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  1. #1
    Player Urteil's Avatar
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    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99

    DRK: Blood Weapon Fail, and Rank E Parrying, and Tactical Parry /facepalm

    Parrying / Tactical Parry

    This by far has to be one of the silliest additions to any job to date.
    Anyone and everyone who plays DRK must look at this trait and wonder why we don't have something marginally useful like Magical Attack Bonus I, in its place.

    In fact its so incredibly useless that deleting it wouldn't affect our job in the slightest.


    Perhaps at the very least, boost DRK parrying skill to at least Rank A when using a Two-Handed weapon.





    Edit Update**** (Decided to not make another Thread and Simply Put the Two together)

    Blood Weapon

    Square Enix, please make Blood Weapon a normal job ability for Dark Knight not a two-hour. Give us a real two-hour.

    Dark Knight being praised for using a club (WHM weapon) or a dagger (Defnitley not a DRK weapon) is very silly, trite, stupid, boring, and retarded.


    As such please balance Blood-weapon in the following way:

    Duration: 60s (1 Minute)
    Recast: 480s (8 Minutes)

    Heals the Dark Knight for the damage inflicted through melee swings, and physical Weapon Skills.

    Effective only with a two handed weapon equipped.

    Meaning that if you are using a Sword, Dagger, Club, Axe the Job ability will be 100% useless and provide no benefit whatsoever.
    (6)
    Last edited by Urteil; 07-30-2011 at 12:23 PM.

  2. #2
    Player Selzak's Avatar
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    Mar 2011
    Location
    Bastok (Bismarck)
    Posts
    364
    Someone should make a Parrying / Elemental Magic build for DRK, record it in action, and pass that to the devs.

    Honestly I think they just weren't creative enough to figure out what to do with DRK after a certain point (look at how often SAM has been updated with relevant, useful, and appropriate abilities- because it's a ...Samurai). So after a while, they just started tossing random trash at the job as best they could be assed to.


    Personally, I wish they'd just add more utility/survivability to DRK. After playing several jobs at 90, I believe that every job should have a set of unique abilities and traits that make it self-sufficient, at least to an extent. Out of the box, DRK seems like it was actually supposed to excel at this with Drain / Aspir.

    I don't care what they do, just make the job unique, useful, and capable of handling itself. If you want to make us lean towards Elemental Weapon Skills, boost their damage by giving us a set of WS-only MAB traits and give us a trait that gives Elemental WS a chance to terrorize the enemy (nothing ridiculous, just a Stun+). If you want us casting more often, realize the job as a DD / debuffer hybrid and make it so that our Elemental Spells occasionally have some additional enfeeble attached. The catch to this would be that, if a DRK gets lucky, it might be able to cast something like Blizzard III (which uses a considerable amount of its MP) and land Paralyze on a mob that otherwise could not be paralyzed. Maybe even make this a TP-activated JA that works on spells. This would introduce some specialized needs for the job as a debuffer, which I think is the right direction.

    Oh, and please make Absorb-TP and Dread Spikes worth casting again. I understand if something is overpowered, but you don't have to completely kill it like Absorb-TP (and RNG, lol). If you want to leave Absorb-TP where it is (under the bed), then give us the ability to significantly reduce a mob's TP through some other means (without gaining it). DRK is sorely missing the ability to maintain itself against weaker enemies (I understand it shouldn't be getting hit by more powerful monsters being faced by a party- but soloing is way too difficult on DRK). Dread Spikes should last quite a while longer, it's hardly worth the effort to cast. Make the spell weaker (especially against stronger mobs), but last long enough to be a viable defense against weaker monsters that any other job could handle without any care. I don't mean to change the amount of HP drained, you could even reduce that- just the amount of time the spell stays in effect if that cap hasn't been reached.

    Make the other Absorb spells worth casting again (or at least worth considering) by removing the decay and enahncing/augmenting the effects somehow through scaling traits. They're relevant when you get them, but not much later.

    The job needs more tormenting / stunning. It's melee damage isn't the best but it's very good and that's all it needs to be so long as the job brings other things to the table.

    I think stances could do very well for us to separate utility/survivability and melee damage, but I won't go into that here.

    More than anything, take some time to appreciate the job and be creative with it instead of giving up on the entire aspect and just throwing random things at it to try and fix it. I mean, just take a look at the DRK mobs in the game and think about how some of those things could be translated over to us. Let us inflict a potent plague effect or let us erase a mob's TP, let us be the best stunner in the game. Hell, why not give us a trait that adds a reasonable chance to inflict a weak Stun on melee attacks? If a BLU can spam Head Butt, DRK should be able to match that. Maybe it could be a JA that drains HP over time and creates the chance for stun on melee attacks. Make us a tank's second-best friend, and let us use the abilities we already have with the effect that they were intended to have on a battle.


    Or, you know, just give us some Tactical Parry+ equipment and drain our TP.
    (3)
    Last edited by Selzak; 07-26-2011 at 02:39 PM.

  3. #3
    Player
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    Mar 2011
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    Windurst
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    2,169
    Shield Mastery on Rdm with F shield skill says Sup.


    Obligatory TACTICAL PARRY, JOB'S FIXED GUYS reference.
    (0)

  4. #4
    Player Zeroe's Avatar
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    Mar 2011
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    159
    Character
    Zeroe
    World
    Bahamut
    Main Class
    DRK Lv 99
    Exactly. This trait is so useless its not even funny. Honestly, we need SERIOUSLY better updates. We have gotten trash updates for way to long. The job is almost useless in abyssea compared to that of a ninja and a thief. The thing is, when do I ever see a ninja pay 50 % of there defense to put up high numbers. Its sad that I use all my buffs, top notch DD atma, and STILL cannot hit as high has a ninja. What did we do to deserve this?
    (1)

  5. #5
    Player Sureal's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    195
    Character
    Surealistic
    World
    Bahamut
    Main Class
    NIN Lv 99
    i love hearing drks whining about their jobs, i mean they were only gods for what, 4-5 years?

    and to throw sams under the bus, i really do understand, i mean sams had their day as top dog for what, 2 weeks?
    (0)
    In a world of milk and honey, there is no cake

  6. #6
    Player Raksha's Avatar
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    Mar 2011
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    1,205
    Character
    Raksha
    World
    Lakshmi
    Main Class
    SCH Lv 99
    Quote Originally Posted by Sureal View Post
    i love hearing drks whining about their jobs, i mean they were only gods for what, 4-5 years?

    and to throw sams under the bus, i really do understand, i mean sams had their day as top dog for what, 2 weeks?
    I never really was big into Endgame, but hasn't SAM been the shit for a while now?
    (0)

  7. #7
    Player Urteil's Avatar
    Join Date
    Mar 2011
    Location
    Bastok
    Posts
    909
    Character
    Urteil
    World
    Phoenix
    Main Class
    DRK Lv 99
    Quote Originally Posted by Sureal View Post
    i love hearing drks whining about their jobs, i mean they were only gods for what, 4-5 years?

    and to throw sams under the bus, i really do understand, i mean sams had their day as top dog for what, 2 weeks?
    Gods for 30 seconds, with a full party backing you up, with a 20-25million gil weapon, which was a club, not a scythe.

    So because we could use a niche CLUB well for a purpose that (let's be honest), was never intended by the developers, we are somehow gods?

    This is just hilarious it doesn't help your cause it just highlights the fact that DRK was god when using a WHM weapon, a club.

    Fix us please.
    (0)

  8. #8
    Player
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    Mar 2011
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    Think you got your jobs mixed up in that statement.
    (2)

  9. #9
    Player Sureal's Avatar
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    Mar 2011
    Location
    Windurst
    Posts
    195
    Character
    Surealistic
    World
    Bahamut
    Main Class
    NIN Lv 99
    lol no, im pretty spot on, sorry if you didnt play during that time, but for a while, if you were zerging anything (which was pretty much endgame for a while) you were on drk

    sam was situational at best and still is
    (0)
    In a world of milk and honey, there is no cake

  10. #10
    Player Selzak's Avatar
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    Mar 2011
    Location
    Bastok (Bismarck)
    Posts
    364
    Quote Originally Posted by Sureal View Post
    lol no, im pretty spot on, sorry if you didnt play during that time, but for a while, if you were zerging anything (which was pretty much endgame for a while) you were on drk

    sam was situational at best and still is
    You seem very backwards. How is a 2HR Kclub zerg (that got nerfed) on HNMs not situational but SAM is? That was actually the only little spotlight that DRK has gotten in the seven years that I've been playing, and we're talking about using your two-hour with a 20mil club and a party dedicated to your survival and effectiveness. There may have been 100-200 people across all servers actually doing this with DRK.

    SAM, on the other hand, has been SE's favorite DD since ToAU and it has shown (defacto DD for pretty much anything) all the way up until Abyssea came out.
    (0)
    Last edited by Selzak; 07-26-2011 at 02:26 PM.

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