SO SORRY!! I misread the quote chains! D: will be sure to get more coffee before lurking.
you guys do bring up some cool discussion points though, so thanks for the replies!
Visual presentation and mechanical gameplay of the job fantasies felt intrinsically tied in the past than they do now. Visually, WAR swings a giant axe (gameplaywise, WAR had lower APM), while DRK uses rune magic to allow us to wield the our greatsword with ease (DRK had higher APM), with PLD being the middle ground for both.
FFXIV's rendition of DRK uses runes and sigils to empower itself, which translated gameplay-wise into skills like Blood Weapon, Blood Price, TBN, and Dark Arts.
The visual effect of Dark Arts was something that made DRK stand out from the other tanks AND created a separate gameplay style for itself. Dark Arts gave us some good old style-points along with rewarding good mana usage!
I do believe that being an "anti-magic" tank would just NOT work within the current XIV encounter design, but if DA was re-integrated (maybe it could do something like, change your next Souleater to Power Slash) , then you at least get a return to older visual identity AND mechanical gameplay, rather than the current iteration.
I think by re-integrating Dark Arts, the devs could solve some of the issues you brought up while further developing DRKs visual identity and gameplay kit for future expacs.
increased GCD APM via Blood Weapon would help the job look visually distinct AND separate itself mechanically, since we would be returning to the consistent damage type gameplay of HW/StB, rather than the current 2 min burst with giga downtime style. This would also allow WAR to regain its own visual identity of having that 2 min berserker window, which I always thought was a cool thing that separated us.
exchanging <strike now for X potency of damage> with <amp next GCD by X potency of damage> might seem redundant on paper, but DA-empowered abilities open the door to future skill design and even the return of old animations. having TBN give free Blood skills again wouldn't be a loss if those skills could be empowered by DA to leave bleeds/debuffs to offset the lost potencies
if we allow DA to give our personal cooldowns a "Dark Price" effect, we could use the extra MP/blood to offset the DPS loss from mitigating (or even let it be a DPS GAIN with more adds like it used to be), while also opening up future defencive cooldown design. This would let us feel like we're sacrificing our HP for more power once again
Allowing Darkside to return as a way to sacrifice HP for raid buffs during downtime sounds amazing. Bring back Sole Survivor and other sigil-based effects for this sort of thing!
Re-integrating Dark Arts might seem like a challenge, but the devs were already more than halfway there, at least from my experience. I mean, SGE's Eukrasia exists, so why can't Dark Arts exist too?



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