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  1. #1
    Player Mortex's Avatar
    Join Date
    Dec 2017
    Posts
    967
    Character
    Rigor Mortex
    World
    Odin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Baxcel View Post
    Indeed and Warriors are the lifesteal/regen tank like they should be.. /s

    I said it before they deleted the posts from the leaks.. Bloodwhetting should of been a DRK skill..
    It’s just sad that the job that actually absorbs the enemy’s life essence is the one with the least self heal/leeching. And then you have war who just shakes his shoulder and heals dismemberment and other stuff.
    (17)

  2. #2
    Player
    ThorneDynasty's Avatar
    Join Date
    Oct 2021
    Posts
    817
    Character
    Gisela Thorne
    World
    Zodiark
    Main Class
    Black Mage Lv 100
    Or to make a really simple fix, a single target version of Abyssal with a shared cooldown.
    (0)

  3. #3
    Player
    Deathshiro's Avatar
    Join Date
    Sep 2013
    Posts
    111
    Character
    Shiro Falh
    World
    Leviathan
    Main Class
    Dark Knight Lv 90
    Another change I think would be helpful for Dark Knight's sustain could be this:

    The Blackest Night shield when fades (either broken or expired) grants a regen (whatever potency seems balanced) for 10-12s.

    So no matter what, you aren't punished nearly as hard if shield doesn't break, and it helps the DRK's sustain regardless. That's if they want to just throw in a simple and quick band-aid regen for the job without adding new abilities/completely changing how the job functions. Is it super inventive? No, but imo it would be better than the literal nothing DRK's have for healing.
    (3)

  4. #4
    Player
    ArthurATDayne's Avatar
    Join Date
    Oct 2021
    Posts
    152
    Character
    Arthur-at Dayne
    World
    Excalibur
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Deathshiro View Post
    Another change I think would be helpful for Dark Knight's sustain could be this:

    The Blackest Night shield when fades (either broken or expired) grants a regen (whatever potency seems balanced) for 10-12s.

    So no matter what, you aren't punished nearly as hard if shield doesn't break, and it helps the DRK's sustain regardless. That's if they want to just throw in a simple and quick band-aid regen for the job without adding new abilities/completely changing how the job functions. Is it super inventive? No, but imo it would be better than the literal nothing DRK's have for healing.
    Because of the 15s CD of The Blackest Night I think the Devs and many players will still cry super loud if it got a low potency Heal Over Time each time it got used due to the short CD "omfg TBN OP infinite sustain nerf plz". It would look better to sneak that Sustain in somewhere else not so obvious -wink wink-

    Personally I'm more in favor of just baking in Oblation's 10% Reduced Damage Taken into TBN where if the bubble pops or ends you get 5 seconds of 10-15% Reduced Damage Taken or something so total uptime would only be 20s of 10-15% Reduced Damage per 60s (same as Oblation's uptime). Not just because of decreasing button bloat but also because I think there will be less ppl crying for nerfs throwing hissyfits.

    That or make Oblation a level 30-69 Skill for those lower level dungeons in Daily Roulette.

    I really like your idea of having Delirium also grant 3 stacks of Heal Potency 400 for each Bloodspiller/Quietus used and think that it could 100% fit with the current Dark Knight kit and seriously make the experience more fun and satisfying.

    It's a Subtle, Sensible, Trait Worthy improvement that isn't too much work.

    I get that there are ppl who want the old HW/SB etc DRK back but I doubt that's ever going to happen, I mean take a look at the lazy crap on the Dark Knight's Endwalker Tank Leaks/Releases do ppl really think SquareEnix DRK Devs want to put too much work into this?

    Blood Weapon is still 10s (more like 9ish seconds) instead of 5 stacks and they only updated Delirium to 3 stacks because someone working on updating Warrior's Inner Release to 3 stacks remembered the Knock Off DRK Version Delirium and probably left a Post-It Note to update that too.

    Simple to the Point is my guess if and/or when DRK gets necessary improvements.

    November 19/23 is really coming up soon...
    (1)
    Last edited by ArthurATDayne; 11-04-2021 at 07:34 AM.

  5. #5
    Player
    Calysto's Avatar
    Join Date
    Aug 2019
    Posts
    419
    Character
    Callisto E'elyaa
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    Not saying it's usefull, just that magic damage mitigation was runic point in XI that XIV drk inherited (along with using great swords).
    I'm surprised physical/magical damage is still a thing; i'm pretty sure soon everthing will be "neutral damage".
    (and for the healing, I was going with runic "absorb" theme ; just some random ideas)
    (1)

  6. #6
    Player
    Syaoran_Black's Avatar
    Join Date
    Feb 2018
    Location
    Ul'dah
    Posts
    8
    Character
    Rin Nox
    World
    Brynhildr
    Main Class
    Paladin Lv 90
    It would be nice to have Stalwart Soul acquired at the same levels the other tanks get their second AoE variation. Unlike the other tanks, DRK has to wait until 72 just to get their second AoE move; also, of all the things they could have done with BW, why they still have it on a timer is beyond me. Idk who's decision it was to keep it that way or if it's just the JPN community talking, but that is just awful.

    Personally, I like the idea of removing the MP cost from TBN, putting it to 25 seconds, and perhaps adding some type of health benefit tying into the shield itself if it breaks (or not); perhaps, once it breaks or does not you get some kind of healing benefit, sorta like Heart of Conundrum. Then again, some people would probably not want that as it would be too similar. LD is another issue in itself as some people I talk to think it is a 20 second invul.

    While I play DRK casually or just for fun even I see it as a WAR clone. I miss having Sole Survivor as at least if you didn't kill the enemy, you still got 20% HP and MP back vs. 30%, respectively. A new combo would have been sweet, but hey, that is asking for too much.
    (7)
    Last edited by Syaoran_Black; 11-05-2021 at 12:14 AM. Reason: Typo

  7. #7
    Player
    Tarrick's Avatar
    Join Date
    Sep 2013
    Posts
    25
    Character
    Tarrick Merdovan
    World
    Lamia
    Main Class
    Black Mage Lv 72
    Quote Originally Posted by Syaoran_Black View Post
    It would be nice to have Stalwart Soul acquired at the same levels the other tanks get their second AoE variation. Unlike the other tanks, DRK has to wait until 72 just to get their second AoE move; also, of all the things they could have done with BW, why they still have it on a timer is beyond me. Idk who's decision it was to keep it that way or if it's just the JPN community talking, but that is just awful.
    I guess we're just ignoring Flood of Darkness at 30, Salted Earth at 52, and Abyssal Drain at 56 for some reason because they're OGCD?

    WAR doesn't get Mythril Tempest until 40 and then technically has Steel Cyclone at 45 but good luck ever finding opportunity to use it when you don't generate beast gauge from AoE until 74, leaving them with effectively just 2 moves for the vast majority of AoE situations until then.

    They're different implementations. I thought you wanted them to be distinct from each other.
    (3)

  8. #8
    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 Tarrick View Post
    I guess we're just ignoring Flood of Darkness at 30, Salted Earth at 52, and Abyssal Drain at 56 for some reason because they're OGCD?

    WAR doesn't get Mythril Tempest until 40 and then technically has Steel Cyclone at 45 but good luck ever finding opportunity to use it when you don't generate beast gauge from AoE until 74, leaving them with effectively just 2 moves for the vast majority of AoE situations until then.

    They're different implementations. I thought you wanted them to be distinct from each other.
    ^ Unless the DRK were doing noticeably less AoE across the same pull sizes in the same leveling dungeon than other tanks would do at that same level... I don't see the need for Stalwart Soul so early.

    You're inevitably balanced around getting your AoE-pt.2. That means, in effect, that you just have a weaker AoE-pt.1 (including its surrounding available AoE ppm via abilities) while being forced to backload each AoE cast with its requisite Part-B.

    If hitting ABABAB were really that much more fun than AAAAA (and the occasional 12 strike to give the last MP boost needed for Flood, which is stronger than Mythril anyways), I could understand wanting to nerf Flood (and by counterpart, Edge) across levels 40-72 to make way for Stalwart Soul, but... is it, actually?
    (1)

  9. #9
    Player
    Rosenstrauch's Avatar
    Join Date
    May 2015
    Location
    Valnain
    Posts
    827
    Character
    Wind-up Antecedent
    World
    Zalera
    Main Class
    Rogue Lv 100
    The things I would like to see out of DRK, going forward...

    1. Oblation is turned into a passive trait that modifies The Blackest Night, giving it 10% damage reduction for the full duration regardless of whether or not the shield breaks. Maybe also have it replace TBN's animation with Oblation's.
    2. TBN loses its MP cost entirely, but also loses its Dark Arts proc and has its recast timer raised to 25 seconds.
    3. Dark Arts procs are generated once every 30 seconds while Darkside is active. You can have up to two charges at a time.
    -- This is literally Enochian, but unless they do away with Dark Arts entirely, it has to come from somewhere, and I'd prefer this to a button that does nothing but generate charges.

    4. Living Dead's proc, Walking Dead, loses its healing requirement entirely. If this is somehow too powerful, then reduce the duration of Living Dead itself to compensate.
    5. Dark Mind gets some small mitigation in addition to its magic resistance.
    -- DRK used to have Dark Dance for that, iirc. Maybe they could bring back that effect and bake it into Dark Mind.
    6. Dark Missionary is given at the same level as Heart of Light (64).
    -- It is literally the same ability, so I don't see why this wasn't the case to begin with.

    7. Blood Weapon grants five charges that are expended upon using any weaponskill or spell. The duration is raised to 30 seconds.
    8. Shadowbringer replaces Edge/Flood of Shadow while you have a Dark Arts proc available, and consumes those procs in place of Edge/Flood of Shadow.
    -- Note that this is technically a nerf. It's using up Dark Arts procs, which otherwise would have been used by Edge of Shadow. Assuming 2 Dark Arts procs per minute, that would mean going from 1600* every 60 seconds (Edge+Edge+Shadowbringer*) to 1200 every 60 seconds (Shadowbringer+Shadowbringer). To compensate, Shadowbringer's potency could be raised to 700 or 800.
    *I've heard Edge of Shadow's potency will be lowered in Endwalker, but I'm only familiar with the current number.

    9. Stalwart Soul is given at level 40, just like Mythril Tempest, Prominence, and Demon Slaughter. Traits are added at 64 and 72 that let it restore MP and generate Blood respectively.
    10A. Abyssal Drain's base heal potency is raised to 800, with every additional target healing you for 200 potency.
    10B: Alternatively, Abyssal Drain grants you five charges that cause your weaponskills and spells to heal you for 400 potency (ST) or 200 per target (AOE).
    (3)

  10. #10
    Player
    currentlemon's Avatar
    Join Date
    Nov 2018
    Posts
    262
    Character
    Celica Genhu
    World
    Famfrit
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Rosenstrauch View Post
    3. Dark Arts procs are generated once every 30 seconds while Darkside is active. You can have up to two charges at a time.
    -- This is literally Enochian, but unless they do away with Dark Arts entirely, it has to come from somewhere, and I'd prefer this to a button that does nothing but generate charges.
    Oh my God, this is amazing! Why hasn't anyone thought of this before? Having Dark Arts tied to the Darkside timer is wonderful idea. Since the skill can only be used every 30 seconds, it alleviates the Dark Arts spam that plagued 4.0 DRK. And it also expands the use of the Darkside mechanic as well.

    Seriously, why hasn't SE or anyone else here thought of this? Props to you Rosenstrauch. Oh, and your other suggestions are good too, but this Dark Arts rework is fantastic.
    (1)

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