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  1. #581
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by Ryaduera View Post
    I didn't actually realize my post was that long... I was going for an in depth analysis of what made DRK feel the way it does vs the other 3 tanks... Should something that long just be its own thread at that point or should I really dump it here?
    It's pretty hard to tell when you pass the limit, it happen to me sometimes and i just do that, copy most of it and edit-paste after, specially when you quote someone since it counts on the limit too.

    To your other question yeah post it here, we are trying to put all DRK feedback and discussions in a single thread so the Dev team can't use the excuse of they don't look at small threads and such in other to ignore us and you are not the first one on make a large post here, as WhyAmIHere say you can use spoiler tags to reduce visual overwelming post and make it more confortable to read.
    (3)
    Last edited by shao32; 10-16-2021 at 09:29 AM. Reason: wording and small corrections

  2. #582
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Ryaduera View Post
    Should something that long just be its own thread at that point or should I really dump it here?
    Depends on your goal.

    If you just wanna have fun spitballing some stuff and kicking a few ideas around you might wanna make a new thread.

    If you want your analysis to potentially be able to constructively influence the game, then please keep the discussion as contained to this megathread as possible.
    (1)

  3. #583
    Player
    Keagian's Avatar
    Join Date
    Aug 2013
    Posts
    82
    Character
    Keagian Lowell
    World
    Cactuar
    Main Class
    Gunbreaker Lv 100
    Dark Arts should give us an Enhanced Flood and Edge that gives us a large Life steal so that the reward of breaking the shield is more beneficial then being net neutral. This way it can be used to help sustain in dungeons as well as saving a stock after a Tank Buster to be used to help sustain after eating a couple of AA's from the boss. If the shield expires before breaking, we should get refunded 1500MP.

    Oblation should be buffed up to 15% reduction or give us a Regan alongside the 10% reduction. Its current state is a shitty single target Reprisal and its benefits would largely go unnoticed.
    (2)

  4. #584
    Player
    Ryaduera's Avatar
    Join Date
    Oct 2021
    Posts
    218
    Character
    Ryaduera Tengille
    World
    Leviathan
    Main Class
    Paladin Lv 100
    I'll edit in my post then. Thankfully, I wrote it up ahead of time anyway so already had it. Using spoiler tags to separate the fluff from the changes.

    Let's start this off with 1 thing. I am not a game designer. This is 100% player perspective and as such there will probably be issues I am not aware of. I will also for this reason avoid calling out direct potencies since I also do not have the overall knowledge of the delicate system that is game balance. I will also not be naming skills and statuses because I simply lack that kind of creativity.

    Why I think DRK doesn't feel as good as the other tanks:
    That being said, let's first talk about why DRK is so widely disliked. Living Dead is an obvious one, and while I feel this should be reworked, I generally consider it a smaller factor in why DRK is so unpopular. More importantly, the Blood Gauge is literally just the Beast Gauge and Delirium is basically just Inner Release with MP instead of Direct Crits. The Job doesn't have any real situational uses for any off globals which makes it entirely "use x when available" while only have a 1-2-3 combo. The lack in a self heal in any form aside from the main damage combo makes it feel very reliant on outside sources with little to no actual raid utility outside of TBN. Next to the other tanks, it just feels like it has no identity aside from being Warrior, but noisier and worse. So before I fix it let's compare its identity to the other tanks and why they feel better to play. When I compare tanks I will be including all Endwalker skill changes since that is right around the corner.

    Paladin is a good place to start. PLD also gets MP regeneration on part 2 of their 3 part combos, but they have the option between a hard hitting skill and a DoT and ideally refreshing the DoT as it expires every time. This makes the classes basic rotation feel interactive as you want to watch your combo timings to maximize the DPS from the DoT and Goring Blade. The DoT is then best applied just before Requiescat which will be a main source of damage. PLD feels good because it's basic combo is divided into 2 combos and its burst phase is based on an off global that will soon be based on charges. PLD has many ways to reduce party damage as well as Clemency being an incredible heal, meaning it also feels good to be a Paladin when things in the content aren't going too well. Everything you do is independent, useful, and consistent. DRK has similar if not better MP regeneration regularly, but unlike Paladin, it only has one thing it can do with its MP and its DPS output is heavily reliant on how frequently it uses mana.

    Warrior is the one I admittedly know the least about. Its different materia melds have left me letting it fall behind my other tanks for usage, but I think I can still make a fair comparison. Equilibrium is a great self heal, and soon to be AoE heal over time, which is always beneficial to have since it presumably will stack with other overtime heal effects. The burst window for Warrior when perfectly executed is a lot of damage, and having a combo that keeps up damage and a combo that builds more beast gauge makes it feel interactive in the way of keeping your damage up. The class feels good to execute without being too complicated. The raid utility focus a lot on healing rather than damage reduction. DRK plays very similarly to the warrior, but also has less on global cooldowns to use with more off globals. Warrior feels clean and forward, but DRK seems noisy and hectic by comparison.

    Gunbreaker is next, and this is one of my favorites. Gunbreaker is the only other tank that only gets a 1-2-3 combo with no alternative. The second part of their combo heals and generates a shield while the third part generates a catridge which is used to pull off several actions. Every GNB off global is essentially used as soon as it's available, just like DRK. What separates GNB from DRK in this regard is that no matter what happens, after you execute your basic combo, you have another option available to do damage that is on your global cooldown. The 1-2-3 combo is redundant and repeated, but it feels different, it feels like a setup to something larger. It's also the only tank with a DoT that cannot be refreshed upon its expiration. GNB is our proof that the problem with DRK is not the basic 1-2-3 playstyle, but rather the feeling of what you are progressing towards. GNB makes the single 1-2-3 combo work because every single time you execute it you build up to something better on your GCD to break up the monotony.

    And then there's DRK. You spend the entire encounter pressing 1-2-3 until Delirium is ready and then using Bloodspiller over and over until you are out of free uses and blood gauge. All the while you keep using Edge of Darkness to keep up your darkside and you have The Blackest Night, which is probably the best tank mitigation skill that can target someone other than the actual tank. Breaking TBN gives a free cast of Edge of Darkness. But aside from that, it has no real identity. If PLD is the protector tank, War is the heal tank, and GNB is the DPS tank, DRK is the middle child who wants to do it all but ends up losing sight of what it actually should do. As it stands, DRK actually isn't that bad. It's a class that functionally works and for this reason I personally don't see the need for an entire rework to make the class feel good to play again, I just think it needs to take a lesson from what makes the other tanks work and become something more interactive and less tedious.


    The changes I'd propose:
    This is where I finally start to propose some changes. Let's start with the obvious glaring problem of DRK that is Living Dead. I fully believe the idea behind living dead, a tank that cannot die until it is healed, is a wonderful idea for DRK. It fits thematically. the problem comes from self sufficiency. While PLD is the only truly self sufficient immunity, War and GNB still can hold their own and help the healers get them healthy again. DRK is the only one that looks at the healers and says "This is your problem now" and then if they succeed your immunity goes away early. It's the only immunity that is completely reliant on the healers alone and punishes you for the healers success. My proposed fix is as follows.

    Living Dead- Upon activation gain the living dead status. When you fall to 0 hp you instead fall to 1 hp enter a state of Walking Dead for 9 seconds. While under Walking Dead you cannot take damage or recover hp. For every 3 seconds and every weapon skill used you gain 1 [stack]. When Walking Dead expires, heal for [potency] per [stack].

    This takes the reliance off the healers and allows them to worry about the raid as a whole as opposed to the tank who killed himself, and would probably still require some after-the-fact healing while giving the DRK enough hp to take a hit or two after it expires. Not being able to be healed sucks, but so does Superbolide dropping you to 1 hp just to skip a mechanic, so I think it's fair. Furthermore, if you have to use invulnerability in a situation where you cannot hit the boss for any reason, you still gain at least 3 stacks to get enough of a heal that you aren't doomed. Ideally, no amount of achievable stacks should fully heal you. Regen buffs can still be applied, just with no healing starting until the effect falls off. It's then the DRK's responsibility to decide if they need to use TBN, since shields still take effect. If possible, it would benefit from being coded that Scholar shields still apply as well.

    But let's get into the real meat of it. Let's really fix what it feels like to play DRK.

    Blood Gauge and Delirium I think can actually stay as they are. The real problem DRK has isn't being a copy-paste Warrior, each tank does take something from the other, and I think having 2 tanks that have a "big hit many times" button is actually pretty cool. Instead, I propose we bring back Dark Arts, but actually bring it back as opposed to being a free cast of Edge of Darkness. To be honest, I think we can fix Dark Knight by adding just 3 skills which would entirely change the way DRK is played and the way it feels. If Dark Knight is the class that wants to take a page from every tanks book, I say we let it, but really lean into that identity.

    [On Global Spell] - Only available while under the effects of Darkside. Channel your inner darkness to deal [potency] unaspected damage. Consumes 15 seconds of Darkside time. Does not interrupt combo actions. (Maybe name this Dark Passenger after the 3.0 skill? Could even recycle the animation.)

    Dark Arts- 120s cooldown off global. Requires 50 Blood Gauge. [New Spell] no longer consumes Darkside time for 3 casts.

    Sourge (3.0 Dark Players remember this) [on global cooldown] Deals [potency] and applies DoT for [potency] damage for 15 seconds. 30 second recast time.


    Why I think these changes would work and final thoughts:
    This takes a page from PLD that allows DRK to cast a spell many times over to deal damage, and indirectly costs MP. Someone smarter than me did the math and in an ideal fight for 10 minutes, you have 12 minutes of Darkside that is completely wasted. It's basically a free resource. This causes more thinking about when to increase your Darkside time. You want your MP up to refill it when it drops below 30s, but you want to burn it below 30s to use your new spell and prevent overcapping. Then just like Requiescat makes Holy Spirit better, you get free casts of your new spell periodically. I feel Dark Arts should not increase damage, just availability.

    This also keeps its identity from Warrior in the Blood Gauge and Delirium. Warriors Inner Release applies more damage, but since Delirium is granting MP this means more Darkside uptime which also means more casts of the new spell. Keeping Delirium as it is is also why Dark Arts shouldn't let the new spell do more damage, 2 increased damage rotations would be difficult to manage and balance in many situations.

    A DoT that works much like the GNB DoT in the recasting of it being different from the duration means you have another action to break up your 3 part combo. But importantly, since your combo has MP drain that means that after every 1-2-3 combo done, you can potentially gain enough MP to keep Darkside timer up, which again, may be consumed for the new spell. Each 1-2-3 combo feels like a build up, just like GNB.

    The playstyle provided would involve emptying your MP into your Darkside, consuming excessive Darkside to do more damage, lead into Delirium to regain MP, then turn the MP into more Darkside that is consumed into more damage, brought back into a Blood Weapon MP regen rotation, and again consuming your MP for more Darkside which is converted into a damaging spell and charging your Blood Gauge for Dark Arts. This playstyle makes you want to keep Darkside around 30 seconds as opposed to overcapping simply because it's a DPS loss to not overcap. You would now be losing DPS by overcapping and makes your MP more important. Of course, adding this consistent DPS means something somewhere wold have to give and it might result in lower potencies in other places. My guess is Edge of Darkness would suffer, since it would lead directly into another DPS GCD.

    There's nothing wrong with DRK copying things from the other tanks. This is a "holy trinity" game, so we have the trinity covered in the "tanky tank" the "healing tank" and the "damage tank" so one tank will inevitably need to be able to do a little bit of all of it. No, it still doesn't get a good heal, but these 3 new skills don't change that DRK can sometimes feel "noisey" especially in the opener. Adding a heal, on or off global, would add to the noise. The Blackest Night is just too good anyway, and the free cast of your Darkside skills would stay as well, so a heal for raid utility probably wouldn't be needed. Alternatively, if a self heal would be necessary to help the class, tying it to Dark Arts seems thematically appropriate.

    Something that adds to its raid utility that people don't seem to be talking about is the fact that the new mitigation skill that reduces damage by 10% actually has 2 charges, meaning it's significantly more accessible than the other tanks similar skills, so Endwalker remains to see how good having 2 charges will actually be, though it looks bleak at first glance due to being a clearly inferior version. All charges mean is you aren't necessarily losing out when not using it off cooldown. This is certainly a good thing, so it will take experience to find out if this charged mitigation tool can keep up.

    3 skills and no traits is all it would take to make this class feel good again. Instead, we got "enhanced" unmend and a damage reduction tool that makes it harder to break TBN that is also worse than the other tanks damage reduction tool. If anything, I'd like to see a change to Dark Passenger. It's the same as the GNB skill and now RDM also gets a magic defense buff as well. I would have loved to see DRK get something a little more unique. There's a big problem with giving multiple classes the same features and that is that if more than 1 can do it, one of them will inevitably do it better. That's why my proposed changes don't make delirium better than Inner Release, but rather add more depth to the class itself so that it doesn't need to be better.



    Sorry if this was too long winded, but I didn't want to just throw out a few new skills, I wanted to actually explain why I think they would fix the class and why I came up with what I did as opposed to leaving people wondering what made me think it was a good idea. Let me know what you think! I know nothing like this will come true, but I can dream...
    (6)

  5. #585
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    I think that if Living Dead was properly addressed and the penalty removed, I would be happy enough for DRK to not have any significant healing effects outside of Souleater/Abyssal Drain. Lifesteal is fun, but it's not a tank essential and is relatively low on the list of priorities. I think they're making a major thematic mistake by making both PLD and WAR into 'lifesteal' tanks, but let those two fight over job identity.

    Oblation looks cool and I would have liked it a lot better if it kept to the theme of barrier shields, but the problem is that we presently need TBN to break. What they should do is remove the MP cost from TBN, and make Oblation into a 10% HP shield that gives you Dark Arts if it breaks. Perhaps it gives you an additional bonus if it breaks in a shorter time window.

    One problem with Living Shadow using Shadowbringer is that it's probably locked into one part of the fixed rotation, and you can't control when it happens. So it what, boosts the total potency of the Living Shadow window by 150? I would be more interested if something interesting actually happened when you used Shadowbringer with Living Shadow up. We definitely need to do more damage if we're going to be at a utility disadvantage.

    By the way, I don't think there's a hard and fast rule about posting in this thread vs. another one. It's nice to not have 500 threads on the same subject, but I sometimes find that I miss interesting subdiscussions in the midst of the general wave of complaints.
    (7)

  6. #586
    Player
    Daeriion_Aeradiir's Avatar
    Join Date
    Jul 2014
    Posts
    601
    Character
    Daeriion Aeradiir
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Lyth View Post
    By the way, I don't think there's a hard and fast rule about posting in this thread vs. another one. It's nice to not have 500 threads on the same subject, but I sometimes find that I miss interesting subdiscussions in the midst of the general wave of complaints.
    Technically there's no hard and fast rules on the forums, but the devs in the past have said that they basically only care about threads with a large amount of posts because its easier to condense or draw information from them compared to having to sift through tons of smaller topics. Whether or not you believe they actually pay attention to threads or not, if they actually do as they described, then posting new threads is basically the equivalent of having that feedback ignored unless that topic also manages to become huge, so keeping things condensed to a single megathread is the beneficial choice.
    (7)

  7. #587
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    That would make sense if it was a big thread focused around a specific issue. For example, you can tell that GNB players are extremely concerned about sound. You can then look at individual upvotes counts to see what sort of beatboxing they want to hear. Creating a big thread saying 'DARK KNIGHTS ARE ANGRY' might be vaguely helpful, but it's hard enough as a forum user to filter out the signal from the noise.

    To be honest, though, outside of upvotes and reactions, I'm not sure how much of this feedback is actually being looked at. The party line in most of these interviews has been 'we play this game ourselves, we're just like one of you (except our dev team doesn't necessarily play every job)', and 'we love to communicate with players unlike the [insert lead competitor MMO's] devs (except that it's one way communication only). They clearly have their own vision on how this game ought to be played and the playerbase is wrong. The only difference between SE and Western dev teams is that SE is just silent in their disagreement, rather than overtly arguing with us.
    (3)

  8. #588
    Player
    WhyAmIHere's Avatar
    Join Date
    Apr 2017
    Location
    Gridania/Lominsa
    Posts
    950
    Character
    Mute Shellback
    World
    Behemoth
    Main Class
    Gunbreaker Lv 100
    yet even then. it takes such a monumental amount of input to even get eyes on the issues we over in the english forums raise. How many posts does the male viera thread have / did it have before we heard the announcement?
    (3)

  9. #589
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by Lyth View Post
    That would make sense if it was a big thread focused around a specific issue. For example, you can tell that GNB players are extremely concerned about sound. You can then look at individual upvotes counts to see what sort of beatboxing they want to hear. Creating a big thread saying 'DARK KNIGHTS ARE ANGRY' might be vaguely helpful, but it's hard enough as a forum user to filter out the signal from the noise.
    Fair.
    I agree.
    It can also be difficult when many conversations are being funneled into one place and begin overlapping.

    Though...

    from what I understand about the Japanese forums (and from what I gleaned poking around there with my limited Japanese)... that's exactly the way it is over there too, and that's the way the devs like it?
    Most jobs seem to have a a mega thread about them, and maybe a few more robust ones for specific hot issues, and everything just goes there.
    Looking over things it seems like the main difference between our approaches is when someone drops what could have been a new thread into the conversation they usually do so during a lul, and people generally engage in that for awhile as if it were one of the main topics in the megathread instead of someone giving a text dump that gets minimal engagement as some other conversation eclipses it.

    Again, my Japanese is limited and I've mainly dipped my toes over there, so take this with a grain of salt.
    (1)

  10. #590
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    If we were to make a separate topic talking about about all the things Dark Knights and Tank players across the spectrum have an issue with then Lyth should be the one to write it since they are very articulate and have a strong grasp on what all the issues are. And the only way the developers will even so much as glance at it is purely on like count. And that it would have to be massive. Like 10k likes or more.

    And this topic should only have messages written by Lyth. No peanut gallery commentary. Just straight facts.

    Would it change things? Not likely but it might be a way to get them to say "Oh people aren't happy". Instead of looking the other way and saying that there isn't any problem at all.
    (1)

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