Maybe reduce the cool down to 30 seconds for abyssal drain???
Maybe reduce the cool down to 30 seconds for abyssal drain???
You open the door theres nothing in sight. You close the door wondering whats in sight. But lets be honest its probably gonna just let you down.
PLD and GNB don't have 3-move combos. They have resources built by their 2-step combos and spent separately, which is a hell of a lot more flexible.I only play the job very casually.... is there a reason dark knight shouldn't have a three move AOE combo? Paladin and gunbreaker already both have a three move combo, and I assumed getting a third move like paladin that restores health every time it's used would be a good thing for sustain in dungeon runs. But I'm willing to learn why that's not a good idea...
Making Abyssal Drain a 3rd step would be the worst of both worlds. Same-y feeling (even if not actually the same), except worse (less flexible). It'd feel like hand-me-down shoes without sole or laces that you're then obliged to wear over your previous perfectly fine pair (that was degraded to make room for the hand-me-down).
Closer, oddly enough, to PLD and GNB would just be to have DRK generate a hell of a lot more MP, so that you'd be looking at nearly a Flood per combo's time, perhaps with Abyssal Drain then becoming a spammable GCD at MP cost. Similar in CPM distribution across AoE... but distinctly DRK.
Last edited by Shurrikhan; 08-24-2024 at 02:14 PM.
Unless you want an even lesser portion of Edges to be used outside of 2-minute buffs, it makes more sense to instead double our MP generation.
Decreasing MP costs and increasing MP generation equally allow for more MP spenders, but...
The lower the MP cost with same generation, the more "charges" bankable (3.33 -> 6.67 for 50% less cost) and charge time bankable (e.g., needing 2 edges outside of burst -> only needing 1).
The greater the MP generation at same MP costs, the lower the amount of charging time bankable (spreading the added casts more towards your otherwise especially dull between-bursts periods).
Last edited by Shurrikhan; 08-24-2024 at 03:25 AM.
I'm in favor of a less lazier fix as well. My approach was more "at the least you could", while yours is more of a "while you're at it".
Anything is better than what we have now-
Yeah, this has always been the issue when discussing fixes to jobs. Besides "At least" and "Start over", you also have those who argue the numbers game too, saying basic theories arent possible, because they numbers supplied were slightly off. Getting everyone on the same page is pretty hard.
Another issue is that sometimes ppl list 4 different possible ideas, where they arent intending all 4 to be applied. then someone brings up how all 4 arent possible, because they clash with eachother, when they were meant to be 4 separate ideas on their own.
And sometimes... people just like the current version, so they will say "Dont bring back old ideas, they didnt work at all!" when all they needed was slight adjustments to fix them. (example being 2.0 DRKs using the blind effect and the evasion in conjunction, which brings them down to nearly running out of mp for darkside, and all AoEs were MP costs, so they couldnt hold threat, so to get MP back, they had to use blood price, which only grants MP to the DRK *IF* the enemies actually land hits on the DRK... which isnt very likely. and if you were paired with a WHM keeping the enemies on stun lock during that window? you were SooL for getting your MP back. This would have been an easy adjustment, rather than a complete rework, like what was in StormBlood)
Last edited by Claire_Pendragon; 08-27-2024 at 12:35 AM.
For a quick help, I wish they'd remove the CD from TBN and fold Oblation into it: After TBN ends. no matter how, 10s of -10% damage taken.
Oblation being separate and not directly tied to TBN is actually its greatest strength, allowing you to stack it with TBN when you want to increase the effectiveness of the shield or using it elsewhere when the rate of damage coming in isn't high enough to guarantee the shield breaking in 6s or less.
Removing that flexibility and forcing it to just occur after TBN would greatly reduce its overall effectiveness.
That said, they could reduce the base HP while increasing mitigation while the barrier is active. In that way the damage required to break it goes unchanged (same total eHP) but it will have a lingering effect against the excess damage of the attack that pops it.
Small buff that could be nonetheless worthwhile against very large hits.
25% barrier HP = 25% eHP.
20% barrier HP + 20% mit while active = 20/.8 eHP = 25% eHP (but with reduced impact from overbreak damage).
Last edited by Shurrikhan; 08-27-2024 at 05:40 AM.
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