


If TBN breaking gave you two stacks of Dark arts then it would be a dps gain and only a dps loss if it doesnt break.
The other problem is magic damage vs physical damage. If they are not going to provide a way in game to see which attack is magical and which attack is physical then they need to change dark mind to be more user friendly.
The problem with DRK is its kit is still gutted from 3.0 ( Scourage, blood price, blood weapon giving the haste buff so you could fit all GCDs in the window, Dark Dance) Shadowbringers is just Dark Passenger but reworked.
They say the media tour build has received alot of changes since then so there is still hope for blood weapon and dark mind. I gave up on LD and TBN changes.



I thought flood of shadow was dark passenger reworkedThe problem with DRK is its kit is still gutted from 3.0 ( Scourage, blood price, blood weapon giving the haste buff so you could fit all GCDs in the window, Dark Dance) Shadowbringers is just Dark Passenger but reworked.
They say the media tour build has received alot of changes since then so there is still hope for blood weapon and dark mind. I gave up on LD and TBN changes.
and please man, drop the source for this, it would be nice to have hope for some of the flaws in the media tour build getting fixed such as drk and especially for sage otherwise its going to be another 1 button dps healer (which is why all the veteran healers quit)



No, Flood of Shadow shares attributes with Dark Passenger, but it's a necessary consequence of Dark Arts being changed to Edge of Shadow. Since MP directly equals damage now, you need a AoE equivalent like everything else in the game. There were situations both in HW and SB where you would use Dark Passenger in single target. There is no situation where you would use Flood of Shadow in single target.I thought flood of shadow was dark passenger reworked
and please man, drop the source for this, it would be nice to have hope for some of the flaws in the media tour build getting fixed such as drk and especially for sage otherwise its going to be another 1 button dps healer (which is why all the veteran healers quit)
"Wait, why not just have Flood, increase the potency, give it fall off damage and delete Edge to save on hotbar space if they accomplish the same goal?"
I'm sure SAMs and WARs are asking the same question.
Shadowbringer is much more like Dark Passenger in practicality, as in it's on a cooldown, and is weaved in your rotation ideally during burst. It's an additional button to press during MP dumps, like how DP was an additional button to press every minute during MP dumps. Having two stacks is the most unique thing about it.
Don't think there is a source, although word on the grapevine, literally friend of a friend of a friend-level, I think someone who went to the media tour was talking with SE and they said that a few things have changed, but let's be real. Why get your hopes up? Haven't you been disappointed enough? Just expect nothing, and when we get the patch notes, we'll know then.
I kind of agree. Except for the "no one plays tanks on the dev team" bit. I 100% agree with that.I think that the design around raidwides is nonsensical at best. I can understand that if you're going to give every job the same action, then you just make it a role action, like Reprisal. But then you've got Dark Missionary and Heart of Light, which are magic only, identical to each other, and objectively worse. Meanwhile, the ARR era tanks have big barrier shields that are on the same recast, and work against all damage types. I suspect that a lot of this comes down to the fact that the one person on the development team who actually plays a tank and isn't even involved in job design has yet to actually play one of the newer tanks. It just reflects a complete lack of creativity or interest in the role.
The situations where magic mitigation takes over direct shielding are too few. I'm not asking for J-Waves in dungeons, but repeated and sustained instances of damage, bleeds, things that duration-based mitigation excel at in comparison. With so many raid wides that are just one and done, and spread out in a timeline so that doubling up on two or more events rare, it seems frustrating that the cooldowns are all identical. Shields are unilaterally useful. Dark Mind has a lower cooldown to compensate for it only being magic damage. In what reality can upgraded Divine Veil and off tank super Shake It Offs be on the same cooldown as HoL/DMiss, both of which have no additional effects or uniqueness and have that be fair with our current damage intake?

The whole magic damage vs physical damage distinction feels like extra fluff work that the players shouldn't have to worry about, especially right now when there's no user friendly in-game way to really distinguish between the two. Maybe that AOE is magic? Did that mob just cast a spell or did a weapon skill attack? Google Search, FFXIV Wiki time... Hell, even if there was an easier way to distinguish between the two: What's the point? That doesn't sound fun at all.
In FFXIV, Damage is damage, it's an abstraction, comprehensive summary of all the things monsters & other enemies do to hurt your character and others in FFXIV game world, there doesn't seem to be good gameplay mechanical reasons to overcomplicate the damage types.
For narrative reasons we can all still pretend that damage was "magical" by giving it a magical cast and effects. And giving the attack "magical descriptions" whatever.
Now we don't have to worry about Dark Mind, Dark Missionary, GNB's Heart of Light having the stupid magic damage vs physical damage, it just reduces damage and Devs can balance around that instead of upsetting the artificial extra busy work balance that magic damage vs physical damage causes. This would also make Dark Mind be relevant Personal Mitigation skill for all of 1-69 content.
Maybe Oblation can just be an extra HP Bubble shield too if Dark Mind just "reduces damage taken".
Magic damage vs physical damage is really unnecessary complication, why not just ditch it entirely from the gameplay mechanics and let it live on in the narrative parts i.e. our WOL and other characters are capable enough to distinguish between the two themselves and do the necessary work to deal with it so it translates into skills like "Rampart" or Shield Bubbles reducing and negating just "damage".
Last edited by ArthurATDayne; 11-17-2021 at 05:18 AM.


The bare minimum change I expect them to implement prior to launch:
-TBN changed to 8 seconds to match duration of the other tanks short cds
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