At the very least, attach a barrier to Heart of Light, and Dark Missionary.
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At the very least, attach a barrier to Heart of Light, and Dark Missionary.
Just finished Xeno's video on how he would fix it.
Since this can never be stressed enough...
Do not remove the mp cost of tbn and increase the cd to 25s
Do not remove the mp cost of tbn and increase the cd to 25
Do not remove the mp cost of tbn and increase the cd to 25
DO NOT HOMOGENIZE IT TO BE THE EXACT SAME AS THE OTHER SHORT CD'S.
If you have absolutely NO intention of making the offensive kit with active MP management/resource intensive. Leave TBN alone.
We don't need mindless sustain just tacked onto abilities in our kit. We have not one, but 3 resources available for you to use to make it more interesting. MP, Blood Gauge, Darkside if it even remains a timer.
If you are going to rework Dark Knight, actually put some thought and care into it.
I hadn’t seen that vid yet, but i cannot be surprised he would just say ‘remove the mp cost, make like every other 25 cooldown’.
Genuinely for less experienced DRK player, if you use TBN and it doesn’t break its because you used it at the wrong situation. TBN is not for stuff like Autos or raid wides, you use it for Tank busters and hordes of mobs because that guarantees it breaking. It’s genuinely one of the few fun forms of skill expression and an equivalent to a skill ceiling for the job.
If Yoshi-P or one of the many people who relays this stuff to him. Don’t change it. Just don’t. At the worst just introduce some kind of MP restore if it doesn’t break, even if its not the full 3000k cost like 2000 or 2500 just don’t get rid of it.
Edit: Never let bro cook again. I love how some top comments are literally just saying that it’s just Paladin or how it’s just like every other tank.
Xeno believes tanks should all be like WAR.
He genuniely believes the fact Bulwark is on PLD now make it OP because it has two raid wide mitigations. DRK mp cost for the shield is because the shield refunds that mp for damage if you use it correctly, its there for optimisation its just like ED on scholar. If you remove the mana cost from TBN you have to remove the free MP attack because then we have another shield swipe situation where you would press it on CD for the chance of getting an extra free hit of damage, anyone who doesn't think this will happen is wrong this ALWAYS happens. You know what will happen if the MP cost is removed? The free attack also goes, so what then? TBN just becomes a boring shield with nothing special? Seriously I can't comprehend people who want TBN to be changed if you seriously want a stronger short CD just ask for Oblation to be buffed.
I wouldn't even give Xeno any credit for having any good ideas, myself.
He didn't mention removing enhanced unmend. Enhanced. Unmend.
You cannot make this shish up.
The idea of turning Abyssal Drain into a PLD analogue to combo after the Stalwart Soul combo? Brilliant and inspired; shame it was a person in his chat that came up with that one. AD and CnS should never have been combined into a single recast-timed ability.
Xeno had, like, 2 good ideas total. DRK ABSOLUTELY needs some big TLC.
But given how the dev team has handled things up to this point (looking at how Lionheart breaks Gnashing), I'm not holding my breath.
The change to Living Shadow's better late than never I'd say. Taking away 2 charges of Blood Weapon just to consolidate that and Delirium into one button... why? Why can't Delirium just give both the 3 free Bloodsplillers/Quietus uses *and* 5 Blood Weapon stacks?!
I will never accept Shadowstride or w/e tf it's called; I want Plunge back. Same for GNB; either every tank gets damaging gap closers or no one gets damaging gap closers.
Nah I disagree, I think it can just return to being a spell. Make it a fast cast but cost as much mp as an attack but does less damage then either flood or edge so its used for self-sustain primarily. The stalwart combo for PLD is like the one unique thing it has, DRK having a unique self sustain in the form of an aoe drain spell like it was in SB would be great. At least at this point all Tanks would have unique self sustain mechanics.
And yet if WAR itself isn’t the best of the different flavours of WAR then by god he’ll be so miffed.
Genuinely the only things I’ll give him is Dark Missionary at or before level 70 and more Mana for using Edge outside of burst windows. And even then the former is something everyone’s been having beef with since ShB.
And like, not even bringing up how Edge and Flood are literally just Shoha and Shoha II. Which is something I never see a lot of people giving crap about unlike Shoha did.
Otherwise I do not like any other idea he brings. Even the whole making Abyssal drain into a ‘third stage’ of the AoE combo because that’s just PLDs divine might and Holy circle thing. Turning it back into a spell? Sure, would give more use for MP outside of TBN and Floods.
the idea of AD being the third in the aoe combo does make more sense. The same can be said for C&S being the ender after SE. AOE is 123 and single target is 1234. I still feel like TBN needs to lose the mp cost and get 2 charges instead (with increased recast), or at the very least get a 2-3% increase to its HP shield.
I just fundementally disagree with both.
It doesn't make sense for DRK to have the exact same thing as PLD does this mean now PLD needs to get its own flood of darkness to be the same as DRK? Its as stupid as goring blade being changed from a dot into blasting zone it just a lazy fix for a core balance problem in the game. DRK having AD as a third part to its aoe combo just sounds absurd to me when it has FoD and the aoe blood gauge skills, it doesnt need it.
TBN being changed to remove mp will remove the last revenge tank identity to DRK, TBN will lose its damage if they lose the mp cost and if doesn't happen straight away itll happen soon after when DRK purposely stand in aoes to proc their free 400 potency damage. Then TBN becomes a boring defensive that you use thoughtlessly like all the other ones.
TBN could have no MP cost and still have the Edge Mechanic and it be fine.
-But tanks would stand in yellow to get damage
They already do this for uptime in extreme fights, and wont be worth it in Savage+ anyway.
I think Dark Knight is fine at the moment. There is things I'd like to be better, however;
really do not trust Square to do a rework right now, just look at recent history and see what I mean; it could always be *worse*, it's more likely they dumb the job down than make it more interesting.
Hopefully by 8.0 things change. For now I'm just be glad we're on par for DPS and that aspect of balancing seems to be well taken care of.
I would personally prefer if proc actions would return. Like how (I think it was reprisal?) would be available after parrying an attack. Leaning into being the revenge tank again wouldn't be a terrible idea.
For example, say after TBN pops you get to use either Carve and Spit and Abyssal Drain and this effect lasts 30s and can stack.
I’d rather stalwart soul was deleted. Not every tank needs a 1 2 combo for aoe. Give dark knight way to generate blood and mp in reasonable quantities during aoe - staple blood price to tbn if key binds are an issue. Make its aoe about using blood on quietus to get mp for abyssal drain. Unleash can be a filler cast when you can’t quietus/drain. You could even put a marked for death effect on flood if that sticking around was important, to provide a use case/resource generator. Idk just trying to force drk into the boring tank template has caused more problems than it solved.
Speaking as someone who plays mostly casually, I just think it would be nice if the job had a bit more visual variety. The new Delirium combo is a step in the right direction, but it'd be nice if it was available more often/at lower levels, so I have something to look at other than Hard Slash + Syphon Strike + Soul Eater when my ogcd's are on cooldown lol.
Plunge doing damage was problematic due to DRK opener being so busy with double weaves and plunge alone contributed 2 ogcds to that. Removing damage from it was a suggestion made by (some) players long before CBU3 pulled the trigger on it.
That said I'm staunchly in the keep-TBN-as-is camp precisely because it is different from other tanks' short CDs and it does function well for busters and the like. I'd rather look at different buttons that are weak (AD), make no sense (Carve and Spit being linked to AD despite having no heal), or ok-but-boring (Oblation) before touching TBN.
I agree with deleting stalwart soul.
To add to your suggestions:
- Return DA is the defacto MP dump. It feels really awkward when you can't burn the MP as a pre-pull because TBN won't pop.
- This might get some flack, but delete edge and flood and give unleash its MP cost back.
- To save hotbar space, make DA turn Unleash into Abyssal Drain.
- Give Darkside a system similar to black mage's astral fire with polyglot stacks. You dump these on Torcleaver and Impalement GCD's.
Unlink Blood Weapon and Delirium to:
- Make blood Weapon give its haste buff again. make MP granted be per mob hit.
- Delirium grants one stack of the DRK version of Polyglot and extends the Blood Weapon timer by X seconds
While I do think Drk needs back their more free use of AD, I don't really agree with it being a 'random proc' off a combo. I would love to see it no longer share a timer with C&S also, especially since the Devs saw it fit to remove having 5 stacks of Blood Weapon down to 3 stacks since it becomes Delirium later on. I get it, button bloat sucks, but combining these two abilities feels more like a nerf than a boon over all.
And while I get people don't want Drk to be like other tanks with the self sustain, SE needs to do something to make it better at mitigating damage if they aren't going to let the job have self sustain options similar to the other tanks. TBN is nice, strong, but is more a thing you either exploit or save for very specific uses. Our mit options to other players (TBN, oblation, Dark Missionary) either have very contextual uses (Magic damage only) or are weaker than other tanks party mits/sustains (Nascent Flash/Shake it off, Cover/clemency/Intervention/divine veil, Aurora/Corundum).
One simple change could be to Dark Missionary, when used in conjunction with TBN it spreads the effect to party members for Raid wides. Not over powered since it is a 90s cool down and currently only gives 10% magic dmg mitigation. Shake it off can give up to 21% shield to party if used with Damnation, Blood whetting, and thrill of battle up at time of use on top of giving 100 pot regen and 300 pot cure.
Would like to see something done with Dark Mind also since it is rather....specific to magic damage mitigation only.
Oblation I wouldn't mind seeing the timer shaved down a little, even with 2 charges 60 seconds seems a bit long for primarily mitigation tank.
I think flood should be removed, and replaced with Abyssal Drain (not C&S shared cd). It should be the AoE version of Edge. Also, give it a combo action off of unleash(still oGCD), so it can drain HP at its current amount. (and less if not used after unleash)
Fixing AD is as simple as splitting it from C&S. Making it cost 3k mana and extend the darkside timer. And allow it for when TBN breaks you get a free edge, flood or AD.
Fixing Dark Mind is as simple as giving it 10% physical damage mitigation as well.
Fixing Dark Missionary and Heart of light is as simple as giving them the faint and addle treatment where they have 5% damage mitigation for physical attacks.
Fixing TBN is as easy as providing a regen for half the damage prevented or essentionally 12.5% of your max health over 10s and making a weaker version for lower levels.
Small tweaks to DRK can go such a long way. We dont need drastic changes. Just quality of life changes.
If there is one thing I think DRK could steal from PLD is giving it its own Atonement combo. Like put Carve & Spit on the GCD, and build a new combo from it, and that combo procs off Souleater. This new Carve & Spit combo could regenerate MP from each hit.
Who? Almost all suggestions I've seen include some form of self-sustain. I've said before that DRK doesn't need as much sustain as other tanks, but it definitely needs more than it has now. At very least it needs to have its HPS brought up to GNB levels (absorbs from TBN included).
Would this come with any changes to AD beyond swapping it to a CD-less MP spender? If not, I suspect that Flood and Drain would cause one or the other among them to feel like extra baggage.
I could see Drain becoming an at-cost option for sustain, inflicting its enemies struck with a debuff that then causes you to heal for a portion of damage dealt to them and allowing them some synergy and Drain greater ST value, but if Drain remains a simple damage + direct heal per enemy struck, then you're just looking at the likes of 160p with no healing vs. 100p with some healing. The difference would feel all to small, I suspect.
That much is simple.
Sustain actions (whatever keeps you alive for longer without relying on denying your enemies their uptime) breaks down into four types:
- Increases maximum and current eHP, scales primarily only with players' stats.
- Increases maximum and current eHP, scales also with incoming damage.
- Increases current eHP only, scales primarily only with players' stats.
- Increases current eHP only, scales also with incoming damage.
Whatever scales mostly off of one's own stats has to be comparatively overtuned for low-incoming-damage situations to be able to compete in high-incoming-damage situations. And, all else being equal, whatever also increases maximum eHP is stronger than whatever does not.
The Blackest Night, along with any other %HP or potency-based shields or heals, scales just with your own stats, not incoming damage. And, of course, it increases maximum eHP (since it's a barrier, not just a heal); so long as that shield is fully consumed within its duration, it faces no disadvantage from not being permanent.
As such, if you were to amp up those strengths high enough to be competitive in content with the highest amounts of incoming damage, building around what DRK has done most uniquely since Stormblood while making its total sustain competitive with PLD or WAR... would actually put it ahead of either of them, reaching a new level of overpoweredness / unkillability.
As such, many are willing to take a bit more of a mix of types 2, 3, and 4 to keep it relatively balanced across the full slew of content. You may have noticed the overlap with those who want Bloodwhetting nerfed in dungeons (such as by having it heal off of damage dealt, rather than getting the full single-target value from each and every enemy struck).
Not a DRK main, but I think turning C&S and Abyssal into MP skills like Flood/Edge that regen HP instead of refreshing the Darkside timer would be interesting. It gives DRK some self-sustain and makes it so that you're not constantly overcapping the Darkside timer for no reason. I do also think the MP generation needs to go up while also reducing the MP cost needed for these skills.
Some other things I think would be neat to give DRK some personality + self sustain:
Dark Mind: It needs added parry effect. Yes, this does basically make it Camouflage, but DRK was the Parry tank first.
TBN: I think this should actually come in at a lower level, somewhere in the HW range or early StB while the current TBN level of 70 gets replaced by Oblation (Oblation will upgrade TBN and rolls the current Oblation effect into TBN) Oblation will gain two charges at 82.
To replace Oblation, I had a mind to bring back Blood Price, but, instead of "getting hit regens MP" it's "getting hit regens HP", and the buff can be passed to others.
Living Dead: The changes make it almost perfect, but I think that, once you hit the safe area to not die, you should still have the HP steal effect like how WAR has two separate effects for Internal Release to keep the knockback resist even after all three stacks are consumed.
I genuinely believe for the first time since ShB dropped, DRK feels good to play
the only problem being the lack of sustain compared to other tanks. In a perfect world, if other tanks didnt have such insane sustain, DRK would be in a perfect spot.
Though honest to god, thematically speaking AND going into classic FF dark knight, DRK should be the only tank that actually has insane sustain, and it used to in stormblood. Aoe pulls in stormblood with DRK were legitimately so fun because of blood price + abyssal drain spam
Answered your own question, didn't you? 'Almost all' is not 'Everyone' therefor the statement was accurate.
I very well understand the breakdown of each tanks strengths and weaknesses, I also understand how they scale also. The suggestion was based on how to improve what is already in the kit to make the job more desirable for content. Also, TBN scales off the target players HP%, not the drk using it IE a Drk with 150k HP doesn't give a Shield of 37,500 to someone else other than themselves or someone else with 150k hp. Similarly, Shake it off works this same way, it is 15% of the targets HP, not based off the War using it HP (The only change occurs when used with modifying abilities up like ToB, Damnation, Bloodwhetting changing it to 17%, 19%, or 21% of the targets HP and is easy to test and verify). Thus the suggestion given ends up only 10~4% stronger than Shake it off and they could make it similar to how they have Rphys Dmg mit shields where they can't overlap with one another. This makes it to where it becomes an alternating option of raid wide mitigation similar to how paring a War and Pld already can do.
Divine Veil on the other hand scales on the PLD's HP IE a Pld with 150K HP gives a 15k shield, a Pld with 200k HP gives 20k shield.
Alternatively they could make it so the wording on using Dark Missionary states "When used with The Blackest Knight will spread effect to party absorbing a total of X% of targets maximum HP" where X can be a different % of what the single target ability gives since it is a separate ability.
Again, the intent was to offer alternative ideas to simply giving self sustain and instead playing off the mentality that Drk is a Mitigation tank opposed to other tanks being Self Sustain/mit.
Okay, and my post had nothing to do with the strengths and weaknesses of the tanks as they are presently, but merely tried to answer your question as to why players weren't suggesting increases to DRK survivability based purely on stat-based mitigation, etc. Which is, again, because for it's that much less possible to balance for multiple content types simultaneously and because there is already, in nearly all situations, an inherent advantage to mitigation over healing.
Yes, TBN scales off its target's HP, but prey tell, whom is it used on in situations where DRK's total survivability falls to the lowest portion of that of other tanks'?
I'm all for approaching its survivability a bit more uniquely, but beware of making that uniqueness primarily just be that it's generally stronger in practice (see Warrior's historical trend).
M3S shows how cringe TBN is.
You come along for shared TB Knuckle Sandwich. You either put it on yourself or MT, not both. All you can give to the other tank is oblation.
Its multi-hit TB so TBN is gone away after first hit. Dark Mind is useless for this as well.
The difference in required outside mit/healing between WAR+PLD pairing and GNB+DRK pairing here is tangible.
M3S requires invuln strats to clear with a dark knight. Thats not the end of the world but it is notable.
I found this video to be the most level-headed analysis and feedback on current state of DRK: https://www.youtube.com/watch?v=mF8UUKKmXNI
Okay, y'know what. No. I'm tired of "guess we'll wait until X.0"
It's been now over 5 bloody years, expansion 3 of it.
We deserve better.
No "realistically we can't expect a rework until X.0, so let's settle for this until then."
Figure this out. I'm tired of waiting for 2 and a half years to MAYBE see improvements to Dark Knight when the trend for the last 3 expansions is one step forward 8 steps back and then get screwed during the patches outside of Quality of Life improvements that should have been there from the start.
Be transparent about what direction you're deciding to take the job. And make sure it actually is a coherent and thought out design. Not a makeshift Easy Bake Oven made from what you found in the scrap yard.
Well thats kinda the isuse isn't it? I'd say this is probably the most vocal I've seen people be about the job.
They dont listen to feedback, they don't even playtest the jobs to any real level.
To me the video that captures all my problems with DRK is this one:
not the shitty xenosys "stop homogenizing tanks but give DRK HoC" vex one
.
man
I remember in SB when it took til what, 5.3, for Quietus to get addressed.
Playing DRK is a testament of suffering. So much of it's kit gets neutered expansion after expansion, and "bUt It DoEs ThE mOsT dAmAgE sO iTs FiNe" is such a god awful dismissal of any complaints.
If someone enjoys DRK, good on ya.
Stop accepting mediocrity, demand better.
Yet another expansion of leveling it to cap solely for my retainer, then shelving it for GNB/WAR.
Making it one way, and giving alternative suggestions are two different things. Some are complaining 'Think outside of the box' so there it is, thinking outside of the box. Thinking of minor alternative tweaks to give the job something else other than simple tack on of self sustain. What few options drk has for assisting the party is made moot and heavily overshadowed, so yes thinking of something that could be just as strong does come out, but that doesn't mean it or content can't be tuned to keep it from being extremely over powered.
I made a list of some changes they could do for DRK:
Not too aggressive changes:
1) Make TBN work like Tengentsu (SAM shield + regen): It procs when hit and also you could add a regen when you're hit while keeping the shield till it breaks or expires. Another option would be keeping TBN as it is but make the shield a 15% of total HP or extend the duration from 7s to 10s/12s or a time that gives a reasonable window for it to break. My favorite gimmick of the job is using this shield to gain more damage during my burst window: it feels rewarding when you take the time to optimize it, using it on healers or yourself (if MT or getting busted) but I have had issues of it breaking during Savage (M1S duo stacks for example)
2) Dark Mind shines when enemies have magical auto-attacks or busters but sucks when they don't. Make both Dark Mind and Dark Missionary mitigate a 10% of physical damage. Also put Dark Missionary at lvl 68, we need it for UWU and UCoB.
3) Bring back weaving to the job. A lot of people who mains the job loves weaving a ton of abilities during our burst. You made our odd minutes extremely boring. You can bring MP generation back (+2 more Blood Weapon stacks), separate Abyssal Drain cooldown from Carve and Spit or make both have 2 stacks and both have a heal effect.
4) Bring Blood gauge management back: We want to weave and manage our gauge, it made the job fun, if new people find it hard then they have 3 other tanks to try we don't want jobs difficulty and fun be reduced just because you want everyone pick it fast and not invest time in learning.
Aggressive change: These are different options we could have for DRK to have more identity and also bring back HW abilities that people seemed to love
1) Add a second combo or a new GCD to DRK. Hard Slash -> Syphon Strike -> Power Slash: buff Souleater (a la Ninja)
2) Add a DoT GCD we apply to our enemy: Scourge.
Buff drk to war level sustain ...vampiric heals would be on theme.. Fix skills, they are a bit of a mess...then get rid of healers.
I think you must mean 4.3
DRK was shafted so hard in Shadowbringers (and Endwalker too) to where it got one patch with adjustments (5.1 and a bug fix in 5.55 in Shadowbringers and 6.1 with Endwalker) and literally nothing for the rest of the expansion.
DRK is a testament of suffering and getting shafted and ignored at this point.
This job deserves better.