Basically, whatever puts us in line with whoever is in second place. I don't want to be the highest damage tank, I just want to be in range of them.
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Basically, whatever puts us in line with whoever is in second place. I don't want to be the highest damage tank, I just want to be in range of them.
I could not agree more Lyth and I just want to expand on some of these thoughts because I feel my OP wasn't particularly clear on some things.
Cannot point out enough Blood Weapon is a great way to adjust us in two respects. At a 30 second recast this gives us alittle more oGCD weave and generates just a tad more potency. Along with fixing the 10 seconds timing issue this should set us up to be in a much stronger spot. Even then I have a feeling we will need a slight bump and Bloodspiller mana generation is a great place to accomplish this and recapture some of the blood into mana and mana into blood gameplay.
Alternatively if we are being balanced based on how defensive we are, the balancing team should recognize that Living Dead is at least as bad for team resources as TBN is good. On that note, Dark Knight is still hurting in the fluff mitigation department and TBN is not well suited for this. This means that in boss fights and raids if we are expected to main tank we are going to be less able to deal with auto attack damage than our counterparts who have risk free mitigations they can spam to take care of the fluff as well as having more powerful oGCD self heals to deal with said flugg damage.
Once again we see this risk with no reward design. Both Gun Breaker and Dark Knight are put into this situation in which they are liabilities if we get a physical turn like e4 looks to be. If I remember correctly, most magical aoes are in a one and done form. In order for the % based mitigation to come close to the mitigation provided by shields we need to see a magical aoe which is spammed and hits hard enough that it will require healing for the majority of players hp. The only recent example that comes to mind is o10s for the shared ahk morn, but I don't think this came close to hitting dps or healers for nearly all their hp. Even if we do start seeing aoes that hit for the damage of say o12s repeatedly, will it be frequent enough to outweigh the risks and lowered mitigation on other turns? If we are going to be pigeonholed into mitigating only one type of damage for a party, shouldn't we bring something to the table? Personally I would like that thing to be dps.
Let's look at Utility.
PLD has Cover, allowing it to take all damage another party member will get for the next 12s. It has Divine Veil, which gives a 10% max HP shield to all party members within 15 yalms of you when you're healed. It has Clemency, a 1200 potency heal it can use on anybody. It has Intervention, allowing it to reduce damage of a party member by 10% or more depending on whether or not you have Rampart/Sentinel up. Finally, it has Passage of Arms, giving themselves a guaranteed block while it's up and everybody behind them gets a 15% damage reduction. That's 5 utility skills, and it's currently doing the most damage.
GNB has Aurora, a HoT regen it can throw on anybody. It has Heart of Light, a 10% magic damage reduction to the party. It has Heart of Stone, reducing damage taken by 15% for whoever you throw it on. That's 3 utility skills, and is the 2nd highest DPS.
DRK has The Blackest Night, which puts on a 25% max HP shield on whoever it's thrown on. It has Dark Missionary, which is a 10% magic damage reduction for the party. That's only 2 utility skills, and so this one should be looked at for doing more damage because it doesn't have much utility at all, and is the 3rd place damage.
WAR has Shake It Off, a 12% max HP shield for the party that can be buffed up to 18% if you have Thrill of Battle, Vengeance, and Raw Intuition up when you use it. It has Nascent Flash, which reduces damage of target party member by 10% and heals them for half of the damage you take while it's up. That's 2 utility skills, it's currently the LOWEST DPS of the tanks, and is definitely in need of a damage buff.
You see the problem? Tanks with more utility are doing more damage than tanks that have barely any utility. That's backwards logic, and so DPS changes are needed for the tanks. Though rather than nerf PLD and GNB damage, I'd prefer if they just buffed DRK and WAR damage. Though in terms of where the placing of DRK and WAR damage should be when compared to each other, I'd prefer if they were equal or really close to each other. But let's be honest, DRK should probably be the top damage since Dark Missionary is heavily situational due to it being only magic damage reduction, meaning some fights like E4 it's completely useless in (I'm fairly certain all the damage in that fight is physical).
I actually don't think he was wondering why you think the order of tank dps was wrong, I think he just means why does Warrior have to be top dps here? I think you kinda came to the opposite conclusion as well in this post ending with either really close or dark knight higher since dark missionary is more situational and nascent flash may not mitigate as much as TBN but it can restore a huge amount of HP.
On that note I would like to see Nascent flash buffed to heal the warrior and target for the same or nearly the same amount of HP.
Pretty much, I think the automatic assumption that WAR should be top DPS tank could do with reevaluating.
It made sense back in HW, and to a degree in SB, but is it still fully the case now? We all positive we're not just calling for it because that's the way it has always been?
WAR his a burst job so it should be at best middle of the pack on paper but able to pull ahead in non-full uptime fights unlike SB where the job had biggest dps on both.
Not having Dark Passenger at level 40 feels really bad especially when leveling and you get a level 40-50 dungeon...
I've been doing a tremendous amount of experimenting with the various tanks at all tiers of play; different level brackets (via level sync), all raid content (current and former), every trial at all available levels, etc. My results, while not entirely surprising to me, do leave me to wonder if it isn't intentional on some level. DRK got one or two tiers in Heavensward where it got to be good, and it's ranged from mediocre to outright inferior in virtually all other circumstances.
Needing to sacrifice DPS for increased mitigation (looking at you, TBN) is problematic to say the least, especially with the heavy focus on damage output tanks are expected to maintain throughout their careers. This is worsened by DRK's seeming complete lack of utility outside of an option that blows an unreasonable amount of MP (again, TBN) and Dark Missionary. Granted, Dark Missionary is pretty good, but Gunbreaker gets the same cooldown significantly earlier. These issues - lack of utility, need to sacrifice damage for mitigation, slow gameplay, overall mediocre defenses, and generally poor DPS compared to the other tanks - make DRK a generally poor choice in all tiers of content. While viable, playing it is a disservice to your team when you could be bringing much more to the table as a GNB or PLD--or WAR, for that matter.
tl;dr: DRK doesn't do anywhere near enough damage to justify its lack of utility and average defensive ability.
My 1st personal most hated ability;
Living Shadow, it's basically pet that does it's own thing with each hit being 400 and it has it's own rotation(yes the it's Abyssal Drain, Quietus, and Flood of Shadow do work as AoEs) which leads into my 2nd personal most hated ability;
Delirium, MP regen on it sucks for single target if using Bloodspiller but okay if using Quietus in single target, which leads into my 3rd personal most hated ability;
Blood Weapon, it just feels bad to use since all it does is barely give you MP back and is used for Living Shadow.
Now for the personal "meh" abilities; Edge/Flood of Darkness/Shadow, on paper these okay skills but because Darkside is now tied to these skills, it's very "meh" honestly, Bloodspiller and Quietus were nice in Stormblood but have outlived their novelty and are just Fell Cleave/Decimate clones basically, Carve and Spit animation is way too long for it too be oGCD but it looks so cool and I do wish it's potency was at least 200 higher...
And now my suggestions on how to fix DRK in 5.2-5.3 if DRK doesn't get anything for 5.1;
Shadowskin is put back into the game for DRK at level 4, but only provides a 10% HP shield and is GCD, which upgrades into The Blackest Night at level 70 .
Blood Weapon is obtained at level 18, and at level 35 they get Blood Price as a trait which restores HP on hit for Blood weapon and creates a barrier which nullifies damage equaling HP restored for both Blood Weapon and Souleater.
Edge/Flood of Darkness remain as they are but Darkside is its own separate button again and you also get Edge/Flood of Shadow at the same level along with Quietus, Abyssal Drain, Bloodspiller, and Carve and Spit, although Edge/Flood of Darkness becomes Shadow when you have 50 blood gauge and you can use Bloodspiller/Quietus if you used Edge/Flood of Shadow, and can only use Carve and Spit/Abyssal Drain if you used Bloodspiller/Quietus.
Dark Arts is its own separate button again but sits on a 60 second cooldown which for 10 seconds boosts the potency of all weaponskills/spells by 140, which then upgrades into Delirium, increasing the duration to 20 seconds and removing Blood gauge costs during those 20 seconds, which upgrades into Living Shadow(can still have the pet thing) and changes the potency increase from 140 to 400 and increases duration to 25 seconds.
Living Dead gets the trait Sole Survivor, where if Living Dead fades naturally or "Walking Dead" condition that requires 100% HP to be fully restored fulfilled, it applies "Another Victim" status which prevents you HP from dropping below 1HP for 15 seconds and fully restores HP once it fades(recast timer will need to be bumped to 420 seconds for this to be balanced).
And Dark Passenger is brought back as level 40 ability.
EDIT: Reviving this thread because I believe that there is a better way to fix DRK as well as address a compromise to certain skills that I have disdain for(I hope I'm using the word "disdain" right).
For clarification see the following threads:
http://forum.square-enix.com/ffxiv/t...oing-to-be-fun...
http://forum.square-enix.com/ffxiv/t...llow-up-thread
Just picked DRK up since the expansion so I’m still only 70, but looking at the skill list nothing much actually changes other than potencies, another charge on plunge and getting living shadow which is essentially just another cooldown.
And I have to say it feels awful.
Edge of shadow is just brain dead, dark arts wasn’t great but this isn’t better.
Nothing feels like it restores enough mp. Particularly in AoE where we used to be able to blood price and quietus for huge amounts of mp, now we get 500mp from 1 target in the entire pack...
There’s really nothing else outside of that. All we do is spam souleater. Extremely boring.
And of course mitigation is still the worst of all the tanks because of living dead, dark mind and the blackest night.
I feel like DRK could really do with a mechanic it has to maintain. Something like greased lightning or blood of the dragon. I think it would be a lot more interesting if they made blood weapon into a mechanic like that, make DRK into the MNK of tanks, give it back the haste buff and make it so the DRK has to do something to stop it falling off, like a second combo finisher maybe? (hard slash > syphon strike > scourge?). The long cooldown and short duration on current blood weapon makes it feel really weak when an mp drain feels like it should be a central mechanic to a job dedicated to spending mp.
Another thing I feel could be changed would be just fusing salted earth into abyssal drain. 60sec cooldown 200 potency drain that leaves a puddle of salted earth that drains another 200 potency for 15 seconds (total drain 1200). Make the hp drain only effect 1 target like current blood weapon so it basically lines up with the other tank’s heals.
Mitigation needs an overhaul, cooldowns should only benefit you, not punish you. Especially when half the time it’s out of your control if you get punished (Living dead healing requirement that you can’t heal yourself).
It could probably use more changes but I feel if they did something along those lines it would at least feel less mind numbing to play.
oh another drk topic
the job is fine.
if you don't like the way it works play a different tank
also i see lot's of "wrong" opinions cause they are based on wrong information. please understand the class first before you judge it.
with that out of the way: yes, even i wouldn't mind a change of living dead
They did that in SB when they forced a bunch of HW DRKs off the class due to DA spam, the loss of its identity, skills, and combos, and clunkiness. They've brought it back to a smooth feel. All we need is a few QoL changes and one skill change (Delirium), and we're perfect.
at least in SB DRK keep most of his original mechanics, i granted for some SE take the resource management to a bit extreme and make a poor choice making dark passenger a non viable option to spend MP single target but the job was more close to HW that this WAR-SAM frankestein.
i will argue DRK need at minimun blood weapon and delirium changes to recover some identy and become for say something much better.
Delirium being similar to a warrior ability is just a continuation of what was started in SB though, in SB dark was given a blood guage, with a single target high potency attack on the gcd and an AoE attack on the gcd to use with the guage. Sounds pretty similar to another job doesn't it? TBN was just the equivelent to IB or sheltron.
Much of what I enjoyed in HW was already removed in SB and was replaced with mechanically inferior versions (like DA and MP management) if retained at all, and most of the new stuff it gained was already making it similar to certain other jobs. I may not like the direction SE chose to take DRK, but I would have to agree with RyuDragnier, the ShB iteration feels better than SB DRK.
They should change delirium, from giving infinite blood gauge to infinite mp for 10 seconds, that would be more appealing. Or at least make the bloodspiller and quietus generate 600 mp.
This skill feels so much not needed in drk kit, it practically doesnt give a lot.
playing a different tank is the only thing you should do to show SE your dislike. they run statistics on everything. and if the overall number of tank players stays consistent while the number of drk players goes down SE will know something is off and might actually do something.
and no they don't have to improve the job when it is fine. always keep in mind those that are satisfied now will probably not be happy after changes and take your spot on the forums while you think drk is fine.
im already playing GNB bcs all of this but i don't want to play GNB i wanna play DRK no a WAR copy, you argument have zero logic since this is similar to BRD on HW when all his gameplay become casting his attacks, ppl still play the job and ppl complaing that wasn't what they want despite the job doing his job properly, this is not a question if the job can or can't archive the performance they are supose to do, is about how they do this performance, and despite we ask to SE to take a aproach to HW version of the job you know the original to make everyone happy and enjoy all the job we love they just do whatever they want and now the DRK comunity is more fragmented that it was in SB bcs his stupid and braindead gameplay desing.
other thing just playing another job don't do anything bcs that can mean i just like GNB or whatever other job more and thats all, if you are disgusted with something you havge to complaing and be loud about it, DRK need a change and stop SE for making the tanks all the same.
more mp and shorter cooldowns on salted earth/abyssal drain/carve and spit please, i can deal with a one combo class if i can weave things between the combo. new machinist is a pretty extreme example of how a class with a single combo can be fun if given enough things to do outside that combo. dark knight could take some hints from it, but obviously without machinist's extremely high apm.
After getting more time in with DRK, there's only a few things I need and I'm good. Make Abyssal 30 seconds and 2 charges so it kinda matches up to Equilibrium in single target, make Salted Earth not suck (however you want to do this lol), TBN increase to 10 seconds to make it break on trash a bit more reliably and a tiny bit more potency.
They don't feel like a WAR at all despite the unga window with Delirium, I'm leveling my WAR now and that is not a thing. People need to stop thinking this is a thing.
i yesterday end leveling WAR to lvl 80 and i highly dissagre, GCD pace of both jobs it's almost the same while DRK have a feeling of being 1 or 2 expansions behind thanks to the lack of a second combo compared to his counterparts, the biggest diferences betwen WAR and DRK are infuriate mechanic that bring WAR some nice divertity on his GCD manipulation while DRK is stuck in a eternal 1-2-3 ocasional 4 for all eternity and since the edge and MP resource generation no longer play a proper role right now in his personal mechanics due taking a dam eternity gathering resources all the focus of the job ends at the 1-2-3-o4 with feels like a basic HW WAR rotation when they spend all day spaming eye with the ocasional fell cleave until unga bunga with in my personal opinion is pretty lame when the job use to be a lot of fun specially on HW.
My biggest complaint about DRK, aside from the obvious "This isn't the fast and speedy DRK I loved," is it plays similar to WAR but in a much more fastidious kind of way. Simply put, there's so much more to keep track of on DRK than there is on WAR. I personally feel a little overwhelmed by having to keep track of my gauge, one of several cooldowns becoming available, along with all of DRK's little quirks.
Sure, defensively DRK has its own unique flavor and reasons to use, but offensively i just keep thinking about how much less of a pain it'd be to execute if I was on WAR.
Why would TBN need even that? You'd need to take what would have been 118% of your max HP over HoS's duration for HoS to actually absorb as much damage as a TBN, despite TBN being on a cooldown only 60% as long. And, they're both free, unless you use TBN stupidly. TBN is absurdly powerful right now, with its only real issue being one of scaling -- eventually no longer being able to pop it when badly overgearing dungeons because it just absorbs so damn much. It, should, by all rights, be reduced towards more like 15% HP on nearer a 25-second cooldown if we're looking for parity...
Don't get me wrong, I think TBN needs its 15s CD; it keeps it way more engaging to absorb the skills between the skills others can absorb with their 25s skills. But, I wouldn't be sad to see it be cut down to 20% HP or even 15%.
And, in the meanwhile, just looking forward to Living Dead being made more intuitive, a Dark Mind adjustment, Abyssal Drain doing far more at low target counts without losing its AoE scaling, self-healing perhaps getting moved to Bloodspiller (and more significantly) for ease of timing, and --above all-- not arbitrarily having certain tankbusters snapshot our mitigation sooner than others (so that if TBN at .7 seconds or so (+ ping) before cast-finish works on one skill, it works on all others, too).
Depressing to see mention of warrior in dev's live letter and nothing on DRK. *sigh*
don't worry this isn't new for DRK.
I mean it odvious you all have reservations about jobs but it always the same people complianing.... And just to be honest most of the player base of FFXIV don't use the forums. If they arnt addressing you concerns maybe it because your not on a loud enough source. Look at WAR is stormblood xeno made a huge complaint about the job and many YouTube streamers made the same comolaint. Square acted quick and fixed the issue. DRK had the same treatment in stormblood when guys like Mr happy said the job was seriously lacking and later square said the job needs a rework. Now fast forward to now if you go on Reddit and YouTube Many streamers and players agree the tanks are very balanced and many like DRK ( I happen to as well) all I'm saying is this if you want a change and been complaint for years and no change then maybe your complaining on the wrong mic
don't want to sound rude but is the same ppl complaing about the ppl that don't like the current version of the job too, if you consider the forums pretty much useless despite they are made as a direct link to the devs then you are waisting your time here.
and the forums actually works, all the feedback given here has been used to improve the game, feedback that you don't see on reddit, it's for some reason the Devs love to complety ignore DRK.
We literally had a topic in the forum to ask questions for that Live Letter.
And the topic was used, because this question about highlighting skills not on your hotbar has been answered. Because it's such an important matter than it got picked above every question regarding Dark Knight.
My only feedback currently is, why does DRK not get any fun buttons until level 60+? Paladins get their Oath Gauge, Warriors get their Beast Gauge, and Gunbreakers get their Dust Gauge at level 35/30, but DRK literally doesn't get their AOE combo until level 72. What gives?
I suppose a better way to put it is, why is there such a large disparity at when specific skills are obtained for DRK in comparison to the other 3 jobs?
Probably, delirium. Actually, this time around made the least sense. But it is sort of disheartening that DRK has to start all over at the previous max level. Placing of skills, and not wanting to really backtrack is my best guess. Or lack of really any additional abilities(just traits, in this case). I get the pruning, but that leaves holes where the kit was semi complete. Last reason, maybe its a deterant, you know, to bore the player base from wanting to even max level, or play the job.
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General to previous posts:
Still amazed about the LL, but not too surprised. After a couple good DRK questions in that one thread, then there was a reply in the thread "pls dont ask about job changes till later time" - pretty much summed how it was going to go for me. Still profoundly interested why that question was asked about skills that arent put on the hotbar, but eh it was an easy one to answer so I get why they picked it. Speaking about the mic issue, I'm pretty sure at least one of the "celebs" have mentioned, at least Living Dead, so yeah even they have at least spoken up on at least one of the issues of DRK, so that "give up on the forums cause they only listen to these 2 people" argument is pretty much moot.
Come to think of it, level sync on DRK might be the most unfun thing in the game to date. The fun gets sucked right out. Pretty much ensures that I'll be doing everything except for current raids, expert roulettes, and trial roulettes as Gunbreaker regardless of which one I am officially "maining". *cough both cough*