But hey, Paladin got buffs, I guess.
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But hey, Paladin got buffs, I guess.
It was to be expected—mostly a potencies patch, an area where DRK doesn't really need change.
With that said, I do not envy those who still have expectations for DRK changes.
DRK is perfect tho. Best tank. Does the most damage. TBN best waifu. Living Dead is 20 seconds. Best invuln. You have WHM as a CD. GG EZ game.
I wasn't expecting any changes this patch. But I seriously hope for a rework in one of the upcoming patches.
Let's be honest, DRK won't see significant changes until 7.0 at the soonest and that's still an if.
-Grabs copium mask and breathes in deeply-
That's because there's a 6.1 rework coming. We'll learn all about it at the Live Letter. It just wasn't ready for 6.0 because of last minute RPR/SGE/SMN tweaking.
I mean a buff is the very last thing DRK needs.
Agree and disagree. Offensively it's fine, it needs defensive buffs. Offensively, it's boring, sloppy, noisey, and needs a total rework to be fun and interactive. Some people enjoy it because big numbers are fun to them, but you can achieve both with satisfying gameplay, which DRK does not have. Yay I did 1-2-3 all encounter with bloodspiller when I could. oGCD came off coldown so I used it. Very interactive.
I think DRK has the offenses down. It's just the whole Tanking thing they need to work on. Mitigation, Defensives, Sustain. Which some healing potency on select skills would have gone a long way. But this was clearly just flipping a few numbers around on select classes.
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Eh... This is a tricky one, but I disagree. In a vacuum, GNB and DRK do remarkably similar damage. The trick is that DRK is able to hoard all of it's resources and then go absolutely crazy every 2 minutes, which lines up nicely with most raid buffs. GNB has a better odd-minute burst, and their DPS valley between bursts isn't as low, so in comps with one or more of NIN, BRD, SAM, BLM, MCH, SGE, or WHM the gap is gonna get more and more narrow. I'm actually totally cool with the idea of giving up defensive ability for DPS. The very first DRK cast away his shield and picked up a bigger sword, I'm here for it. If that's the case I want a more firm/definitive lead. I don't need to do actual red role damage, but I sure as heck am not comfortable being almost tied with another job that has these other utility/comfort options.
DRK doesn't need buffs, it needs mechanical changes.
This patch was always going to be a damage balance patch, anyone thinking it was going to be more than that isn't paying attention and only have themselves to blame for resulting disappointment.
The one, and only, Job that should be disappointed with this patch are Machinists.
At the very least we know for a fact SE knows that Living Dead is garbage. Can't think of any other reason a certain trust NPC would specifically be coded to have holmgang despite being the dark knight class.
Tbh I wouldn't mind if DRK had the lowest DPS of all tanks but had a strong identity and a satisfying gameplay. Be it burst or sustain damage.
One element I wish it got back a bit more is a revenge type mechanic. TBN breaking and giving an edge/flood kind of feels like that, this was what parry and reprisal/low blow felt like. And I wish we could have a stronger emphasis on it. Be it by placing that trigger on the DRK or a target ally (just like we can put TBN on someone else).
The feeling of a tank who strikes you harder if you hit them or the one they are protecting is pretty fun and none really does it outside of DRK.
DRK's do NOT need potency adjustments, which was the primary focus of 6.05 and 6.08.
DRK's need mechanical adjustments to their defensive toolkit.
The only potency adjustments DRK needed (that they could have given) is to increase Abyssal Drain's Cure Potency to 300, and Soul Eater's Cure Potency to 400. While they don't fix the problems DRK has, you'll at least feel like you're able to heal compared to now where you heal for barely anything.