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  1. #1
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    Please stop suggesting to merge Blood Weapon and Delirium Q_Q
    Blood Weapon is one of the coolest animations DRK has.
    (8)

  2. #2
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Kalaam View Post
    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...
    (2)
    Last edited by Archwizard; 01-26-2022 at 07:07 AM.

  3. #3
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    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.
    (0)

  4. #4
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    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.
    (6)
    Last edited by shao32; 01-26-2022 at 12:58 AM. Reason: Grammar, wording and small corrections.

  5. #5
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,354
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    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"
    (0)

  6. #6
    Player
    Danelo's Avatar
    Join Date
    Jun 2018
    Posts
    305
    Character
    Vann Wood
    World
    Adamantoise
    Main Class
    Dark Knight Lv 83
    Quote Originally Posted by shao32 View Post
    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.
    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.
    (0)

  7. #7
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    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.
    (0)

  8. #8
    Player
    Ryaduera's Avatar
    Join Date
    Oct 2021
    Posts
    218
    Character
    Ryaduera Tengille
    World
    Leviathan
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Lyth View Post
    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?
    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.
    (3)
    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.

  9. #9
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    Quote Originally Posted by Ryaduera View Post
    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.
    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.
    (2)

  10. #10
    Player
    Ryaduera's Avatar
    Join Date
    Oct 2021
    Posts
    218
    Character
    Ryaduera Tengille
    World
    Leviathan
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Kabooa View Post
    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.
    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.
    Quote Originally Posted by Ryaduera View Post
    ... 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 ...
    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.
    (0)
    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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