I'd like both of those to happen, make Passenger an AOE version of old Reprisal.
I don't think they'll do Sole Survivor's PVP debuff though since it would pretty much guarantee PLD would get the sack again.
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Make Sole Survivor give 10% damage down for its duration(stacks with reprisal) and cut DP mp cost in half or to zero(depending on if it Yoshi p wants it used in ST or not). That would also make SS double as a light CD for single target which would help mitigate for the DRK and/or the whole raid if raid wide damage.
Yes, and i've said it before and i'll say it again. Taking so much away from Dark Knight and then having the entire class so heavily revolve around TBN, which you then only get at absolute max level, was and still is probably the most horrible design decision I have seen in Stormblood.
Actually, it all depends on how you pull. Pulling wall to wall means most of the time you're up against the fatter chunk of a dungeon where using IR is viable to keep yourself alive. Smaller sections of mobs are laughable. Especially if you consider how much easier it is to heal a WAR. That being said. DRK does better keeping aggro because of Abyssal Drain. The ranged aspect helps a ton. VS Steel Cyclone that needs to be positioned. The pros and cons for both are clear though. The thing is, WAR has a toolkit better suited for long drawn out fights, whilst DRK is better for quick engagements. WAR will be spamming steel cyclone, upping defense with IB, dropping storm's paths for more Beast Gauge. A WAR can live for a long while. DRK will pop off an AD, jump in, more AD, build Blood Gauge. They then drop grit and start tearing into things as long as their cooldowns last. WAR has a slower build up for it's gauge and a big pay off in the form of def boosts and regen. DRK can blow through resources faster because if they don't their limited defensive cooldowns will run out.
The problem is the class revolves so much around lvl 70.
All content lvl 69 and below with a DRK is a pain due to the class being a broken shell. The defensive utility outside of TBN is almost non existent.
They need to Balance Shadow Wall with sentinel, bring back dark dance to add mitigation. Add a damage down affect to Dark Passenger.
However honestly I dont think DRK pre-lvl 70 will get addressed, nor do I think we are going to see big changes in 4.3 unless this raid tier truly excludes all DRKs to where the number of tank roles playing DRK drops under 15%
I'm in love with WAR. I have been since it became my main. My biggest gripe with WAR in 4.1 is how tight the preparation was and how it blotched over one mistake. I'm a very loud advocate of the removal of raid wide buff system which favors some classes over others but I feel that will be a never ending battle. I'm rather happy that we have a standalone window that only aligns properly with MNK.
Being an older player, my reflexes aren't so great anymore that I can hit all the old necessary combos to align WAR DPS with the moon and the stars, so this is fairly welcomed.
With that said, I really want them to rework DRK so that other players devoted to their classes can enjoy a better play experience. I'm really saddened for DRK players.