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  1. #61
    Player
    Xan_Kriegor's Avatar
    Join Date
    Feb 2018
    Posts
    65
    Character
    Xan Kriegor
    World
    Exodus
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Asturyas View Post
    DRK can shoot 4000k at parser what do you want more as tank seriously . Same that the sam who can get 6k/6k2 ........
    I hope you are not being serious.

    Quote Originally Posted by Nedkel View Post
    Does this number has been pulled with grit turned off?
    If the answer is yes, then i have a bad message for you.

    Everytime there is DRK running a duty without grit, there is one Dolphin being killed on earth by the human hands.

    Use grit, stop dolphin murder.
    I think he is referring to raid fights in which after the learning period is done it is actually normal to tanks turn off the defensive stance during most of the fight without killing any Dolphins ^^

    Quote Originally Posted by RLofOBFL View Post
    ^ that is broken.
    DRK is as fine as ever in action. I just downed o6s after 2h30m of blind prog in 340 gear with my DRK mt and I was tanking the floor a lot more than he was as PLD. TBN is actually brokenly powerful on Single Target, moreso than people seem to think. Tanks are p close in balance rn and MOST of the suggested changes people on these forums give would absolutely crush any type of balance or border on broken like a sole survivor vuln up.
    I agree with you that adding vulnerability up to Sole Survivor the way it was mentioned would surely broken it. However I strongly disagree with you about the balancement state of tanks at the moment. Perhaps Paladin e Warrior are balanced after these last changes but Dark Knight is definetely behind them. There are a lot of maths, statistics and arguments to support this.

    TBN is for sure a good spell and I guess nobody denies that. But it is not brokenly powerful as you said because it is not free. It is actually a very expensive skill to use since it costs almost 1/3 of your most important resource. Also, due to the lack of other mitigations, DRK seems to be more dependent of his on-demand skill than other tanks.

    It is fairly understandable that players keep making improvement suggestions for skills such as Sole Survivor and Dark Passenger as these are among the worst-designed skills of the entire game, and some of them do not even put these skills in their action bars. No other tank job has skills so useless like these.

    Yoshi has made it clear that it is not of his intention to make all jobs similars. Each job must have unique characteristics in its playstyle. To achieve a good state in balance each tank job should have pros and cons against the others in such way that in the end all jobs feel useful yet having some flaws at certain moments. Unfortunately, at the moment Dark Knight seems to have many flaws and very few pros.
    (1)

  2. #62
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by Delily View Post
    DRK was not present in FF1, it first appeared as a non playable job in 2, and then in 3, there was the Demon Swordsman who was turned into the Dark Knight. However, the DRK's basic design has pretty much been one of sacrificing health in order to do high damage. In theory, DRK should be the highest damage tank with poor survivability that's offset with heath leech abilities. Right now, it's centered around both TBN and DA, but it's not consistent. DP is worthless, and in some cases, you can have a full bar of blood with nothing to use it on.
    Let me bold the important part.

    Quote Originally Posted by MagiusNecros View Post
    As a FF fan from the FF1 days where DRK had high defense and bitching damage in the standard games it was present in I am in conflict against their design philosophy for DRK in XIV. For a game that metes out physical damage, magic damage, and a darkness damage type that ignores defense values and the DRK not being able to inflict Darkness damage at all is baffling to me.

    Right now you use DRK for either dungeon runs(which right now it's more fun to go WAR) or use DRK for progression. All while being clunky and overwhelming with some skills not even being used at all or using skills requires a lot of work just to barely break even.

    And most of DRK is really centered around TBN. And wants you to MT.
    Ergo games like 3, X-2, XI, Bravely Default, etc. I would have thought that was obvious. Instead you opt to go for cherrypicking.

    Until DRK is actively sacrificing HP for damage it isn't a DRK in any sense. Right now DRK has no real identity and just has an aesthetic thing going for it. It's selling on name alone and right now the only thing people want to talk about that makes it viable is TBN.
    (0)
    Last edited by MagiusNecros; 02-02-2018 at 02:11 AM.

  3. #63
    Player
    RLofOBFL's Avatar
    Join Date
    Sep 2015
    Location
    Gridania
    Posts
    787
    Character
    Lala Yuki
    World
    Excalibur
    Main Class
    Paladin Lv 70
    DRK is definitely behind PLD and WAR on paper but it's really not even close to as bad as everyone is making it out to be. Like literally Aoe TBN that gives 100 blood if 2+ shields pop, maybe a 20 potency Souleater and BS buff, and boom balanced. Dark Passenger and Sole Survivor are niche skills, they aren't really in a great spot since both of them are fight specific, but in the fights they can be used in, they're useful.
    (0)
    http://na.finalfantasyxiv.com/lodestone/character/12116351/


  4. #64
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    Sole Survivor 20% MP restore is less than a Grit Siphon Strike. 20% HP not really competing with Equil/ToB/Clem. only every couple minutes on top of circumstance of mob dying.

    I am happy with Sole being a niche skill (corpse-feed), just not such a lousy one.

    I'd like to see it's recast cut in half when enemy is KO'd, the debuff spread to mobs near that KO'd mob as well. Still incredibly niche, but has a rolling snowball scaling output to it when more and more adds/trash are encountered.
    (1)
    Last edited by Xenosan; 02-02-2018 at 05:16 AM.

  5. #65
    Player
    Delily's Avatar
    Join Date
    Oct 2014
    Location
    Gridania
    Posts
    666
    Character
    Delmania Shadowstar
    World
    Diabolos
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by MagiusNecros View Post
    Let me bold the important part.



    Ergo games like 3, X-2, XI, Bravely Default, etc. I would have thought that was obvious. Instead you opt to go for cherrypicking.

    Until DRK is actively sacrificing HP for damage it isn't a DRK in any sense. Right now DRK has no real identity and just has an aesthetic thing going for it. It's selling on name alone and right now the only thing people want to talk about that makes it viable is TBN.
    High defense has never been a part of the dark knight's concept. As the series's role have solidified over the years, the dark knight's signature ability is sacrificing health for more damage.

    However, that doesn't translate well into a tank role in an MMO for a myriad of reasons. Our identity is about spending our MP on Dark Arts to empower various abilities, which is why Darkside kills our refresh. The problems are that there's very little reason to not use Dark Arts on things like Quietus, Bloodspiller, Carve & Spit, and Dark Passenger. Using it on Abyssal Drain was great, but it was over tuned, which is why they killed Blood Price and upped the cost on AD. Finally, there's also little reason to use it on Siphon Strike or Souleater.

    SE needs to give me a reason to think about not using DA on those abilities, and a reason to think about using Dark Arts on Souleater (I'm sure some high end raiders do weave it occasionally). That would be a start. SE also needs to do something about Blood, because right now, it's top heavy. In a Susano normal fight, which I do becaue of the trial roulette, I'm sitting at full Blood because Bloodspiller is locked and Delirium is on Cooldown. It's not a problem at 70, persay. They don't need to go crazy here redesigning the class, they just need to make it worth using a DA-empowered Siphon Strike, and not using DA always on Bloodspiller. Maybe even make TBN raid wide if Dark Arts is used. Right, also do something with Sole Survior and Dark Passenger. It's ridiculous that 2 abilities aren't even on my action bar.
    (0)

  6. #66
    Player
    Ekimmak's Avatar
    Join Date
    May 2015
    Posts
    608
    Character
    Carlo Vinne
    World
    Faerie
    Main Class
    Warrior Lv 80
    The only way we can get away with a health sacrifice mechanic is if it returns a shield equivalent to the lost HP
    (0)

  7. #67
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    I don't see the issue with sacrificing HP if healer gonna top your ass off anyway but whatevs.
    (0)

  8. #68
    Player
    Mycow8me's Avatar
    Join Date
    Aug 2013
    Posts
    1,057
    Character
    Tolby Seyfert
    World
    Cactuar
    Main Class
    Blacksmith Lv 70
    I think it could have worked easily. Really would have loved to see an HP transfering Dark knight. There's so many ways they could have done it. Have no doubt they could have made the sacrifical HP a reality even as tank, literally all they had to do was find a way to make HP returns using souleater/MP spells or transfers similar to how TBN functions to give DRK control over its HP, MP, and blood. There are other issues though, Drain is being used as a garbage cross roll skill when its more befitting of a DRK spell, it could have been a spell that does like 20% of your HP worth of damage and gives you 20% HP. Simple things like that. Turn blood weapon into a skill that drains a little HP and MP, turn darkside into a 1-2% HP sacrifice on Weaponskill attacks and abilities that do damage. Aqua Vitae instant for small HP gains every 30 seconds or so of like 10%. Now I'm just rambling about a DRK I'll never get... bleh
    (0)

  9. #69
    Player
    InfiniDragon's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    230
    Character
    Blake Farrence
    World
    Ultros
    Main Class
    Dark Knight Lv 80
    I would never, ever, EVER want HP sacrifice on a tank, I just don't think it works for a tab-target game. A game like Tera where you can dodge every attack launched at you with pure skill? Sure. A game like this where you eff up and drain just enough HP for an AA after a tankbuster to kill you because it's part of your rotation and you literally can't do anything about being hit by it? Nah.

    I think the MP drain was a much more elegant solution to the DRK way of doing things in the context of this game. Sure it'd be nice if they made those MP costs more impactful but I'm glad it's not health. Now HP leeching as a mitigation method on top of their CDs for tankbusters, that I'm all for. Let us self-heal with damn near every weaponskill and then we don't need fluff cooldowns.
    (1)

  10. #70
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by InfiniDragon View Post
    I would never, ever, EVER want HP sacrifice on a tank, I just don't think it works for a tab-target game. A game like Tera where you can dodge every attack launched at you with pure skill? Sure. A game like this where you eff up and drain just enough HP for an AA after a tankbuster to kill you because it's part of your rotation and you literally can't do anything about being hit by it? Nah.
    But if you know the fight and when a Tankbuster and AA comes out you should be ready for it right?
    (0)

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