DRK is perfect now. They should change Bloodspiller to something else during Delirium, though, as five consecutive roll animations look weird. Other than that, all good. You have GNB if you like the twitchy Dark Arts gameplay.
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DRK is perfect now. They should change Bloodspiller to something else during Delirium, though, as five consecutive roll animations look weird. Other than that, all good. You have GNB if you like the twitchy Dark Arts gameplay.
Oh we dont need to worry about GNB, come 6.0, I know which "new and interesting tank with different gameplay gimmick" is getting its bumper torn off and given to the other three, since drk is pretty much done at the chop shop like completely done, which is why we got inner delirium.
Not everyone will like the job they play and love get radically change to something that is nothing like before independent of how well works, what NIN say if mudras where removed and get a kinki based gameplay instead?, what will say DRGs if blood of dragoon mechanics and his combo become dumbed down and get a wildfire mechanic instead? Or BLM removing all his MP gameplay and becoming almost like RDM? That's what happen with DRK and it's normal a lot of ppl don't like it bcs they take zero effort on keep the job unique, as a 4 years old DRK veteran this is disheartening for me, if I wanna play as WAR I pick a axe.
Dark Knight does not need mitigation buffs. They don't need to buff Dark Mind. If they do, they will have to nerf The Blackest Night.
I don't want that. You don't want that. Really, you don't. (this is at the people proposing changes for dark mind, skimmed for the most part)
Their damage is fine, theres no real changes for them to have, because they're very tanky along side war, and have ways to mitigate damage or heal themselves. TBN and Abyssal Drain for Drk, Nascent "Im my own healer" Flash and normal CDs like Rampart or Vengeance for War.
What Drk and War have more in terms of mitigation tools, rather, more effective mitigation tools, they lose in damage. Drk and War are the weakest tanks, and are rather interchangeable in their damage. Gunbreaker and Paladin are the strongest tanks, with Gunbreaker being slightly ahead of Paladin, tmk.
Dark Knight doesn't need changes. Although I miss them being high APM to an extent, I don't want Stormblood high APM. I'd rather press EoS every 30s - 60s instead of press it every 10s like before. Just let it live and let die; the class is fine.
However, the only thing I think I'd change is Delirium. While Drk is not actually a "warrior clone", this skill sticks out like a sore thumb regardless. I would like it to feel more unique. As much as I love blood spiller, I don't love spamming it 5 times in a row, honestly.
But even then, I don't know where to start w/ Delirium getting changed, so.
My only major complaint with Dark Knight is Delirium being War-ified... Hate that change, it's not satisfying to do in the slightest... Press a button and spam the same move... Inner Release gets away with it because it becomes satisfying to have 100% Crit/Direct Hit rate, plus the animation is a hoot... Delirium lacks all of that flair...
Other than that, my only complain is pretty much universal across all tanks; There is a distinct lack of variety in skills. Warrior bucks the trend somewhat, but when Sentinel/Shadow Wall/Nebula are literally carbon copies? Intervene/Plunge/Rough Divide are literally carbon copies? That's a problem IMO. On the flip side, the Hallowed Ground skills just have variety for the sake of variety, with essentially no interesting flair added to justify the negative effects Living Dead/Superbolide incur. Give Gunbreaker something for dumping 99.9% of its HP. Give Dark Knight something while suffering Walking Dead (I'd actually slap the current Delirium effect on there, personally).
I mean, maybe delirium wouldnt be so bad if we had 1 or 2 more blood spenders? IDK.
Happy i still got my pounce... Though why did they have to give one to paladins <.<
Tanks aren't over geared atm... give it time, they will be less squishy. I think they are all in a decent place.
Personally I'd rather each tank bring its own flair to its selection of skills, and I'm really not sure how you can achieve that with invulnerability skills in a way that's massively different to what we already have... They could just make Hallowed Ground a Role Actions, but I want less homogenization of role skills, not more... The flavour Living Dead provides is actually appreciated, at least IMO, the issue is that it has a pretty hefty cost with... No real payoff... I'm sure many argue that it's low cooldown is the payoff for its negative effects, but I really don't think that's good enough...
Having some bonus effect while under Walking Dead would be a great "fix" IMO, one that provides additional HP via Drain effects would be an added boon to help offset the "Heal to 100%" requirement to dispel Walking Dead... The idea behind the skill is that you've just died, but you're giving 10 seconds worth of a last stand, so let me feel like I'm giving 10 seconds worth of a last stand... You're literally Walking Dead, you should hold absolutely nothing back in that scenario and just be spamming everything in a last desperate attempt to survive... I'd much rather have flavour like that in my "Get out of Death free" skill, than a measly copy of Hallowed Ground...
After seeing Superbolide I really don't want SE to scrap Living Dead, what we'd get in replacement would either be worse (reduce my HP to 1, then apply invulnerability? words fail me) or they'd just go the Role Action route and gut even more Job identity...
The only other idea I've had for Living Dead, is to have it interact with Living Shadow... Probably not a cooldown reset, but having old Fray take on Walking Dead for you if you happen to pop Living Shadow while under the effect of Walking Dead? Would be a neat little bit of flavour to the Job...
hey hey calm down, that can cause you get banned from the forum and you wont be able to support a DRK change, keep the forms and edit that, don't let you take you voice here.
I can see three problems here:
The first is that "wasting mana for DPS" is a disingenuous way of putting it, as tanks are expected to push the highest numbers possible while also performing their role's primary function. As a result of this, maintaining a strong offensive burn on your MP is rather integral to playing the job effectively. To conserve MP for use exclusively on TBN would be gimping yourself intentionally - a disservice to your entire group. The only thing you hang on to is that last 3,000 MP for use of TBN. Not more and not less.
The second problem I see here is the assumption that everyone asking for changes to DRK is an amateur. What about those that are highly skilled at the job and still consider its current design to be a problem? It isn't just the inexperienced that aren't satisfied with how it operates. Granted, TBN is pretty easy to use once you have your timing down, but that still doesn't change the fact that DRK is the only tank that has to choose between an offensive and defensive option. Worse still, TBN is going to become increasingly difficult to use correctly as gear improves. We're already at the point that some tankbusters won't even reliably break it.
The final problem is the rather inaccurate representation of the difference in standing between tanks. GNB and PLD are in effect tied; one brings more damage, the other a tad more durable. Both have strong group utility. DRK and WAR, meanwhile, aren't quite so much in parity as some would have us believe. FFlogs? Not wholly accurate. Most of the DRKs performing well on FFlogs are barely (or not at all) using TBN, instead burning all of their MP on offense. DRK has little in the way of group utility beyond Dark Missionary, which is straight up just a worse version of Gunbreaker's Heart of Light. Dark Mind is garbage.
I'm sorry you are right it actually already happened but god it infuriates me to see people spouting shit like "tank were never so perfectly balanced " which is not a lie but it's only purpose is to divert the attention over the point that is not a problem of numbers but abilities,gameplay
Its just the feeling you have when your tank turn activate TBN because you dont have to constantly heal him but it doesnt change the fact its only 7 second duration and 25% max hp which deplee in like 3-4 seconds with wall to wall pulls.
Warrior could heal himself for almost full HP with one use of the chaotic cyclone when he gets nascent flash and thrill of the battle and he could do that THREE times in the row giving it efficiency at around 250% hp within 6 seconds.
25% hp simply doesnt cut it, it disappears in an instant if you dont have CD on, if you do then you are left with 2 cooldowns left to use and pray for the matchmaking gods to give you competetive dpses otherwise its gg.
DRK is not that tanky comparing to other tank jobs.
I still prefer this to SB, if I'm gonna be honest. I miss HW Drk a lot. Best iteration still, to this day.
I can understand why people think they are similar though. And I see your point now for gcds; Bloodspiller is def similar to Fell Cleave, and always has been. 80% in gcd, agreed.
You can say it works like Shinten, but honestly, I don't think so. I know Darkside is a meme now, but obviously, you do care about keeping it up. It's easy, but EoS adds another layer of something to care about other than "I dont want capped mana."
Nothing to say about Bloodweapon, 'cause it's always been thay way since Stormblood, except slower now. I agree, old blood weapon was a lot more fun.
Living shadow is one and done, I get you. But even so, it is another period of burst damage coming from Drk. I feel like this will still separate War and Drk, because War has Nascent Chaos and Inner Release, and Drk has Delirium and Living Shadow. Functionally, only 1 of these burst mechanics work the the same.
And of course, there are more than just attack functions that work for core mechanics for tanks. One of Dark Knights core mechanics in mitigation is TBN, which is completely unique to them. Although, it is basically functionally a counter.
keep in mind for each min you generate around 4 edges on mp, is literaly imposible let darkside fade off since each edge give you 30s with the exception of bosses downtimes but you can reapply the buff quickly, i personally don't think about darkside on combat bcs of that saddly.
i mean im not going to discuss some ppl didn't like SB DRK, my biggest complaing is instead to ajust the rate of the MP and ajust the mechanics to make it more smooth and interesting with new mechanics they instead choose to remove everything and make DRK like this, i personally don't care the amount of damage a skill does like living shadow thats why for me at least living shadow is like a inteligent dot and nothing more bcs my mind doesn't care about what the skills does when i apply it if doesn't interact with anything, if living shadow copy you skills or interact with others to get extra effects or more damage i will give you a point of that, since is not living shadow is not diferent of carve and spit for me in terms of mechanical gameplay.
il agree, TBN is unique, but saddly is worse right now since the punishment is ridiculous compared to SB, the mitigation is incredible but i only need to survive the hit so im 50/50 around that.
in the end it's curious how each person percive a skill for example like living shadow, you consider it more unique and a point to have in mind for the damage and the burst with is ok but for me i care about more mechanical gameplay rather that numbers per see i just percive it like a oGCD more that don't adds nothing special ^^.
One way to get more attention to our issues it to upvote issues raised in Q and A for the developers. If you can use the quotes below to relink some questions important to dark knight and encourage those who support it to like or upvote the issue. The last time we posted on Reddit, the forums and other places we were able to upvote these issues to 300 to 500 likes and we did get a response. Thank you for reading.
See these:
Is fine how it is if your healer can't bother to use big heals to not let you die when its in all reality an O S...T button used to cheese a mechanic or not die in a bigger pull. Then maybe they shouldn't heal.
All this talk or Superbolide being better guess half of you who don't play GNB have never seen a server tick drop a GNB to the floor because its coded to drop hp to 1 then give invuln. And believe me its rare but has killed me.
Thats an entirely different issue from "working as intended" Ive died to HG animation lock, still nothing like LD. Speaking of server ticks, couldnt you pop a regen before activating Superbolide? DRK has no failsafe with LD at all in this regard, youre going to die, a slow and painful death if your healer has more to deal with than keep at your bedside those 10 seconds, like raising another healer, etc. Again, on paper LD looks amazing, in practice its a suicide button most of the time, requires a level of communication the game doesnt provide, and has no interface thats easilly discernable for healers)red "shield gauge indicating health needed to survive?") and the fact that it requires this stuff to make it work is only the beginning of its issues. Same for TBN actually. It looks delicious on paper, it isnt free, it costs 1/3 of your resources which, at best is dps neutral- refunding you the mp as a voucher to use another edge or flood, or is a complete dps loss if it doesnt pop(limiting its effective use outside of mt only, ). Its kind of an unfair CD even if it is quite good. No other tanks have to make that choice they just pop the cd, no dps loss risked. Again though, good on paper, bad in practice.
Edit: Probably even with regen the ticks wouldve cancelled out, so I was probably wrong there. But not about dying to HG animation lock, these invulns can be a gamble, as far as GNB is concerned though, that is an issue you guys need to address, meanwhile, we're gonna keep addressing LD.
My question is why would SE make delirium like inner realese.... As much as I love the new DRK I can't help but think and I will say this and people will crucify me but......... Why don't people ask if SE plans to change inner realese ???
I enjoy DRK a fair bit myself. Granted I am in no way a pro, more of a filthy casual.... What I find DRK lacks a self sustain which I thought could be helped by either a tweek to AD where it has a larger potency (closer to Wars equilibrium) but with drop off potency the more targets there are that way it becomes useful in boss fights too or I thought that an hp siphon effect could be added to Bloodweapon (I always think hp drain when I hear/see that name). Mitigation wise I feel best on DRK honestly (Still leveling all tanks so hot sure I'm qualified lol).
You can pop regen on Superbolide. Could pair up a healer regen with GNB's own regen too. And it's 8 seconds of invincibility for the GNB. That's a lot of time for healer to react. And I think healers just need to let Superbolide do it's thing for 3 seconds before blowing their Ult.
The only changes to DRK I'd like to see are:
-Blackblood GCDs under Delirium increased to 600 MP from 200 MP (adding up to 3k if you hit all 5)
-Salted Earth's Cooldown reduced by 45 seconds OR it's potency increased to 95 per tick (bringing it out to 475 total potency per cast for hitting the full duration, but still weaker than before. Apparently, Salted Earth was too strong?)
- The "Walking Dead" portion of Living Dead altered slightly? Touchy subject.
I'm not going to go deep into about how it "feels" to play. Most of the people talking about this have no mathematical backings on what they want changed so...gonna stay away from that can of worms and just say "I like it's gameplay and don't feel the need for major changes".
Quietus generates 500 MP under Delirium. I wouldn't say no to 900 MP on top of BW giving the 600 as well.
I won't say no to the extra 2k MP.
So with both you get a net gain of 6k up from 4k for Bloodspiller and 7.5k for 5 Quietus. Up from 5.5k.
I like DRK. For me the most urgent change is revamp Living Dead and Delirium.
I said the same thing in Heavesward. Now it's just a war clone with a crappy invun. I fine dark real boring to play now.
Requiring you to save 3000mp for TBN is kind of dumb, every DRK is just gonna hover around 2000-3000mp, so its not really a skill thing really, why not just remove the MP cost and reduce its mitigation to 20% and use it every 25 seconds? And it procs a free abyssal drain, flood, or edge
It would be neat if DRK could debuff mobs under the effect of delirium so it has its own sort of thing. Like a magic vulnerability debuff. I enjoy current DRK as is and don't feel weak or squishy or bored, delirium is just a bit underwhelming if I had to pick something.
At this point just renaming Living Dead to something else and making it an 80% damage reduction instead of an immunity would be fine with me, just do something with it already
Why is Stalwart Soul level 72 when every other tank AOE combo is at 40(???)
MP regen on Delirium and Blood Weapon could be about 200 - 300 higher per hit
Sacrifice Salted Earth for getting Scourge back and while were at it sacrifice the new Abyssal Drain to give it HP back per tick of damage
(i would say add it to our combo as a branching path but theres already enough delirium salt to be adding a PLD combo to it)
TBN - reduce to 20% and extend timer for it to break or reduce the MP cost
Half of these are probably broke af or unnecessary but QOL things i would like to see
Ive used aurora before popping bolide and it can still kill you if server ticks time wrong. Regen is once every 2 seconds i think. It'd be rare as hell to die from aurora plus bolide but can happen.
LD is a 10 second window before invuln kicks in and another 10 after before insta death any healer worth their salt never has an issue. Being some one whos shared titania tethers with the OT on drk when i MT ld's one down side is never an issue with good healers.
Unnecessary. Dark Knight is in a very good state and doesn't need to be changed.