The credit is credited to the fact the fight isnt a DPS, Healing, or Mitigation check.
It's focus on increased difficulty is towards constant insta kill mechanics going off.
All 3 of those things have no effect on those mechanics.
so a non optimized group can get world 1st clear, solely from learning to dodge/handle mechanics.
thats why its suggested speed runs will actually show which group comps are more optimized.
If the fight was a severely tight DPS check, where 2 DRKs could handle it, then the extra DPS a WAR or PLD brings, isnt needed, or helps lax the DPS requirements a tiny bit. (which looking at gordias, that 0.01% does make or break you. It's why ppl were so picky about tank/healer DPS)
If the fight was going to challenge someone to actually use their raid wide mitigation to survive AoEs, then a double DRK comp would fail.
But since it doesnt require it, a double DRK comp can do it.
Which means WARs and PLDs arent being required to do those, and arent being pushed to their max.
In short, you can bring just about any composition, as long as u play ur job well, and u can do the mechanics, u'll clear.
The credit isnt DRK, so much as the encounter.
(Thats not to say DRK isnt viable, just that it literally has nothing above PLD/WAR, and is only accepted because no fight actually needs something better than a DRK.)
I'll agree, due to how they handled Ultimate, DRK isnt in a bad spot at all.
But not because of the class balance, but because of encounter design.
So now, I's just ask for them to remove the clunky parts of it. (Such as having blind on an AoE, and blood price requires u to get hit, to get the Mp back u just spent, etc)
or at least make it fun. (i know plenty of ppl find it fun atm with its current play style, but im just saying i find it boring now)
CLAIRE PENDRAGON
If evrything is ok whit DRK then we would not see numbers like this in fflogs.
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It'd be nice if they'd make more fight with multiplie enrage timers. It would make some job with lacking dps less undesired. (BLM for instance)
I wonder if we'll see a group clearing that fight with BLM
Neo. No matter than percentile average, Dark Knight represents only 22% of uploaded parses. Now this isn't a full proof metric. Samurai, for instance, has high upload totals despite slowly losing its foothold while Machinist is the lowest despite being meta. Still, it's far better than looking at a WF clear and assuming everything is fine.
Sadly it seems SE does not feel the same way, according to the PSU interview. Seems they are going with the viable = balance mindset.Neo. No matter than percentile average, Dark Knight represents only 22% of uploaded parses. Now this isn't a full proof metric. Samurai, for instance, has high upload totals despite slowly losing its foothold while Machinist is the lowest despite being meta. Still, it's far better than looking at a WF clear and assuming everything is fine.
http://www.psu.com/feature/34640/int...future-content
PSU: You recently made changes to the Warrior job that has caused some dark knights to now feel slightly less useful in the end game scene, with certain moves like Dark Passenger feeling much less useful. Are there any plans to address these potential balance issues?
Naoki Yoshida:
While we are always looking closely at community opinions on adjustments, the team currently feels that these recent changes have not made a largely visible disparity between the classes. Many players are tackling the Unending Coil of Bahamut (Ultimate) and the trends in strategy and party composition is also a big indicator for us as well. However, I do not think it wrong to say that the contribution warrior can now bring with Shake it Off is more visibly apparently when compared to dark knight.
From the interview with Yoshida after the DRK cleared ultimate content.
I have alot of respect for Yoshi-P, but... I am so disappointed. A huge kick in the XXX, if you will.
ftfy:
PSU: You recently made changes to the Warrior job that has caused some dark knights to now feel slightly less useful in the end game scene, with certain moves like Dark Passenger, Shadow Wall, Dark Mind, Sole Survivor, Plunge, [MISSING ADDITIONAL DEFENSIVE COOLDOWN], [MISSING PARTY UTILITY], double weaving, general DPS, sustain, high risk-low reward playstyle feeling much less useful. Are there any plans to address these potential balance issues?
RIP IN PEACE
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