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  1. #1
    Player
    RinaB's Avatar
    Join Date
    Dec 2019
    Posts
    383
    Character
    Lily Jun
    World
    Seraph
    Main Class
    Dark Knight Lv 100
    I've read and respect everything you've had to say but drk whiners are just as toxic as the healer strikers. Be prepared for some echo chamber idiot to make a 8 paragraph post why you're wrong. My issue is should tanks have as much sustain as they do now or not because if they should then why doesn't drk?
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  2. #2
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,572
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by RinaB View Post
    I've read and respect everything you've had to say but drk whiners are just as toxic as the healer strikers. Be prepared for some echo chamber idiot to make a 8 paragraph post why you're wrong. My issue is should tanks have as much sustain as they do now or not because if they should then why doesn't drk?
    I wonder what echo chamber idiot making 8-paragraph post you could be referring to? Got any past experiences with that?

    As for main post:
    • Dark Arts Stance - cool concept and a bit of homage to HW Darkside, I like it. Cure stance would be good for sustain, but if the tradeoff is damage, that might bring issues.
    • Delirium + combos - basically a resource bomb and retooling some of the stacks and numbers. DPS numbers can always be tuned, but the shift in used actions is what is more interesting. No complaints from me^^
    • Edge + Tar Pit - a welcome job mechanic that isn't up to 60s of Darkside upkeep or Bloodspiller gauge. Personally I think Salted Earth visually is cool, but that's just my opinion.
    • Carve/AD -> GCD enhancer for BS / Quietus - I LOVE THIS, actually. If I may give my take, rather than fix 100 make it dynamic 50-100 where it drains all of it and more damage the more you had, like Apex Arrow from Bard. Would require more flexible blood building and spending though, but I love the concept anyhow.
    • Disesteem - kind of feels whatever to me. I just don't like how Living Shadow works right now.
    • Torcleaver combo - ya know, if they made Torcleaver combo budget Gnashing Fang, then might as well lean fully into it. Cool stuff.

    As for mitigation...
    • Dark Missionary - long time request with the level. Pure mit is also ok, I just wish it had a bit more nuance to it, ya know? It's a bit basic.
    • The Blackest Night - since you decoupled MP from Edge/Flood(?), this opened TBN a bit, regen on break is welcome. Would this interact with the Drain Stance MP threshold of every 4000 MP spent to generate a charge? On the added mitigation, I will speak more in depth on Oblation.
    • Dark Mind - an interesting take from the usual suggestions for Dark Mind. Rather than keeping the magic mitigation niche stronger and like half for physical or some other simplicity, you instead went for a dynamic shield being created, which can definitely be impactful. Important to note is that the value of shield + mitigation combined on average needs to be equal to what Dark Mind provides vs magic damage (20% mitigation, or +25% effective HP). As long as the numbers are well tuned, this is great.
    • Living Dead - sort of whatever...? The failstate really is just a basic skill check or a healer awareness check if not targets are around. It's not bad, but it feels like unnecessary integration with your Cure stance synergy.

    Now, let me talk about Oblation and forgive me for being a paragraph demon on this one...

    First of all, your idea is technically sound if it was added to TBN, if TBN had no on-break effect. Added mitigation would just make this more difficult to trigger, making it clunky.

    Secondly, the 5% extra when folded onto TBN but only for personal use is a very small gain in personal mitigation, but Oblation's greatest strength is flexibility of letting you choose independently of TBN who to give single-target mitigation to. Even if you had "more Oblation" by virtue of pumping it out with TBN to teammates, there are a variety of cases where you'd preferably use them on separate occasions, such as giving 2x Oblation to your healers and 1x TBN to a caster if you wanna be extra sure for physical raidwide attacks (low phys DEF) or preventing overmitigation on attacks that dont need as much.

    Put very simple and short - it is not worth folding TBN and Oblation together, because Oblation's flexibility is what makes it a good cooldown. Losing this flexibility would be tragic.
    (1)

  3. #3
    Player
    Drak_'s Avatar
    Join Date
    Aug 2024
    Posts
    4
    Character
    Drak Monnawesfv
    World
    Seraph
    Main Class
    Dark Knight Lv 100

    reply

    [*]Living Dead - sort of whatev...? The failstate really is just a basic skill check or a healer awareness check if not targets are around. It's not bad, but it feels like unnecessary integration with your Cure stance synergy.[/list]
    The fail state isn't frequent now, but it existing at all is still ridiculous and should be removed.

    Now, let me talk about Oblation and forgive me for being a paragraph demon on this one...

    First of all, your idea is technically sound if it was added to TBN, if TBN had no on-break effect. Added mitigation would just make this more difficult to trigger, making it clunky.

    Secondly, the 5% extra when folded onto TBN but only for personal use is a very small gain in personal mitigation, but Oblation's greatest strength is flexibility of letting you choose independently of TBN who to give single-target mitigation to. Even if you had "more Oblation" by virtue of pumping it out with TBN to teammates, there are a variety of cases where you'd preferably use them on separate occasions, such as giving 2x Oblation to your healers and 1x TBN to a caster if you wanna be extra sure for physical raidwide attacks (low phys DEF) or preventing overmitigation on attacks that dont need as much.

    Put very simple and short - it is not worth folding TBN and Oblation together, because Oblation's flexibility is what makes it a good cooldown. Losing this flexibility would be tragic.[/QUOTE]

    As someone who has played DRK in all content from Normal mode to Ultimate, the time Oblation being seperate is useful enough to feel like "I really like this skill" (especially considering TBN no longer being tied to damage) is so obscenely rare that I'd rather just have the extra weave slot when trying to use TBN during Burst when your ogcd slots are a limited commodity.
    (0)