Core Issue 1: Lackluster Toolkit Cohesion
Relative to Heavensward DRK or even the current WAR, many parts of the DRK toolkit feel slightly disjointed; very few of the tools seem to have a fluid presence across its gameflow. While 3.x DRK suffered from what might be called anti-synergy (which could still be considered a worthy trade-off so long as the sum of power across the toolkit would otherwise be overpowered, which many have argued to be the case when simultaneously taking magic and physical damage), Dark Arts at least had a broad presence, such that mana spent for offense meant reduced mana spendable on defense; this concept now sees more branches in Quietus and Bloodspiller, but these options feel largely redundant compared to the Dark Dance synergy lost, causing Dark Mind (our only surviving defensive DA-spender unless you count Abyssal Drain) to feel more tacky and punishing than it feels a integration of some unique and pervasive DRK mechanic.
To put it another way, DRK feels like one of the classes that has the greatest potential for enjoyable depth, even if limited to relatively few keys, and yet very little of that potential has been tapped into.
Core Issue 2: Especially high dependence on double-weave.
Though less an issue than in 3.x due to Bloodspiller and Quietus remaining on the global cooldown, and Delirium best being used on the global after BW (unless you would lose an AA over the duration by delaying to the latter half of the oGCD gap), the way DA's control has been implemented leaves it a frequent cause of necessary double-weaving, and now that the rate of DA has increased (outside of BP usage) that part has only gotten worse. Moreover, the need to enhance skills means that one is often potentially forced to delay an oGCD (DP or DM, generally) by a half-gap, and the game's netcode combined with the loss of oGCD queues on any desync can put DRK in a bind second only to NIN when a DA-consuming oGCD is followed by a DA-consuming GCD, which now account for all but two weaponskills.
Core Issue 3: Miscellaneous Instances of Relative Undertuning or Reduced Functionality
TBN sees relatively rare use, and is far from free. Its breadth of usability also faces anti-synergy with defensive tools. To a degree, this seems like it could add some desireable complexity to the job, but in actuality, it makes TBN a relatively poor choice on which to spend mana in a few too many situations. I don't know if it needs to see an adjustment to functionality or simple retuning, but it feels faintly off right now.
Similarly, DM is painfully costly to make more evenly powerful relative to the closest analogs in WAR and PLD's toolkits (which are far from clear even then).
Shadow Wall, worse still, stands as simply an inferior version of Sentinel or Vengeance. If it's being paid for via DM, then I have to ask what's covering its cost in physical mitigation and why DM is as expensive as it is, and if not... why? Why does it have the worst each of refresh speed and mitigation percentile, relative to its WAR/PLD counterparts?


Reply With Quote





