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  1. #1
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70

    Changes I would like to see to Improve Dark Knight.

    These are rather simple compared to my other suggestions:

    Blood Weapon should function differently when using Grit rather then not being able to be used, and Darkside should receive a few changes as well. The reason, number one is that MP refreshing statuses should work with darkside. Why? Its not really a penalty to the Dark Knight, all it does is make me not want to group with bards and machinists. It punishes them way more then us because we can just not group with them and pick an ally with more DPS. Thusly, it shouldn't affect that. All it does is punish support characters.

    Darkside:
    No longer has an aura.
    MP is slowly drained while increasing damage dealt by 15%. Effect ends upon reuse.

    Dark Arts:
    Gained the aura Darkside had, with the black flame effect.

    Blood Weapon:
    Without Grit - Increases attack speed by 10% and converts physical damage dealt into MP. Duration: 20s

    With Grit - Increases attack speed by 10% and converts physical damage dealt into HP. Duration: 20s

    Reprisal
    Delivers an attack with a potency of 210.
    Additional Effect: Lowers target's damage dealt by 10% for 20s.
    Additional Effect: Resets cool-down when a target near you dies.

    Enhanced Unmend
    Change to: Enhanced Reprisal
    Lowers the reuse of Reprisal by 10 seconds. Making it 20 second reuse.
    (2)
    Last edited by Nektulos-Tuor; 07-01-2015 at 04:34 AM.

  2. #2
    Player
    Ditto's Avatar
    Join Date
    Aug 2013
    Posts
    557
    Character
    Echo Sindria
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    I hope SE never removes our Darkside aura.

    p.s putting it on Dark Arts is the biggest waste I have ever seen.
    (3)

  3. #3
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Ditto View Post
    I hope SE never removes our Darkside aura.

    p.s putting it on Dark Arts is the biggest waste I have ever seen.
    Its a burst of power, which makes sense to have an Aura with. At the most Dark Arts should have a black flame around our "weapons" only.
    (0)

  4. #4
    Player
    Ditto's Avatar
    Join Date
    Aug 2013
    Posts
    557
    Character
    Echo Sindria
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Nektulos-Tuor View Post
    Its a burst of power, which makes sense to have an Aura with. At the most Dark Arts should have a black flame around our "weapons" only.
    A burst of power that gets used within literally seconds, if even.

    It doesn't make any sense to have an aura on something you continously enable, and then consume almost every rotation.

    People gotta stop being wimps and just stop trying to eye out Drk's auras just to annoy themselves by looking at it. It's the most retarded complaint I have ever seen.
    (2)

  5. #5
    Player
    Marveth's Avatar
    Join Date
    Aug 2013
    Posts
    327
    Character
    Luciero Darkwing
    World
    Omega
    Main Class
    Thaumaturge Lv 80
    All they need to do is to make it look as advertised, as in the trailer with the black flames.

    If they want to comply to popular demand then they should also reduce the size of the actual aura a bit since it feels a but everywhere and overshadows other players.
    (0)

  6. #6
    Player
    Ditto's Avatar
    Join Date
    Aug 2013
    Posts
    557
    Character
    Echo Sindria
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Marveth View Post
    All they need to do is to make it look as advertised, as in the trailer with the black flames.

    If they want to comply to popular demand then they should also reduce the size of the actual aura a bit since it feels a but everywhere and overshadows other players.
    This^

    Give us our black flames with it, and if anything, just make it wrap more with the character instead of having it try to touch others. Condense it.

    But if they don't, then oh well? Stop looking at Dark Knights when you don't need to, or go take a break if looking at an incredibly faint aura is 'straining' your eyes.

    Also, the extra effect of Reprisal you have there isn't going to do anything for how unreliable it is when you need it the most.
    (0)

  7. #7
    Player
    Kiteless's Avatar
    Join Date
    Aug 2013
    Posts
    432
    Character
    Bluethroat Cantus
    World
    Mateus
    Main Class
    Gunbreaker Lv 89
    Quote Originally Posted by Nektulos-Tuor View Post
    These are rather simple compared to my other suggestions:

    Blood Weapon should function differently when using Grit rather then not being able to be used, and Darkside should receive a few changes as well. The reason, number one is that MP refreshing statuses should work with darkside. Why? Its not really a penalty to the Dark Knight, all it does is make me not want to group with bards and machinists. It punishes them way more then us because we can just not group with them and pick an ally with more DPS. Thusly, it shouldn't affect that. All it does is punish support characters.
    You do realize there are other reasons to have a BRD in the party, right? WARs never neglected the value of BRDs because they didn't use MP at all. Just because it doesn't affect you directly does not mean it's without value; those BRDs give valuable MP regen to the healers that keep you upright and functional.

    As for your newest suggestions, not as ridiculous as some of your older ones. You could just do away with the Darkside aura entirely at that point. Dark Arts doesn't last very long on any competent DRK anyway, and it already has one of the best skill animations in the game.
    Blood Weapon's effect is decent and useful, but with no extra method of TP management, I'm not too sure I like it.

    I would have originally been for nerfing Reprisal's damage output to remove its silly activation requirement, but with the removal of Double Dark Arts, DRK needs as much help with its damage output as it can get now, so I'm okay with this.
    (0)

  8. #8
    Player
    Nektulos-Tuor's Avatar
    Join Date
    Apr 2015
    Posts
    2,389
    Character
    Thanatos Ravensweald
    World
    Balmung
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Kiteless View Post
    Yes I do. I don't disagree with you either, bards can help healers a lot. Except they take up a valuable spot, why have one when you can replace them with a faster more efficient way that doesn't penalize the group members?
    I would rather have a pure DPS then a bard with less dps and an ability that only helps one character. The DPS you lose from it isn't worth it if it doesn't affect the entire group. You could kill it faster, saving your healer valuable mana in time.

    Now, if Bard and for example: Ninja had the same DPS. I would not disagree, however with DPS classes doing X% more damage, that saves the healers mana by killing it faster or destroying an add making you take less damage which requires less mana usage and healing. They are two ways of doing the exact same thing.
    (0)
    Last edited by Nektulos-Tuor; 07-01-2015 at 05:24 AM.

  9. #9
    Player
    Valonir's Avatar
    Join Date
    Jul 2014
    Posts
    29
    Character
    Kojiro Yatsurugi
    World
    Balmung
    Main Class
    Samurai Lv 70
    Personally, I'd just be happy if they swapped the Low Blows trait with Reprisal.
    As cool as it is to kick mobs in the face/junk, I don't really need or want the stun reset when I parry.

    Put that on Reprisal and I'll be a happy little edgelord.
    (2)

  10. #10
    Player
    shinros's Avatar
    Join Date
    Aug 2013
    Posts
    304
    Character
    Malakaz Vosoma
    World
    Odin
    Main Class
    Dark Knight Lv 84
    Quote Originally Posted by Nektulos-Tuor View Post
    Its a burst of power, which makes sense to have an Aura with. At the most Dark Arts should have a black flame around our "weapons" only.
    Ahem from a lore standpoint it makes sense for darkside to actually have an aura considering the context of the quests we did 30-50, now the current animation is bugged we are supposed to have a smaller red glow along with black flames and it its an accepted bug which is being investigated. The problem is that it SHOULD obey the graphic rules of not being displayed when not grouped with a dark knight.

    Which I think square is going to do once they fix it.
    (1)

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