We can be very good at damage dealing, but it requires a lot of high-end gear and knowing the job more than in-and-out. Timing your swings so that you keep swinging through your casting animations is 1 example. knowing exactly when you should use certain abilities(looking at you Souleater and lolScarlet Delirium...) as well as, if you want to be considered a good DRK, being able to stun any TP move that needs to be stunned.
But back to the point, it's just so much easier to be a good WAR, SAM, DRG, MNK, or any of the other melee for 2 reasons: They don't have to worry about spells(unless it's for Utsusemi, but that's easy). Then they have extremely favorable WS stat mods and mostly better WS fTP mods(i.e. Guillotine is .875 across the board, Pentathrust is 1 across the board, or Drakesbane, or Raging Rush, or just about any other decent and better WS has better mods than most of what DRK has by comparison). Something that DRK needs is an easier time and less gimmicks, instead of frantically trying to do everything that the job is capable of(while trying to keep impeccable timing to not mess up their DPS swings). The idea behind the DRK was sacrifice for gain, being a Spellsword of sorts and a glass-cannon, but the sacrifices we make aren't proportional(Souleater, for example, may do exactly as it says it does, but we die that much faster instead of killing our mob). However, WAR is a cannon with little downside and can tank with basically no sacrifice. SAM can be as well and can tank. DRG can be a cannon as well, with very little hate gain and can heal fairly well. MNK can be the high-powered machine gun that can tank. Ninja is Ninja, if you're good you're good; if not, learn to be good it's not hard. THF is like ninja, but more damage. BLU is a monster if it spams spells(and is geared well), a very good staple if being conservative. BLM is also a monster than can wipe it's hate then start being conservative. RNG is very powerful and idk why more people don't play it as well as COR(other than the BS prices for ammunition).
Maybe make the gains greater for the sacrifices that DRKs make. not too much, just a little boost would be nice. Some ideas that have recently popped up for DRK seem nice, but they need to be executed correctly.


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