Results 1 to 10 of 48

Hybrid View

  1. #1
    Player
    whiteblade89's Avatar
    Join Date
    Jun 2015
    Posts
    374
    Character
    Auron Vale
    World
    Cactuar
    Main Class
    Samurai Lv 90
    Didn't SE mention somewhere that they wanted to get away from the DPS meta? Maybe I'm wrong on that, but a lot of these changes make sense in that regard, even if some of them suck for us. It's clear that they're wanting tanks to ACT like tanks now, which is fine to some degree. But I definitely agree that on paper the job seems a bit more boring. DRK always felt like controlled chaos to me, which fit with the flavor of the job. But now I'm kind of afraid that the chaos factor is gone. Guess we'll see in a couple weeks....

    Quote Originally Posted by Falar View Post
    I also really am dismayed at the DP nerf.
    As am I. DA+DP is one of the more unique ways that we mitigate damage. Mixed with a DA+DD was just plain awesome to me. But we've lost DD now and DP currently costs too much mp to make it worth it I guess. I'm crossing my fingers that they at least reduce the mp cost of it before 4.0 hits. I can deal with the 10 potency loss, but let us retain some semblance of uniqueness, even if it only shines in dungeons.
    (1)
    Last edited by whiteblade89; 06-05-2017 at 07:28 AM.
    Quote Originally Posted by alimdia View Post
    It really isn't that hard to treat other people like human beings.

  2. #2
    Player
    Falar's Avatar
    Join Date
    Mar 2016
    Location
    Ul'Dah
    Posts
    502
    Character
    Kane Blackstone
    World
    Ultros
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by whiteblade89 View Post

    As am I. DA+DP is one of the more unique ways that we mitigate damage. Mixed with a DA+DD was just plain awesome to me. But we've lost DD now and DP currently costs too much mp to make it worth it I guess. I'm crossing my fingers that they at least reduce the mp cost of it before 4.0 hits. I can deal with the 10 potency loss, but let us retain some semblance of uniqueness, even if it only shines in dungeons.
    You've got that right.

    So many hero pulls a healer would panic, only for me launch into DA-DD and then a DA-DP and watch the misses pile up.

    When that evasion window closed, then I would activate BP and a defensive while spamming DA-ADs.

    The first half of that was always epic. It will be missed.
    (3)
    Last edited by Falar; 06-05-2017 at 12:46 PM.

  3. #3
    Player
    mcspamm's Avatar
    Join Date
    Apr 2015
    Posts
    99
    Character
    Sophi Wynne
    World
    Malboro
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Falar View Post
    So many hero pulls a healer would panic, only for me launch into DA-DD and then a DA-DP and watch the misses pile up.

    It will be missed.
    I see what you did there. ;^)

    RIP evasion tanking in dungeons.

    Personally, I'm more annoyed that DRK is losing a combo, which essentially turns them into 2.0 PLD with a handful of oGCDs.

    Power Slash isn't used much at high levels of play, and now that SE combo was buffed to presumably make up for losing Delirium, there's still no reason to Power Slash after establishing aggro on the pull (which on its own would have been fine - it's rather annoying when off-tanks spam enmity combo without regard to ripping hate).

    Coupled with the removal of Scourge, the core single-target GCD rotation looks like it will be something akin to (not accounting for Blood Gauge):

    Power Slash combo > SE combo > SE combo > SE combo > SE combo > SE combo, ad nauseum.

    I find level 50 PLD rather boring, so even with periodic uses of Bloodspiller and oGCDs to weave, the removal of Delirium and Scourge strike me as oversimplifying DRK, making it seem bland and boring compared with its 3.x self.

    Also, tanks will have access to Shirk (AKA Shadewalker) as a role skill, so the need for and therefore use of enmity combos will be further deterred.

    While I understand and appreciate the need to remove, simplify, and/or merge excess abilities both to make room for new ones in 4.0 as well as reduce the skill floor of the job, I find myself concerned with some of the choices that were made on how to achieve this for DRK.

    I really hope DRK is more fun to play in 4.0 than it currently sounds on paper, but I'll reserve judgement until I try the finalized version in 4.0.
    (0)
    Last edited by mcspamm; 06-05-2017 at 02:51 PM. Reason: Typos, wording choices, further elaboration

  4. #4
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    Quote Originally Posted by mcspamm View Post
    Power Slash combo > SE combo > SE combo > SE combo > SE combo > SE combo, ad nauseum... Also, tanks will have access to Shirk (AKA Shadewalker) as a role skill, so the need for and therefore use of enmity combos will be further deterred.
    But DRK does not ever want to Power Slash, those GCDs have a very negative impact on the kit. Not so sure Quelling Strikes on all DPS is going to help much, since people are lazy. With the tank DMG nerfs Power Slash combo will maybe need to be used more, despite being complete cancer to DRK productivity. Removing Darkside's drain helps, but regardless it is still a loss. Disappointed they did not adjust/buff PS at all, hope they will still consider it. (Like adding Siphon's MP restore to Spinning Slash at least).

    A DRK fighting for enmity is very ugly, @minimum iLVL in SB (first round of lvl70 dungeons) I think DRK will have the worst of it.
    (0)

  5. #5
    Player
    mcspamm's Avatar
    Join Date
    Apr 2015
    Posts
    99
    Character
    Sophi Wynne
    World
    Malboro
    Main Class
    Marauder Lv 70
    Quote Originally Posted by Xenosan View Post
    But DRK does not ever want to Power Slash, those GCDs have a very negative impact on the kit.
    Yeah, I get that, but I find that when MTing on DRK, a minimum of one Power Slash combo on the pull is a necessary evil, even with a NIN handy.

    Quote Originally Posted by Xenosan View Post
    Not so sure Quelling Strikes on all DPS is going to help much, since people are lazy. With the tank DMG nerfs Power Slash combo will maybe need to be used more, despite being complete cancer to DRK productivity. Removing Darkside's drain helps, but regardless it is still a loss. Disappointed they did not adjust/buff PS at all, hope they will still consider it. (Like adding Siphon's MP restore to Spinning Slash at least).

    A DRK fighting for enmity is very ugly, @minimum iLVL in SB (first round of lvl70 dungeons) I think DRK will have the worst of it.
    Good call. I forgot to account for further tank damage (and therefore enmity) nerfs when our AP weightings are changed again.

    With regards to dungeoning, the nerf to Unleash doesn't help either.

    Personally, I'm going to wait to see if aggro gen and/or aggro maintenance is an issue at level 70 for 4p, 8p, and 24p content.

    Hopefully the devs will be receptive to player feedback after we extensively try out the new changes.
    (0)
    Last edited by mcspamm; 06-05-2017 at 03:29 PM.

Tags for this Thread