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  1. #21
    Player Atomic_Skull's Avatar
    Join Date
    Mar 2011
    Posts
    1,248
    Character
    Bjorne
    World
    Fenrir
    Main Class
    MNK Lv 5
    Quote Originally Posted by Urteil

    The problem with Dark Knight is a lack of abilities that holster its damage dealing and survival capabilities. The job has no survival options while other jobs do, Ninja, Thief etc ...every other martial job ever.
    What's the commonality of all the jobs you just listed.

    Oh that's right they are all 1H DDs.

    2H DDs get 3 ATT for every 4 STR and 3 ACC for every 4 DEX. So now you want them to be more damaging than 1H jobs *and* have the enhanced survivability that 1H jobs have as well?


    Tell you what, you can have enhanced survivability if 1H jobs can have the same 4:3 ATT/ACC calculation 2H jobs get.
    (1)

  2. #22
    Player Seriha's Avatar
    Join Date
    Mar 2011
    Posts
    982
    Character
    Kalsena
    World
    Sylph
    Main Class
    BLU Lv 99
    Basically support making Insurgency a crit WS.

    Otherwise, the big problem I've witnessed of the DRK community is that they'd pretty much give up all its magic for more martial prowess if they had the choice. That's not all that unsurprising given how mediocre DRK's magical side actually is on top of things like Hasso/Seigan from /SAM (Ya know, the /NIN of two-handers) adding further to (re)cast penalties, thus diminishing the precious damage people oh so cherish over utility. It's a bit of an inverse to the Melee RDM issue, really, and testament to how SE's early forays into hybrid jobs weren't all that great.
    (0)

  3. #23
    Player Alhanelem's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    10,098
    Character
    Tahngarthor
    World
    Shiva
    Main Class
    SMN Lv 99
    DRK has plenty of useful magic. You don't use it all the time, but there are times when it comes in handy. Endark was one of the things meant to rectify that, and I think it helps. DRK doesn't need more martial prowess, they already have it. The only reason DRK seems underwhelming right now is because of the current metagame of abyssea.
    (0)

  4. #24
    Player SNK's Avatar
    Join Date
    Mar 2011
    Posts
    438
    Character
    Snk
    World
    Sylph
    Main Class
    BST Lv 99
    imo a Guillotine should have had crit mods a long time ago..
    (0)

  5. #25
    Player Duelle's Avatar
    Join Date
    Mar 2011
    Location
    Windurst
    Posts
    658
    Character
    Duelle
    World
    Sylph
    Main Class
    RDM Lv 99
    Quote Originally Posted by Alhanelem View Post
    DRK has plenty of useful magic. You don't use it all the time, but there are times when it comes in handy. Endark was one of the things meant to rectify that, and I think it helps.
    Endark should have also come into play in the 60's, with a tier II coming it at 85. Absorb spells are something of a joke in the greater scheme of things, not to mention the laughable elemental spells that are just cluttering up our spell lists.
    (0)

  6. #26
    Player RaenRyong's Avatar
    Join Date
    Mar 2011
    Posts
    304
    Character
    Sakurawr
    World
    Bahamut
    Main Class
    BLM Lv 92
    I support this thread.

    Us receiving Occult Acumen and Tactical Parry is almost infuriating. My reaction when I read the patch notes on Tactical Parry was literally to just look at the screen in dumb disbelief and uttering "what the hell?".

    It's been covered in this thread already but, just to restate:

    1. Give us a worthwhile critical hit weaponskill
    2. If our JAs are going to sacrifice aspects of ourselves, make them far more powerful
    * as an extension of this, I argue that DRK using Souleater should be the most powerful DD in the game because no other DD literally has to damage themselves to do damage. Without Souleater for the purposes of balance I feel it should be below WAR and other pure DDs, although not by a mile...
    3. Magic. Make it worth casting - possibly allow us to swing while casting. We don't care about elemental magic. We're not asking to be WAR #2 but the reason most of us don't really care about our magic is because it sucks. Since it sucks, and has sucked for a long time, essentially DRK becomes "WAR with Stun" to serious DRKs. Endark is pretty good but shorten its casting time or allow us to cast while meleeing! Dread Spikes is pretty good.
    4. More specialised but: Caladbolg delay is hideous and the weaponskill/weapon itself is a joke compared to Fudo/Masamune. Please put some StoreTP on it or adjust the delay!
    And there's probably more but I forget

    And no, DRK is not fine outside Abyssea. It's just not AS far behind.
    (3)
    This is Sakurawr, not Raen D:

  7. #27
    Player
    Join Date
    Mar 2011
    Posts
    21
    The thing I hate most about drk is the amount of enmity it generates, pulling hate off of other DDs while doing less dmg.

    What kind of shit is that?
    (1)

  8. #28
    Player Venrymel's Avatar
    Join Date
    Apr 2011
    Posts
    32
    Character
    Venrymel
    World
    Valefor
    Main Class
    SMN Lv 99
    I support this thread.

    Like many others, it gets people's thoughts and ideas more easily to the eyes of SE's FFXI development team.

    Regarding DRK's solitary existance as a job with "death causing" abililties:
    Quote Originally Posted by rog View Post
    Ninja...?
    White Mage? Under the right circumstances, Benediction makes RR very handy. I miss the days when R3 and RR3 were liked for their improved EXP regeneration as much as their improved HP return. I'm sure people will agree campaign battle and Abyssea have been the causes of this, but the two additions have also given much to the game to be enjoyed.

    Further, I can remember Lv70+ EXP camping in that lovably annoying Myre known as Caedarva, as the party's WHM, and losing SAM to their awesome capabilities over and over again. It was an ultimately entertaining challenge to my healing ability that—every so often in our hours long runs at that camp—maintained its ability to force the group to take a break from battling every once in a while.

    Back to whether or not SE's FFXI development team is paying attention:
    Whether or not this forum was created merely to passify, if you will, the irritated players into continuing their involvement in FFXI, I'm sure people would agree that it is more fun to speculate at what improvements can be made—indeed, to any job—than to fester in a pot of irritation over the perceived problems that this forum was created to help SE's FFXI development team learn about and/or fix.

    Especially at this point, when there are nine levels yet to be published; but even at any point, as adjustments are constantly being made and SE has, on numerous occasions, stated whether a job—or any aspect of the game—works in a way that pleases its creators.

    From what I can gather from this thread alone, it seems that DRK is in need of a stronger set of spells. As there is gear in place to increase MND, perhaps there are ways that MND can actually relevantly help an adventurere choosing to be a Dark Knight.

    I do know this: MND is associated with Water, which is tied to Poison, among other spells.

    Perhaps there is an existing ingame correlation yet to be discovered between the attributes and such ailments. Short of that, it could be worth some resistance to white magic spells. As a tangent example: While Barsleep has a much debated worth, it's a necessary component—read: complication—to the game; positive numbers (the mere fact of that existence) as a defense against sleep.

    I used to wonder why PLD AF1 didn't have any MP assistance in it, but each set of job-specific gear improves a different group of each job's abilities, spells, et al.

    At the idea that DRK can't perform many of its, logically, self mutilating abilities and survive without the assistance of other jobs, I point out that the developers try, in many different ways, to encourage and require players to participate in group activity.

    As the Japanese say: ganbatte^^
    (0)

  9. #29
    Player RaenRyong's Avatar
    Join Date
    Mar 2011
    Posts
    304
    Character
    Sakurawr
    World
    Bahamut
    Main Class
    BLM Lv 92
    I do know this: MND is associated with Water, which is tied to Poison, among other spells.
    Poison is INT-based.

    At the idea that DRK can't perform many of its, logically, self mutilating abilities and survive without the assistance of other jobs, I point out that the developers try, in many different ways, to encourage and require players to participate in group activity.
    Absolutely.

    So why would someone participating in a group activity given a choice between DRK and OtherDD choose DRK given DRK is going to require a lot more mage attention and stand a higher chance of dying if it uses its self-mutilation abilities which are necessary for it to still be below the damage of OtherDD?
    (2)
    This is Sakurawr, not Raen D:

  10. #30
    Player Malamasala's Avatar
    Join Date
    Mar 2011
    Posts
    1,261
    If you ask me, SE should have been boring and given all jobs same set of WSes. Not entirely of course, but things like:

    All weapons having a stun WS.
    All weapons having a multi hit crit WS.
    All weapons having a MP drain WS.
    etc.

    That way nobody could ever really complain that SE missed giving them a vital WS. (Since all weapons would have different elemental WSes, I guess you could complain on your element)
    (0)

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