he probably was talking about SAM and what ever changed they did to lower levels
I'd assume that last part was for RPR or SMN
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he probably was talking about SAM and what ever changed they did to lower levels
I'd assume that last part was for RPR or SMN
Did I just miss it, or are they not making any job/skill adjustments with 6.1? I looked over the patch notes 3 times, but didn't see anything about job changes.
Job changes for bigger patches don't get listed in the patch notes but get listed in the job guide when that gets changed with the big patch update.
As of late, you also tend to find the job changes themselves in the updated job guide, with a note in the battle system changes to look there directly. You'll probably be able to check it out directly sometime during the pre-patch maintenance.
The PvP changes look Overwatch inspired, not just in terms of the Push-inspired Crystal Conflict but also in terms of that DRK ult. It makes sense to have tank ults be linked to their corresponding invuln, as it makes it actually feel like a capstone ability. Perhaps that shouldn't be surprising given that SE is apparently distributing Overwatch in Japan.
I know this is their usual MO and that numbers often get adjusted up until the last second so they don't want to put out false listings right before the actual patch, but it is a bit disappointing they don't put out partial/broad listings for their strictly mechanical adjustments, perhaps with placeholder notes like "damage has been adjusted to compensate" or "specific values to come at a later date."
Things that are central to their adjustments (like the Living Dead change) and aren't likely to be reverted or removed before the patch releases, y'know?
Granted, I suppose some daft people would read them and go "y u no buff #s SE?" which would render that moot, and that the LL does exactly that sort of broad discussion, though people can easily miss it and they can still be quite vague.
If we think it's a good idea to copy the format of the "A summary of healer issues" thread in the Healer forum and included a list of DRK's issues in the OP (Shin96 seems to be MIA from the forums, maybe this patch will bring them back), one of the top things I'd put is the extreme lack of nothing happening between bursts. You occasionally use Edge of Shadow and Bloodspiller to avoid overcap, but that's not exactly compelling. Everyone probably has their own solution to this but at least I think there's a general consensus on this being an issue. Maybe also despite being called the Resource Management Tank (tm), it doesn't really do anything different from any other job with a gauge, and abilities just don't interact in any meaningful way.
I agree, I've posted this before as a suggested change that would actually make Darkights engaging again imo.
Dark Knight Changes:
Remove the auto darkside and turn it into an OGCD toggle
When not in darkside all moves give mana back
When in darkside mana is constantly drained, the final move in the weaponskill combo and all OGCD all cost mana but all heal the Dark Knight.
Obviously numbers for this need balancing to not make it OP but ideally keep the cost of the abilities low but keep the constant mana drain moderate, the aim would be to balance the mana gain outside of darkside with mana cost of being in darkside, similar to the original design.
Take quietus and bloodspiller off the blood meter
Unlink C&S and Abysall drain
Remove the current delirium and bring back the old weaponskill
New move Overwhelming Darkness to replace living dead. Fills all darknight resources mana/blood/darkside meter, resources and health regen increased massively overtime for 15 seconds after 15seconds all meters are zero'd regardless of state when the ability ends and all gain for these meters are blocked for 5seconds.
Moveset Change:
Weaponskills to reflect what stance you're in. None darkside you're effectively just using a greatsword, in darkside you start using some of the more darkness themed moves.
None Darkside weaponskill combo
1 Hard slash
2 Syphon strike
3 Delirum
In Darkside weaponskill combo
1 Souleater
2 Powerslash (our old combo finisher where we shot the blast from the hand)
3 Bloodspiller
OGCD non darkside
1. Unmend is now a OGCD
2. Scourge (bring it back)
3. Spinning slash (now aoe and a OCGD)
4: Carve and slice reduce cooldown to 18 seconds reduce damage
5: Plunge no change
OGCD darkside
1. Unmend becomes Abyssal drain
2. Scouge becomes Quietus
3. Spinning slash becomes Flood of Shadow
4. Carve and slice becomes Edge of Shadow
5. Plunge no change
6. Shadow bringer unchanged
UI Class bar changes
The counter for darkside is now the darkest night counter, instead of counting down it counts up while you're in darkside for however long you were in darkside. This is the resource pool for TBN and living shadow, at 50 is used to cast TBN, living shadow can be triggered any point over 50 but last longer the more you use. Add in a second press to living shadow allowing the DRK to destroy the shadow early to return a portion of the cost to the counter.
Keep the blood gauge but give us a move that lets you absorb a portion of the blood gauge to either give a chunk of mana or heal depending on whether you're in darkside or not you could use the old dark arts animation for it.
(In a later change I would like to see this as a modifier like dark arts was adding de buffs but would require lots of work.)
Alright, reality is here. Observe.
https://cdn.discordapp.com/attachmen...256330/DRK.PNG
Key things to note:
1. This is a nerf to DARKNESS, NOT SHADOW. This is most likely a balancing move to ensure DRK doesn't pull too far ahead in multi-target situations pre-ShB, as you are now ACTUALLY allowed to generate MP properly in multi-target at low levels.
2. Based on current HP restored by Souleater (300p), 1.5K potency can translate to about 27% per GCD. You will not lose your invuln status at max HP, so no need to worry about griefing yourself.
I would like to thank each and every person who contributed in getting Blood Weapon and Living Dead fixed, with a bonus of Stalwart Soul at lower levels. Without your support, we would've never had this small, but true victory for Dark Knight. That at the very least, is something worth celebrating.
It's not like I disagree with you or anything. I'm just glad I'll be allowed to DRK in DSU and to finally be able to return to PF without being mocked. I'm not saying that people shouldn't fight for a return to a gameplay style that is more fun. DMissionary still isn't in UCOB/UWU, spells still exist(even if their detriment is vastly less significant now), Darkside is still worthless, the gameplay is still fairly stale for most veterans, and we're still suffering from the culling that is now spreading to every job in the game.
But I will provide credit where credit is due. I will never die to LD ever again, and I will never miss the 5th hit of Blood Weapon ever again without there being a "GOTCHA". Now the worst part about LD is that I need to make sure I have a target to regen off of. That's more than I was expecting. I'm not endorsing or supporting SE for finally giving up on some of their trash ideas. I'm congratulating the people who stuck out this nightmare with me. I don't want to be miserable 24/7, the game state is already depressing enough.
The PVP build is way better than our PVE build now. Plunge apply sole survivor to the target, salted earth increasing enemies damage taken and heals you when you stand in it. Salt & darkness bind I get for PVP but in PVE would could have had a blind like old DA DP would reduce the issue of some of our survivability if we could get some additional effects back. Why was this kind of thought not applied to our actual build, they remove things due to "button bloat" they could have added to additional effects instead.
Mhhh, i am happy with the Dark knight changes. :) Many buffs, Living Dead is usable now and a small DPS nerf.
Cheers
Your asking logical questions to a team that makes illogical changes to jobs 7/10 times. The person in charge of DRK's balancing has always made weird and stupid decisions. It took up till now for them to finally make some meaningful changes but I fully expect them to revert the buffs sometimes in the future.
On the one hand, between Stalwart Soul getting level-dropped, Blood Weapon on stacks and Living Dead FINALLY getting fixed, those are pretty substantial changes that I'm quite happy to have.
Admittedly I think they overshot a tad with LD, and now as a healer I'll only have to keep an eye out for it if the boss is untargetable. I also still think the extra step they added to it is a strange effort to keep the ability unreasonably complicated for what its compatriots do in two lines of text, but whatever.
On the other hand, the LD fix was the only change made to our survivability -- nothing for Oblation or TBN -- while PLD gets even more healing effects so it's not like improved sustain was off the table. Still not looking forward to running my DRK through Dead Ends in the future.
changes are pretty good obviously wasn't gonna get some major game play overhaul but finally the job got some QoL that wasn't universal after how many years?
it would have been nice if Dark missionary was a little earlier so it could be used in lvl 70 content ( aka ultimates).
We'll be able to use Living Dead as a get out of jail free card, albeit only like once in a dungeon.
Imagine if we just put lifesteal on quietus or something.
Changes themselves are fine, Stalwart Soul at low levels is nice, Living dead being locked to Weaponskills/spells is sad, Bloodweapon being stacks is great.
Could have done a lot more but its a start.
Dark Missionary still not in Level 70 content.
Dark Mind still magic only.
TBN still died to damage.
Abyssal Drain still weak.
Oblation still weak.
The LD, BW, and Stalwart changes are good, but should have been made back in 5.0. These are QoL changes that are more than 3 years late.
Maybe more. If it works like Bloodwhetting in dungeons... that would be very fun. It's a buff like Bloodwhetting and not an ability like Holy Circle, so it reasons that it should be 1500 per hit and not per swing, but we'll need to see. Still, LD+AD in dungeons isn't a total meme anymore. And in raids, LD is much less frustrating.
At first I was a little bit peeved to see they nerfed flood of darkness, but then I saw they finally lowered the level for stalwart soul. I guess it all evens out in the long run in regards to that. I am a little bit disappointed they didn't give us any extra sustainability while giving PLD even MORE. I would have been ok with them raising the potency of Souleater a bit and maybe even unlinking abyssal drain and carve & spit again.
Oblation is fine honestly im not sure whats people deal with the skill
I hate that its so late but 10% on 60 seconds with 2 charges is pretty alright
I do wish Dark mind got some changes.
The main issue with oblation is that it's a very underwhelming ability at such a high level. While other tanks get significantly better damage mitigation abilities around that level, we get a generic 10% reduction. It just adds more button bloat.
Now if it did something like gave us 10% damage reduction as well as a 200-250 potency HoT for the duration, THEN people would love it.
Because TBN mitigates less than what Heart of Corundum, Holy Sheltron, and Bloodwhetting will mitigate+heal. Oblation doesn't make up that difference, and it has more than double the cooldown of either of those abilities. And unlike in Shadowbringers, TBN doesn't mitigate significantly more than any of those abilities either. 99% of what you live with TBN+Shadow Wall, you're going to live with Bloodwhetting+Vengeance.
Honestly, with how LD functions now, and while it isn't perfect I'm fine with the current DRK sustain. LD universally astronomically better for both dungeons and raids, there's other aspects they can focus on first now. Like adjusting Dark Mind into something usable for more than magic damage negation, oblation, the overall offensive gameplay of the job, etc.
yeah thats the problem with oblation that its gotten so late and comparing it to other tanks lvl 82 ability it obviously seems bad
but the skill is fine when its compared to stuff like camouflage or thrill of war
anyway on to PVP DRK
https://na.finalfantasyxiv.com/jobguide/darkknight/#pvp
it has alot of neat stuff
Plunge resets off sole survivor
Shadow bringer cost HP
Bloodspiller does more damage while HP is lower
and eventide sounds amazing
https://cdn.discordapp.com/attachmen...ark_Knight.png
They should let the pvp team design pve DRK lol
when pvp DRK has less skill but actually has gameplay mechanics unlike PVE DRK
I expected Minimum changes to DRK on Living dead and Blood weapon and thats what we get, i knew that DRK sustain wasn't going to be fixed, dark mind, obliation, our stupid downtime and our cloned habilites, Minimum effort as always, thanks for fixing Living dead after sooooo Many years i wonder if we Will have to wait more than 7 years to fix the Gameplay too at this rate.
I'm just happy that we at least got some changes we've been asking for a while now.
That Flood change feels like a counter balance seeing as its only for the weak low level version of the skill.
With Stalwart being a lv 40 skill now, you're going to be using Flood a lot more Often, and it also will enable Quietus to actually be usable starting at lv 64 as its own thing without being some awkward skill entirely dependent on Blood Weapon.
https://i.imgur.com/RcPj2h7.jpg
https://i.imgur.com/mMGyAaN.jpg
https://i.imgur.com/tZbWvKN.jpg
Souleater and Quietus give a decent chunk of HP, Plunge inflicts Sole Survivor and Salted Earth has tanking benefits instead of being just a boring DoT... WHY IS THIS ALLOWED IN PVP, BUT NOT IN PVE?
Okay, I think these are all great changes given what I expect them to change mid-expansion.
But then I look at PvP DRK and wonder why that looks so much funner than PvE DRK. That Salted Earth alone, Jesus. At least give me the damage reduction effect.
just swap the devs team lol why it looks so much funnier
https://i.imgur.com/qC2g3LC.jpg
Also, this is your PvP ultimate instead of Living Dead. If DRK is to be the DPS tank, why can't I have this instead? This is SO MUCH better.
I assume Souleater and Quietus giving decent chunks of HP has to do with Shadowbringer shaving off 20% of your HP every use. That Salted Earth would be nice for PvE though.
Salted Earth in PvP: Creates gravity well that heals you, reduces incoming damage, and damages enemy standing in the AOE.
Salted Earth in PvE:
https://media-cldnry.s-nbcnews.com/i...200-86cbf9.jpg
It'll take them decades to reinvent the wheel, that's for sure. While I'm ok with these changes, DRK still has large issues that overshadow these gains. The only big gain that was worth noting was BW becoming 5 Stacks(removes Ping dependancy) and LD having a MASSIVE drain effect(1500 potency - but still need to see per swing; if it's per swing, then basically healers have no more to fear LD and panic).