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  1. #4781
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,632
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by ThorinG View Post
    I wholeheartedly agree with returning DA to DRK rotation, and making it change attacks to different ones will give us more variety than the current (123 until the next burst), they can use any of the old cool attacks from HW or SB which were criminally removed from DRK.

    I think also another issue is that most of DRK abilities are always on CD outside of burst and we can only use them in Burst to play optimally, it will be interesting if these attacks change from (60/120 sec. CD) into (require X resource which we build up during rotation), here are some examples:
    The only differences between (A) an ability as a CD and (B) building resources to allow for that ability...
    1. The latter starts on cooldown, meaning its ppm gets increasingly hard to balance the shorter the fight is, and
    2. If the means of generation depends on uptime, any downtime can desync the CD.

    There is no reason to arbitrarily make it so that DRK uniquely can't have access to its full kit, unlike any/every other tank and 95+% of every DPS kit, just to pretend that a given frequency won't be burst-synced just because that frequency is no longer stated in the tooltip.

    If you want additional freedom in timing, you give a second charge and have it cool a greater number of times per 120 seconds (short of seeing a full recharge within a burst period -- e.g., 15 seconds).

    If you give 2 charges on a 40s recharge, you get 39.9 seconds of flexibility per 120s between 40 and 80 seconds of its most recent in-burst use.
    On a 30s recharge, 59.9 seconds between 30 and 90.
    Etc., etc.

    To be more precise:
    1. Living Shadow: requires 2 stacks of (Shadow Hearts), and we are granted 1 stack with each activation of (Delirium), and for allignment with the 2 min bursts we are given 1 stack at the start of the encounter
    Note: I think it will fit also visually, as in (Delirium) we conjure an orb of Darkness that we put in ourselves, and on (Living Shadow) we take some of the Dark energy from us.
    This changes nothing, except in that we now MUST use Delirium before Living Shadow, reducing available nuance in rare situations.

    2. ShadowBringer: requires 2 Stacks of (Dark matter), and we are granted 1 stack with each execution of (Blood spiller, Quietus, each of the Delirium combo actions).
    Note: we'll have more usability over all.
    This, too, is mostly just a dungeon nerf for a faint increase in overall frequency that you could have better accomplished with a 40s recharge time.

    Other suggestions:

    . Separate (Carve and Spit) from (Abyssal Drain), make it on a 30 Sec CD that only restores MP.

    And for the single target healing:

    . Re-introduce (Sole survivor), on a 60 Sec. CD that is shared with (Abyssal Drain), and make it heal from single traget with a heal potency of 500.
    This is needless button-bloat, especially since Abyssal Drain already hits for 500p per target atop its 240 potency of damage. Even if you buffed this and/or nerfed Abyssal, it'd still be even more clearly button bloat than CnS vs. Abyssal Drain is right now.

    Quote Originally Posted by Carighan View Post
    I mean if we want DA re-introduced, shouldn't they just be one button, with DA activating the other one?
    Depending on how you choose to use AD/CnS.

    The whole idea of original DA was that, except once per minute via CnS (the highest potency-per-MP gain) everything at least indirectly granted sustain. Defensives obviously did so as well, but the only GCDs on which DA could be spent also healed for damage dealt (in Drain's case, only with DA up), and DA added a Blind to Dark Passenger. So, apart from just the basic drain of Darkside, MP ultimately became your highly bankable means of sustain and/or AoE damage.

    If we were to emulate that here, then AD would likely separate but remain basically as is (keeping the burst heal baseline and therefore immediate), with DA then causing you to heal from a portion of your damage dealt to the targets struck for X seconds (something more banked for, premeditated, and therefore less in need of immediacy), while CnS would probably grant MP baseline but convert the would-be MP generation, too, into additional potency if DA'ed (making it your greatest net-expense in MP for your greatest net-gain, especially before indirect opportunity cost, in potency).

    CnS becomes a cleaving nuke, while AD becomes a sustain tool. Separate CDs or cross-empowering with two shared charges.

    Meanwhile, you might have DA-Souleater for additional self-healing from the additional damage dealt, DA-Syphon to bank MP before a burst (next Syphon or Stalwart gains back the DA's cost) or to empower a barrier (adds the bonus potency's worth to an existing barrier, spending DA only if a barrier is present), and DA-Heavy Slash to inflict a bleed (see Scourge). Possibly each with an adjusted name and animation while augmented.

    Or, if you want to retain the ability to prepop DA, have only Souleater and Stalwart consume it, but perhaps give us a second step-2 combo step (perhaps a modest Blood generator opposite our MP generator in Syphon) that can also be DAed, so that we can always avoid spending DA on weaponskills for up to 3 GCDs after popping.
    (0)
    Last edited by Shurrikhan; Yesterday at 07:34 AM.

  2. #4782
    Player
    Voryn's Avatar
    Join Date
    Aug 2023
    Posts
    126
    Character
    Voryn Thelas
    World
    Midgardsormr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ThorinG View Post
    I think also another issue is that most of DRK abilities are always on CD outside of burst and we can only use them in Burst to play optimally, it will be interesting if these attacks change from (60/120 sec. CD) into (require X resource which we build up during rotation)
    This issue is a big reason I’ve gotten bored of DRK and started playing something else instead. The only effort to make the rotation work is “don’t forget to use abilities on cooldown.” Nothing has requirements that need to be thought about, other than needing Darkside to use Shadowbringer but that’s very very very easy to manage in most raids.

    Then if the idea of the rotation is so simple, and so much of it is 1 2 3 without further thought, then what is there to feel satisfied about? Only the 2 minute bursts window, especially if having to move for mechanics or also press mitigation around that time, but that’s just 20 seconds of enjoyment followed by 100 seconds of boredom if the encounter isn’t really hard.
    (0)

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