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  1. #1
    Player
    DanielNegreanu_Adamantoise's Avatar
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    Mar 2022
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    117
    Character
    Daniel Negreanu
    World
    Adamantoise
    Main Class
    Gladiator Lv 90

    TBN & WD probably wont be fundamentally changed (in 6.xx)

    We see lots of points about how the DRK kit fights itself and suggestions for how to make it not fight itself, but many of them don't take into account the work and flare that has been put into the jobs.

    Square puts a lot of work into making the jobs feel different even if they are largely homogenized in capabilities, and one of those things that have a big visual impact is the job guages themselves.

    Suggestions to make TBN free for example, don't take into account that TBN could no longer grant Dark Arts, and DA is baked into the job guage itself. And you can't just say "ok then have it grant dark arts and be free" cause that blatantly is a dps increase.

    Its not like they couldn't reduce or remove the dps loss in other ways, but the suggestions we keep seeing tend to either neglect the Dark Arts mechanic job-flavor (it doesn't matter if you scoff at job flavor, the devs definitely value it), or are just a blatant dps increases.


    Similarly with Walking Death, they put effort into it and its an interesting difference like superbolide. In theory it has the potential to be the best oh-shi button in the game cause you have 10 seconds to *catch* your invulnerability, and your invulnerability *starts* when you reach 1 hp. Thats actually... really awesome. Plus again, they put a lot of work into it.

    So while they might (and probably should) change TBN and WD in 6.xx, the suggestions to fundamentally change them are probably just doomed to be howls at the moon. Of course all suggestions are likely just to be howls at the moon, but the suggestions to fundamentally change them are especially howling at the moon.

    So like, the chance of missing out on an Edge/Flood of Shadow is definitely intended, but that doesn't mean that TBN couldn't be more forgiving.
    Likewise the ability to still die with Walking Dead is intended and probably won't be removed, but that doesn't mean it couldn't be more forgiving.
    (1)

  2. #2
    Player
    ForteNightshade's Avatar
    Join Date
    Oct 2013
    Location
    Limsa Lominsa
    Posts
    3,655
    Character
    Kurenai Tenshi
    World
    Cactuar
    Main Class
    Paladin Lv 100
    ... They completely overhauled Ninja's entire Mudra system last expansion; changing them from oGCDs to GCDs, which fundamentally changed the job's rotation. And they did this during Shadowbringers. Both Monk and Summoner have become completely different jobs from their predecessors. Astro's original card system was abandoned and Bard went through Caster phase.

    Changing Walking Dead or scrapping it completely wouldn't even be a fraction of the aforementioned changes I just listed.

    Quote Originally Posted by DanielNegreanu_Adamantoise View Post
    Similarly with Walking Death, they put effort into it and its an interesting difference like superbolide. In theory it has the potential to be the best oh-shi button in the game cause you have 10 seconds to *catch* your invulnerability, and your invulnerability *starts* when you reach 1 hp. Thats actually... really awesome. Plus again, they put a lot of work into it.
    Quoting this specifically to say, no it doesn't. Even theoretically, Living Dead has always sucked. You never used it as an "oh, crap!" button due to the healing requirement almost ensuring your death. The whole "catching your invuln" as you describe has always been a jebait. It had miniscule value at best yet was still woefully and hilariously outclassed by Holmgang. Which is made even more apparent now despite Holmgang being nerfed to 4mins.

    They didn't put a lot of work into it. That's nonsense. They tried being unique without considering the gameplay implications and ignored how widely superior Holmgang has always been. "Flavor" over functionality is bad design. A tank invuln should never kill the user. At least not when there are zero drawbacks to every other tank. All that does is create an imbalance. If it weren't for Dark Knight's absurd damage output right now, it'd be a dead job because of it's janky "flavor". Buff PLD or WAR to GNB levels—which is still weaker than DRK—and you'll see the job's player rate plummet. Nobody likes the "flavor" of LD.
    (21)
    Last edited by ForteNightshade; 03-20-2022 at 06:41 AM.
    "Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
    "The silence is your answer."


  3. #3
    Player
    Undeadfire's Avatar
    Join Date
    Mar 2011
    Posts
    759
    Character
    Nova' Dragon
    World
    Phoenix
    Main Class
    Paladin Lv 92
    Quote Originally Posted by ForteNightshade View Post
    ... They completely overhauled Ninja's entire Mudra system last expansion; changing them from oGCDs to GCDs, which fundamentally changed the job's rotation. And they did this during Shadowbringers.
    Changing Walking Dead or scrapping it completely wouldn't even be a fraction of the aforementioned changes I just listed.
    Making a comparison to this, Ninja DPS was close to Dnc DPS parses, it was horribly bad and groups couldn't clear E4S till they switched it out for first week. Drk being able to clear content easy, and unpopular opinions on it's current rotations isn't going to make SE completely overhaul it.
    (1)

  4. #4
    Player
    Lyth's Avatar
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    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    @OP

    TBN is fine the way it is. It requires you to know roughly how much damage goes out and at what times. That ought to be basic knowledge for any instance you actually know how to tank. That being said, I wouldn't be surprised to see the MP cost unnecessarily removed and the recast nerfed to 25 seconds because Xeno seems to have planted that idea in some players' heads. The 'Dark Arts' gauge is completely superfluous and is a wasted UI design element, much like the Living Shadow duration timer, but it's no big deal whether they're there or not.

    Oblation is what really needs to be looked into, because it's completely underwhelming. Single target 10% DR on a 60s recast is really poor for a level 82 ability. Now if it upgraded TBN at level 82 to absorb a portion of the damage mitigated as HP, Dread Spikes style, then we might be talking. Tuning the exact amount would be tough though.

    Living Dead has a multitude of problems, and the dev team made a commitment to addressing them during the last Live Letter because there was a fairly significant and widespread backlash against its design. You can read about what the issues are here. Alternatively, you could always try fully levelling the job and experience some of them for yourself.
    (5)

  5. #5
    Player
    The_User's Avatar
    Join Date
    Feb 2022
    Posts
    265
    Character
    The Tank
    World
    Gungnir
    Main Class
    Dark Knight Lv 63
    Did he even unlocked DRK job before writing all this?
    (1)

  6. #6
    Player
    DanielNegreanu_Adamantoise's Avatar
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    Mar 2022
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    117
    Character
    Daniel Negreanu
    World
    Adamantoise
    Main Class
    Gladiator Lv 90
    While I'm not going to respond to the snark, or defend things I never said; the point I was trying to convey is that the suggestions we keep getting from players in videos and forum posts are often not tweaks but wild, fundamental changes that would end up impacting way more than just the abilities they are discussing.

    In this very forum there are suggestions for DRK changes that are "Simple" .. and have a table of contents followed by a novel.

    Its fun to daydream and all, and we can call things superfluous and bad design all we want, but thats just an opinion.. we aren't devs and they didn't make it the way it is on accident.

    Just saying, maybe think inside the box, and not rewrite the entire tooltip is all.

    (1)

  7. #7
    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 DanielNegreanu_Adamantoise View Post
    Just saying, maybe think inside the box, and not rewrite the entire tooltip is all.

    Problem is, the only ability you listed here where pure number adjustments are possible to fix the skill's inherent flaws (or at least address player concerns) is maybe Oblation.

    There is no variation of Living Dead where the numbers can be adjusted to make it more balanced. If you reduce the 100% HP requirement, healers will easily clear the "unkillable" component of the skill tied to such drawback. If you reduce the recast to compensate for its weaknesses, healers are taxed to deal with it more often. If you increase the duration, players will try to cheese with it by begging Pure Healers not to heal them quickly. Not to mention that either way, the healer presently has no way of knowing how much they need to continue healing, nor does it synergize with any of DRK's own skills unlike WAR and GNB's self-heals.

    Likewise, albeit to a lesser extreme, with TBN: Any adjustment you make to it has to account for the Dark Arts interaction and the skills it affects, and how it impacts your effective damage output. If TBN's cost is reduced/removed (or even the duration is increased by any significant amount) and Dark Arts remains the same, the DRK is encouraged to waste TBN for more efficient damage output. If the effective barrier potency is increased, the difficulty of getting Dark Arts rises with it.

    Even if you bump up the effective mitigation or duration of Oblation itself, you still have to deal with it being a double-weave with TBN to match the effectiveness of other on-demand skills.

    There's a reason for the "novels" you complain so much about. If fixing DRK was as easy as just fudging some numbers, don't you think they would have done that already?
    (3)
    Last edited by Archwizard; 03-20-2022 at 08:06 PM.

  8. #8
    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 DanielNegreanu_Adamantoise View Post
    In this very forum there are suggestions for DRK changes that are "Simple" .. and have a table of contents followed by a novel.
    Fundamentally, I do agree with part of your post. Far too many people think that its even in the realm of possibility the devs will do radical changes to DRK's job kit and how it operates before 7.0 and not just simple tweaks.
    But at the same time, for an ability like Walking Dead that is so fundamentally broken and negative, it's very easy to radically change how the ability works and make it far more usable and player friendly without even adding or re-writing the tooltip:



    Unless the backspace key is broken on every computer at Square Enix HQ, they can radically change WD into a usable ability by wiping out a single IF statement and nothing else. No thought or game design doctorate needed.

    Otherwise, FortenightShade has pretty much all of my opinions summarized. Flavor is always welcome in a job's kit, but not at the detriment of its usability. They tried to be unique with Walking Dead in a simpler time of the game's lifespan, but content design and job balance has rendered Walking Dead an active hindrance rather than a benefit, and it has no place in today's FF14 design.
    (8)
    Last edited by Daeriion_Aeradiir; 03-20-2022 at 04:29 PM.

  9. #9
    Player
    Faafetai's Avatar
    Join Date
    Jul 2021
    Location
    The Royal Menagerie
    Posts
    350
    Character
    Tai Natuia
    World
    Excalibur
    Main Class
    Paladin Lv 85
    Quote Originally Posted by Daeriion_Aeradiir View Post
    Fundamentally, I do agree with part of your post. Far too many people think that its even in the realm of possibility the devs will do radical changes to DRK's job kit and how it operates before 7.0 and not just simple tweaks.
    But at the same time, for an ability like Walking Dead that is so fundamentally broken and negative, it's very easy to radically change how the ability works and make it far more usable and player friendly without even adding or re-writing the tooltip:



    Unless the backspace key is broken on every computer at Square Enix HQ, they can radically change WD into a usable ability by wiping out a single IF statement and nothing else. No thought or game design doctorate needed.

    Otherwise, FortenightShade has pretty much all of my opinions summarized. Flavor is always welcome in a job's kit, but not at the detriment of its usability. They tried to be unique with Walking Dead in a simpler time of the game's lifespan, but content design and job balance has rendered Walking Dead an active hindrance rather than a benefit, and it has no place in today's FF14 design.
    I know many would not like this, but this is coming from someone who plays with a healer or I am the healer. Walking dead is fine when it is in that combination, yes it sucks it kills you but pulling it off in a pull is so satisfying and would be sad to see it go. Though this is not the optimal scenario for many players and I understand that is why it is disliked so much. If I were to fix it I would give that small boost for the drk to be able to heal out of it right now if you use it on a trash pull and use abyssal drain you are part of the way there. I am unsure what you could do but I think that would be kind of fun to figure out rather than taking those moments away from people who are synergizing well with their team mates. It is similar to holmgang and superbolide but with more of risk where they have options to heal themselves after their invulns giving healers time to react maybe give life steal on something other than your 1 2 3 rotation.
    (1)

  10. #10
    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 Faafetai View Post
    I know many would not like this, but this is coming from someone who plays with a healer or I am the healer. Walking dead is fine when it is in that combination, yes it sucks it kills you but pulling it off in a pull is so satisfying and would be sad to see it go.
    Aaaand also speaking as someone who regularly heals, I fully disagree. Given that even in the best case scenario it does nothing better than Holmgang, the satisfaction of pulling it off isn't worth the sheer amount of terror and anxiety sparked when I see Walking Dead activate while I'm not prepared for it, when I don't have that same anxiety with WAR.

    If it had some benefit to successfully healing it off -- like, "the target becomes invulnerable for the remaining duration and gains an additional bonus for X sec" if healed early -- then I could see the argument for rewarding team synergy. In such case we would still need a UI element and argue to reduce the healing requirement as not to leave healers who have actually been using their CDs until that point in the dust, but it would actually be a boon to seek out and coordinate with rather than just a penalty for failing to. Ample reward to justify taking a risk.

    Because as now, it's a huge risk for equal or lesser value as other tanks get.
    (4)
    Last edited by Archwizard; 03-27-2022 at 04:45 PM.

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