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  1. #1
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,359
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Marxam View Post
    WAR's been doing that since SB, when holmgang was a 3 min cd, only getting nerfed to 4 mins last expansion. The increase to duration is okay but when you realize that tank busters by their design is only one hit (most of the time) duration is only additive but not a benefit when compared to being on a shorter cd. Even then, if you make tankbusters appear every 2 mins WAR is still going to rotate between holm and cds swaps. It's one of the reasons why I think tankbusters should be more frequent than it currently is now. In addition to being varied, i.e. single hit, multi stack, multi hit, etc.

    If they wanted WAR to match TBN in terms of defensives they only need to reduce ToB to 60 secs so it is up every time a tank busters is there similar to TBN.
    Busters being more varied would already help Warrior's kit as it is right now, it was completely fine in Asphodelos.
    If they kept the bleed busters on everything however I don't think making ToB a 60 second cooldown would change much, it's just not good against the current tier's tank damage.


    What would I rather have, 20% max HP (and a heal that is barely even noticeable when 1 bleed tick deals as much damage) that run out before the DoT has even finished ticking? Or 20% flat mitigation on the buster, leading to the DoT doing less total damage overall?
    (0)

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,647
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    They should change Provoke to be like, 5-10s CD, that way A: they make it more casual-friendly (provoked the wrong mob? less lockout til your next chance to provoke the right mob), and B: it would allow them to have more-often tankswaps. Imagine a fight where they have a WOW style 'every autoattack gives a stack of 10% vuln', and you have to keep swapping to mitigate how many stacks you have, with stuff like 'purposely hold the boss for a bit longer, so when your cotank takes it, their stack count isnt as high when the tankbuster casts'
    (0)

  3. #3
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    724
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    They should change Provoke to be like, 5-10s CD, that way A: they make it more casual-friendly (provoked the wrong mob? less lockout til your next chance to provoke the right mob), and B: it would allow them to have more-often tankswaps. Imagine a fight where they have a WOW style 'every autoattack gives a stack of 10% vuln', and you have to keep swapping to mitigate how many stacks you have, with stuff like 'purposely hold the boss for a bit longer, so when your cotank takes it, their stack count isnt as high when the tankbuster casts'
    Agreed, it would make things leagues more interesting on the actual tanking aspect.

    Although, I'm partial to making tankbusters more frequent across the board. They are pitifully underwhelming in normal mode content when we have a surplus of cooldowns to use for them.
    (0)
    Last edited by Zairava; 03-18-2023 at 09:18 PM.

  4. #4
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,505
    Character
    Alondite Ragnell
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Zairava View Post
    Although, I'm partial to making tankbusters more frequent across the board. They are pitifully underwhelming in normal mode content when we have a surplus of cooldowns to use for them.
    With the shift to every tank having some short ~25s CD Super Mitigation tool, the game really doesn't teach you how to use it optimally at all. I think it be good to teach players earlier on by increasing the need for tanks to actually use their mitigations.

    Tank is honestly all over the place in terms of how difficult or easy it can be based on the content being run its honestly a bit crazy.
    (2)

  5. #5
    Player
    SargeTheSeagull's Avatar
    Join Date
    Dec 2016
    Posts
    421
    Character
    Rad Calidum
    World
    Ultros
    Main Class
    Red Mage Lv 100
    I picked up DRK again this morning for the first time since getting it to cap about a year ago. My big question: Why on earth is there a timer on the job gauge showing you how long living shadow is active if there's no way to make him stay longer AND his presence doesn't change your gameplay at all? That seems so weird to me. I'll also throw these ideas out there while I'm on the topic:

    1. Make Shadowbringer a GCD.
    2. Shadowbringer consumes 20 seconds of darkside and keeps Living Shadow out for an additional 10 seconds.
    3. Add some passive effect to living shadow. Maybe you generate blood gauge faster, maybe you take less damage, maybe your mitigations last longer, or generate more MP, something like that.
    (1)

  6. #6
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,647
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    If they made LS 'flat potency per hit, but strikes when you do', and allowed it to trigger 'bonus effects' that might be interesting, eg the MP restore from Syphon/Blood Weapon, or the Blood generation from BW or Souleater. They'd probably have to remove the horrendously long 'spawn in' animation, and have some way to get it out as one of the first moves available (maybe have it able to consume dark arts, and respawn/zone into instance with a dark arts proc ready?)

    Still remember being very excited when the SHB job actions trailer came out because of LS, I had had a similar idea back in early Stormblood to steal Dancing Rune Weapon but make it 'our darkside' rather than a simple floating sword. Instead it's a glorified DOT that can 'sort of target swap but not very well'

    If anything was to get hammered by a rework though, IMO it's Salted Earth, that skill is on a ventilator and an IV drip at this point, I'm surprised they added S+D as a followup rather than just deleting the damn thing. If it were up to me I'd make Salted 100% uptime, lower potency to compensate, 3s CD so you can easily reposition it, and give a bunch of bonus effects while you are inside it, like Syphon Strike stealing a bit more MP, or Souleater healing twice, or the slam of Plunge causing an eruption of darkness (you know, like Salt and Darkness currently does). Then you'd be able to have a conditional trigger like 'while inside your Salted Earth, your MP drains steadily to pause Living Shadow's remaining time' or something. Oh and I'd also rename Living Dead to 'Borrowed Time', I mean come on the icon's an hourglass how did they miss a trick that easy
    (6)

  7. #7
    Player
    Zairava's Avatar
    Join Date
    Dec 2021
    Posts
    724
    Character
    Grimahed Darkovin
    World
    Lamia
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Oizen View Post
    With the shift to every tank having some short ~25s CD Super Mitigation tool, the game really doesn't teach you how to use it optimally at all. I think it be good to teach players earlier on by increasing the need for tanks to actually use their mitigations.

    Tank is honestly all over the place in terms of how difficult or easy it can be based on the content being run its honestly a bit crazy.
    It would be nothing but beneficial for us if they increased the need for us to actually use them. Kinda sucks to see something like Shadow Wall be on the bench until a Tankbuster when TBN+oblation in itself is generally enough outside of trash pulls.

    Quote Originally Posted by ForsakenRoe View Post
    If they made LS 'flat potency per hit, but strikes when you do', and allowed it to trigger 'bonus effects' that might be interesting, eg the MP restore from Syphon/Blood Weapon, or the Blood generation from BW or Souleater. They'd probably have to remove the horrendously long 'spawn in' animation, and have some way to get it out as one of the first moves available (maybe have it able to consume dark arts, and respawn/zone into instance with a dark arts proc ready?)

    Still remember being very excited when the SHB job actions trailer came out because of LS, I had had a similar idea back in early Stormblood to steal Dancing Rune Weapon but make it 'our darkside' rather than a simple floating sword. Instead it's a glorified DOT that can 'sort of target swap but not very well'

    If anything was to get hammered by a rework though, IMO it's Salted Earth, that skill is on a ventilator and an IV drip at this point, I'm surprised they added S+D as a followup rather than just deleting the damn thing. If it were up to me I'd make Salted 100% uptime, lower potency to compensate, 3s CD so you can easily reposition it, and give a bunch of bonus effects while you are inside it, like Syphon Strike stealing a bit more MP, or Souleater healing twice, or the slam of Plunge causing an eruption of darkness (you know, like Salt and Darkness currently does). Then you'd be able to have a conditional trigger like 'while inside your Salted Earth, your MP drains steadily to pause Living Shadow's remaining time' or something. Oh and I'd also rename Living Dead to 'Borrowed Time', I mean come on the icon's an hourglass how did they miss a trick that easy
    I just want Living Shadow to get reworked into something that merges with us and gives us some extra high power abilities. Something that isn't its current state of glorified DoT

    That being said, I'm honestly surprised about Salted Earth as well. If they don't give it some sort of boon for us like it does in pvp I'm still fully expecting for it to get deleted in 7.0, though, and see it be replaced with some sort of GCD. Something either like Death's Design or the Goring Blade treatment.
    (1)

  8. #8
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,505
    Character
    Alondite Ragnell
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    I think it be really cool if Salted gave the mitigation and healing it does from PVP. The damage boost is probably a bit much, but the other two would be really appreciated, especially if its mitigation/healing affected the entire party.
    It would make it an interesting tool thats a mix of damage and defensive utility, could also change Salt and Darkness to give a burst of healing while inside it as well.

    I really hope the skill isn't scrapped because honestly 6.0 PVP has shown how cool Salted Earth could be as a skill.
    (5)

  9. #9
    Player
    SamSpirit's Avatar
    Join Date
    Dec 2021
    Posts
    5
    Character
    Sam Spirit
    World
    Raiden
    Main Class
    Paladin Lv 90
    I'd like to see the free EoS you get from TBN to heal you as well when you use it. It would justify the 3k mana you spend on TBN at least.
    (1)

  10. #10
    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 SamSpirit View Post
    I'd like to see the free EoS you get from TBN to heal you as well when you use it. It would justify the 3k mana you spend on TBN at least.
    I personally wouldn't care if they add a heal to it or not, but the mana cost is already justified by the short CD that TBN has, otherwise it would be 25 seconds like WAR/GNB. Especially this tier that's a huge advantage because with good timing you could use 2 TBNs every tankbuster and mitigate for 50% of your health or split it between tanks if needed.
    (1)
    Last edited by baklava151; 03-31-2023 at 03:48 AM.

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