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View Full Version : Response To the recent DRK updates.



Rezeak
03-09-2011, 05:37 AM
From 75->90 the additions to DRK have been very disappointing.

Occult Acumen = This was kinda nice but DRK really has no Niche in casting and the Drains (DRKs main DMG spells) give very low tp returns making this abilty useful for nothing...
imo if it was based on casting time and effected absorb spells (not inc. tp) then it would of been a great addition and would make up for the loss of tp from casting.

Critical Attack Bonus = This was definty a postive addtion but since DRK doesn't have crit ws it really didn't fit the job the better addtion would of been a dmg bonus to WS like overwhelm rather than this or an abilty that allow our WS to crit.

Tactical Parry = This could be removed from the job unless ur turning DRK into a tank or solo job in the future this addition was terrible, when this was added it felt SE gave up on drk.

Attack bonus V and Endark = Were decent additions to DRk and fitted the job well thx.

Teir III spell = maybe it was to be intended to be used with Occult Acumen but the mp cost is too much and the dmg too low in other words it just seems pointless.

I did read that you wanted DRK to use magic more and increase it mp recovery but until you add some way for DRK to boost the physical dmg with magic or give DRK some high dmg high tp return spells and maybe increase there defensive prowess combined with a way to recover there mp without it being a pain (an abilty to covert ws dmg to mp???)

Either way i'd rather see more effort put into stuff like occult acumen so it's useful for DRK rather than TIII spell, Tactical parry and crit dmg boost.

Siros
03-10-2011, 06:41 PM
I disagree. Tactical Parry is awesome for damage dealing if u sub Sam an sekkonoki with meditate an absorb tp.And Crit attack is nice too.

But i do agree that teir 3 spells were a fucking joke and a complete waste.

Urteil
03-10-2011, 08:05 PM
I disagree. Tactical Parry is awesome for damage dealing if u sub Sam an sekkonoki with meditate an absorb tp.And Crit attack is nice too.

But i do agree that teir 3 spells were a fucking joke and a complete waste.


I couldn't read after I saw "Tactical Parry is awesome."

Nidhogg
03-10-2011, 08:19 PM
They are giving DRK updates that follow the jobs traits in past versions of Final Fantasy.

DRK has always been a Hybrid WAR with BLM traits, which is very conflicting and difficult to be original other then giving exclusive Scythe/Great Sword WS.

There is not much left for DRK in terms of upgrades, it has all the original abilities and traits, all they could do really for the job currently is give it a MAB + triat and more INT over STR in the up coming levels to give it the balance its lacking.

Draylo
03-10-2011, 08:33 PM
Not really, theres plenty they can still do for DRK. A lot of the past FF's had a point of making DRK's abilities consume HP for dmg. There is only one ability in the game for this, Souleater. They can expand on this while also working on different types of spells. Take some from FFT, the dark knights could use abilities that drained MP HP, inflicted stop etc. There are plenty of things they can do.

Kagato
03-11-2011, 12:50 AM
They are giving DRK updates that follow the jobs traits in past versions of Final Fantasy.

DRK has always been a Hybrid WAR with BLM traits, which is very conflicting and difficult to be original other then giving exclusive Scythe/Great Sword WS.

There is not much left for DRK in terms of upgrades, it has all the original abilities and traits, all they could do really for the job currently is give it a MAB + triat and more INT over STR in the up coming levels to give it the balance its lacking.

Since when is a FFXI Dark Knight supposed to mimic other Final Fantasy games? If that were the case, we'd have that broken move Gafgarion has in Tactics.

High damage with dark magic that helps aid us deal that damage. Leave the elemental magic to the Black Mages.

Masekase
03-11-2011, 06:21 AM
To be honest 60-70% of darks magic spells are useless in abyssea. Until they fix that they may aswell remove our mp.

ch405
03-11-2011, 05:56 PM
When it comes to the Job Abilities and Traits they added, I wasn't that impressed. Of course I'm a bit distracted by the 'oh hey, that Shinryu fight scythe would be fun to be charmed why wielding' thoughts from my mind.

That trait that gives TP for damage from spells is nifty, but it could be a little more. Maybe having gear that notedly boosts that so it is more worthwhile casting those Tier III elemental spells, hmmm? Something that augments it to add bonus TP based on the MP cost of the spell? Can't stop from dreaming.

The one that boosted the Drain/Aspir was nice, especially when paired with Drain II. Gave me Abyssea like health in the non-abby zones when lucky~. Now if only Aspir II boosted Max MP... I am enjoying that spell none-the-less.

I am a bit... awed by the damage output of others compared to me, though. Maybe it's just my imagination.

I'd actually like for them to add the following when it comes to this job...

Darkness: Job Ability -> Expend HP to Deal Non-Elemental or Dark Elemental Damage to a Foe/Foes.
* The only issue with this is Dark resistant foes, such as Antica and the like. But it'd be a neat novelty from the old days.
* Could make it where it gives a decent TP boost comparative to the damage dealt.

Dark: Spell Line -> like elemental spells but Dark Elemental Damage. (FFXII Dark, Darkra, Darkga spells pretty much)
* Holy/Light gets Banish, why not Dark with it's own spell line. Maybe Dark KNight could be the only one to have them, too...


Another idea is dealing with maybe some sort of Job Ability that increases attack damage proportionately to how low your health is. Make it last at least as long as Soul Eater and if paired with it, would probably make for some powerful strikes. ...And probably some unhappy MP levels on the WHMs who have to raise.

Levitica
03-12-2011, 03:57 AM
I am a bit... awed by the damage output of others compared to me, though. Maybe it's just my imagination.

It's not your imagination.


Darkness: Job Ability -> Expend HP to Deal Non-Elemental or Dark Elemental Damage to a Foe/Foes.
* The only issue with this is Dark resistant foes, such as Antica and the like. But it'd be a neat novelty from the old days.
* Could make it where it gives a decent TP boost comparative to the damage dealt.

Dark: Spell Line -> like elemental spells but Dark Elemental Damage. (FFXII Dark, Darkra, Darkga spells pretty much)
* Holy/Light gets Banish, why not Dark with it's own spell line. Maybe Dark KNight could be the only one to have them, too...


I'd like it to be similar to the Darkness ability found in FFX-2: non-magic, non-physical, non-elemental damage.

The Dark spell line would be nifty, but they may think that drain covers that; minus Drainga.

Daniel_Hatcher
03-12-2011, 10:07 PM
It's not your imagination.



I'd like it to be similar to the Darkness ability found in FFX-2: non-magic, non-physical, non-elemental damage.

The Dark spell line would be nifty, but they may think that drain covers that; minus Drainga.

Don't they have that in the Twilight Scythe?

Vraelia
03-13-2011, 03:23 AM
I, personally would love it if SE added in Dark, Darkra and Darkga. DRKs only spells. In FF12, I absolutely enjoyed spamming them with their animations.

And for Darkness job ability, I'd totally be grateful to SE if they added this in.

Siros
03-14-2011, 08:25 AM
I couldn't read after I saw "Tactical Parry is awesome."

Thats cuz ur a douch...

Bejiita
03-14-2011, 08:32 AM
Get rid of Elemental Magic spells. Drk has the skill but not the tier to make them worthwhile. Add some direct damage spells to Dark Magic: Shadow 1-4. Let them put a debuff that lowers physical and magic defense...but just for the casting Drk. Then Drk's will cast more and do more damage with both magic and melee. No area spells though.

Radio
03-14-2011, 08:40 AM
Drk needs a spell like blue mages' Osmosis. It's drain with a dispel like effect that absorbs a buff from a mob instead simply nullifying it. Drain III maybe?

Virjunior
03-15-2011, 11:40 PM
Get rid of Elemental Magic spells. Drk has the skill but not the tier to make them worthwhile. Add some direct damage spells to Dark Magic: Shadow 1-4. Let them put a debuff that lowers physical and magic defense...but just for the casting Drk. Then Drk's will cast more and do more damage with both magic and melee. No area spells though.

This....is actually good.

@Siros: It's "douche"

Anyway, what I think has kinda hurt dark for both ends of the awesome spectrum is Souleater. One K-Club made us the most powerful thing on the planet, they turned an already rare drop into a nearly impossible drop. We ended up gimp on damage versus most other DDs (in particular, after the initial addition of Sekkanoki), almost as if that was supposed to be the balance for Krakeneater potential, though most of us would never get one.

Fast forward to now, what's the point in having Quietus, when there's a scythe with about a 3% chance to outright kill something? The only reason not to have that scythe on would be if you're going for triggers, and you're not TPing on an NM to do that.

Urteil
03-16-2011, 04:06 AM
Thats cuz ur a douch...

Better than what you are.

Virjunior
03-16-2011, 04:32 AM
Care to explain? I'm actually pretty interested, seeing as how I've noticed I parry a lot more than I used to, and with only a 167 skill. Not to say that I don't think Tac Parry is a little...special...

Rezeak
03-16-2011, 07:02 AM
Kclub drk is near meaningless now all the hard stuff it helped alto with have become so easy u don't even need to Soulater zerg and w/e kclub DRK does in abyssea is trumped by a COR brewing and doing wildfires for 50-80k a WS. Either way before DRK could get up there with the other DDs i remember coming first in a few einherjars with my Linkshell on DRK then even when i wasn't i usally was in the top 5. anyway my issue is the additions to DRK made so far from 75-90 which have mostly with the exception of endark lazy, not suiting the job or useless

Virjunior
03-16-2011, 11:07 AM
Kclub drk is near meaningless now all the hard stuff it helped alto with have become so easy u don't even need to Soulater zerg and w/e kclub DRK does in abyssea is trumped by a COR brewing and doing wildfires for 50-80k a WS. Either way before DRK could get up there with the other DDs i remember coming first in a few einherjars with my Linkshell on DRK then even when i wasn't i usally was in the top 5. anyway my issue is the additions to DRK made so far from 75-90 which have mostly with the exception of endark lazy, not suiting the job or useless

Wow. That's a mess. You know that this site automatically spell checks you before you post, right? Sorry they don't do punctuation.

Anyway, you realize you're comparing non-brew damage to brew damage with an empyrean WS, right? What's your point? KC zerg can still work well provided the NMs your fighting don't have abilities that hit over your entire HP threshold. That's may seem like a hard bargain, but when Paladins and Monks can get up around 3600 HP, it can still help with low-manning, I guess. Also, if you already have a KC, that might help save a little bit of cruor.

I wonder how that might work from behind Cover.

Taint
03-16-2011, 09:07 PM
Wow. That's a mess. You know that this site automatically spell checks you before you post, right? Sorry they don't do punctuation.

Anyway, you realize you're comparing non-brew damage to brew damage with an empyrean WS, right? What's your point? KC zerg can still work well provided the NMs your fighting don't have abilities that hit over your entire HP threshold. That's may seem like a hard bargain, but when Paladins and Monks can get up around 3600 HP, it can still help with low-manning, I guess. Also, if you already have a KC, that might help save a little bit of cruor.

I wonder how that might work from behind Cover.


Most mobs worth zerging build resistance to SE very fast. Another DRK nerf.

Rambus
03-17-2011, 12:23 AM
I thought this was a statment by SE or a link to something SE has said to fix drk

I Am Very Disappointed....

http://www.youtube.com/watch?v=84zY33QZO5o

Virjunior
03-17-2011, 08:47 AM
Most mobs worth zerging build resistance to SE very fast. Another DRK nerf.

You're kidding....

Taint
03-17-2011, 11:56 AM
You're kidding....

Nope not at all, name a few.

Xaveron
03-25-2011, 10:33 AM
In my opinion the majority of JA's, JT's and finally spells have been a horrible path for Sqaure Enix to take when it comes to enhancing Dark Knight. Granted Nether Void and Critical Hit bonus has been much needed and very appreciated. Endark is also a nice addition to the Drk job. However, Tactical Parry is a joke, our tier 3 spells are a joke, and finally Occult Acumen is a joke. In my humble and yet realistic opinion, Sqaure Enix seems to have put the Dark Knight job last in terms of things to do. I'm not usually a whiner but I started playing FFXI because of Drk and I hate to see the job just thrown out as if it were trash. I have spent years working on my beloved Drk and it only seems like a slap in the face everytime Sqaure Enix refuses to fix the job. Every update that I have seen has greatly enhanced nearly every other job aside from Drk which only makes me even more disappointed.

On that note, Sqaure Enix I'm begging you to pay more attention to our beloved job and give it the credit that it undoubtedly deserves. I know without a doubt in my mind that all of the developers can fix this job and I'm asking you that you lend you're creative thought to bring this dilemma to an end.

Jar
03-25-2011, 11:14 AM
In my opinion the majority of JA's, JT's and finally spells have been a horrible path for Sqaure Enix to take when it comes to enhancing Dark Knight. Granted Nether Void and Critical Hit bonus has been much needed and very appreciated. Endark is also a nice addition to the Drk job. However, Tactical Parry is a joke, our tier 3 spells are a joke, and finally Occult Acumen is a joke. In my humble and yet realistic opinion, Sqaure Enix seems to have put the Dark Knight job last in terms of things to do. I'm not usually a whiner but I started playing FFXI because of Drk and I hate to see the job just thrown out as if it were trash. I have spent years working on my beloved Drk and it only seems like a slap in the face everytime Sqaure Enix refuses to fix the job. Every update that I have seen has greatly enhanced nearly every other job aside from Drk which only makes me even more disappointed.

On that note, Sqaure Enix I'm begging you to pay more attention to our beloved job and give it the credit that it undoubtedly deserves. I know without a doubt in my mind that all of the developers can fix this job and I'm asking you that you lend you're creative thought to bring this dilemma to an end.

Well im not going to beg but i agree the latest updates really haven't done anything to the job im not going to say we are to nerfed to do anything anymore but something new would be nice


as for the souleater thing yes most NMs will resist souleater and some even resist blood weapon.

Dart
03-25-2011, 11:27 AM
the bloodweapon/souleater nerf was SE panicking about AV zergs, now that AV is completely out of date they could just completely undo that nerf since it no longer matters. Plus I personally believe that souleater should be boosted and made a lvl 50 job ability

Jar
03-25-2011, 11:52 AM
the bloodweapon/souleater nerf was SE panicking about AV zergs, now that AV is completely out of date they could just completely undo that nerf since it no longer matters. Plus I personally believe that souleater should be boosted and made a lvl 50 job ability

they did nothing to souleater or blood weapon to nerf them they just made monsters immune like they made things immune to enfeebs to make RDM weak.

Dart
03-25-2011, 11:54 AM
how is making monsters resist BW/SE not considered a nerf? I'm not following

Jar
03-25-2011, 12:12 PM
how is making monsters resist BW/SE not considered a nerf? I'm not following

because a nerf is when the job ability its self is detrimented witch has not happened

Xaveron
03-25-2011, 12:24 PM
By the way, I was not referring to Soul Eater or even Blood Weapon, my post was in reference to the recent updates as the thread implies. I was in turn merely commenting on those respective updates and the lack there of with regards to useful job abilities, spells and traits.

Jar
03-25-2011, 12:26 PM
By the way, I was not referring to Soul Eater or even Blood Weapon, my post was in reference to the recent updates as the thread implies. I was in turn merely commenting on those respective updates and the lack there of with regards to useful job abilities, spells and traits.

while i did only quote you i was also replying to other posts dont feel so special :D

Xaveron
03-25-2011, 12:38 PM
Sorry Jar, was just making sure. Looked like there was an argument brewing and I did'nt want my name in it, lol. :)

Raelia
03-25-2011, 12:42 PM
because a nerf is when the job ability its self is detrimented witch has not happened

Same difference. If every mob in the game was given a building resistance to Souleater would it not be anything but a nerf of Souleater?

Jar
03-25-2011, 12:52 PM
Same difference. If every mob in the game was given a building resistance to Souleater would it not be anything but a nerf of Souleater?
if it was every mob yes but it isnt see how that works?

Dart
03-25-2011, 01:36 PM
bw/se was nerfed on mobs that actually mattered, to me thats a nerf when my kraken is pretty much USELESS on all endgame content that I used to do.

Jar
03-25-2011, 01:40 PM
bw/se was nerfed on mobs that actually mattered, to me thats a nerf when my kraken is pretty much USELESS on all endgame content that I used to do.

ok well if you just want to insist your right i dont care point in fact is no cheating with your money to kill everything anymore if you wana do that go play in an exp for forever and get a brew.