I can understand your reservations about series nostalgia. It's so much more preferable and safer to stick with WAR hand-me-downs from the previous expansion, as we have traditionally done. But usually that leaves us with an inferior, soulless knockoff. Look forward to a new triple axel Dark Rend as the highlight of of 7.0.
Living Shadow is an interesting concept, but the dev team don't really have a direction that they can take it. For it to serve as a tanking tool, it would need a HP bar, which summons in this game haven't had for a while. People tend to get fairly upset when their 120s damage cooldowns take too much damage and die. I'm not sure if you've had a chance to play with MCH's automaton queen for yourself, but they do obviously know how to make the concept more interactive. LS could easily swap targets based on what you're attacking at any given moment, have a duration that depends on your gauge expenditure at the time of summoning, and a finisher that lets you terminate the window early. But we're also playing a tank, which is likely why we get the 'simplified' version.
I think the questions that need to be asked are: what should be DRK's design direction? How do we tie all these abilities together? The other three tanks are in a state where they could get away with purely graphical upgrades and still feel complete in themselves. DRK still feels like it's perpetually waiting on new actions to round it off.
To me, the answer to this lies in DRK's resource system. Right now, most jobs are driven by timers. Hypercharge broke away from this by being resource-gated, and Shroud refined it further such that you have a resource-gated system that also grants you one burst that naturally syncs up with raid buffs. It's pretty easy to see how this could be applied to DRK. Get to 50 blood, activate Delirium to perform an upgraded burst combo. Perhaps add in a shadowy after-effect with multiple hits because you're 'seeing double'. Every 120 seconds, activate Living Shadow, which automatically puts you in Delirium when you activate it so that you stay synced with buffs. Sync up the two such that Frey attacks your target. Tag team finisher with multiple hits.
Now, if you haven't played any other Final Fantasy games, this is just focusing DRK down to a single central theme. If you like series nostalgia, this is a nod to the likes of Omnislash and the Lucii. It doesn't really matter either way. People tend to get hung up on irrelevant details.
One of the advantages of drawing on inspiration from previous games is because more often than not, somebody has already come up with a solution in the series' 30+ year history. Let's talk raidwides for a second. Dark Missionary and Heart of Light both do the exact same thing. Are we completely out of ideas? We shouldn't be, because Celes had an answer to this with Runic nearly 30 years ago. Now, you obviously can't go around negating bosses' spells and stealing their MP because that's just rude. But it's a starting point for brainstorming. What if you absorb part of the damage and restore MP based off of the number of people you protect? If MP gains are an issue because we're afraid of rewarding tanks for using their mitigation abilities correctly, what if you restored HP instead? What if you redirected damage from the raidwide to yourself and mitigated it?
Either way, when you have so much series lore to draw on for inspiration, it seems beyond daft to completely ignore it. Gameplay fun comes out of how clever your implementation is, and really has nothing to do with how you get your ideas.


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