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
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
I'd really prefer if Dark Mind had a feedback effect similar to TBN breaking when used against a magic attack, instead of being a flat thirty. Doesn't really matter what it is, it just should feel satisfying or at least immediately obvious when you used it correctly.
The simplest solution would them just straight up changing the damage taken color based on damage type.I'd really prefer if Dark Mind had a feedback effect similar to TBN breaking when used against a magic attack, instead of being a flat thirty. Doesn't really matter what it is, it just should feel satisfying or at least immediately obvious when you used it correctly.
It has already been done by the modding community by using packet data the game literally sends to your client and adding a colour filter based on the type being physical, magical or breath (dubbed Dark damage in the west). This requires zero additional QnA, so as much as I respect the developers if some hobby coders can do this, they should pull through and add it already.
They axed the ability to use markers mid combat in favour of having waymark sets and additional waymarks, to at least half emulate the Paisly Park plugin, yet to this day we've yet to see:
- identifiers of damage types in damage text
- the ability to see shields in your parameter HP bar, which they only added in the party UI
- the function to split your MP from HP and hide it separately, which they did with buffs and debuffs for a while now
- the ability to see what class someone is without having to see their physical weapon, animations or by examining (job icons in nameplates) (this feature is infinitely more relevant in 24mans or Adventuring Forays like Bozja, but would benefit generally)
- option to fold combos into one button, similar to pvp combos, with the Endwalker Gnashing Fang combo in PVE becoming exactly that
And many more seriously great QoL things developed by 3rd parties. Like damn man, would it hurt the pride of the dev team this much to sit down with the modders and make objectively great QoL as features, so console players can enjoy it too? God pay them if you have to to get around law issues.
Last edited by Reinhardt_Azureheim; 11-17-2021 at 01:40 PM.
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)
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.
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?
Please no more role actions, those feel boring. I prefer each job having a different skin for it than to have Shadowskin turned into Rampart again
Yeah, I agree with that. I'm not saying turn all raidwide CDs in generic 15% down mitigations. I straight up want role actions removed from the game unless they come with unique effects/animations per job. But it would be really great if a tank is going to have a similar skill, it should have the same consideration as the current short-term CDs, and be similar enough to accomplish the same function, but different enough to provide flavor to the job. Reprisal being a role action is annoying. Rampart being a role action is absurd. I hate those skills.
The current changes being done to Feint and Addle is proof they can split the amount of mitigation per damage type on a skill, and something like Reprisal as a base is fine, but with a modifier in duration, percentage, cooldown, or a similar 5%/10% split on the damage type would be different enough, and still accomplish the same goal.
If WARs have Vengeance damage procs, Sentinel, Shadow Wall, and Nebula should have something minor.
If PLDs have healing Divine Veils, and WARs have situational Shake augmentations, Dark Missionary and Heart of Light should also have something minor.
Homogenization is needed, yes, but it doesn't mean individuality should be on offensives only, and one unique extra CD per tank isn't enough, in my opinon. Minor flourishes like Thrill of Battle's healing up, do a lot more for class identity with negligible impact on balance.
Last edited by OdinelStarrei; 11-18-2021 at 03:40 AM.
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