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  1. #1
    Player
    The_User's Avatar
    Join Date
    Feb 2022
    Posts
    265
    Character
    The Tank
    World
    Gungnir
    Main Class
    Dark Knight Lv 63
    Here is what you can do about it if you really want Clemency to be instant heal triggered by Holy Sheltron without losing damage.




    Holy Sheltron
    Type Ability
    Reduce Damage taken and regen blah blah blah
    Additional Effect : Grant Aegis Spirit upon execution. Duration 25s.



    Clemency
    Type : Spell. Cast : 1.5s. Recast 2.5s [gcd] Cost 2000 MP.
    Heal!
    Additional Effect : Action changes to Enhanced Clemency while under the effect of Aegis Spirit


    Enhanced Clemency
    Type : Ability. Cast : instant. Recast 1s. No Cost
    Restores target's HP. Cure Potency: 1,000. Can only be executed while under the effect of Aegis Spirit. Effect fade upon execution. This action cannot be assign to a hotbar.
    -----------------------------------------------------------------------------------------------------------------------

    Quote Originally Posted by Wayback View Post
    I've had another direction I'd like to see Living Dead go -- one that allows DRK some hope of recovery and gives Barrier healers more breathing room, while keeping the identity of the skill in place.

    Living Dead - Duration 10s
    While under the effect of Living Dead, if an attack would reduce you to zero HP, instead your status changes to "Walking Dead" and you gain 4 stacks of "Beyond Death"

    Walking Dead - Duration 10s
    While under this status, most attacks will not reduce your HP below 1 (alternativly, full invunerability). When you are healed for 25% of your health, lose 1 stack of "Beyond Death". When the duration of Walking Dead ends, you take damage equal to 25% of your HP for every stack of "Beyond Death" you have remaining.


    With this setup, healers and the Dark Knight can actually see how close they are to a full recovery by tracking how many stacks of Beyond Death remain. By shifting it from a guarenteed KO on expiration to variable damage, it also gives barrier healers and the DRK with TBN greater flexibility in surviving the subsequent hit. Furthermore, that damage can then be used to pop TBN and get some immediate payback against their enemies. And ultimately the skill would retain the risk/reward and self sacrificing nature that the ability is trying to achieve.

    Now while we are at it, can anyone tell me what would happen if Dark Knight only get healed to 50% of their max hp and the "Walking Dead" duration ends?
    (0)
    Last edited by The_User; 02-11-2022 at 10:14 AM. Reason: gramma

  2. #2
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,462
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    The problem with living dead to me has always been its hard reliance on another player entirely. So Any rework that keeps that aspect of it is honestly missing the point.
    (9)

  3. #3
    Player
    The_User's Avatar
    Join Date
    Feb 2022
    Posts
    265
    Character
    The Tank
    World
    Gungnir
    Main Class
    Dark Knight Lv 63
    Quote Originally Posted by TouchandFeel View Post
    The life-steal/heal with attacks concept is far from unique to or the sole province of WAR, even among the tanks; for example PLD heals with Holy Spirit and Holy Circle.
    Might as well say that WAR can't have Vengeance and DRK can't have Shadow Wall because PLD had been given Sentinel and so strong base % mitigation was their thing.

    Besides the life-steal game-play niche wasn't originally "given to WAR", they just used to be able to cross-class Bloodbath, a lancer/melee dps ability.
    So even historically it wasn't really just a "WAR thing"; and the precedence of Blood Weapon being the predominant life-steal ability in the series as a whole and it often being an ability found on the Dark Knight job is a strong enough reason to consider it having its classic effect in this game as well, especially considering the current player requests to give DRK more self-sustain.

    Are you refer to these?
    https://youtu.be/8HVDRu8_eOs?t=215


    https://youtu.be/sVFYaHPcD1w?t=382

    https://www.reddit.com/r/ffxiv/comme...crossclassing/


    https://ffxivguild.com/ff14-cross-class-skill-guide/
    (0)
    Last edited by The_User; 02-11-2022 at 12:49 PM.

  4. #4
    Player
    AziraSyuren's Avatar
    Join Date
    Mar 2016
    Posts
    566
    Character
    Azira Syuren
    World
    Balmung
    Main Class
    Gunbreaker Lv 90
    Turning Bloodbath from a WAR skill to a melee DPS cross role only skill was one of the most infuriating design decisions they made in Stormblood, too. It was baffling.
    (6)

  5. #5
    Player
    The_User's Avatar
    Join Date
    Feb 2022
    Posts
    265
    Character
    The Tank
    World
    Gungnir
    Main Class
    Dark Knight Lv 63
    Can relate. Especially when it was made from the original Blood Weapon which never made it to it's original owner
    (1)

  6. #6
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Thinking about it now, I can't help but wonder how much of DRK's problem would be solved instantly if they just swapped Quietus and Abyssal Drain...

    Abyssal Drain: Deals unaspected damage with a potency of 200 to target and all enemies nearby it.
    Additional Effect: Restores own HP
    Cure Potency: 200
    Blood Gauge Cost: 50
    Bloodspiller: Delivers an attack with a potency of 500.
    Additional Effect: Restores own HP
    Cure Potency: 500
    Blood Gauge Cost: 50
    Quietus (60 sec CD): Delivers an attack with a potency of 170 to all nearby enemies.
    Additional Effect: Restores MP
    Shares a recast timer with Carve and Spit.


    No more complaints about how AD shouldn't share a CD, Blood Gauge contributes to survival which also separates us from WAR, Delirium becomes a survival CD by extension...
    All with just a couple changes they could feasibly implement within one patch cycle...
    (3)
    Last edited by Archwizard; 02-12-2022 at 11:52 AM.

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,988
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    Thinking about it now, I can't help but wonder how much of DRK's problem would be solved instantly if they just swapped Quietus and Abyssal Drain...

    Abyssal Drain: Deals unaspected damage with a potency of 200 to target and all enemies nearby it.
    Additional Effect: Restores own HP
    Cure Potency: 200
    Blood Gauge Cost: 50
    Bloodspiller: Delivers an attack with a potency of 500.
    Additional Effect: Restores own HP
    Cure Potency: 500
    Blood Gauge Cost: 50
    Quietus (60 sec CD): Delivers an attack with a potency of 170 to all nearby enemies.
    Additional Effect: Restores MP
    Shares a recast timer with Carve and Spit.


    No more complaints about how AD shouldn't share a CD, Blood Gauge contributes to survival which also separates us from WAR, Delirium becomes a survival CD by extension...
    All with just a couple changes they could feasibly implement within one patch cycle...
    I don't really see the need to swap AD and Quietus as compared to just having Blood skills heal.
    AD then can then just lose its heal--as it has "MP-drain" anyways, which we could easily have scale with target count for big MP restores-- or C&S can gain it for parity.

    Either way, yeah, that functionality would help quite a bit.
    (0)

  8. #8
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I don't really see the need to swap AD and Quietus as compared to just having Blood skills heal.
    AD then can then just lose its heal--as it has "MP-drain" anyways, which we could easily have scale with target count for big MP restores-- or C&S can gain it for parity.
    ~Flavor~
    I mean, "Quietus" is just a word meaning "death". Bloodspiller and Drain at least fall along the same line as far as "bleeding" effects. Quietus as a reflection of C&S works.

    Plus, y'know, FF history. With the actual "Drain" spell removed, Abyssal Drain is the last vestige of a "Drain" effect in the game (as opposed to Syphon/Osmose, its MP equivalent).
    I'd rather see Abyssal Drain replaced completely than have it lose its iconic HP drain.

    Plus upon consideration, the oGCDs don't need to do both HP and MP, particularly if the Blackblood skills do on-demand. They just need to do the same thing as each other, so one becomes the Orogeny to C&S's Upheaval.
    (1)
    Last edited by Archwizard; 02-12-2022 at 12:38 PM.

  9. #9
    Player
    The_User's Avatar
    Join Date
    Feb 2022
    Posts
    265
    Character
    The Tank
    World
    Gungnir
    Main Class
    Dark Knight Lv 63
    There're more to it than that. Like how Every other tank short mitigation is like 2-3 times stronger than TBN. I'm beginning to suspect that Dark Knight might get carry in savage by the stronger mitigation and healer. I wish there are a data of Double Dark Knight performance compared with Double GNB or Double WAR.
    (1)
    Last edited by The_User; 02-12-2022 at 12:34 PM.

  10. #10
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Thinking about it and I think I've found another basic design flaw:

    Generally opportunity cost items in MMOs follow a relatively standard concept:

    Resources, or cooldown. One of the other, not both.

    DRK suffers because two of it's skills cost both.

    TBN: Costs resources (heavy) and has a CD (low).

    Living Shadow: costs resources (heavy) and has a CD (heavy).
    (2)
    Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
    Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
    Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]

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