If they made Dark Mind both physical and magic resistance, plus art arts making it party wide, I would be happy with DRK. Making Dark Passenger useful would be nice as well.
People make out DRK to be far worse than it is.
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If they made Dark Mind both physical and magic resistance, plus art arts making it party wide, I would be happy with DRK. Making Dark Passenger useful would be nice as well.
People make out DRK to be far worse than it is.
is the lack of mitigation making drk not a viable class to play in savage? Or is it just its slightly worse than comparable abilities? Or, is it just that the mitigation it has tends to result in minor dps losses, and people want more OGCDS not because the mitigation is bad, but because they want higher dps overall?
It usually boils down to increased dps, more than serious qol issues. and its not because drk has very low dps, its just lower than the others. And usually, when you get that kind of mincing over minor differences, its fflogs and the whole "focus on raw numbers." If it were anything more, we'd be seeing jobs being kicked for being nonviable, or there's be no disagreement like in HW launch AST or MCH. I mean, I don;t think people even kick jobs in speedruns or farm parties; the balance isn't THAT off to do so even there. It's almost pure number crunching and potential theorycraft
Because Shadow Wall takes 400 years to be ready again.
This is a good way of thinking about it, and I do feel every job in every role sits in this level of comparison now.
What we and the devs want, is for every job to be consumable by players of any taste and skill, and for ever job to be viable in all content. We have that. Quite a few buffs here are just QoL improvements. (I.E., the Excog and Benison changes.)
The only exception being something as obscure as PotD solo runs. Only RDMs can get to those final floors, but we also wanted RDMs to be the jack of all trades job when implemented, and that's what it is.
Okay, let's just run with your example for a moment. Let's say all tanks start at 25/50 points and say each 100 DPS past the lowest count is worth 5, as well as every significant Job-specific skill to mitigate party-wide damage. Improvements on the weakest single target mitigation abilities available are worth 3 points.
Let's start with WAR, just because they have the least unique abilities. Vengeance is a flat upgrade to Shadow Wall, bringing them to 28. They deal 200 more DPS than the lowest tank on average (DRK), so there's 38. They have Inner Beast, which is about equal with Sheltron since it has benefits that Sheltron does not, so nothing there. Shake It Off is great, so there's 43. And then they have their HP abilties, Thrill of Battle and their tanking stance, Defiance; both of these abilities are incredibly powerful and undervalued and together they place WAR at 49. So WAR would be average, right where they need to be.
Next is PLD, they do 100 more DPS than DRK, so they're at 30 from the start. They have both Divine Veil and Passage of Arms, adding another 10 to make 40. Then they have Sentinel, which is again, an upgrade over Shadow Wall, so there's 43. Sheltron is actually a bit weaker than the TBN due to how damage is calculated, so no points gained there. They do have Bulwark however, which while unreliable, covers more damage and for a longer duration and lower cost than Dark Mind, so there's 46. Then we bring in Cover and Intervention, I'll consider these a package deal, bringing them to 49 as well. PLD is like WAR. They're just about perfect, they have their niche, they do less damage than WAR, but make up for it with their incredible toolkit.
Now onto DRK, ready to see some suffering? DRK does the least damage of their peers, they're not even tied with PLD, keeping them at 25. Shadow Wall is the weakest heavy mitigation ability, still at 25. Dark Mind is weaker than Bulwark over all, but it has its moments, so we'll be generous and say it's worth points, up to 28. TBN is powerful, but it's not useful for party mitigation, since its limited to a single target, up to 31. And... we're done. That's it. 31/50 points for DRK. They have no niche outside of Dark Mind, but that ability is situational and to get the most from it requires investing a lot of resources that could have been used for offense. This isn't about FFlogs. I just used damage as a margin of comparison because it is so highly valued by both the developers and the playerbase.
So please, don't assume this is a cut and dry issue, this is a core problem, a third or more of the tanks in this game are vastly under prepared for most situations and the only reason you see DRKs like myself clearing content is because we know what we're doing really well. I've done fights on PLD, I do a lot better on PLD. And not just because PLD is easier or I'm more comfortable on it, it's because PLD is better in every single category.
And the worst part about this all is? DRK has always been this way. They had another of your 10 points in Heavenward through Reprisal and Delirium. But that's gone now. DRK hasn't changed for the better, it's gotten worse.
Uh... do you know what that word actually means? Even if Warrior's DPS turned out exactly the same, I wouldn't be a hypocrite. ;)
As for SE doing testing. Considering how many times they've had to adjust Ninja because players found a better rotation. I have my doubts.
It cleared Ultimate because the rapid-fire machine volley thrown at you are virtually allow magic based. This allowed DRK to spam Dark Mind and TBN. If we ever get a primarily physical based Ultimate, Dark Knight dies.
And perhaps people are making a big deal because the devs did absolutely nothing yet have changed WAR three times now. It shouldn't take almost a year for something as simple as making Dark Passenger useful and Shadow Wall not objectively the worst "big" CD.
but you are comparing this to other classes, when it should be on whether or not the job clears content.
Like say overall the jobs abilities rank it 10, which means no one picks it for anything. at 20, no one does level 70 stuff with it. at 30, no one does ex trials or easier savage, and at 40 hard savage or farm runs it gets kicked. Would you argue that due to its abiltiies, DRK falls on that spectrum?
I mean, you really need to get into optimization before these become any real issue, and content that would reflect those disparities would probably be so hard that no one could really do it nayways.
Ultimate is content so hard that barely 2k people or so have cleared it in NA. It shouldn't be used as any balance example pro or con, any more than RDM clearing floor 200 in POTD means we need to rebalance jobs too.Quote:
It cleared Ultimate because the rapid-fire machine volley thrown at you are virtually allow magic based. This allowed DRK to spam Dark Mind and TBN. If we ever get a primarily physical based Ultimate, Dark Knight dies.
Applying this logic no job balances have been necessary since 4.05. Please roll everything back.
The problem with HW paladin was that it didn't bring the dps, half its mitigation kit was garbage in magical fights, and half its utility didn't work in magical fights. On things that you would grade HW paladin on it came out to be the worst in all three areas.
Are things "HW paladin" bad with dark? No, Dark is very capable of making it through current content. Is there an area that Dark Knight is excelling so that there is a strategic reason for bringing a dark knight? Most people think the answer to this is no. That is the issue many have, its a repeat of HW paladin, not as dramatic, but still existing. We thought this lesson was learned pre stormblood when tank balance issues were going to be the fore front of importance, at which point the devs repeated their HW mistakes.
What would make these things better? Probably an open beta where players can trial changes and give feedback on skills well in advance of expansions. People noticed many of the current concerns with the jobs near immediately once the tooltip information was released.
However, and this is just my two cents, part of the reason warrior is so popular is that the development team seems to take real time and effort to change the class and fix things quickly as issues arise.
Stormblood Warrior has had: costs and penalties removed from abilities, buffs to its combo potency, new effects added to abilities like steel cyclone, and complete reworks of 3 skills and a trait to go along with it. This is a good thing, they probably needed some of that and it was fixed within half a year.
Heavensward paladin needed at least a change to blocking and a change to cover to give them some reasonable sense of utility in Heavensward. They waited 2 years for the change. Why?
Stormblood Dark Knight has been trying to get the cost on dark passenger reduced to a reasonable level for 6 months so its potency matches the mana cost, this has been met with absolute silence. Why?
Why does it seem like only one class is being heard in these discussions even for the most reasonable of changes? I saw in another thread that Yoshi P doesn't understand why more people are playing warrior than dark knight. My question is, when you show so much care to one class but not the other why wouldn't people pick it?
In that case, they should never touch the jobs again. Everything can clear.
There is a stark difference between viability and balance. If certain jobs are superior to their counterparts people will be naturally inclined to favour those jobs, albeit with some exceptions (Machinist). Can Dark Knight clear Savage? Absolutely. It still has a harder time doing it while equally benefiting the group less. Now in more casual oriented groups, they aren't going to care. The higher up the totem pole you climb the more likely you'll come across people who value more than simply clearing. For myself, I use FFlogs as a silly little "achievement" system no different than PS4 Trophies. I reach say, 70, then try to best myself each week. That keeps Savage interesting for me (key word: me). Without it, I would simply get the gear I want and move on to something else. Granted, with Ultimate, I'll likely do that regardless.
I suppose the simple question to ask is: Why should Dark Knight mains just accept their job has inferior utility, DPS and mitigation tools? Should Samurai mains also enjoy the fact they offer absolutely nothing to their group and will soon be out-dpsed by Monk? People like to feel their job of choice contributes on a close enough playing field.
On a rare occasion, we agree. Hence why I find "but it cleared Ultimate!!" little more than a cop out.Quote:
Ultimate is content so hard that barely 2k people or so have cleared it in NA. It shouldn't be used as any balance example pro or con, any more than RDM clearing floor 200 in POTD means we need to rebalance jobs too.
Eh. I've thought for a long time now that the development team has no clue what they want to do with tanks. From the vit/str change in midas, to back to str now, to questionable design decisions regarding magic vs physical damage in alexander, to complete re-hashes now? I stopped expecting anything.
This has largely been a lot of my own personal frustration but also something I've noticed regarding the player base, even from players. Warriors are incredibly popular so they get focus, whether good or bad, and so the development team will make changes. As a result we seem to have weird popularity contests, especially when applied with forum aggression to see any form of understanding, let alone the changes. We can even remember earlier at the start of Stormblood with the healer issues to see that vocal outrage precedes discourse for proper balance (not to say that it wasn't valid, simply it took precedent over all other discussions). When you acknowledge the many tank forum threads largely ignored by the development team you really have to ask: Why?
I'm confused about why SE is making the changes they do with tanks. They say they want to simplify the job and also reduced skill bloat but PLD still has a tonne of skills, sure you don't use all of them all the time but unlike warrior and dark knight there are no skills there that HAVE to be used in one stance or under a certain buff.
Warrior gets their stance specific skills auto swapping on their bar with stance changes, but dark knight doesn't. Warrior has just had even more skills squashed together. There seem to be some fairly quick QoL fixes they could make for dark knight but they just don't. It's hard to know whether SE expects tanks to be in tank stance to tank or if they are happy to have healers pushed to the max, healing tanks in dps stance or if they want stance dancing - remember they removed it for healers - they say they want to lift the skill floor but dark knight still seems tough to play verses the ease of PLD and WAR. Yet it's WAR that's getting sweeping changes.
Drk is a mess this reason why never done one job quest to it past lvl 60 one and not leveled it any past 60.
If there's anything good about DRK this expansion, the story is it. The Job oozes just the right level of edginess and seriousness to make the WoL look like the "one person army" we are, and the DRK story itself just... it's [redacted] perfect. You owe it to yourself if you liked the level 50 quest to do the new quests.
analogy incoming
Let's imagine we are all playing a side scroller, and there are four characters. They each have some differences, mostly tailored for different types of players. Like one is slightly slower but takes less damage, one is faster and takes more, one is taller, etc.
Now while they are different, you can beat the game with any of them if you try. If you work a bit at it, you can even beat the optional harder new game + after you beat the game once. People may like or prefer one over the other, but none are really too weak or too strong.
Now imagine people get bored with the game after beating it, and decide to speedrun it as fast as possible. Those little subtle differences suddenly matter a lot more to them. The faster character is better for them because speed is better than extra health, since you aren't going to get hit much anyways. The taller character can take shortcuts, which didn't matter as much when you played the game, but shave precious seconds off your time when speed running. The fourth character doesn't have any real utility for speed runs at all; he's all around average. Suddenly, you have a meta for speed running, since the only thing that matters is one aspect of the game; how fast you can beat it.
Would you think its ok for the dev to constantly listen to those speed runners and try to near perfectly balance every one of them for speed running? Even though the closer you get to it, the more impossible it is because the difference can be in a single second or less?
This is kind of like how people in FFXIV view some job changes. If you make a self-goal that really isn't designed explicitly in the game, and its above and beyond tuning the jobs to clear all the explicit content. you can't really call jobs that meet or fail this goal as unviable. The goal is far tighter and narrower than teh devs designed the game for, and balancing for that may be hard or impossible without destroying the ability of the jobs to be individual. You get to a point where you're tuning too tightly because the goal is too tight; in this case its a very strong parity that something like a nerf of 20-30 potency becomes a huge issue. The meta shifts from clearing the game on hard to something much harder to balance for.
I think there's only so much devs can do. Like people complain about red mages utility and damage, but the plus is red mage is a lot simpler job for players to play while still being potent enough to clear content. If you try to balance them around an ideal meta, you risk destroying this.
I think you misunderstand what people are asking for. At this point Dark Knights aren't complaining about meta. They are asking to have one of the unique abilities in your analogy. If we wanted speed running then yes, Dark Knight needs damage and thats it. People are asking for more mitigation, QoL, playstyle variations, or selfsustain, these things aren't really meta issues. The tank subforum is currently concerned with the incoming patch, but if you read closely enough many people are asking for dark knight to have more of an independent identity compared to warrior and paladin.
The sad fact is not every class can be meta, that is something that needs to be recognized of course. But we also need to recognize that Balance doesn't mean everyone is meta, its more like everyone brings unique attributes to a group, and that should be a developer priority.
I am just sitting here waiting for blood weapon to be usable in grit stance, that would be all i need on drk.
DRK has the least number of skills out of all the tanks and yet also has the lowest mitigation toolset.
Without TBN we are looking at major flaws in the job.
All content lvl69 and below are a DRK's worst nightmare due to 4.0 being completely balanced around the job being at lvl70.
You know the job is in a rough state when the Japanese forum is 100+ pages of DRK feedback in 1 thread and they dont even listen to them or their concerns for the job.
They should just give Dark Mind the Shake It Off treatment and align Shadow Wall with Vengence. Boom. Instant fix.
Except developers don't seem to use actual players to determine job ability stuff; they use mathematicians, and because they'll probably say "oh, the numbers for it seem just right for a stronger damage AE ability", I wouldn't expect them to change anything for it anytime soon.
What makes matters worse is that DRK as a tank is still more or less functional. Just because it can't perform at a "meta" level doesn't mean it's completely nonviable, and devs are going to use numbers to support that "oh, everything's fine" argument.
This reminds me of awful Rival Wings changes, that nobody asked for.
Developers is really out of touch with community, or maybe it's because of JP community.
(Afaik they only listen to JP community feedback, nobody translate for them from english/etc & they don't bother with that in general, unless it's a Fan Fest)
I'm okay with dark knight getting the paladin 3.0 treatment by the community. For 95% of content, it really isn't as bad as people make it out to be.
I wouldn't say healers got a lot of love in terms of balance...but the tank balance is so poor right now that even as a person who mains a healer I want SE to properly address that first.
Presently the gaps between the tanks are far larger than the gaps between the healers.
Wanted to give this a bump for visibility. I really do hope SE (finally) realizes that Dark Knight needs more mitigation tools, TBN on its own isn't enough. A more significant damage boost wouldn't go unnoticed but the lack of mitigation or straight up inferior versions of mitigation (hi Shadow Wall) should be addressed first.
I always thought that one of the things they should do is give you TBN pre-50 with a different name (to keep lore in the NA version consistent), functioning as TBN does without the 50 Blood bonus when it breaks. Make level 70 trait turn it into TBN with the 50 Blood when breaking. Basically, like they did with Berserk/Inner Release in 4.2.
They should also bring back Shadowskin and have it act as a physical Dark Mind, or make Dark Mind mitigate all damage types.
It wouldn't fix everything but it would be a start.
Only by 3.2 they fixed what PLD's were having issues with, which was their inability to keep up with WAR and DRK dps, by simply balancing vit to give damage, on top of boosting potency for abilities, lowering some TP costs which was a PLD issue, and reducing Clemency's cast time to make it usable. They also made PLD's stances not interrupt the combo line.
By 4.2 DRK gets to use Delirium a bit more often in longer fighters and gets more leeway on TBN. Meanwhile they'd rather buff WAR which was already a very well good tank.