no reason to choose DRK.
need buff.
no reason to choose DRK.
need buff.
And what do you want to do with tanks so? Just hitting without any dmgs ? I don't know what they can do to make Tank's job fun without having a good dps.Again, that is the problem of the game. People got so accustomed to it, they don't want anything else or cannot see anything else. There's plenty of MMO's around that use plainly DPS as the key factor, luckily there is also some that rely on dps but did not make it the key factor in every fight. Some fights can be extremely mechanic heavy for example. Try to think outside of a box for a change, but because players don't, developers don;t either. They rather stick with tried and tested(while boring) methods that work.
And no, in my example DRK isn't useless. All 3 tanks can easily MT bosses in raids, they just bring different things to the table. But that is why this is a forum, people can express idea's and opinions as they see fit. You don't always have to agree with them.
I mean, we don't have many tanks right now. How devs can make the players want to play tanks? I haven't the answer.
But for the DRK, my main issue is the gameplay. I've done the three tanks now, and since I was sub DRK in HW, now I'm playing WAR and enjoy it really more, juste because WAR's gameplay is more complete and less repetitive.
For my part, I think they need to revisite tanks just to make a real goal beside each one. Like: PLD: a wall-man with alot of utilities, the WAR: the one-man-army, and the DRK: why not a full magic tank (that means main combo is magic dps, and not physical) with a real and interresting mp rotation. Not something like "Lol, you need Dark Art to: make dmg, recover your hps, taking aggro, and to protect you allies you need a spell that use the same amount of mana!" At the end, DRK is just a spamming DA when it's available, with only one combo that is... Meh. Only recovering hps with tank stance and in dps stance only recovering half of the mana you should recovering.
Beyond balancing, this is the gameplay that I want to focus people. I see a lot of players playing DRK now because "it's easier". So, DRK is now the real Dragoolol? Just playing it because it's badass and easy?
Last edited by Azerhan; 10-25-2017 at 01:52 AM. Reason: /char
"Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle
Full magic DRk would kinda invalidate the "Knight" part of Dark "Knight"
I just don't really see the point in trying to make the game something that it's not. I don't particularly care for this game's story, but you don't see me petitioning in the general forums to change it to something that I'd like better. I have other games that I play if I wanna experience a story I like.Again, that is the problem of the game. People got so accustomed to it, they don't want anything else or cannot see anything else. There's plenty of MMO's around that use plainly DPS as the key factor, luckily there is also some that rely on dps but did not make it the key factor in every fight. Some fights can be extremely mechanic heavy for example. Try to think outside of a box for a change, but because players don't, developers don;t either. They rather stick with tried and tested(while boring) methods that work.
And no, in my example DRK isn't useless. All 3 tanks can easily MT bosses in raids, they just bring different things to the table. But that is why this is a forum, people can express idea's and opinions as they see fit. You don't always have to agree with them.
Dark Magic will be fine. I'd really like to see some Magic Absorb and more damage shields. As well as some drastic buffs to Living Dead buffing the DRK's attack power by 300% at the cost of being DOOMED for 10 seconds before death.
Or some Leech Tank aspects by putting Lifesteal on their attacks and not just Souleater.
But I really don't think the traditional Dark Knight is ever gonna be in XIV unfortunately.
The person I was replying to said to take away DRK's sword skills. NO. ABSOLUTELY NOT. We all know a caster tank won't work in this game and the job doesn't need a full rework like that, you'd probably lose a whole chunk of the tank population doing that.Dark Magic will be fine. I'd really like to see some Magic Absorb and more damage shields. As well as some drastic buffs to Living Dead buffing the DRK's attack power by 300% at the cost of being DOOMED for 10 seconds before death.
Or some Leech Tank aspects by putting Lifesteal on their attacks and not just Souleater.
But I really don't think the traditional Dark Knight is ever gonna be in XIV unfortunately.
Can't take away sword skills. DRK is always based around it's proprietary weapon type. Dark Swords. Sometimes Scythes. And with the way the game's battle system is designed they tether all skills to your weapon. Which I think is idiotic but whatever.
DRK is primarily known for Dark Swords, heavy armor and big damage usually dark elemental(lol no elements in this game). If they have any magic at all it is primarily dark or evil magic. It's meant to be a foil to the Paladin.
I guess in a way DRK is a foil to Paladin right now though. Paladin is super amazing awesome meanwhile DRK is a complete piece of shit with little incentive to use. Oh well. Back to Black Mage.
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