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  1. #3971
    Player
    Zarkovitch's Avatar
    Join Date
    Nov 2014
    Posts
    671
    Character
    Sid Zarkovitch
    World
    Siren
    Main Class
    Gladiator Lv 100
    Currently drk needs 1 more gcd and 1 less ogcd(1 stack of shadowbringer) on there burst phase. Salt Earth needs to be delete and replace by a new skill, because of the 90 sec cooldown and it's a long ground aoe. Nowdays, the game is deleting long ground aoe dmg. Next mitigation, dark missionary 10% all dmg and dark mind/obliation merge in one skill(a 60 secs cd 2 usages with 20% magic mit with 10% physical mit for 10 secs to you/teamate). Finally healing, Add % lifestyle on blood weapon somewhat like bloodbath. If they do that I will play back again drk.
    (2)

  2. #3972
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,452
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Simply merging Oblation and Dark Mind would be a net nerf in mitigation though, unless they reduce its cd to like 40s or something.
    Given I don't know if it matter much if DRK had a real source of hp regen, but I don't think the answer is bloodweapon as you're going to be using that strictly on your burst windows, not when you need it.

    If we're going the regen on attack route, putting it on Quietus/Bloodspiller makes more sense, though honestly I'd still go for an abyssal drain rework.
    (1)

  3. #3973
    Player
    Mekhana's Avatar
    Join Date
    Aug 2013
    Location
    Let me switch to Limsa
    Posts
    265
    Character
    Mekhana Souther
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    Abyssal Drain definately is the way to go. I'd also like to see a Salted Earth rework. The way dungeons are so streamline right now like Call of Duty campaign maps, its uses of a regular placed dot AoE are very questionable. When it comes to any kind of boss, with so many teleporting, transitions and invulnerabilities its become a pain to remember when you should or shouldn't Salted Earth for every fight/situation. The same can be said for Living Shadow except that one has a big wind up.
    (1)

  4. #3974
    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 Zarkovitch View Post
    Currently drk needs 1 more gcd and 1 less ogcd(1 stack of shadowbringer) on there burst phase.
    Why a GCD? And why would you get rid of the flexibility of an extra Shadowbringer charge just to provide it (especially when you could just... make Shadowbringer that GCD, with its potency increased by DRK's appgcd)?

    Salt Earth needs to be delete and replace by a new skill, because of the 90 sec cooldown and it's a long ground aoe.
    ...DRK is already extremely skewed by raid buffs. If anything, it needs more that would rarely sync up, so that there isn't such a large gap between its damage with vs. without raidbuffs.

    Two-thirds of its damage comes from Salt and Darkness, which can be double-woven into the same GCD-gap during which it's initially placed. If the enemies move out immediately, you only lose 33.3% of the damage. If the enemies move out 3 seconds early, you only lose less than 7% of that damage. It's not a huge deal.

    dark mind/obliation merge in one skill(a 60 secs cd 2 usages with 20% magic mit with 10% physical mit for 10 secs to you/teamate)
    That's still a net nerf. Dark Mind + Oblation currently sum to 30% magical and 10% physical mitigation for 10 seconds per minute. While you could deemphasize the magic mitigation a bit, you'd still want to at least reduce the CD slightly in compensation to make up for the practical loss from reducing fine control.

    Add % lifestyle on blood weapon
    Then DRK would have basically no control over that healing, since Blood Weapon in used almost purely as soon as its CD is refreshed.

    Sustain should be timeable, not just uncontrollably gained per minute. Attach it something at least partly bankable instead, like our gauge spenders (be that MP or Blood).

    Quote Originally Posted by Mekhana View Post
    Abyssal Drain definately is the way to go. I'd also like to see a Salted Earth rework. The way dungeons are so streamline right now like Call of Duty campaign maps, its uses of a regular placed dot AoE are very questionable. When it comes to any kind of boss, with so many teleporting, transitions and invulnerabilities its become a pain to remember when you should or shouldn't Salted Earth for every fight/situation.
    Unless you're attempting to kite the mobs for the whole length of the fight... you're going to have plentiful opportunity to use Salted Earth even in dungeons.

    As for occasionally having to pick which edge of the boss's hitbox to place Salted Earth on so that it keeps ticking on them through the next mechanic... honestly, that sounds like a bonus (more fun gameplay) to me. I'd rather not have it made even more foolproof.

    Heck, I'd rather just see ground-targeted AoEs made able to queue [without needing mods, that is] and to return Salted Earth to being placeable anywhere in range, perhaps with a draw-in.
    (1)
    Last edited by Shurrikhan; 07-01-2023 at 01:16 PM.

  5. #3975
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,452
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Mekhana View Post
    Abyssal Drain definately is the way to go. I'd also like to see a Salted Earth rework. The way dungeons are so streamline right now like Call of Duty campaign maps, its uses of a regular placed dot AoE are very questionable. When it comes to any kind of boss, with so many teleporting, transitions and invulnerabilities its become a pain to remember when you should or shouldn't Salted Earth for every fight/situation. The same can be said for Living Shadow except that one has a big wind up.
    I haven't really expeirenced that.
    This patch I think theres like, one instance where if you pull Golbez weird he'll walk out of it to the center, but just don't do that.
    P9 and 11 kinda just stay in the center and never really go anywhere, p10 and p12-2 are wall bosses, leaivng p12-1 which... the only time she teleports away while the skill is up she's going untargetable all together for limitcut, so again just don't do that. Its also such an insignificant damage loss to miss a tick or two of Salted, as long as you're landing Salt and Darkness its really not going to make much of a difference.

    I'd very much like to see Salted Earth stay as part of DRK's kit, and expanded to be a tank utility move much like it is in PvE. Wouldn't need all of the effects, but a damage resist+regen would be great, and if it actually had the ability to suck mobs into one spot that be amazing for dungeons.

    I honestly just want DRK to cast more Magic, and I like the idea of any sustain/regen DRK having coming from offensive magic attacks, so Salted or Abyssal sound perfect for it.
    (2)
    Last edited by Oizen; 07-01-2023 at 03:57 PM.

  6. #3976
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    182
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    Agreed with the keep Salted Earth but expand its usability, as most of the faults I see with it are perfectly avoidable.

    What Salted Earth lacks in damage could be made up for in utility, much like PvP.
    (0)

  7. #3977
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Oizen View Post
    I haven't really expeirenced that.
    This patch I think theres like, one instance where if you pull Golbez weird he'll walk out of it to the center, but just don't do that.
    P9 and 11 kinda just stay in the center and never really go anywhere, p10 and p12-2 are wall bosses, leaivng p12-1 which... the only time she teleports away while the skill is up she's going untargetable all together for limitcut, so again just don't do that. Its also such an insignificant damage loss to miss a tick or two of Salted, as long as you're landing Salt and Darkness its really not going to make much of a difference.

    I'd very much like to see Salted Earth stay as part of DRK's kit, and expanded to be a tank utility move much like it is in PvE. Wouldn't need all of the effects, but a damage resist+regen would be great, and if it actually had the ability to suck mobs into one spot that be amazing for dungeons.

    I honestly just want DRK to cast more Magic, and I like the idea of any sustain/regen DRK having coming from offensive magic attacks, so Salted or Abyssal sound perfect for it.
    Salted earth should follow the player around like an Aura, keeping the damage over time and providing some Aoe healing and/or mit inside the circle until you pop salt and darkness to drop it.
    That way you are rewarded for good positioning and delaying your burst hit as much as possible, which will vary inbetween uses as it will eventually line up with the burst window again.
    (1)

  8. #3978
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,438
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    I'd rebalance Salted to make it be like, 5s CD, 30s duration, so you can easily reposition it, it has 100% uptime, it's potency is rebalanced to account for it being 100% uptime, and then we have gameplay centered around 'stand in Salted for some kind of bonus'. Maybe it gives mitigation, maybe it allows certain skills to have additional healing effects, maybe it makes Carve and Spit/Bloodspiller cleave and hit all enemies in a cone in front of you while you're in it, or upgrade Souleater into Power Slash and it becomes a Line AOE, IDK, if anything I'm surprised it didn't get axed going into EW considering it has been made more and more irrelevant in terms of CD, damage, duration etc over time, Salt and Darkness is not remotely interesting to me and it's just a lifesupport update to try and claim 'Salted Earth is still relevant'.
    (0)

  9. #3979
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,452
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Tank leylines.
    (0)

  10. #3980
    Player
    Marxam's Avatar
    Join Date
    Aug 2013
    Posts
    2,284
    Character
    Blackiron Tarkus
    World
    Leviathan
    Main Class
    Marauder Lv 90
    Quote Originally Posted by GoatOfWar View Post
    Salted earth should follow the player around like an Aura, keeping the damage over time and providing some Aoe healing and/or mit inside the circle until you pop salt and darkness to drop it.
    That way you are rewarded for good positioning and delaying your burst hit as much as possible, which will vary inbetween uses as it will eventually line up with the burst window again.
    The irony is that the PvP version does just that, with the exception of the aura effect. You have a regen while in the circle while also acting as mitigation. The only thing that annoyed me was that at the start of EW they implemented a QoL where target aoe's can be limited to its max range regardless of how far you put your cursor so the change that players were apparently complaining about in ShB was already fixed at a fundamental level, yet they decided that salted is now point blank. It proves that maybe the systems design team doesn't really communicate with the job design team or at the very least forego any sense of utility in favor of just ease of use.

    However I will continue to state that healing for DRK is redundant when they have very strong shields like TBN and imo they need more "shield-like" cds similar to how WAR has multiple healing cds. You don't need a heal when you take 0 dmg.
    (3)

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