DRK=Gunblade, specific keys alter/boost attacks like Gestalt
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DRK=Gunblade, specific keys alter/boost attacks like Gestalt
Because.. DRK is a 2-handed weapon user. DRK is a spike dmg dealer. DRK is a mixture of a DD (WAR) and a DMG magic dealer (BLM).
All I'm saying is.. DRK never came from a weak dmg dealing job/class such as a tank. And I'd fear that they'd make DRK hit like a butterfly. :(
Ill the problem is SE can do next to whatever they wan to drk. But im hoping SE reads this and finds out what we would like for Drk.
The current DEV team are experienced game designers, I'm sure they will make something fun. This game is already tons better since launch.
Yes but they did kinda mess up on PLD, and like i stated before its gonna need something that will make it on par with Drg and War otherwise ppl will just pick then and Drk will just sit there for hours waitning for pts just like in 11.
It's very difficult to even guess details regarding new jobs. Without getting into a discussion about the clumsy class/job system, I think when Square-Enix adds DRK theres a good chance it will use scythes and be a melee/debuffing job.
EDIT: As with any MMO, some classes will come out broken (like PLD) and be fixed accordingly. I play PLD right now and it's frustrating but I know they will fix it eventually. I have faith SE won't screw up new jobs.
I just find scythes to be so tacky, I hope they use swords.
Besides if they use scythes, from a base class, what other job could that branch from a scythe class?
DRK....advanced Job of Botanist.
http://gifsoup.com/view4/1571472/creepy-smile-o.gif
I hope DRK doesn't get a scythe this time around. A DRK main weapon is usually a sword. If you remember in FFXI (drg cutscene?) the DRK also wielded a sword on his side. However, I would be cool with almost anything besides a scythe though.
Also, PLD typically follows some kind of strict code or order. They raise their shields high trying to defend and ward off any threat, healing and curing those hurt in battle(obviously themselves also).
A DRK will sacrifice himself in battle to accomplish his goal without a care about his own life. They will harm themselves one moment then drain your life the next. Which is usually the effects of Dark magic. The user and the target both are in danger, except the target suffers more.
Besides one using White Magic and the other using Dark(Arcane?), the main difference to PLD and DRK is how they go by defeating an enemy and accomplishing their goals. One isn't good and the other evil.
DRKs don't mean some ruthless bastards running around killing innocent children for their own laughter. It also doesn't mean a DRK can't/won't protect others. A DRK becomes more at war with him/herself which is why a DRK can become a PLD and vice versa as the Knight goes through his/her experiences and ways of thinking changes.
A DRK can be a Tank and still have that DRK feel(sacrifice = greater/added effects with some drains in the mix). I just hope whichever way the job goes it's something that will at least be fun/interesting to play.
Just my thought on why DRK can become a Tank. Tanking is a role favored by people and I am hoping the remaining jobs are not just DD ones. It doesn't have to be my favorite class(DRK). I'm just going off of Yoshida's statements about it coming off of GLA though. Which traits would have to be changed completely once you equip the DRK stone, for it to be a pure DD.
Well I find scythes more original than a sword. Each player has their own preferences which is one reason locking classes/jobs to only 1 weapon type is lame.
They should scrap or remake the class/job system. Before everyone rolls their eyes, hear me out. Right now classes and jobs are way too similar to justify having both, if jobs become more distinguished then all is well and good. The other problem is if new jobs branch from existing classes then players will automatically have that new job leveled because of their base class.
I agree they should of scraped the armory system from day one, but it is too late now. I'm going to wait to see how they do the second jobs before I judge the job system. Besides some needed adjustments and balancing; the job system on top of the armory system is working.
I just don't see this happening. They just revamped it and now a new total revamp? A mmo evolves/ changes for better or worst as its life goes on, but the class/job system is a core system. It's not something you can just dig up and redo whenever you feel like it. Your idea isn't bad, but I think it's too late for it to be a realistic change.
Also FF as a whole has a lot of jobs to add to any MMO. Even with 2 per class there will still be a lot of options if they go and add most/all eventually. I doubt the classes we have now will branch into more than just 2 or even all the other missing jobs without new classes being added. Even from the poll there was an option to add a new class. It had some names that could lead to a classic FF job like Time Mage for example.
I wouldn't call the recent changes a revamp exactly. I have a hunch that it was easier to implement the new changes the way they did and that come 2.0 they'll blend classes and jobs together. Realistically it would only involve giving jobs their class's abilities and traits. I have faith that any new classes they make will be good, fun, and interesting to play.
Anyways, my apologies for straying from the thread's topic. I believe that when they add DRK it will probably have many abilities for tactical battles, just not sure how exactly.
>_> why? Its not a new job, but a specialization. Its bad enough you have to grind multiple classes just to use one class efficiently, yet you want them to make you grind the jobs for your classes too? Thats a bit much. No thanks.
Jobs just add flavoring to a class. You get handful of new abilities, the loss of most of your cross-class skills, and are forced to specialize in one aspect of your class. As the game progresses the distinction will become more clear, but jobs just came out in their infancy so you can't possibly expect them to be all that different yet. The armory system will prove to be a good system, people just need to give it time. I think the issue with the armory system is purely about ppl preferring the title BLM to something like Thaumaturge, or would rather just be a DRG instead of the generic Lancer. They dont want non-classic classes in their FF games.
It's really only blazing fast to level if you PL, I've found leveling outside of PLing post 20 to be at a perfectly reasonable rate, and pre-20 being quick is a boon, especially considering there is zero content and even less than zero gear to wear at those levels.
http://emotibot.net/pix/459.gif
Stop while you still can!! :P
Sorry, honestly did not mean to divert the thread.
I hope Drk is a soul eating, blood drinking, 2hd wielding, fire balling terror. Clad in the blackest of black armor with glowing red eyes and veins.
Drk as a tank is a horrid idea if i've ever heard one but thats just my opinion.
If you want the high powered slayer, the get one shotted by bosses just cause you dropped a massive ws on it speak up and be heard DRK FTW!
I'm guessing you're not much of a tank loving guy? Everything you described(besides the one shotted reference) could still be applied to a Tank. There are many different types of Tanks and not all are weak in the damage department or even need a sword/board. WAR is a good example of that.
However, even as a pure DD having them one shotted so easily is a bad idea for the way these encounters are designed.
Like its been said before there are games where Drk is a Tank they have more def than war less than pld. more attack than pld less than war.and enough life drain abilities to almost not even need a healer job unless the mob is naturally resistant to whatever the Drains are based on.
Agreed. That sort of thing turns DRK into a liability. And unlike XI, you won't have extra people laying about that you can invite into the main alliance in the event one goes down.
The "more damage taken for a ton of potential damage dealt to the mob" bit works in console FFs because you don't have threat/enmity tables to worry about. Your DRK in that party of four is just as likely to get hit as the PLD or the WHM in the group. When SE tried to copy/paste it into XI, what we got was DRK in its current incarnation, to the point their enmity spikes put THF out of the role it was intended to have...because of all that awesome damage.
Personally, I'd be more conservative with DRK this time around. If it HAS to be a damage dealer, then I would make it one whose damage scales with a darkness-based debuff it has to cast on the target mob. Like, place debuff on mob, let it tick to add a DoT component to your overall DPS while still auto-attacking (your auto-attacks would deal X% more damage while the debuff is up). When the debuff is close to wearing off, do something to break/consume/detonate the debuff to add some burst damage. Rinse and repeat. Toss in drains and such to help in weakening a mob and using its own strength against it. It's a different approach, but meh.
PS: Considering the drama that too place over scythe vs great-sword, I'd say it would be safer to have the devs pick a weapon and stick to it.
(In before over 9000 responses of "IF YOU LOVE XI SO MUCH WHY DON'T YOU MARRY IT!!1" This is about classes, something XI did very, very, very right. If learning from games which did it right offends your delicate sensibilities, just lol.)
DRK was underrated and perhaps the most misunderstood of all the classes in XI. It required skill to play well, and skill to not end up splatted as a result of not understanding / not wanting to understand cumulative and spike enmity. There was a world of difference between lolDRK (spamming last resort / souleater / gullotine at every cooldown, not caring for much else than scaring the whm / taking hate off the pld / OMFG DID YOU SEE WHAT I DID WITH GULLOTINE LOL HALP ME BYEBYEDEADBADPLZ.) and the well-geared, well-merited and well-informed people which actually understood the job and spike enmity; utilizing DRK as a DD class that could equal, and in some cases, even exceed SAM - so please don't call DRK a liability. Just because 90% of the people which play a class are morons and can't look above epeen screenshots of homg3k'ing lolibri doesn't mean it's the classes' fault.
Personally, I don't want to see DRK tanking. I want to see it in it's XI incarnation; an easy to play but difficult to master enfeebling and damaging powerhouse -- only because XI's concept of DRK was perfect. Something no one seems to have thought of yet; what if they're going to release DRK and other melee DD (Probably SAM, who knows?) as a DD+1 of sorts? DD's which are a cut above what we currently have, but for balance, absolutely cannot do much else but DD? That would be absolutely perfect to me, anyway.
DRK is far from perfect in FFXI id go as far to say DRK is broken. DRK has ridiculous recast timers, a horrible 2 hour, horrible dark magic, and not to mention DRK abilities are so mediocre a majority of the jobs have the same abilities; like pup's getting dreadspikes.
Rofl, I'll disagree with you on that one. Yes, other melee DDs have lesser recast timers, but none of them have the abilities DRK has. Complaining that DRK is "broken" because dragoons can jump more frequently / samurai can charge TP more frequently is inane since the abilities aren't even remotely similar to what DRK can do. It's like whining that BLM is broken because WHMs can cure1 way more frequently than BLMs can AMII. If the abilities are different, there's no comparison between them, even in recast times. WAR has two abilities which are sort of similar to Last Resort and Souleater (vaguely.) berserk and warcry, which are on respective cooldowns of 5 minutes -- which compared to Souleater and Last resort which have recasts of 5 and 6 minutes respectively. I wouldn't call a job "broken" over the sake of one minute. Not to mention souleater gives a 25+ acc boost for that minute too.
Also, I wouldn't call a 2hr where I can absorb 100% of all damage I do to my own HP as useless. It's a bit more useful than merging with a wyvern for haste and a slightly bigger HP pool. (And by a bit, I mean a lot.) Finally~ Drain and Aspir with full merits has saved my life quite a few times. Did you not level your dark magic skill or something?
Since I don't know anything about pup, I can't comment. But what is it, a dreadspike attachment? Or a post-75 ability? Because not being funny, comparing post-75 abilities is just rofl since none of them abide by job balance.
If you're not comparing it to other jobs' different abilities then you're comparing it to WAR which has a whole minute and less of a boost than DRK to seperate it. or you're comparing it to nothing at all.Quote:
I was not comparing the recast times to other jobs, i did not even hint at that. The recasts timers are just too long for a little gain that you receive.
If you're comparing it to nothing, I just want to say one thing. Hasn't it dawned on you that perhaps the devs didn't intend people to last resort themselves to hell every 2 minutes? If morons can kill themselves again before they're even (theoretically) unweakened, that's broken.
...You must be new. Other than SMN, all classes 2hrs last for 30 secs. Invincible, Azure Lore, Spirit Surge, Blood Weapon - need I go on?Quote:
The 2 hour last 30secs.... a complete waste for what it does and the jobs purpose in the grand scheme of things.
...But not the puppetmaster. That makes it somewhat lamer since can't those things only use attachments every 15-20 seconds? Again, I can't say much. That's a BLM mage frame though, I assume?Quote:
It is a puppetmaster's automation.
If you mean Post-abyssea you mustn't have known very good DRKs. If you mean in Abyssea, I'll just be over here, laughing venomously.Quote:
Best SAM DDing with best DRK, SAM wins plain and simple no matter how good u are at DRK... and that's what makes it broken
Honestly, I wouldn't ask the FF14 Dev team to copy the FFXI Dark Knight incarnation. I feel it would be insulting to ask them to do such a thing, let them come up with their own version of it. The name and the theme is all I really care about, the rest I want the Dev team be as creative and unique as possible.
Ok i here to defend Drk in 11. Drks timers were not long recasts at all if you merit them right all the recast are 5 min just like 90% of everyone elses recasts. Horrible 2hr? obviously if you never had a drk and you never had a zerg set up for it. horrible Drak magic im sorry i never ever like face palm to ppl but this was a /doublefacepalmheaddeskheaddesk moment. Darks were THE BEST at Dark magic. Did you not have Dar5k Magic capped? did you not use Drain or Aspir? Stun? Bio? Did you never use the Absorb spells at all? Not only did they give you a huge boost with Max Dark Magic they debuffed the mob just a equally so everyone in turn did better with Drk there. Mediocre is definitely not the word for drk food, last restort, souleater, absorb str, mnd,acc, drain 2, blood weapon sneak attack, trick attack. Spinning Slash 3645 Dmg pre aby to Byakko and i was opening sc when the war had to do his ws to finish sc Byakko didnt even trun towards the main tank it stayed on the Secondary tank the whole fight. And one of the Strongest Wars in our server (Siren) couldnt even touch my dmg as a Drk.
But if Drk is gonna return to its DD role in this game it better have cecils Darkness attack lol.
"Darkness" is just a more direct translation of the Japanese 「暗黒」 which means "Gloom" or "Darkness." Since FFIV on the SNES, that ability has been translated as "Souleater" in every incarnation it's gone through. So it actually did appear in FFXI, they simply adjusted the ability's function.
I would like to see it return as straight dark/umbral damage though as well. I had it rigged that way in my DRK idea earlier in the thread. It ought to be the lv30 DRK ability, as it's definitely the quintessential Dark Knight skill.
Nice thread, drk is my fav job too that ive been anticipating since launch.
As for weapon choice, i'm very much opposed to sword and shield. Something big/blunt/painful like Great Sword or Scythe sounds much more befitting of drk, though if it had to be something new or sword, then perhaps a good idea is to make drk dual wield and maybe equip 2 different weapons, This character comes to mind:
http://www.creativeuncut.com/gallery...obunaga-cg.jpg
I just hope drk looks bad ass enough to make drg look innocent =P SE better focus in that department. War has horn head piece, and drg have spikes. I'm concerned at this stage how they can surpass the dark'ish look of these 2 jobs while still being unique.
Abilities wise, something new, exciting and different from XI would be good. I'm personally tired of seeing repeated abilities and names from XI.
Would love to see the devs/Yoshi spill a bit of info on drk, maybe some concept art as they did back with the drg sketches.
Did you play the Final Fantasy series before XI? Recurring abilities is the point, it builds cohesion and recognition around each job as it evolves through the series. If anything FFXIV tried too hard (and continues to try to hard) to come up with unique names for abilities.
Presence of Mind, Hallowed Ground? Let's get real, and just call them what they are, Doublecast and Invincible. I agree that Dark Knight shouldn't be a carbon copy of it's XI counterpart, but reoccurring ability names and the theme of the job overall is to be expected.
I have played most of the FF series, There are apparent recycled terms and abilities. Though it's also obvious many new abilities/names were introduced along the timeline.
In terms of the overall theme of the job, i agree it should be maintained, which naturally is the reason i'm highly anticipating drk, however.. having the exact same names and abilities, doesn't sit well with me. It really just feels like the lazy easy way out for SE, a copy paste job of XI.
This is a new game afterall, i would like to think they can bring a new refreshing experience, in this case, a new twist to drk. Yes.. let him sacrifice his hp, yes let him go berserk, but not to the extent of seeing the same abilities in my list all over again: {Last Resort} {Blood Weapon} , etc.
Same abilities and same names? May as well go play XI.
I don't think there is anything wrong with changing names, as long as they introduce changes to the mechanics as well, have the abilities somewhat function differently. Surely there's also room to invent new unique abilities. Im sure SE is creative enough.
On the other hand, renaming abilities that have a similar or identical function just serves to confuse people and make the design feel hackneyed. Per my previous examples, abilities like Hallowed Ground, Presence of Mind, etc. I'm not sure if the intent was to make the abilities feel more unique, more western, what have you, but their original names are easier to remember, type, and form a continuity.
If Dark Knight's 15 minute ability, is for instance, an ability that adds a double damage drain effect, what is the purpose of calling it something other than Blood Weapon? I think Final Fantasy is always about a happy medium between new and old, but I don't think any of that really has to do with name. I'm quite sure that Dark Knight won't play exactly like it did in XI, because XIV doesn't play exactly like XI, nor do any of the jobs.
well as far as i knew, Souleater was HP for physical dmg, and Darkness with Hp for Dark Dmg. Souleater in 11 was. but in FF4 and in FF Crisis Core Darkness was AoE Dark dmg
If its not the se GIVE DRK BOTH!!!
Souleater has one consistent theme, sacrifice HP for damage. It's usually single or AoE darkness damage, in XI since DRK was primarily a melee DD they decided to have the move simply increase their physical damage. My point is it's the same ability. It was just translated differently early on.
Wasn't Darkness in Crisis Core a spell, a la the Dark Magic spell Darkness from FFXII? That's something entirely different, and has nothing to do with DRK. Hence why the ability for Dark Knight has since FFIV been translated as "Souleater" for clarification between "Darkness/Gloom" the Dark Knight ability and "Dark/Darkness" the Dark Magic spell.