dark knight will surely come from a new class, 2h sword user. will allow them to add new skill and a different feeling instead to try to make it come from other class


dark knight will surely come from a new class, 2h sword user. will allow them to add new skill and a different feeling instead to try to make it come from other class
I am not sure why Dark knight should come from marauder..when gld with cnj is Knight of lights ^^
Last edited by Abbycat; 09-28-2013 at 05:16 AM.
I don't think adding new tank job is a good idea right now.
First, because fixing WAR (why would you give a new tank job to MRD instead of just fixing the existing one ?) is a priority.
Second, because the game is designed around the fact that most "end game" content is supposed to require 2 tanks.
Right now, with the exception of Coil, everything is solo-tankable and people often doesn't want a second tank, thus two issues :
- Harder to find a party (finding a party for Titan HM on my serv is really difficult for a tank for exemple)
- It's a pain in the ass for the tank sometime. Take CM, every DPS want only one tank (mainly because a huge majority of them are bad and can't do their job properly, so they want one more to cover for that) and that's it. Well, as a tank, I dislike solo tanking this place. Farming it isn't verry fun in the first place, but having to solo tank it is just an horrible thing I'd say. There's no room for having fun, you gotta run everywhere to gather adds asap because the -solo- healer isn't smart enough to wait a couple GCD and pull aggro instantly, gets one shot and its a wipe. People want to gain 30 sec with another bad DPS in the group but often can't deal with the second boss and wipe one or two times and ends up losing more time, at the cost of the tank's fun.
And most people you're being teamed with through duty finder are beginner or people that, I suspect, got so much flack for being plained bad in PUG that they decided to run it through DF. So I have two option, running everything as a solo tank, and it's sometime not fun at all, or go with the duty finder and get teamed with bad people/jerk/... It's not a big deal, but when you have to run this place over 120 times to get your accs, it ends up getting frustrating.
So yeah, add more DPS job (easier to play since the already really easy one seems to be too hard for a wide majority of people) and lots of healer job since we seriously lack in that part. This will draw attention on them and fill those empty rank with a really easy solution.
Honestly, the tank population is actually a *lot* smaller than the DPS or healer populations. Try queuing up for anything as a role other than tank and you will wait *forever*. I've yet to have *any* problems finding a spot in a group as a tank, less so than any DPS or healer, so I honestly don't think that there's much of an argument that there's too many tanks. Quite the opposite, in fact.So yeah, add more DPS job (easier to play since the already really easy one seems to be too hard for a wide majority of people) and lots of healer job since we seriously lack in that part. This will draw attention on them and fill those empty rank with a really easy solution.
Of course, it's not entirely due to the ratio of classes. The distribution across them is nowhere near equal. Even if there were 12 tank classes and 3 DPS classes, you'd still see a lot more DPS than DPS is simply a more popular role. The same with healing. Adding new classes doesn't appreciably modify the ratio of roles (in the long term; in the short term, there's a spike in whatever new class is played but it normalizes after the novelty wears off in 1-2 months).
Honestly, I think this would be a good time for SE to buck the trend when it comes to "same class/weapon" requirements. Why not just make it so you have to equip a two-handed sword on MRD to go into Dark Knight mode? I know right now all classes are set up so crystals activate the jobs, but there is zero reason why they can't change that up on new jobs(i.e. crystal AND weapon change) besides a little more modeling and animations.
I mean look at guild wars 2--each class has like 2-5 different weapons they can equip :P It may be "set in stone" now, but there is absolutely no reason to think it has to stay that way. Even base class weapon attacks would only need some retooled animations to work.

I think that DRK will be more of a GLD option and SAM will be a MAR option.


MRD is a perfect base class for DRK. It already has a number of health absorption abilities to help offset the assumed cost of souleater and even has solid non-threat generating combos that do solid damage on their own. DRK could also have a "DPS" stance (similar to WARs definance) that negates any additional enmity bonuses. MRD/THM with LNC cross class abilities would be great.
But if either MRD or GLD were base classes for DRK, then it wouldn't make much sense to have DRK be a tank class. Both of those base classes already have tank jobs they branch into. Having GLD or MRD branch into another tank job is redundant. Much like SMN branches into DPS or heals, classes should branch into jobs that cover two different roles to provide better options for that base class.
If we're getting a new tank job, it should probably come from a new or different class. LNC -> SAM has been brought up as a decent idea for a tank, for instance.



This shouldn't be an issue, seeing that MRD's abilities don't have solid threat mechanics until you get Defiance from the WAR soul crystal. You could turn off the threat modifiers for the BB combo and such and add a damage bonus (Foresight would also have to be changed).
The only issue I'd have is that DRK was pretty much swords/great swords (not counting XI and it's weird thing with scythes). I don't really like the idea of a DRK using a G-axe but try to remain open minded.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
If they design DK to be anything like how PLD works then he will probably never use his black magic abilities. PLD white magic is so bad in this game they might as well not even have access to them.
If I get to wear a Batman costume I'm all up for it.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote





