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Thread: DRK help

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  1. #13
    Player
    kisada's Avatar
    Join Date
    Mar 2011
    Posts
    217
    Character
    Kisada Exis
    World
    Behemoth
    Main Class
    Leatherworker Lv 50
    I get your point and I think it's fair. Changing one job alone won't do a whole lot, but I think you have to start somewhere. As it is, the current metagame is designed completely around burst. Most jobs are pretty much iterations of each other: burst something something at x level of effectiveness, or handle burst at y level of effectiveness. It's pretty freaking boring and dumbed down.

    But again, IMO you start somewhere. Make DRK the CC type tank in order to give it it's own unique role completely (CC that's strong enough to start messing with opposing burst) and start adjusting potency from there to make it viable. Then move on to the next job and start tweaking burst and abilities to also provide a greater diversity at each level. Well, at least that's my hope. IMO if they could make it happen, the game would benefit greatly from more of a rocks/papers/scissors type thing from every job having different roles revolving around different game dynamics, as opposed to just pure burst.


    BTW since you mention debuffer tank: I think that'd actually be one other great way to boost DRK. Make DRK the tank that steals buffs from opponents while adding them to yourself. Let souleater still a single buff. Let tar pit do something similar since it's on a 120-150s CD anyway. Two easy ideas that match the tradition of DRK stealing/absorbing things while at the same time increasing viability and fun factor.
    (2)
    Last edited by kisada; 04-03-2016 at 11:07 AM.