TBN a bit to have that soak damage before dropping that shield and putting up the other one; whereas in a situation of extreme spike damage like a tankbuster, it wouldn't really matter so you could just break TBN and have the Oblation shield go up. You may think that this game-play is "convoluted" or "finnicky", but I personally see it as being fun. Carefully curated risk/reward scenarios can feel really good and I even went so far as to nullify the inherent risk/reward aspect of TBN, the MP/DPS loss of it not breaking, as part of the this combo so that you aren't doubling up on them and even if you don't perfectly maximize the payout in the combo scenario, you are still guaranteeing yourself a win in the base TBN one. Serendipitously this game-play mechanic also reflects the very lesson taught in the DRK job quests of "don't push too far or you'll be sorry", an unintentional coincidence but amusing none the less.

    The last challenge that I saw to tackle with this idea was to reign in the power from maximizing your TBN shield and then getting your second shield, while making sure that in instances where you immediately go into your second shield to soak a buster it still felt like enough of an upgrade. The best way to achieve this that I could think of was to have the second shield be slightly stronger (maybe 30% as opposed to TBNs' 25%) but with a shorter duration (5s?).





    Anyways, I am not overly stuck on any of my ideas or suggestions, and I certainly don't feel that any of them are the only way to address or change things. I'm constantly changing and evolving my ideas based on the state of the game and what feedback I am seeing from other players, even stuff that I may not agree with gets factored in. I present ideas here on the forums more to grease the wheels of inspiration amongst the players and hopefully the dev team, although the level of such influence is of course questionable.
    I want to see more game-play centric, interesting solutions to problems as opposed to the easy low hanging fruit that tends to be so easily and often repeated because it is low effort to bandwagon on; and so that is what I try to put out there. It's the very reason that I go into such exhausting detail with walls of text describing all the nuances of my decisions and thought process, hoping that those who actually care will in turn be influenced to put more thought into their opinions and ideas, even if only a little bit.
    (1)
    Last edited by TouchandFeel; 01-05-2022 at 07:14 AM.

  8. #8
    Player
    Ryaduera's Avatar
    Join Date
    Oct 2021
    Posts
    218
    Character
    Ryaduera Tengille
    World
    Leviathan
    Main Class
    Paladin Lv 100
    Quote Originally Posted by TouchandFeel View Post
    -snip-
    When it comes to barriers over percentages something else you have to consider is that the more damage something does the less effective a barrier actually is next to flat reduction. I showed my work on math based around the idea of tankbusters, but the same can be said for large pulls in dungeons as well (the math on things like HoC gets a little djanky because of the 15% bonus falling off after 4 seconds, but the logic stands) so in longer fights where percentages can be kept up for more time it will overall reduce damage by more, but, as you said, have the tanks HP in a steady decline instead of a flatline before the barrier breaks. I think this is why several people have suggested a regen if the shield breaks, since it not only provides DRK with the healing it's lacking, but also applying a regen after the barrier breaks means subsequent damage can be mitigated without overcompensating since overheal would mean it doesn't mitigate more every time, it only has additional mitigation when it is needed. It comes down to the simple fact that shields can only mitigate that exact amount in an HP value, whereas a percentage will always have mitigated more damage as more damage is taken. It would just be nice if DRK had some way of dealing with those heavy damage moments that was properly comparable to the other tanks currently.
    (1)
    Last edited by Ryaduera; 01-05-2022 at 01:56 PM.

  9. #9
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,944
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ryaduera View Post
    When it comes to barriers over percentages something else you have to consider is that the more damage something does the less effective a barrier actually is next to flat reduction.
    True, but that's more a simple matter of scaling. Percentile mitigation's throughput scales with the content. Healing and barriers scale solely with your own gear. If you're undergeared for said content, it's better to scale off it than off yourself. If you're overgeared, it's better to scale solely off oneself. (Of course, DRK does eventually offer the catch-22 of being too outgeared for content making it harder to pop TBN.)

    It's much the same idea as 2.0 Warrior, had they ever bothered to balance it against Paladin for even the likes of dungeons. (Warrior didn't even have as much eHP as Paladin--as taking 20% less damage increases eHP by 25%, but Warrior only got a 20% health increase--let alone enough self-healing to make up for the additional healing required by having only one mitigation skill, Foresight, worth about 5% mitigation at the time.)
    (0)

  10. #10
    Player
    Agner's Avatar
    Join Date
    Oct 2014
    Location
    Garleans set my house on fire
    Posts
    76
    Character
    Rivane Azhcrove
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    Joke is honestly on me, because Hard Slash is listed alongside Dark Force, Unleash, and Living Dead in the Encyclopedia Eorzea. Whoops, can't be changed due to lore like Living Dead! lol. (You know, it's not like we're the Warriors of Light or something and could develop/improve our own wild techniques... Doubt the Sultansworn are out there flinging around giant magical swords from a distance.)
    (0)
    Last edited by Agner; 01-04-2022 at 01:58 PM.

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