Just make Abyssal Drain cost 3k mana and have no CD. It will do absolutely nothing for 8-mans and allow people to spam healing on trash packs.
Just make Abyssal Drain cost 3k mana and have no CD. It will do absolutely nothing for 8-mans and allow people to spam healing on trash packs.
I like this also because it lets them unlink CnS from AD again, which I think was just a bandaid fix to make DRK's opener a little less bloated.
Remove Carve and Spit, reduce Abyssal Drain cooldown to 30s, boost damage potency with reduced damage after first target to compensate. Replace Enhanced Unmend with Enhanced Abyssal Drain boosting it's cure potency from 200 to 400. All in all that would still be just a fraction of healing WAR gets with just Bloodwhetting, but between TBN and rotating cooldowns properly it should be enough to have that extra oomph to bring you back from the brink.
Also just remove the dying part from Living Dead, making it a slightly better Holmgang but with longer CD should be fine, and we can actually use it as an "oh shit" button in dungeon pulls without dying except for those rare scenarios when you get paired with WHM who saved benediction just for that.
Done, no need for a complete redesign.




Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
This.
That certain skills must (or need not) be what houses this capacity or that has been a curious point of contention of late. Despite all 'drain' skills in this game since Shadowbringer(?) actually being MP-syphons, it's taken as calamitous if somehow a shadow-looking skill or a Blood spender ends up providing that sustain instead of a skill with "Drain" in its name.
We literally house a semi-separately-sentient shadow monster / Shadow consciousness inside of us, but feeding it first (+MP) via drain skills and ourselves (+HP) then through shadowy spenders is blasphemous?
Wow, I haven't been playing this game any longer than ShB and don't even really play DRK, but even i know they are NOT the same thing. Doesn't Flood do quite a bit more potency than AD? So wouldn't you be swapping a lot more damage for more survivability? Doesn't that seem like good design? Or do we just make points that we don't think through, just to say something...




The irony . . .Wow, I haven't been playing this game any longer than ShB and don't even really play DRK, but even i know they are NOT the same thing. Doesn't Flood do quite a bit more potency than AD? So wouldn't you be swapping a lot more damage for more survivability? Doesn't that seem like good design? Or do we just make points that we don't think through, just to say something...
It's generally a decent idea to not speak if you have no idea what you're talking about.




The biggest problem with DRK is a large amount of the mitigation is on the back end of the leveling.
Should get TBN a LOT earlier. Call it "The Black Night" 10-15% shield, upgrades to The Blackest Night later
Oblivation should be acquired a LOT earlier, like lvl 30. Get that 2nd charge later.
Stalwart soul needs to arrive a LOT earlier as well. The 2nd part of their aoe combo shouldn't be at level freaking 72. This has the added effect of giving back mana in aoe, something lacking in early game. Every other tank gets their second at lvl 40. Why the huge discrepancy?
Combine Dark Mind and Dark Missionary into a single ability that simply targets all party members, balance accordingly.
When TBN Pops it should immediately bring Abyssal Drain off CD. This allows for a TBN > AD > TBN for dungeon trash. Every 15s you can do one of each. Edit: Or what has been mentioned a few posts later, simply add a healing component to Flood of Darkness. Creates good synergy with TBN natively.
Last edited by Deceptus; 02-14-2022 at 07:22 AM.
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
Tumblr: taildippedinpaint



I don't think Oblation is impactful enough to warrant even existing.The biggest problem with DRK is all of the mitigation is on the back end of the leveling.
Should get TBN a LOT earlier. Call it "The Black Night" 10-15% shield, upgades to The Blackest Night later
Oblivation should be acquired a LOT earlier, like lvl 30. Get that 2nd charge later.
Stalwart soul needs to arrive a LOT earlier as well. The 2nd part of their aoe combo shouldn't be at level freaking 72. This has the added effect of giving back mana in aoe, something lacking in early game.
Combine Dark Mind and Dark Missionary into a single ability that simply targets all party members, balance accordingly.
When TBN Pops it should immediately bring Abyssal Drain off CD. This allows for a TBN > AD > TBN for dungeon trash. Every 25s you can do one of each.
And I definately don't want to waste two skills on getting it to where it is now, when where it is now is not very good.
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