
The only meaningful change so far might be the fighting gamesque dash. It hurts they haven't bothered to update our GCDs at any capacity and Salt and Darkness is still a thing.
We're the only tank, job even that gets stuck with the same 1-2-3 filler gcd combo from 30-100. Jobs that came after us and start at level 70 have all sorts of traits and visual upgrades and variety to their kit for levels they don't even start at or play at unless synched down.
Now that they removed plunge and the reduction of ogcds, we're going to be left with little to do with no delirium. This compounds with Abyssal Drain having a shared cooldown with Carve and Spit.
This a masterclass of aggressive game design. "We will technically do what you want but you'll hate it." Without all the QoL changes we've been begging for years now too.

What are the chances they unlink abyssal drain from C&S and give it some buffs? It's the one iconic skill we have left and it being relegated to dungeon only skill is painful. Lower the cd, give it a short regen and we get more things to do and it fix some sustain issues. Its not that hard SE.

Very low chance, job design team never makes good decisions for these things unless its for Warrior.What are the chances they unlink abyssal drain from C&S and give it some buffs? It's the one iconic skill we have left and it being relegated to dungeon only skill is painful. Lower the cd, give it a short regen and we get more things to do and it fix some sustain issues. Its not that hard SE.



AD wasn't shown at all in the trailer while C&S is, so its very likely they're still acting like its Upheaval/OrogenyWhat are the chances they unlink abyssal drain from C&S and give it some buffs? It's the one iconic skill we have left and it being relegated to dungeon only skill is painful. Lower the cd, give it a short regen and we get more things to do and it fix some sustain issues. Its not that hard SE.
Even though realistically Abyssal Drain could have twice the heal potency on half the cooldown and still come up short compared to what PLD and WAR are bringing
At least you still got some passive blood generation out of it...back when blood actually interacted with MP and wasn't just the completely disconnected Bloodspiller gauge.
Then again why would you have used Blood Price on trash when you could've just used Blood Weapon? Significantly more MP, more blood and DA+Abyssal had bonus enmity so you didn't need Grit for aggro.
Actually depressing when you think about how SB Dark Knight was considered a worse version of HW DrK but was still significantly better designed than anything post-5.0.
Last edited by Absurdity; 05-24-2024 at 05:07 PM.


Blood Price was MP when you took damage. Blood Weapon was when you dealt physical damage. Blood Price was absolutely the better ability for MP regen on trash.



That depends on the expansion you were in.
Heavensward Blood Price worked by scaling with damage taken from what I got told, which is where your argument may have come from.
Stormblood Blood Price gave MP and Blood per individual hit, namely 1/20th of a Dark Arts worth of MP and 1 Blood per hit, with an additional 4 Blood per server tick (20 max unless extended). It was also locked behind Grit being up.
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