Quote Originally Posted by Lyth View Post
I also think that making a job's design convoluted simply for the sake of making it more 'complex' is absurd, and you see no end to this in the well-intentioned but rubbish homebrews that people keep posting in here as potential reworks. Here, click on the link to my new DRK rework spreadsheet complete with MP, Blood, Shadow, and Abyss gauges. It was super amazing to theorycraft in my head, but nobody in their right mind wants to play it in practice. Here, I'll give you something even better to aspire to than 'complex'. Try 'fun'. You can't brag about 'fun' to the 'community'. But you might actually catch yourself enjoying the game.
It's pretty disingenuous to state that people are giving ideas just for complexity's sake, as far as I can tell people giving suggestions here do have the ultimate goal of making DRK fun. It's not like there haven't been ideas to make it more engaging without turning it into a 300 IQ job either. I like the idea of moving DRK's MP regen from Syphon Strike to a new combo finisher. It's a simple change and could make downtime a lot less tedious since MP regen is now a more active action, all without being that much more complex. At some point though I don't think you can fix the boring downtime without some kind of rework.