Omg DRK is fine your only crying because WAR got a skill change. Sometimes simple is good no need overdo things.
Omg DRK is fine your only crying because WAR got a skill change. Sometimes simple is good no need overdo things.


Dark knight is not fine, but unlike warrior has gotten little to no attention from the developers. We are behind in dps, mitigation, and utility. If you think that this is only because of a skill change to warrior I direct your attention to the dark consolidated feedback thread which goes back to July (http://forum.square-enix.com/ffxiv/t...eedback-Thread), and has links within the post to other posts going back June. Warrior's feedback was taken near instantly when they complained about their gauge and other problems, and asked to wait about shake it off to give the devs time to change it, so please don't start with this "crying" business.
While warrior got the obvious favoritism from the devs, dark knight has just been ignored, and our issues with the job just remain on the forums never even being mentioned. This is rediculous.
Last edited by Chrono_Rising; 10-12-2017 at 12:15 AM.

No need to overdo things? Just what is it exactly about DRK that you feel its in a nice spot? DPS, Utility and Mitigation. Just what is it about those three things that you think is DRK is FINE. Its far from fine and its far from being chosen ahead of the other two tanks, one of which you play by the looks of it. So please enlighten us, as I assume you have leveled DRK to 70 and done some form of content to give you this impression?


Lol, the replies to this thread amuse me a bit, since this really was just me being really bored and throwing stuff up on the wall to see what would stick (or stand out to SE). Desperation more than perfect ideas really. If you read through the OP carefully though, there's actually a fair few nerfs (can't DA SS anymore, higher Grit penalty, lower base % on Darkside, weaker Blood generation on BW/BP (as well as slightly lower default uptime), weaker Blood generation on DASE, to name a few) in there designed to balance out some of the bigger buffs.
Re: earlier poster in regards to recast times, if I didn't list a recast time that means I didn't change it.
Last edited by SyzzleSpark; 10-12-2017 at 05:29 PM.
Those ideas seem a tad ridiculous, especially considering DRK isn't really a bad job in any sense of the word. Though, as you said, you were just spitballing.
I'd prefer some minimal changes, Shadow Wall's Percent being raised, Sole Survivor and Living Dead being tweaked to be more useful; the latter seriously should not kill us, making Dark Passenger useful again and perhaps a very small change to The Blackest Night; preferably upping the amount of time it is on you or your target to mimic a normal defensive CD.
Edit: Replying to this:
I don't think they mean it is in a nice spot, but rather it's still fast and fun to play regardless of its issues; at least that's what the minimalist tone of their post seemed to imply.
Last edited by Aniya_Estlihn; 10-12-2017 at 05:13 PM.


I honestly think that just minor changes would do. The problem is that there are a plethora of minor "problems" with the job and it adds up.
Minor changes such as :
- Putting Dark Passenger back to its 3.X state, essentially halving its MP cost while raising its base potency to 150 and DA potency to 250
- Making Dark Mind reduce all damage instead of just magic, while raising the recast time to 90s if too powerful
- Reducing Shadow Wall's recast time and maybe giving it a little extra effect, like for example a small MP regain when hit just like Blood Price, with the same potency benefit as Vengeance's counter attack effect
- Shortening Plunge's animation-lock and increasing its range to make it on par with the other gap-closers and maybe give us the ability to double-weave it
- Remove the Grit requirement on Souleater's lifesteal, or atleast give us half the lifesteal when Gritless instead of just removing it completely
All of the above are really minor when you think about it. It's no major rework or anything, just some tweaking to some lackluster skills without altering their function.
The only "bigger" change I'd like to see would be reintroducing Scourge as a second Syphon Strike combo finisher with maybe an extra effect attached to it so that it's not a complete copy of Goring Blade (like a lifesteal on each DoT tick). This simple change on top of putting back Dark Passenger to its 3.X state could cover the DPS issues that DRK currently has if they balance the potency well. The mitigation and self-sustain issues would be covered with the Shadow Wall, Dark Mind and Gritless Souleater changes above, and the raid utility (if they need to add raid utility to the job after these changes) could easily be put on Sole Survivor. Like some debuff that could benefit the group. Nothing too overpowered, but useful stuff.
Such changes wouldn't be that hard to implement at all in a simple patch, especially when you see all the other job changes that happened between 4.0's release and 4.1. It's not expansion-level rework.
I'm really starting to believe that they just outright hate DRK. They just don't seem to care about this job at all, like they just put it in the game in HW for marketting because it looks cool as hell and it's a fan-favourite job in the whole FF franchise, but they don't really like it at all.

After looking back on that I apologise, it was more a knee jerk reaction than anything else. I would rather have some other small reasoning as to why they feel the class is fine than a sentence about avoiding it being over complicated. That is part of the reason why DRK was enjoyable back in HW, it was high risk, high reward imo and less spamming of DA.
Now this I would approve of, nothing major but something that would definitely point us in the right direction.


Instead of bringing back Scourge, why not find a mechanic with which DRK can increase the uptime on Salted Earth?
Something like: every Dark Arts has a 30% chance to extend SE's duration by 9 seconds, or something where you reduce it's recast instead. It would also mean more passive Blood generation, since SE is one of the few abilities that grants Blood.
Last edited by Xenosan; 10-13-2017 at 02:40 AM.
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