Maybe 6.05... on with PLD I go
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Maybe 6.05... on with PLD I go
Take the damage away from DRK and you might as well delete the whole job
I'm benching DRK as a statement to the devs, that shit is staying at 80 till they clean it up. I literally feel healers that aren't in my FC cringing when I play DRK at the entrance. While damage is nice, it's a tank not a dps.
Honestly just give Blood Weapon a bloodbath trait and reduces its CD to 25s and everything is fixed.
that doesn't even fix blood weapon itself just makes the problem more frequent
Blood Weapon isn't the problem. The problem is lack of sustain. DRK has multiple damage sources to make a bloodbath trait very good. Given that DRK is already at the highest damage you could take away its one contributing factor to damage which is increasing the blood gauge. That would also bring it in line with the entire rest of the series that contains blood weapons.
Blood Weapon is STILL one of its main problems since early ShB. And the devs turn into a blind eye saying "We never receive any form of complaints about blood weapon" which is a god damn lie, but its obvious that they don't play tank, just DPS.
And I agree that the lack of sustain is one of its problem that is lacking, but there's more to it than that.
And if we're going by YOUR way of decreasing its damage but increases the blood gain.... it's going to be a none stop bloodspiller spam. We've already had that in ShB, I don't want to see it again.
Now that the expansion is out and players have had a chance to spend some time with DRK, I feel that my opinions and ideas that I expressed earlier in this thread still mostly stand.
Included in the collapsed section below is the majority of my previous post from HERE on pg.77 of the thread.
Keep in mind that my previous suggestions were all using pre-Endwalker potencies and so they may be off from where they would need to be now.
In addition to my previous thoughts, below are some other thoughts and ideas that I have had since release.
Here are some potential alternate ideas from what I posted previously in regards to the suggested Dark Mind/Oblation and TBN changes.
* Instead of adding on additional effects to TBN when it breaks to make it more similar to the additions to the other tanks (my previous suggestion), TBN roughly stays as it currently is with the exception of increasing its duration to 8s-10s.
* Leave Dark Mind as is instead of replacing it with the tweaked version of Oblation.
* You still get Oblation at lvl.82 but it is changed as follows ...
Oblation - Lvl.82 - Ability - 45s - 30y
Reduces damage taken by party member or self by 10% for 15s.
Maximum Charges 2
If target is under the effect of The Blackest Night; The Blackest Night barrier is consumed, granting a Dark Arts and the additional effect Shadows' Embrace.
Shadows' Embrace effect: Creates a barrier around target that absorbs damage totaling 40% of target's maximum HP. Duration: 15s.
These alternate ideas, which all go together as a set, would keep things a bit closer to where they currently are and keep DRKs' defensive game-play a little more varied compared to the other tanks as opposed to trying to make it more alike, particularly playing off of the idea that Oblation is sort of there to layer on top of TBN to enhance it, an idea which to me seems reinforced by how much the visual fx for Oblation looks like a more powerful TBN. Additionally this idea leans into ability interaction and player skill, both of which are things that many players feel has been diminished over time for DRK.
In terms of player skill it introduces a number of factors. On the reward side it provides a way to manually "break" TBN to guarantee a Dark Arts and gives you the chance to utilize some of the TBN shield before breaking that and replacing it with the stronger shield. On the risk side it requires you to use TBN on yourself or another before being able to get the most out of Oblation, and also there is the very real risk of messing up its execution by trying to ride out the TBN shield as long as possible and it breaking before you use Oblation.
Also note that the charge time/recast was reduced from 60s to 45s which makes it slightly more frequent and puts it at a rate of approximately one usage for every two usages of the other tanks' upgraded short recast defensives (Holy Sheltron, Bloodwhetting, Heart of Corundum) and so this ability should be a bit more powerful than the upgraded other abilities, that way the combination of the more frequent plain TBNs and the less frequent Oblation+TBNs roughly equal out.
As stated in my previous post, all numeric values such as the shield strength, recast and durations are all just "guestimates" and are open to changes based on balance needs.
A bit of a random thought that I had, but in terms of interaction with your Living Shadow, it would be kind of neat if you gave each other a buff when near each other similar to Dragoon's Dragon Sight ability. Not a must have that I am pushing for right now, just a bit of a musing.
Lastly, an additional set of changes that I would like to see revolves around the last minute change to Carve and Spit and Abyssal Drain where they got their recasts tied together.
* I would like to see both abilities' recast times reduced from 60s to 45s. This will make them available a bit more frequently since you can no longer use both but either/or. Setting them at 45s as opposed to say 30s would also hopefully desync their usage a bit from the 60s burst cycle to help make it a tad bit less crazy, while also spreading out ability usage a little so it is not so dead in the periods between bursts.
* I think that the potency of Carve and Spit should be reduced a bit (450 pot so it's just under Edge?) while drastically increasing the MP it restores, placing greater emphasis on the resource generation aspect of the ability, which can then feed back into damage. Too many of DRKs' abilities are basically just additional direct damage with little else going on and it could use a bit more variance, particularly aspects playing more into the resource management game-play.
* I am perfectly fine with CnS not getting a heal on it as long as some decent self-healing is added elsewhere like to Blood Weapon as I suggested; however I feel that because of the loss of Abyssal Drain in single-target, weak as it was, the heal potency for Soul Eater should be increased a bit to compensate with it being at least 350 potency if not more.
Hmm that may work....
I've been healing a ton on Sage and I dunno why but DRK feels like they're the hardest to heal.
They're the only tanks where I feel like their health can just go from full to 20%- in a split second I dunno why they're so squishy?
This is only in dungeons tho I dunno about Extremes.
Dark Mind cannot be used unless there is magical damage, meaning there's one less cooldown that can be used. TBN has no upgrade, so while the other tanks gain the ability to heal themselves using their signature cooldowns, DRK is unable to. Meaning mostly sustain reasons, the other tanks are able to keep themselves afloat to help with the healing, but DRKs have nothing anymore that can help with that.
This technically doesn't matter. All that matters is the amount of mitigation over a fight (or, technically, the amount of mitigation when and to an extent it matters over a fight).
Take Heart of Corundum's 30% mitigation (for 4s, 15% for 8s) and self-Excogitation on a 25s CD. Do you think a job with so superior a 25s, and all other skills being roughly equal, would be worse off even than in ShB (or than DRK presently) even if Camouflage were made physical-only?
The 3rd fight in the new raid feels like its made with the other 3 tanks 25s mitigation in mind. Having on demand healing/mitigation every 25 seconds feels like a requirement. Outside of Dark mind it was kinda of rough with the autos. Anyone else have the same experience or was it just me? Really wonder how it'll play out in savage
Every encounter is always designed with the lower comon denominator in mind, aka PLD and his inferior amount of CDs in order to keep it viable, so all that stuff of TBN short CD adventage has never been an actual adventage at all in raid enviroments and on dungeons has been semi ok bcs is a shield and not a mitigation wich works better there.
Its so weird, SE changed a lot from Shadowbringers while adding almost nothing. I guess I'm the only person who doesn't have an issue with the blackest night and its reliance on MP and its recast. My biggest peeve is the auto salted earth placement, when I heard it was announced I didn't think it would bother me as much as it does. I wish they would let you pick between auto-placement and manual placement, oh wait, they did and they removed it because people can't learn to macro (despite full in-game tutorials). Now there is no option, a strict downgrade. Not a fan of drain and C&S being on the same timer either. Also, how have we made it this long without a living dead fix? Do they even look at any dark knight discussions?
Its not as if this class is the whipping boy, just seems like they don't care.
Does anyone ever get the feeling that DRKs kit is one bandaid on top of another?
-the wave of the future was working within burst windows so we were given delirium to replace sustained damage in shb.
-tbn was made the beast of a shield in shb bcs LD sucks and se doesn’t want to fix it.
-oblation seems a lazy patch for no changes with dark mind.
And a side note for all that say “but DRK does the most damage!” That’s all well and good when it plays into the kit (like war doing spike damage for big heals) but for that to be the sole theme for the expansion without anything paired with it is sad… And that’s before the you factor for all the items left untouched or do a deeper comparison between the tanks.
I’m sure DRK will be okay in raids but why should I have to switch to another tank to not struggle in dungeons or old ex trials for solo? I don’t think I’m the only one that feels this way. There should be a baseline that tanks can do since sqex is all about homogenization these days.
WHEN you leveled your Healer... DRKs getting to max level do some end game stuff then they Drop the Job because its shit. im seeing it constantly. MANY people switching to other tanks.
Im starting to feel that every time i get into a Trial or dungeon that i should start with an apology to the healers for playing a DRK before i start pulling lol
Add a Convalescence effect to Living Dead. Make it easier for Healers to actually get you out of Living Dead
Increase the damage of Abyssal Drain to be a DPS gain on 3 targets instead of the current 4 and up the cure potency to at least 250.
Add a Health Restore effect to Carve and Spit of 250 as well. If it's going to share a CD with AD, it should do the same thing
Have Salted Earth provide a Regen of 100 potency for the DRK while active . Have Salt and Darkness offer a 400 potency heal on top.
Either add a Life Steal effect to Dark Mind or just merge Oblation and Dark Mind into 1 skill that provides 15% Damage Mitigation to the DRK or a player of their choosing.
Nothing too crazy but DRK does need more mitigation and/or self sustain because right now its pitiful.
OR, or, what about reducing the healing on the other tanks?
It just seems like the sheer quantity, and quality, of the other tanks's sustain is cultivating this mentality of "DRK isn't worth it if I gotta heal," and conversely "If it's not a DRK I don't have to worry about healing."
I'm all for tanks getting some form of method to keep themselves alive. WAR was always (as far as i remember playing) king of survival. But, I'm more worried that this current tank and healer meta/design ethos is just a sign that the devs in charge of job changes and adjustment don't play tanks/healers at any level of seriousness and don't roundtable the ramifications of their decisions because "well it heals / tanks enemies, what more does it need?" It's a runaway cycle that's only gonna get worse if someone doesn't rein in the shiesty antics of non-DPS design.
Or I'm just a nutjob. IDK.
I feel like I'm the only one that likes Endwalker DRK. It makes me a bit of a hypocrite because I said no one should level it, tried it at 80 and hey it's not actually that bad.
Dark Knight needs a better version of Delirium, call it Dark Arts 2.0 renewed or whatever. The gameplay loop is definitely a lot smoother than ShB's DRK and speedier. All they need to do is fix the disjointed feeling you have while playing like Shadowbringer being an OGC instead of being a GCD.
Oblation needs to be cut down by one and have a cooldown of 15 seconds with HP regen additionally. Make it like all the other tanks. For gameplay I suggest adding a DoT similiar to Reaper, making your target 10% weaker to your damage. Living Dead obviously needs a fix! Overall, I enjoy it but I hope everyone else gets a better deal out of it someday.
DRK isn't my main anymore but I definitely enjoy its change from ShB, that was an absolute trashfire and felt way too slow. Not too mention Inner Delirium.
Just delete the other tanks self sustain it and boom DRK is king after all they are tanks not healers lol
Regarding tanks' self sustain. It going to be pretty problematic, when both tanks take damage for prolonged amount of time. Like go to P3 as DRK and be an OT there. See how fun it is.
That's a particularly bad example. From a defensive standpoint, DRK can handle the OT role in P3N substantially better than PLD or GNB, and about as well as WAR. You can use TBN on cooldown and have it reliably break, creating a situation where TBN is (as always) only 80% as effective as the other tanks' 25s mitigation skills on a per-use basis, but producing substantially more value in a sustained-damage environment because it's usable every 15 seconds, not every 25. The only problem with DRK as OT in that fight is that using TBN on cooldown means that you have to use a Dark Arts proc every 15 seconds, meaning that you're pulling them out of raid buff windows. That's a reason to change Dark Arts and/or Edge of Shadow - not a reason to change TBN or to shove a bunch of extra healing into the class just because all the other kids are doing it.
Whether that's relevant in Savage or not, I can't say.
At least that damage is Magic I believe so you can throw a Dark Mind in there but boy I can see already I'm not getting past that boss in Savage in Week 1 OR 2.
With the standardization of all tankbusters to either red arrow or red circle, I don't know why we haven't just moved to a format where timing your short recast correctly (HS/BW/TBN/HoC) on certain designated tankbuster moves just gives you a job appropriate counterattack proc for free. You're not obliged to use them on recast then, but on the designated tankbusters.
Damage type specific mitigation is beyond dumb and I don't know why it's still in the game. You're just giving PLD/WAR a cooldown advantage on certain fights for no good reason.
I like that tanks have some specificity to their defensive kits; I just think the balance is a little poor on them.
In theory, the idea is that Dark Mind, Camouflage, and Passage of Arms are all made to be the best tool for the job in specific situations and weak or useless outside of those situations, with Thrill of Battle existing as the jack-of-all-trades option that's always useful but never has the power of the other three in their respective elements. I like that idea a lot.
In practice, only Passage and Camouflage really live up to the ideal: Passage is hyper-specific to "threatening raidwide damage where the party can stack up behind you" and accordingly strong in that situation, but useless otherwise, while Camouflage is almost a second Rampart against incoming sustained physical damage (eg: a dungeon pull) but is unsuited to tankbusters because the parry is unreliable. But Thrill has too many advantages for being the 'universal' skill (it should either have its cooldown bumped up to 120s, or lose either the increased healing or the initial heal), and Dark Mind is undertuned for what it is (duration should be bumped to 15s or 20s, mitigation to 25% or 30%).
I'm sure there's a way for it all to work so you have the same level of specificity without damage-type specificity, but at that point you're going in a pretty wide circle just to end up roughly back where you started. And if the other alternative is to give universal applicability to every skill, then I definitely don't want to go down that road.
I wish we had Sole Survivor back, and an AoE variant.
Something like: 30% HP/MP on single target, and 5% per target on AoE maybe ? Still with the effect that, if the duration end you get a weaker heal, like half of normal after 15 or 20 seconds. That's all the sustain that DRK needs, and it's achieved in a way that is unique enough, also rewards your DPS party members for doing well during big mob pulls, since they'll help keeping you alive.
I don't see why people can't just look at the disgustingly low effort of "Reduce Living Shadow's potency for no reason except to give it back at level 88" and see that these idiots aren't actually trying to update DRK, they're too busy touching themselves thinking about how cool their new PLD and SMN are.
Just experienced this myself and holy shit the entire raid if you're OT, you need to pop TBN every single second you can save for when the boss just isnt attacking at all.
I'm worried they're designing future content with the idea tanks have self sustain in mind, without actually giving any to DRK.
Anyone know how to check the parse stats for each tank of FF logs? I wanna see for myself but have no idea how to use the site.
Just need some more hopium for a DRK rework....
They reduced it because every physical class's potencies got reduced due to the normalization of Weapon Damage between physical & magic jobs. Go take a look at how Attonement got gutted down to 420 potency from 550 for an easy look.
Due to the increased Weapon Damage, Living Shadow's 240 potency in EW is the rough equivalent of SHB LS's 300 potency. So no, they didn't 'reduce it just to give it back'. They reduced it so its potency would equalize out to what it would be before the WD equalization, then the 88 trait buffs it. LS at 88 is roughly 20% stronger than LS was in SHB, relatively. Please go read up on the countless articles and live letters where they explain the potency adjustments on top of the Weapon Damage normalization, then also go take a look at how every other tank had their potencies slapped by roughly 20% across the board due to the same change.
Getting offended at non-issues will do nothing to help DRK, when DRK has plenty of actually real issues to address.