Dark Knight is a tank in search of an identity.
But it shouldn’t be. It’s one of the most well-recognised jobs in the franchise. Most fans of the series know Cecil. Pretty much everyone knows Cloud. You could make the case that, if you haven’t run into an angsty, greatsword-wielding protagonist yet, you’re probably not playing a Final Fantasy game.
Every game has its variations, but there are a few constants. High risk, high reward. Use your life force (be it HP or MP) to power your attacks. Steal it back from your enemies. Weave together swordplay and dark magic. Even the job’s difficulty is not new. When FFIV was first released, 25 years ago, the NA version locked most of DRK’s abilities away, because they were deemed too hard for NA players to use (and Dark Wave/Dark Passenger was one of the casualties – some things never change).
So what went wrong?
A tale of two tanks
FFXIV is a two-tank game. High level content is designed for two tanks. For the longest time, those two tanks were PLD and WAR. PLD was the “defensive tank”, and WAR was the “offensive tank”. The problem is that these are not identities. They’re much too broad. It’s a bit like describing yourself as being “the best” without qualifying what you’re actually good at.
Job mechanics that should have been spread across three or four different jobs were jammed together into one. It stifled the development of new jobs, because the original two have been grandfathered into so many different job mechanics. I wonder, for example, if life-steal wouldn’t have played a more significant role on DRK if it had been introduced as one of the original tanks, back in ARR. If WAR hadn’t gotten there first. I feel that a lot of the present problems with tanks and healers could have been avoided if the roles had left room for multiple jobs to be added in from the outset, rather than building everything around just two.
When DRK was introduced in Heavensward, there was no room for a third tank. SE’s solution was to stick it in the middle, as a sort of compromise between PLD and WAR. Isn’t that what DRK is famous for, after all? Balance? The middle ground? A high-risk, average reward tank. It doesn't really fit. The problem is that the middle ground is all too often either the best of both worlds or the worst of both (Living Dead is probably the best example of striking an unhappy medium between two extremes).
There’s a lot of interest in a fourth tank. Some want Blue Mages and Beastmasters. Others want Judges. But there’s no room for it. The developers need to refine and narrow down the scope of the existing jobs first. Every job should reflect a unique playstyle and a unique identity. Being defined as “the strongest” is not a playstyle.
Concept Creep
Being the “middle tank” places DRK in a turf war on two fronts. When the job was announced in London three years ago, it was introduced as a parry tank. An expansion later, the word “parry” doesn’t even appear in our job action list. The closest thing to a parry tank is WAR, with both inbuilt bonuses to parry and the only guaranteed parry move in the game.
For a while, we were magic tanks. In Heavensward, the developers attempted to differentiate between making PLD strong defensively against physical damage, while making DRK strong defensively against magic damage. In Stormsblood, block and Sheltron applied to all damage types. After all, PLD is supposed to be a strong defensive tank. But this had an impact on DRK as well; it went from being a tank that specialized in magical defense to a tank that was just weak when facing physical damage.
The ongoing trend seems to be: introduce in a new mechanic on DRK, realize that either PLD is supposed to be “better” defensively or WAR is supposed to be “better” offensively, and copy over a better version of the action. It’s a never-ending arms race. When Plunge was introduced as the first tank gap closer, it was supposed to represent a unique way of engaging your enemy. But WAR needs a gap closer too, if it’s to be the best offensive tank. So, we have Onslaught, which is better in every way.
The new role-action system is probably the single most egregious example of this. Abilities that were unique and gave our job flavor were freely distributed out, with nothing given in return. But when you politely ask for Reprisal back, because Shake it Off, Divine Veil, and Passage of Arms are all job exclusive, you get “Don’t take away my Reprisal.” Hang on a sec, when did it become yours?
There’s a reason why the system isn’t changing. Tanks are necessary to clear content, but they also tend to be less represented in the playerbase. Developers are rightfully cautious about changing things up. PLD and WAR tend to be players’ first experiences with tanking. PLD is supposedly the baseline tank. WAR is popular. DRK may have been important in marketing HW, but it certainly isn’t essential now. Why try to balance three tanks when you only need two?
Theme park MMOs are built off of disposable content. But not everything is disposable.
I’m the darkness, you’re the starlight
There’s a reason why people are so attached to DRK. This is a Final Fantasy game. If I wanted to play an axe-wielding barbarian, I’d play Warcraft. It’s part of their lore, of their culture. Fast-paced greatsword combat is a part of ours.
Most of our most iconic weapons are greatswords: Balmung, Defender, and Save the Queen, to name a few. Imagine trying to implement the Buster Sword in a world without DRK. What would you call it? The Buster Axe? Perhaps you’d have to shrink it down and make it into a 1h PLD weapon. Slowest Omnislash ever.
Series lore aside, DRK is very much an important part of FFXIV as well. The job quest storyline has consistently been one of the most popular ones in the series. It’s probably the only one in which we get to explore our player characters as, well, characters. The developers brought this job into being. And we care about it. Just give it the treatment that it deserves.
During the Game Developers Conference in 2014, when discussing the reasons why 1.0 failed, Yoshi-p highlighted the importance of learning to listen to the playerbase and learning to adapt to their feedback. There are pages and pages of feedback, both on this forum and elsewhere, that are falling on deaf ears. People care about this issue. Let’s not repeat the mistakes of the past.
It's not just about numeric balance. It’s a sense that your chosen job, your chosen aesthetic, has something unique to contribute to the table. Something that defines it. And to do this, you have to rethink all three tanks’ identities. The archaic notion that PLD is the “defensive tank” and WAR is the “offensive tank” has got to go. Not just for the sake of DRK, but for the sake of every future tank job that the developers decide to bring into this game.
"Justice deserves no less.”