I think a lot of people are missing the point of DRK completely when 'suggesting' new ideas. DRK DOESN'T need a critical WS because bro-awesome WS damage isn't really part of DRK repertoire to begin with. Disabling, draining, and consistent spike melee damage are the key skills of DRK. If any WS needs to be modified, the skill modifiers need to be brought to the jobs core stats: STR and INT. The only WS worth using (put lightly) that uses those stats is Insurgency, and we all know SE missed the mark by orders of time zones on that one. To be honest, my main problem with DRK is its reliance on its support job to define the play style. Granted, ALL jobs suffer from that, but most of them have their own inherent job traits to make up for deficiencies; whereas with DRK, you have to change style out of sheer necessity. DRK/NIN adds to survivability, but you severely reduce your ability to do pretty much anything useful. DRK/THF is useful every 30 seconds or every 100% TP, whichever takes longer. DRK/SAM is great for DD, but seigan/3eye is too inconsistent to rely on for the oh sh** moments, not to mention the severe cast/recast penalty received from Seigan/Hasso (yeah yeah cancel buffs blah blah).
All this, as you internet people say, "too long, didn't read" in summary is to give DRK a more independent state. Abyssea gave people a false idea of what this game is about, and how it's supposed to be played. The last thing we want is for DRK to just be another bandwagon job like MNK is, and SAM used to be.

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