Please stop suggesting to merge Blood Weapon and Delirium Q_Q
Blood Weapon is one of the coolest animations DRK has.
Please stop suggesting to merge Blood Weapon and Delirium Q_Q
Blood Weapon is one of the coolest animations DRK has.
People have been asking for Blood Weapon to get the Delirium treatment and have the effect be a fixed number of stacks instead of a short duration affected by ping.
They have the same exact CD, so they're already perfectly aligned.
Merging is just a practical consequence, especially given button bloat.
Now, I wouldn't object to them retaining Blood Weapon's name and animation and just having Delirium's effects be a trait on it, especially since this isn't the first or only "Delirium" DRK has had access to...
Last edited by Archwizard; 01-26-2022 at 07:07 AM.
Not that it would come to a shock to anyone who frequents this thread but the devs could avoid a great deal of vitriol if they would communicate with us directly regarding the job. It wouldn’t come as a surprise to them when we dislike something they produced. I don’t think anyone here truly believes the devs play DRK so, in loo of that, being in constant communication is the only alternative that allows the devs to disarm the player base when a build is roundly panned - we would have to blame ourselves to a certain degree if our own ideas didn’t work out in that case.
This seems like it would be PR 101.
Devs: Please open up to us about where you think the state of play is for the DRK and you vision of the future for the job so we can have a conversation with you about it.
I think if they don't share they thoughs about DRK it's bcs they have none, it wouln't look good if they just openly recognice they didn't planned anything for the job and instead of do what the playerbase asked and fixed all the numerous complaints and design flaws we have been reported, some even from since HW, they just decide to ignore all the complains and just slap quick, cheap/worthless traits on worthless skills to fullfill the base requeriments of the expansion so they can dedicate design efforts on other jobs while they keep forcing the current version of the job on us bcs (instead of going back to HW we just preffer on "build" from SHB), in other words "we didn't want to spare resources on fix the job".
They aren't going to share anything with us and i doubt they will considering the job design team still consist in 3 members and 1 intern that have to keep balancing and pamper they favorite jobs so they aren't going to have time to spare on such things considering the amount of jobs they have to care off and obviously they fav ones always come first.
Last edited by shao32; 01-26-2022 at 12:58 AM. Reason: Grammar, wording and small corrections.
Saw the patch notes. We got nothing just as we all expected so the real question is do we expect anything in 6.1?
"If you expect disappointment you wont be disappointed"
Obviously this is all, more than likely, true. But I’m trying to give the devs an off ramp from continuing the direction they are going and have been going for years. Will they take the off ramp? Doubtful. And when they don’t they’ll continue to get blasted, I’ll unsubscribe and play single player TW3 until they fire the current dev team and start fresh.I think if they don't share they thoughs about DRK it's bcs there are none, it wouln't look good if they just openly recognice they didn't planned anything for the job and instead of do what the playerbase asked and fixed all the numerous complaints and design flaws we have been reported since HW they just decide to ignore all the complains and just slap worthless traits on worthless skills to fullfill the base requeriments of the expansion and dedicate design efforts on other jobs while they keep forcing the current version of the job on us bcs (instead of going back to HW we just preffer on "build" from SHB) in other words "we didn't want to spare resources on fix the job".
They aren't going to share anything on us, and i doubt they will considering the job design team still consist in 3 members and 1 intern that have to keep balancing and pamper they favorite jobs so they aren't going to have time to spare on such things.
I don't understand why PLD needs to have access to both Passage of Arms and Divine Veil. You can easily limit each tank to just one unique defensive raidwide mitigation tool in a way that is fair and balanced. And if worst comes to worst, just get rid of all of them and give tanks the Troubadour/Tactician/Shield Samba treatment. Why is there so much mitigation bloat?
I also don't understand the naming choice for Dark Missionary. What does that even mean? Is it a religious order? Is it a position? It just sounds like they completely ran out of ideas after giving all the good stuff to PLD and WAR.
In fairness and justification to Passage of Arms, your team has to be behind you, and as a tank that usually means you are off tanking or the boss is just untargetable, and you can't actually do anything while in Passage of Arms meaning unless you super quickly snap into it in a 1 second window for raid damage and your group just happens to be behind you, cool, but that scenario is very unlikely to play it. The other situation being an untargetable boss, in which case it's just a QoL for 1 less cast of a party heal from the healers, but functionally serves very little purpose anyway. It doesn't make it any less fair for the other tanks just because PLD has 2, and Passage of Arms is balanced in probably the best way a skill like that can be balanced. Either it gets used fully because your party just happened to be right behind you when you were DPSing and you risked clipping a GCD to use it, or you used it in a way that's just a feels-good casting, or you sacrifice part of your rotation which is already timing-sensitive. I see it entirely as a thematic ability that actually has decent function, and I have no problems with that. It's good flavor that still has good function, unlike Dark Mind.I don't understand why PLD needs to have access to both Passage of Arms and Divine Veil. You can easily limit each tank to just one unique defensive raidwide mitigation tool in a way that is fair and balanced. And if worst comes to worst, just get rid of all of them and give tanks the Troubadour/Tactician/Shield Samba treatment. Why is there so much mitigation bloat?
Last edited by Ryaduera; 01-26-2022 at 09:43 AM.
Filled to the brim with salt, vinegar, and unpopular opinions.
Nobody told me Fantasias were addictive, now I have to go to rehab.
PoA's party damage reduction applies instantly (part of the "Ground target effect" change they did back a ways) and lasts for ~6 seconds. Asylum functions similarly (instant application, lasts for 2 server ticks when not in the area so 4-6 seconds)In fairness and justification to Passage of Arms, your team has to be behind you, and as a tank that usually means you are off tanking or the boss is just untargetable, and you can't actually do anything while in Passage of Arms meaning unless you super quickly snap into it in a 1 second window for raid damage and your group just happens to be behind you, cool, but that scenario is very unlikely to play it. The other situation being an untargetable boss, in which case it's just a QoL for 1 less cast of a party heal from the healers, but functionally serves very little purpose anyway. It doesn't make it any less fair for the other tanks just because PLD has 2, and Passage of Arms is balanced in probably the best way a skill like that can be balanced. Either it gets used fully because your party just happened to be right behind you when you were DPSing and you risked clipping a GCD to use it, or you used it in a way that's just a feels-good casting, or you sacrifice part of your rotation which is already timing-sensitive. I see it entirely as a thematic ability that actually has decent function, and I have no problems with that. It's good flavor that still has good function, unlike Dark Mind.
The block portion for the paladin only lasts as long as you maintain it.
Yes but in order to weave it without losing DPS you have to still spend the ~1 second animation time to let the effect apply. That's why I said this.PoA's party damage reduction applies instantly (part of the "Ground target effect" change they did back a ways) and lasts for ~6 seconds. Asylum functions similarly (instant application, lasts for 2 server ticks when not in the area so 4-6 seconds)
The block portion for the paladin only lasts as long as you maintain it.
In that context it's also highly unlikely you'll even apply this effect to everyone anyway and probably makes little actual difference since the healers don't actually change how they heal around that ability in most scenarios because of the people who weren't inside the zone, including the main tank in some cases. If your team actually put in that kind of effort for you to use that skill to that degree that it actually was a real impact, good for your team. They worked for it and should be rewarded. Rewarding effort is good design, not unfair design.
Last edited by Ryaduera; 01-26-2022 at 09:58 AM.
Filled to the brim with salt, vinegar, and unpopular opinions.
Nobody told me Fantasias were addictive, now I have to go to rehab.
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