TLDR: add daily repeatable quest for Drks to create short duration consumable that gives HB effect even though the server has added features such as the hp quest, increased hp gained from job advance, etc. the prevalence of HP washing has not really changed players still give that common question "how much HP do i need for (insert boss name) at level 160" and some peeps (such as myself) will reply "the server has made HP washing optional, you just need to get HB" and yet, nobody asks for more HB, they just want to add base HP i can understand the worry about rely on HB, lets say the player has 6.2k base HP, and HB will bring them up just right to 9.8k hp for HT if the Drk in the party is unable to rebuff in time, say after a dispel and the player is out of range, or the Drk dies or disconnects, then whelp, the run is lost to this player having to rely on other players to stay alive can be quite sad, making HP washing a preferred choice as it is guaranteed survival so as a solution to this problem, i would suggest there to be a consumable, that gives the effects of HB, but for a minute, to act as an emergency consumable -> feels the thoughts of players that this would make Drk irrelevant so how to not make Drk irrelevant because everybody has their own HB in their hotkeys? make the consumable only attainable by a daily quest, that can only be done by Drks, based on their levels, the task can be a hunting type, boss kill, etc. (rough idea) 120 ~ 149: quest gives only 1 consumable per day when completed 150 ~ 179: quest is harder than the previous tier and gives 2 consumable per day 180 ~ 200: quest is harder than the previous tier and gives 3 consumable per day note: do not let it be a etc. item exchange quest, peeps just gonna make archmages to farm, and throw items at a Drk mule to earn more mesos, make sure the Drk has to put in EFFORT to complete the quest potential dead content on arrival? if the reception to making a hunting quest is bad, then there can be a potential use of this quest as a daily repeatable item/ meso sink eg. exchange 3x heartstoppers for 1 HB consumable or exchange 100 elixirs for 1 HB consumable making the dailies only specific to Drk, along with the low supply of a short duration consumable will make keep having a Drk to provide HB a more sustainable choice, while keeping it balanced as an optional game mechanic for survival instead of hp washing
that's why the item should be in very low supply my suggestion to make a lv 180-200 Drk to only get 3 consumables per day, would take 1 whole week to accumulate enough for an average boss run for one non drk attacker the numbers can be tweaked to make the supply even lower if required, keeping an active HB more sustainable rather than relying on the consumables
Not a fan. I enjoy using my Drk and on Zak runs I am responsible for working with the buyer to make sure they have HB (if they require it to survive). It is my contribution to the party as my damage outside of the arms is certainly not the highest. "i can understand the worry about rely on HB, lets say the player has 6.2k base HP, and HB will bring them up just right to 9.8k hp for HT if the Drk in the party is unable to rebuff in time, say after a dispel and the player is out of range, or the Drk dies or disconnects, then whelp, the run is lost to this player having to rely on other players to stay alive can be quite sad, making HP washing a preferred choice as it is guaranteed survival" We don't need to change the game to protect players from every failed outcome possible. If your Drk dies, he needs to be better at staying alive, zerk more carefully, etc. If there is a dispel/player is out of range, you need to play better as a party. If you disconnect... well people disconnect all the time. Should we add a super onyx apple consumable that can replace the NL's who have dced in my runs? Then we won't be "quite sad" that the damage has dropped off by their dc, I can just eat this consumable and gain 1k attack or something. "so as a solution to this problem" There is no problem. Play the game better.
playing better will not make hp washing any more optional people want to be cautious when there are limited runs per day, the time investment per run, along with any resources used - EOF, transformation potions, onyx at the start etc. having to rely on the whims of another player, along with the probability of disconnections affecting the reliant player, will give a sense of reservation when it comes to what choice would be best in the long run currently as the server intended, HP washing is optional, meaning that if all players were to follow this intention, everybody needs to rely on HB to survive if there were cases of disconnections during the run, losing a dps character in a run will make the timings longer, but as long as the run can continue and be successful in the end, it would be better than a full party wipe just because everybody relied on HB and the Drk disconnected as for using a super onyx apple to compensate for the loss of a NL disconnection, that's probably only for speedruns not many runs would have a strict timing imposed on the team, so i don't really see a need to break out the stronger stuff like gelts and naricain elixir
While I think the idea is interesting, I don't think that having a consumable option for HB is wise for the viability of DK's in bossing. We're already seeing a decreasing amount of DK's in the end game bosses like Horntail and Auf Haven because they don't provide as much DPS as another attacker like a NL or Corsair. I think that having a a usable item that replaces one of the only unique aspects of DK bossing would decrease the need to an even greater extent. I would much rather see a buff to DK's damage output to make them a better attacking option. I don't think that disconnects are a fair enough argument for what is an essentially a replacement for DK's in a bossing scenario. It's situational and sucks but I don't think it happens frequently enough, especially with the recent client changes to justify this change. A party who's relying on HB to boss should understand the risks of a disconnect going into it.