Other animations are meh but Low Blow and Power Slash are awesome. Not a fan of Soul Eater at all. Grit animation sound straight animeu.
Unleash has to be the most annoying of all of them. That noise.
Other animations are meh but Low Blow and Power Slash are awesome. Not a fan of Soul Eater at all. Grit animation sound straight animeu.
Unleash has to be the most annoying of all of them. That noise.
Unleash has a visual indicator of its effect radius, which is something I've wanted for player AoEs for fucking ever.
It could make the sounds of pigs being slaughtered for all I care.
Visual range indicator is nice, but I wish the dark effect on the ground pulsed out instead of paying over everything for the duration of the animation. It can make it difficult to see the floor telegraphs, which seems unnecessary to me.
The rest of the animations don't bother me at all. Swinging around 300lbs of metal like a nerf bat would be more ridiculous to me.
Yet we do depending on the animation (no trouble holding it longways on a single outstretched arm when using Grit).
Also it's a video game, you're supposed to be able to swing around a gigantic sword like a nerf bat.
That's, like, what video games were made for.
Fair enough, but as a matter of personal taste I'll take mocap a la Souls-games where swinging around a slab of iron requires one's entire body to be thrown into it while accuracy is more of a hope that the arc passes through the target, rather than something like Cloud's original victory animation.
XIV seems to have a smattering of each. Probably can't expect much more than that.
Am I the only one to believe that Blood Weapon should be a Job Ability like Grit but as a DPS Stance?
honestly blood weapon would be a million times better as an auto-crit/MP booster every 30s or something.
haste just sucks.
I find it very sad that Haste, one of the best buffs in the FF series, is now one of the most detrimental buffs due to TP deficiencies. FFXI must've really scared them.
DRK just needs a way to restore TP. If SE is unwilling to give that then Blood Weapon needs to change.
Yea Blood Weapon is one of those things that really perplexes me about the job's design.
It has such a large amount of uptime I don't see why they didn't just make it a stance and lowered the MP recovery and/or haste (or just removed the haste).
But I guess they didn't want DRK to have 3 different stances?
And yea DRK needs some kind of TP issue remedy, they're worse off than PLD even, I can see why they gave Scourge a reduced TP cost but it only saves them 40 TP/min compared to the TP cost of similar DoTs.
At least we now know the answer to "what would happen if you gave Huton to a PLD".
Got it: Absorb TP!*
Spoiler: show
absorb TP doesnt have to really absorb TP from a mob, can work just like blood weapon, each hit getting back TP
i was expecting a drk to be like a war, tankable + some form of DPS but after playing around at lvl 60 il181 gears, i gotta say this is fucking depressing
still believe SE will fix us tho
I've yet to see what kind of damage good PLD are putting out but I don't see any problem with where DRK sits right now, both in terms of tankiness and DPS capabilities. TP issues could do with being resolved (I love the idea of adding some TP to Carve and Spit, 200 or 300 would be fantastic) and some offtank utility would be great, but I still stand by DRK MT + WAR OT being the optimal comp right now. PLD will be a little safer for progression but... who gives a fuck, really? Decent groups will be fine with taking something not the easiest/simplest route and unless I'm severely underestimating what kind of numbers PLD is capable of putting out now I fully expect to see groups shifting to DRK+WAR for farming in the future.
DRK's sheer amount of oGCD abilities plus Scourge should keep it ahead of PLD in terms of MT damage.
I don't want to swing a giant hunk of metal around like its a feather. I like the feeling of weight. I like the feeling of hoisting it around. That's why I love the Warrior weapon taunt. Strength is best shown when weight is applied to the weapon. A 13-year-old anime boy doesn't look strong swinging a cleaver the size of a house around like a tanto, anime slicing shit into ribbons. Guts from Berserk looks strong when he slowly swings his giant hunk of steel so hard that it cuts through 2 men clean, lodges itself into a third and throws that third person into a 4th.
Different strokes for different folks, but a few of us here love the feeling of weight. Its why I hate bard animations; they draw giant bows back in a milisecond when in actuality, drawing a bowstring of a 7-foot bow would take a tremendous amount of strength.
I feel if the animation was tightened a little more or sped up just slightly, it would actually feel weighty though. I kind of agree with Niiro; it feels like I'm swinging around a pool noodle.
I'm on the side of the fence where I prefer the weight over swinging metal around like nothing. It's particularly why I love playing Warrior for funzies because they have extremely satisfying animations, along with their weapon skills looking like you're throwing that axe around with a lot of strength (especially seen in BB).
The problem with DRK's animations for me isn't the speed, but rather the animations themselves. It's been awhile since I've played DRK, but I'm pretty sure for Power Slash, you aren't even slashing with your sword and firing an emo blast instead. It really looks like you're tired when you end your combo.