It be pretty sick if it doubled your resource generation or something allowing for crazier burst windows or something along those lines.
As an incredibly minor point, I'm glad they're adding Disesteem to his attack pattern because losing Quietus made me wonder if this skill was even worth using in trash packs. Not that it makes the skill all that more engaging.
It's still 2k potency dot so it was still worth using anyway, but it was pretty lame.It be pretty sick if it doubled your resource generation or something allowing for crazier burst windows or something along those lines.
As an incredibly minor point, I'm glad they're adding Disesteem to his attack pattern because losing Quietus made me wonder if this skill was even worth using in trash packs. Not that it makes the skill all that more engaging.
the greatest mit of all is the boss being dead. More DPS = more mechanics skipped.I'm not complaining about the damage I would always expect DPS to out damage the tank. The point is, how does it add to the Drks kit in anyway. It's a 2m press this for and NPC to appear and do extra damage, button, for a tank. Because as has been said a million times on this forum that the devs just ignore. STOP MAKING THE TANKS BLUE DPS AND ACTUALLY BUILD TANK MECHANICS
Big damage attacks dont really bother me, my issue with it is more of
lv80: big damage attack capstone (living shadow)
lv90: big damage attack capstone (shadowbringer)
lv100: big damage attack capstone (disesteem)
It be cool to have buttons to press that didn't say "Recast 120s"
Level 110 : big damage attack capstone (120s cooldown)Big damage attacks dont really bother me, my issue with it is more of
lv80: big damage attack capstone (living shadow)
lv90: big damage attack capstone (shadowbringer)
lv100: big damage attack capstone (disesteem)
It be cool to have buttons to press that didn't say "Recast 120s"
(spoiler alert, it's going to be a 4th laser/line attack like flood of shadow/shadowbringer/disesteem)
(.....I really hope this stays a joke and never happens)
The big damage attacks bother me in the sense that it's just more fire and forget potency bloat shoved into a damage multiplier window with already too much RNG variance.
Honestly for level 100 I wouldn't even have minded very sparsely timed super attacks... But actually make it feel special? Like bring the PVP style personal limit breaks into PVE, attacks you only use maybe once per encounter. Have some actual fanfare for the level cap skills.
More of 2 minute meta slaving is just tired however. But then the entire PVE design feels tired, so why should we expect them to actually celebrate the game reaching this point.
Last edited by ThorneDynasty; 06-17-2024 at 05:25 PM.
You are not managing blood - its literally a question of: are you at 100 and about to gain more blood from Blood Weapon or Souleater? Use Bloodspiler, otherwise keep gaining blood. Are you in 2 minute window? Use bloodspiller.
There might have been the point of "Oh 2 minute raidbuffs are coming, I need to have 50 blood for Living Shadow as it takes 5-6 seconds for it to start attacking!" but its getting its blood cost removed. Blood Weapon granted 5x stacks each giving 10 blood, so under Delirium you might overcap, so you had something to manage, but now Blood weapon is 3 stacks.
Conclusion: There's no bloodgauge "management". A true mangment system would be like RDM where you have to know the amount you are entering burst with, or RPR's blue gauge.
MP "management" is the same story but with a bit more depth...
*Every* job has that.
None of the jobs have any moments where you're actively engaging with the game. What little choice that is left is actively being removed. Like Gapclosers or using certain burst cooldowns during Add phases.
There's very little to no decision making. I think to some extent that's fine, but when you're only allowed to have fun for 15 seconds once every 2 minutes there's a problem.
Jobs need more post burst job mechanics and abilities.
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