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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,834
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Ryaduera View Post
    Aye, this being said there are a number of people using the "other tanks have x" which in my opinion is only valid in terms of healing and damage reduction
    Mm. About the way I see it:
    • Lacking competitiveness in a given raid tier?
      If multiple other tanks are ahead (or any tank has advantage over all others), we should complain.
    • Lacking a certain capacity?
      Well, does it affect our competitiveness, either in prog or parse-run frames of reference? If so, we should complain.
    • Having merely different portions of capacities, such as less self-healing (but more damage absorbed, to a roughly nearly total, even in practice)?
      Unless it affects our competitiveness, probably not a concern.
    • Having a more convoluted way of doing the same thing?
      Unless it affects our competitiveness and/or is no more fun (in any way) for having that unique procedure, probably not a concern.

    At minimum, DRK lacks some a competitive invuln, to-be-minutely polished QoL, either broader applicability of its defensive, and/or self-sustain. I could spitball some quick "solutions", e.g.
    • Blood Weapon would be fixed if it just lasted 11 or 12 seconds (4.2 to 4.6 GCDs when counting for animation lock costs, given how its MP-granting procedure works) instead of 10 (effectively 3.8 GCDs),
    • TBN's applicability could be widened by not giving merely all-or-nothing MP recuperation (instead giving, say, MP cost reduction on next Flood/Edge proportionate to barrier consumed),
    • Bloodspiller and Quietus themselves could grant a 5-second %lifesteal window (Quietus at lesser percentage, but refreshing the Bloodspiller effect), and
    • Living Dead could simply convert would-be fatal damage into healing-absorption, and deals 1 point more damage at the end of its duration (so you die only if left at 1 or, effectively, less HP, rather than costing your healer 100% of your HP's worth of healing just to un-Doom you.
    ...but that still wouldn't make DRK outright fun or particularly appealing. (Though I would probably enjoy the aforementioned Bloodspiller windows.) And if it comes down to "simple fixes first" or "identity/gameplay first", I'd rather start at the latter. So when something is presented as the easy/obvious fix, with links drawn to other tanks rather than the benefits for DRK's gameplay itself, I tend to be wary of it.
    (Again, no longer worried about that from your idea. I'm glad to see you have the gameplay loops at interest in DRK's own right.)
    (1)
    Last edited by Shurrikhan; 11-05-2021 at 04:35 PM.