(Yes I've seen the 4.01 Bloodspiller buff. No this is not a "nerf PLD" thread. No this is not a "don't buff WAR" thread.)
http://forum.square-enix.com/ffxiv/t...=1#post4263080
Taking up the development team on their request to continue posting feedback on the jobs.Just to note ... please keep posting your feedback for each job / role to relevant forums / threads rather than making mega threads.
Thank you very much for your cooperation!
Main points I want to drive home to the development team with this thread:
- Shadow Wall is unjustifiably weak now and is not balanced against the changes to our defensive suite.
- Dark Mind goes unused too often, and in too many encounters we are simply missing a CD.
- Our cooldown suite is lopsided and forces us into an over-reliance on TBN, which makes our incoming damage spikey, jarring, and "stop-start-stop-start". Every ability we have is designed around tank busters and we have nothing to reliably manage all of the damage that happens in between those tank busters.
- We completely lack the ability to reliably self-heal at the cost of DPS in order to recover quickly in the way PLD and WAR can. Tenacity's self-healing component is also completely, 100% wasted on DRK.
- Our DPS needs to be buffed to be in between PLD and WAR given that we have less utility than the former and more than the latter.
- The current balance of DPS and utility among the tanks makes DRK 100% inferior to PLD in every possible way.
I personally feel that the playstyle of the job is very much intact and that the development team did a good job with it. The job still feels fast and active compared to the other tanks, while having a distinctive priority-based rotation rather than a set sequence of abilities used in the same order all the time. I don't believe this needs to change. To echo Xenosys Vex, the job is still really FUN. Some may disagree, but I believe their grievances do not actually impact the job's objective performance in terms of mitigation/utility/DPS.
I also feel that our gauge is the best designed out of all of the tanks. It is separate from our mana, adding a layer of depth, and it has interactions with many abilities in our kit, both offensive and defensive. That being said, I would have liked an additional defensive ability that consumes a smaller amount of the gauge to use, but I digress.
There is a lot of WAR feedback on the forum right now but not much for DRK. I feel that DRK really only has any spot in the meta right now because of TBN and avoiding the LB penalty. WAR still does slightly more DPS than DRK from what I've seen, so I believe both jobs are in an equally bad spot overall.
Currently DRK does less DPS than PLD and has less utility. If there was no LB penalty, you wouldn't bring one.
The ability pruning on DRK was way too harsh. Currently in a raid setting you will take Rampart, Convalescence, Reprisal, Provoke, and Shirk, leaving you very short on defensive CDs compared to the other tanks. TBN is powerful but not sustained. The loss of the Dark Dance/Reprisal combo means DRKs are taking more damage than the other tanks in between tank busters and other big hits. Basically, we have nothing to mitigate fluff damage with.
DRK also lacks additional personal defensive utilities outside of its core CD suite. To elaborate:
PLD: Sheltron, Bulwark, Sentinel, Hallowed Ground
WAR: Thrill of Battle, Raw Intuition, Vengeance, Holmgang
DRK: Blackest Night, Dark Mind, Shadow Wall, Living Dead
So, all the tanks have 4 core defensive CDs. Each of them also has a CD with a distinctive disadvantage (Bulwark is RNG, Raw Intuition is physical only, Dark Mind is magical only). In this sense, things appear balanced.
However, in addition to these tools, PLD has Clemency and Passage of Arms, and WAR has Inner Beast and Equilibrium. All of these tools cost DPS on the part of the user, but DRK doesn't have an equivalent to these. The other tanks just have more mitigation tools, period. A DRK player does not get to make the choice to sacrifice some extra DPS for more mitigation beyond their core CD suite in a pinch (not counting tank stance usage here as all tanks can make this decision).
Shadow Wall is also now unjustifiably weak. I used to justify Shadow Wall's weakness because of the aforementioned Dark Dance/Reprisal synergy. This combination of abilities made it so that DRKs were routinely taking 10% less damage roughly 50% of the time while tanking.
Also, because of the pruning into defensive cross-role abilities, DRK now needs to make a choice between getting back the abilities that it used to have innately, and getting back the abilities that it used to have in cross-class back in 3.x. It can't have them both. Whereas the other tanks can get pretty much 100% of their tools back, or equivalents (WAR can't get Bloodbath/Foresight back, but it gets Rampart, which in most cases is better than both Bloodbath/Foresight combined), DRK has to pull excessively to get even a shadow of the tools it once had. Most of this, once again, has to do with the Dark Dance/Reprisal combo being removed from the job, in addition to the fact that DRK's cross-class abilities prior to the expansion consisted almost entirely of defensive cooldowns, and a greater proportion of its mitigation was relegated here. Whether you agree with this particular analysis or not, its clear that DRK's mitigation suite is just objectively weaker, and the over-reliance on TBN when Rampart/Shadow Wall are on cooldown feels awful.
DRK was never overpowered or overtuned, but merely favored by the meta, and yet it was arguably the most drastically nerfed tank.
Our DPS is also consistently below both of the other tanks, and TBN is a shadow of the utility we once had, and almost nothing compared to what PLD brings.
Here are some changes and justifications for those changes that I would like to suggest, and the balance they would strike with the two existing tanks. I would like to add that these suggestions are made under the assumption that WAR will be getting requested and deserved buffs to its DPS to cement its place as the high-DPS/low utility tank. I feel that this is VERY IMPORTANT to mention, because currently both tanks need help, and if you fix DRK but not WAR, WAR will be completely obsolete, and vice versa; if WAR is fixed but DRK isn't, the same problem arises. Most of the WAR threads right now are not accounting for possible DRK buffs. Both tanks need fixing.
It appears that SE are trying to establish WAR as low utility, DRK as medium utility, and PLD as high utility. If they are going to do this, they can't all deal roughly the same damage and PLD certainly shouldn't be out-dpsing both in a majority of cases. If we want to establish DRK as the medium utility/medium DPS tank, and bring its personal mitigation up to par with the other two tanks, I propose the following changes.
Yes, I have seen the 20 potency increase to Bloodspiller in the patch 4.01 notes. Here is a list of possible simple DPS buffs (any 1-2 of these would be good, not all of them):
1. Add Scourge's old damage over time effect to Souleater when not boosted by Dark Arts.
or
2. Further increase Darkside's buff to 25%.
or
3. Add a 10% damage dealt buff to Blood Weapon.
or
4. Increase the potency of the buff provided by Dark Arts with Syphon Strike, Souleater, and Bloodspiller to 180.
or
5. Have Delirium grant a 20% damage dealt increase to Blood Weapon.
or
6. Have every Bloodspiller cast reduce Blood Weapon/Blood Price or Delirium's recast time by 5s.
or
7. Increase the recast time of Carve and Spit, Salted Earth, and Plunge by 50%. Increase their potencies by 100%.
or
8. Return Dark Passenger to its former potency and MP cost values.
Most of these changes would not change DRK's rotation. DA priority would remain the same, Blood Gauge priority would remain the same, etc. Taken in the context of our total DPS, they all come out to a 5-10% increase overall, at most.
Mitigation buffs:
1. Increase Shadow Wall's duration to 20s. In doing this, it becomes a unique cooldown with its own strength (longer duration vs. Sentinel's higher power and Vengeance's lower recast time).
2. Add two additional defensive abilities that require a sacrifice of DPS, in order to compete with PLD's Passage of Arms/Clemency and WAR's Inner Beast/Equilibrium.
--2a. Add a heal over time effect to Blood Price with a potency of 150-200. Combined total potency of 750-1000. Weaker than Equilibrium and Clemency, but with a shorter recast time/resource cost. Because Blood Price is now locked behind Grit, this becomes equivalent to Inner Beast or Equilibrium. Alternatively, a -10% damage taken effect could be added to Blood Price.
--2b. Add a new ability and either A. Lock behind Grit or B. Require 30 Blood Gauge or C. Require roughly 2/3 or 3/4 of a Dark Arts (1300-1800 MP) Have this ability mimic the effects of Dark Dance+Reprisal, but without the raid mitigation component.
Ex. Abyssal Reflect
Cooldown: 60s
Increases Parry rate by 30% for 20s. Additional effect: Grants a 50% chance that a successful parry will reduce damage taken by 10% for 20s. Dark Arts effect: Raises parry rate increase to 60%. Blood Gauge cost: 30.
or
--2b. Raise Souleater's Grit HP return to 150-200% of the damage dealt, in order to properly compete with Clemency/Equilibrium. This also provides a sort of additional passive benefit to Grit that mimics the mitigation provided by PLD's ability to block, and WAR's beast gauge inflating their parry rate under Defiance.
People are continuing to call for more personal mitigation, slight potency buffs, less of an emphasis on -constant- resource dumping at the expense of our GCD/using oGCDs on cooldown, retuning of TBN vs. our other defensive CDs, retuning of the Delirium+Blood Weapon/Blood Price mechanic, and in general additional power to make up for the numerous losses at the start of 4.0. The community clearly wants solutions to at least a handful of these issues come 4.05. We were promised balance after all.
Basically, no one wants any of the tanks to be shoe-horned into and MT or OT only role, or a physical/magical only role. When your magic focused MT is forced to swap with your physically focused OT, in a magic heavy fight, your party is arbitrarily punished. When your token OT is forced to swap with your token MT, mitigation and DPS suffers. And this problem was not fixed. Both DRK and WAR essentially feel like two halves of a PLD. Why?
With the changes in 4.0, we've gone from being a parry+Reprisal bot to being a TBN bot. The more I think about the ability pruning on DRK, the less it makes sense. Dark Dance and Reprisal were a package, and a big part of our design, and now they've been removed and put in cross-role. Almost no tank ever takes Anticipation and when they do, it is of even less benefit to them than it ever was to us (due to PLD's shield and WAR's Raw Intuition). Why it is in cross-role boggles the mind, frankly. Scourge being removed is also a head scratcher. For DPS jobs, I understand, as their rotations are complex. For WAR I can understand, as it was only situationally a gain. For DRK? Our rotation is relatively simple and the skill was one of our most powerful, and it was honestly the only debuff we had to actually manage, since the others were on an as-needed basis (Delirium/Reprisal). There was never any confusion about when to use it or how often, nor did it "float" from place to place in our rotation like ToD on MNK or Mutilate on NIN. It was on a flat, even 30s timer and coincidentally two of our oGCDs also shared this timer. It was used like clockwork, every 4 combos on the nose. Delirium, while a fun skill and a neat burst window cooldown, did not warrant the removal of a combo ender. This second combo ender could have been re-worked in any number of ways, factoring in Scourge's old DoT, and maintaining BW/BP in a fashion similar to the current Delirium's extension. The MP returns and additional effects of these skills could easily have been re-tuned to account for higher uptime. And while TBN helps in the personal mitigation department, in practice unless you penny-pinch boss AAs inordinately, it is subject to a lot of the same feeling of RNG that Dark Dance+Reprisal was, outside of casted abilities. Placing Rampart/Shadowskin in cross-role was even weirder. Yeah these abilities were clones of eachother, but reworking them could have gone a long way, and as of now they are simply just another mandatory thing that every player MUST take, PARTICULARLY on DRK considering the pruning that claimed so much of the rest of our mitigation suite. And on WAR,
this is supposedly meant to replace Bloodbath/Foresight, in spite of those abilities (in combination or on their own) doing something completely different.Cross-role is shaping up to suffer from the same problems as cross-class, having several abilities that are so clearly more powerful than others, that they will never *not* be taken. So many other abilities could have been pruned and had their effects redistributed more effectively. Sole Survivor for instance - the healing and mana return could have been redistributed to any number of other abilities and tuned to compensate for more frequent use. Low Blow's stun could have been removed while keeping the ability intact, and having it proc on crits outside of Grit, and proc on parries inside of Grit.
For a job to be operating at such a titanic deficit at 60 that it doesn't even feel like a complete job until 10 levels later is awful. It has also robbed DRK mains of the feeling of improvement from this level increase. The 60-70 abilities had to be powerful to compensate for this, so now we have this top-heavy job that feels incomplete for 68-ish levels. There was very little feeling of an "increase" or "improvement". Its awful to get to 70 and be like "Well, okay, I feel about as powerful as I did at 60... now what? Oh? There's nothing else? 70 is the level cap? ...Well okay then..."
The job at 70 feels good, but if there is anything that level 60 and below content indicates, it is that so much of our pre-60 kit is incredibly underpowered and has not evolved with the game at all. Too much of the job's power was removed across the board and then messily stuffed into a couple of powerful, overtuned abilities. We continue to have abilities that are weaker than other tanks' counterparts, and piecemeal, half-measure abilities and effects aimed at replicating what other tanks can do with a single button press.
The nature of TBN is further complicated due to its DPS-related effects. It is unreliable to save for clutch moments, and when cast on another person its defensive effect is negligible and rarely actually helps your healer or your co-tank.
And while the job does operate relatively well at 70, for it to feel so awful for a full 60-68 levels is going to discourage a lot of people from playing.
Similar to WHM, we lost a lot of skills that we commonly used before while retaining things that are situational. The nerf to Dark Passenger springs to mind here.
The job's DPS being so low makes no sense. What is the purpose of not being able to carry a shield and block damage if using that free hand to wield your bigger, heavier weapon does not yield more force? The loss of trade-offs with the job also removes a lot of indications of failure to comply with the job's mechanics. Dark Arts always yields potency and is impossible to waste, Darkside never falls off. Yet we see similar, smaller, but more frequent losses every time a resource overflows, or TBN doesn't pop. Yet for all of these potential pitfalls, we are in constant danger of overflow over the course of our very simple but insanely hectic rotation, and yet executing all of this flawlessly yields A. barely higher DPS than someone that didn't, and B. weaker DPS than an equally skilled player of a different tank. Basically, you can still screw up, but it isn't nearly as punishing, but conversely, not screwing up barely rewards you at all. People didn't roll DRK for this kind of playstyle. Quite the opposite.
Then there is team composition. While tanks are seemingly more interchangeable than before, there is still a comp which is hands-down worse than all others (DRK/WAR), and it is not entirely clear why this composition needs to miss out on so much utility from a balance point of view, because it doesn't even offer ideal raid DPS.
Major points of contention, as well as some stray observations/opinions of my own include:
1. Our personal mitigation, notably the lack of reliable self healing, Living Dead QoL, Shadow Wall being undertuned, our cooldowns being lopsided towards an over-reliance on TBN, DA-DM being wholly inferior to TBN-DM, and DM itself being undertuned compared to the buffs to PLD's magic mitigation.
2. Low DPS compared to the other tanks, combined with weaker utility than PLD.
3. The weakness of the Delirium+Blood Weapon burst window compared to Berserk, Fight or Flight, Requiescat, and Inner Release.
4. APM bloat related to resource overflow, particularly as it relates to TBN and Dark Arts. The biggest DPS losses to the job now involve resource overflow, and the constant dumping constantly puts us in scenarios where we must chose between resource overflow and delaying our GCD, or delaying oGCDs. Most notably, Hard Slash is now the only GCD in our DPS rotation across which a DA can be held. DA Carve and Spit all but mandates double weaving, making latency more punishing than it was even in 3.x.
5. The balance between Blood/Mana and Abyssal Drain/Quietus in AoE is extremely vague. Quietus does not have a clear enough advantage over Abyssal Drain other than dumping your gauge and giving your mana a rest. The skill also far more heavily lends itself to AoE DPS rather than AoE tanking, which confines a lot of its worth to 8-mans.
6. Blood Price is undertuned compared to Blood Weapon and needs an additional advantage, particularly to warrant using Delirium on it in situations where it would delay a Delirium+Blood Weapon window assuming you will be swapping with your co-tank soon.
7. Blood and Mana are not effectively balanced. Now that TBN is always a DPS gain assuming it pops, we have far more mana dumps than we do blood dumps. There is also no defensive use for the Blood Gauge.
8. The with a few exceptions (TBN being one of them) the job's equivalent skills to what the other tanks bring are substantially weaker.
9. The job's playstyle is very DPS focused while offering a lower DPS ceiling than both of the other tanks in spite of an extremely high degree of button mashing. The gauge is completely spent on DPS, and only one defensive ability interacts with it (TBN).
10. TBN in general is just too powerful and its power should be redistributed elsewhere. It is too over-centralizing to the job's design, making every other defensive skill we have feel horrible in comparison. The shield itself is fine, but its cooldown does not need to be so short, and instead, additional mitigation should be applied to another frequently used ability.
Bottom lines:
- DRK's defensive cooldown suite is lacking in comparison to the other tanks, particularly when factoring in Inner Beast, Equilibrium, Clemency, and other abilities for which they can sacrifice DPS, for example during raid progression, to gain extra mitigation beyond their 4 core cooldowns. Shadow Wall is extremely undertuned and active mitigation is overly dependent on TBN usage.
- DRK's damage should be slightly higher than PLD to compensate for its relative lack of raid utility and raid mitigation in the form of things such as Cover, Intervention, Passage of Arms, Clemency, and Divine Veil.