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  1. #21
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,847
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by AnjouMaaka View Post
    TLR
    This isn't 2016. Heavensward dark knight is never coming back. Homogenization is the name of the game. If you aren't used to it by now, you are probably playing the wrong game. Oblation needs a regen. The Blackest Night needs to be overhauled.
    This argument assumes that we want Heavensward dark knight, I do not want heavensward job designs but I also want more "complexity" in the game, telling people they are playing the wrong game because they are giving back feedback about how to improve or make a job more fun isn't a healthy mindset to have, as these sorts of arguments of "don't like it don't play it!" misses the point that if someone is leaving back feedback about a job they likely are very passionate about the game already.

    I'm personally not fully against making TBN more Standard (I also think Oblation should grant the target a small life steal effect, just per hit like HS instead of per enemy like BW because that makes dungeons boring for me), but if your going to remove TBN's interaction dark knight needs something to stand out from other tanks, its rotation is already warrior without a combo path it doesn't need to have more took away without anything of substance being added into the job.

    Making everything bare bones and simple for the sake of it with nothing of substance to actually make the Job feel better is why Jobs are feeling so empty in the first place, skills like old goring blade on PLD didn't work with current design but that's no reason to take away PLD's combo path and make it a 60s burst button for example. If we're going to ask for changes to jobs which makes them more forgiving at least give them more to do in return.

    You might accept Homogenization as it is, but theirs a reason why people are vocal and starting to get annoyed, because frankly it's gone too far and the gameplay hasn't evolved since Shadowbringers I do not want to go back to Heavensward but that isn't a reason why job design should stagnate at Shadowbringers.
    (3)

  2. #22
    Player
    BabyYoda's Avatar
    Join Date
    Aug 2024
    Posts
    472
    Character
    Rui Aii
    World
    Sagittarius
    Main Class
    Summoner Lv 80
    There is too little point of falure in this game,

    To many restrictions will cause a homonization
    (0)

  3. #23
    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 Rithy255 View Post
    This argument assumes that we want Heavensward dark knight, I do not want heavensward job designs but I also want more "complexity" in the game, telling people they are playing the wrong game because they are giving back feedback about how to improve or make a job more fun isn't a healthy mindset to have, as these sorts of arguments of "don't like it don't play it!" misses the point that if someone is leaving back feedback about a job they likely are very passionate about the game already.

    I'm personally not fully against making TBN more Standard (I also think Oblation should grant the target a small life steal effect, just per hit like HS instead of per enemy like BW because that makes dungeons boring for me), but if your going to remove TBN's interaction dark knight needs something to stand out from other tanks, its rotation is already warrior without a combo path it doesn't need to have more took away without anything of substance being added into the job.

    Making everything bare bones and simple for the sake of it with nothing of substance to actually make the Job feel better is why Jobs are feeling so empty in the first place, skills like old goring blade on PLD didn't work with current design but that's no reason to take away PLD's combo path and make it a 60s burst button for example. If we're going to ask for changes to jobs which makes them more forgiving at least give them more to do in return.

    You might accept Homogenization as it is, but theirs a reason why people are vocal and starting to get annoyed, because frankly it's gone too far and the gameplay hasn't evolved since Shadowbringers I do not want to go back to Heavensward but that isn't a reason why job design should stagnate at Shadowbringers.
    Stormblood DRK were the days - less complex and convoluted than Heavensward, kept the nice parts like Haste and action buffing around with good uptime on both. It honestly could have just been tuned a bit to make MP cost on Dark Arts higher (along with potency, so it is less spammy) and we would've had a decent DRK design. The removal of making MP spenders + Blood spenders interact with each other is also absolutely criminal.

    Alas, we got WAR for dummies casting magical Hissatsu: Shinten in between with none of the decisionmaking except for "don't spend all your MP if you need a TBN shield in the next 15s in a frame that breaks it in 7s".

    I just want "something" man.
    (1)

  4. #24
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,126
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Astrologian Lv 100
    As always I feel the first thing that needs to be nailed down is the desired job identity. And I don't mean the visual identity, "Broody with a giant sword and goopey particle effects", but the overall class fantasy that it is supposed to evoke from a mechanical perspective.

    For example, we all know Warriors are the tanks that heal themselves and others. What are Dark Knights? Or rather, what should dark knights be?

    Like I said before, I'd retool things as I don't like the current fantasy of Warriors, but if I had my way it'd be:

    * Paladins: Support Tank
    * Warrior: Absorb/Ignore Tank
    * Gunbreaker: Ranged Tank
    * Dark Knight: DoT/Drain Tank

    So I'd give the constant (it's not bursty like it is for Warriors right now) self-healing to Dark Knights if I had to retool the fantasies behind the job, a result of moving the job to be strongly about DoTs and draining aether from their targets. But that's just my personal take, and it's also so wildly different from what they are right now that it's entirely unrealistic, Warriors would be the drain tank if anything, since they already mostly fit that.

    Anyhow, I feel that without SQEX first formalizing what each tank is supposed to be, discussing what they are to do (as in, their abilities and gameplay) is a bit pointless.
    (0)

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