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  1. #1
    Player
    Luin's Avatar
    Join Date
    Dec 2017
    Posts
    287
    Character
    Luin Vereist
    World
    Lamia
    Main Class
    White Mage Lv 90
    Why does Abyssal Drain exist? Why cant Salted Earth and Salt&Darkness have the healing effect? It would keep the life-steal aesthetic. The healing would be single-target viable, and this would reduce button bloat. 200 cure potency per hit is 1400cure potency per 90s, still worse healing/minute than the other tanks.
    (4)
    Last edited by Luin; 03-02-2022 at 09:46 AM.

  2. #2
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,891
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Luin View Post
    Why does Abyssal Drain exist? Why cant Salted Earth and Salt&Darkness have the healing effect? It would keep the life-steal aesthetic. The healing would be single-target viable, and this would reduce button bloat. 200 cure potency per hit is 1400cure potency per 90s, still worse healing/minute than the other tanks.
    Tbf, that question can be asked for nearly every shared-cooldown AoE/ST alternative (especially if to a previously falloff AoE / AoE with focus-damage). In AD's case, probably HW/StB nostalgia above all else, as it's not as if C&S doesn't look as if it could cleave, or that Abyssal couldn't just DoT the main target for additional damage over 6 seconds or so and become a fall-off / focus-target AoE in turn.
    (2)
    Last edited by Shurrikhan; 03-03-2022 at 02:16 AM.

  3. #3
    Player
    Izar_Chillen's Avatar
    Join Date
    Nov 2019
    Posts
    427
    Character
    Jhuno Whatt
    World
    Spriggan
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Luin View Post
    Why does Abyssal Drain exist? Why cant Salted Earth and Salt&Darkness have the healing effect? It would keep the life-steal aesthetic. The healing would be single-target viable, and this would reduce button bloat. 200 cure potency per hit is 1400cure potency per 90s, still worse healing/minute than the other tanks.
    Why does much exist as the DRK current kit - its so vague and forgotten feeling , like finger prints on an abandoned hand rail.

    How I feel about DRK is:

    It looks like it was designed , to me at least (during proto stages) , to be a Greatsword DPS class with dark magic buffing , and had been changed to the HW tank , and eventually reworked into what could best describe as a machinist with a sword with defensive stats instead of dps that has slow base 123 combos and many quick weaves whilst you charge up your darkside minion like a mCH does with its robo queen ( i didn't play HW version so i cant compare better than this).


    All the classes are slowly falling because they have built the game around all classes being viable down to a small difference between the same job arcs which inevitably means they are the same ice cream brand , just different flavours.


    They should design a dark knight to be an energy draining black magic sword user , probably ace at multi dotting adds to also HP leech from the dark art skills , that's once the DRK in maxed/very good gear can beast dungeons and content with heavy zergs of adds , but that would be useless in savage boss fights .

    This game doesn't have advanced dungeon power creeping modes like say wow does with its serious dungeons in the mythic system, where different job designs can shine with their unique powerful skills, so all classes are going the be left by the wayside at some point whilst they focus on one or two of a job arc and improve/tweak those as they cant get to grips balancing and redesigning them all as their end game goals are not best suited to all the jobs they keep adding.

    IMO
    (0)

  4. #4
    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 Izar_Chillen View Post
    It looks like it was designed , to me at least (during proto stages) , to be a Greatsword DPS class with dark magic buffing , and had been changed to the HW tank , and eventually reworked into what could best describe as a machinist with a sword with defensive stats instead of dps that has slow base 123 combos and many quick weaves whilst you charge up your darkside minion like a mCH does with its robo queen ( i didn't play HW version so i cant compare better than this).
    That's actually completely backwards to my understanding of events. The HW tank was initially pitched as Samurai, but seeing the direction of its toolkit led the team to turn it into DRK instead.

    They should design a dark knight to be an energy draining black magic sword user
    Seconded.

    probably ace at multi dotting adds
    Unlikely. The devs have previously voiced their disdain towards adding DoT effects, partly because players find them tedious or confusing, partly because enemies can only hold so many debuffs at one time, and implicitly because multiple ticking damage sources are more resource intensive. It's probably not a coincidence that DoTs were removed from SMN and NIN the same expansion we got Death's Design and Eukrasian Dosis, or that PLD's new DoT is exclusive with its old one.

    Besides, even BRD can't multi-DoT. With the losses of Bane, Aero III and Miasma II, the only jobs that can right now are BLM and (bit ironically) PLD.
    (1)
    Last edited by Archwizard; 03-03-2022 at 09:07 AM.

  5. #5
    Player
    HyperiusUltima's Avatar
    Join Date
    Jan 2015
    Posts
    1,446
    Character
    Eileen White
    World
    Brynhildr
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Archwizard View Post
    Unlikely. The devs have previously voiced their disdain towards adding DoT effects, partly because players find them tedious or confusing, partly because enemies can only hold so many debuffs at one time, and implicitly because multiple ticking damage sources are more resource intensive. It's probably not a coincidence that DoTs were removed from SMN and NIN the same expansion we got Death's Design and Eukrasian Dosis, or that PLD's new DoT is exclusive with its old one.

    Besides, even BRD can't multi-DoT. With the losses of Bane, Aero III and Miasma II, the only jobs that can right now are BLM and (bit ironically) PLD.
    God do I remember the DoT Vomit that happened on a boss' debuff bar in Stormblood in Eureka. Literally made SMN unplayable at times unless you got your DoT in via server tick. However, I think some PLDs want Atonement to mean something again since we literally only just stab once and then go into 60s burst window after a full rotation. Also, as for the idea about a Black Magic Swordsman? I don't want to be frank, but I think that may be a bit of a stretch given how they can be on lore(believe me, DRK and BLM lore are actually pretty good) in their game unless you're a Healer that isn't SGE. I'd rather they work on the current aesthetic, but just fix the f***ing job flow. That's literally all that is grinding against DRK right now is that its Job Flow is HORRIBLE.
    (1)

  6. #6
    Player
    baklava151's Avatar
    Join Date
    Aug 2021
    Posts
    278
    Character
    L'tanan Tyanu
    World
    Malboro
    Main Class
    Warrior Lv 82
    I was thinking, one of the things holding it back is Square's obsession with designing everything around 1 and 2 minute bursts. It makes it easier to line up raid buffs sure, but it stifles how creative they get with the class if they don't want to deviate from this and just add more and more 1 min CD abilities every expansion. If we got a full DRK rework, I'd want them to spread DRK's damage out with abilities that have shorter CD and focus more on the interplay between resources (MP, Darkside and Blood) to help break up the monotony it currently has between bursts.
    (7)

  7. #7
    Player
    Beddict's Avatar
    Join Date
    Jun 2017
    Location
    Gridania
    Posts
    274
    Character
    Titania Chevalier
    World
    Siren
    Main Class
    Bard Lv 100
    Quote Originally Posted by baklava151 View Post
    I was thinking, one of the things holding it back is Square's obsession with designing everything around 1 and 2 minute bursts. It makes it easier to line up raid buffs sure, but it stifles how creative they get with the class if they don't want to deviate from this and just add more and more 1 min CD abilities every expansion. If we got a full DRK rework, I'd want them to spread DRK's damage out with abilities that have shorter CD and focus more on the interplay between resources (MP, Darkside and Blood) to help break up the monotony it currently has between bursts.
    Yeah I think SE has kinda designed themselves into a hole at this point. There was a thread discussing this on the /r/ffxivdiscussion subreddit and this comment stood out to me:

    I think it's absolutely awful (note: I don't consider Shadowbringers to be particularly meaningfully different from Endwalker as far as this goes). I don't like that it gives basically every class in the game the same gameplay rhythm, I don't like that it basically removes the ability to make classes that are designed around consistently high damage instead of huge spikes of burst damage, or classes with irregular sets of cooldowns that line up in different ways from minute to minute instead of all existing in multiples of 30 seconds, or classes that revolve around optimizing within their own internal kit rather than playing to the group buffs. It's so ubiquitous that it largely dictates fight design, which puts some hard limits on how interesting SE can make the game's encounters. It represents a severe reduction in the game's capacity to support any sort of player expression. And it makes gauging your own performance needlessly difficult because so much of your damage winds up concentrated into such a small number of attacks within such a small portion of the total fight time that Crit/DH probabilities don't reliably normalize into something that reflects your actual input to the game.

    I don't know if I was the one who made the post saying it's the worst thing that's happened to the game in years, but I'm sure I've said it before - and if not, I'm saying it now.
    Every Job is on that cycle now, and I think the only damage cooldown that isn't sitting at a 1 or 2 minute cooldown is Riddle of Wind over on MNK. Sustained DPS is dead, variable timers are dead, and raids are designed such that major mechanics happen right when burst is coming off cooldown, such as Intemperance, Limit Cut, P3S add phase, etc. I dunno, feels like they designed themselves into a corner, particularly in regards to Jobs.
    (11)

  8. #8
    Player
    baklava151's Avatar
    Join Date
    Aug 2021
    Posts
    278
    Character
    L'tanan Tyanu
    World
    Malboro
    Main Class
    Warrior Lv 82
    Quote Originally Posted by Beddict View Post
    Yeah I think SE has kinda designed themselves into a hole at this point. There was a thread discussing this on the /r/ffxivdiscussion subreddit and this comment stood out to me:



    Every Job is on that cycle now, and I think the only damage cooldown that isn't sitting at a 1 or 2 minute cooldown is Riddle of Wind over on MNK. Sustained DPS is dead, variable timers are dead, and raids are designed such that major mechanics happen right when burst is coming off cooldown, such as Intemperance, Limit Cut, P3S add phase, etc. I dunno, feels like they designed themselves into a corner, particularly in regards to Jobs.
    Glad I'm not the only one feeling this way, it'd be a good discussion to bring up for more visibility (off-topic for this thread though). I also feel like that would require a massive overhaul on the devs' part which they might just want to avoid entirely.
    (2)

  9. #9
    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 HyperiusUltima View Post
    Also, as for the idea about a Black Magic Swordsman? I don't want to be frank, but I think that may be a bit of a stretch given how they can be on lore
    Two possible responses to this, depending on your meaning.

    Either you're fixated on the specific "Black Magic" (proper noun) part as in "the exact flavor of Void-derived Mhachi magic used by Black (and Red) Mages," in which case, I should clarify I didn't mean to second the job learning "Black Magic" (as that is more of a Rune Fencer/Mystic Knight's job). You are correct that DRK and BLM use fundamentally different sources of power. I was seconding the job using "black magic" (lowercase) as in "the classical term for any kind of dark art or witchcraft," things like sacrificial or drain-type magic effects, which already fall within DRK's repertoire in 14 and have appeared as part of its shtick on and off across the series.

    Or, you're arguing against it being the "Magic Swordsman", where I should correct you that Yoshi-P fully intended for Dark Knight to be a "magic tank" which we can still see with magic-focused effects like Dark Mind/Missionary, its usage of MP and Spells like Unmend and (formerly) Abyssal Drain, and implicitly magical effects like The Blackest Night or Living Shadow. I believe this is what the poster I quoted was referring to.
    (1)
    Last edited by Archwizard; 03-05-2022 at 01:28 AM.

  10. #10
    Player
    Claire_Pendragon's Avatar
    Join Date
    Apr 2011
    Location
    Limsa Lominsa
    Posts
    1,619
    Character
    Claire Pendragon
    World
    Mateus
    Main Class
    Red Mage Lv 100
    (requiring some small adjustments)
    If they changed the Darkside buff from a "timer", into an "MP drain" again, and used the Darkside job gauge as the MP gauge, it would already feel better to play. (with little markers to represent MP consumption)
    (also, this of course has no effect on the wonkiness of the oGCDs atm)
    (0)

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