They could change the DA animation to be just like the sword enchancment, cutting down the power up part, then it will be ok.no one here sugest DRK should be slower, part of his identity was being a fast paced tank and im all for it, but one thing is being a fast-fluid job and other enchancing the current awful desing since we cliping some animation with double weaving i don't wanna try triple weaving, in fact i don't think this game support triple weaving in any degree, animations will need to be so short that you can't apreciated and thats another charm of DRK who have one of the best animation kit of the game.
Dealing with animation timing is also a part of class.
All of this for what? Just a dps buff? Increase the pontency of certain skills instead not fill every single action with dark arts something that most old DRK mains hates, our main complains is dark arts is no longer fun and interesting to use, ppl hate DA spam and leave the job for that between other things.
Also animations are part of the satisfaction of use the skills, if they turn dark arts in just a buff that don't do anything then they can remove it from the game entirely for me, for my part I don't want something that is so boring to use and see just for the sake of have more apm.
Is there is something more boring than warrior? =PAll of this for what? Just a dps buff? Increase the pontency of certain skills instead not fill every single action with dark arts something that most old DRK mains hates, our main complains is dark arts is no longer fun and interesting to use, ppl hate DA spam and leave the job for that between other things.
Also animations are part of the satisfaction of use the skills, if they turn dark arts in just a buff that don't do anything then they can remove it from the game entirely for me, for my part I don't want something that is so boring to use and see just for the sake of have more apm.
Yet he is being played the most of all three tanks, because he is effective.
Tanks cant be complicated, their job is enough complex.
And DA is just an enchancment, nothing more. Increasing resources pool for drk will open up more options for different rotations, even dark passenger would be used in this case with DA.
I will say it all the way, drk needs more resources, it will affect the effeciency of mediocore players a lot, and as for better ones they will have to find a way to play around animation clip, i believe they will handle it, still they will gain a lot of additional dps.
Its not like drk has enough mana and blood to use frequently bloodspiller and other enchanted with da skills.
fun is relative, most WAR i know they love the job for his simplicity and fell cleaves with is ok even if is not for me, and i doubt it will reduce the skill gap betwen average and top DRKs, more like it will increase it, DRK need a rework of the entire dark arts system and being equally impacfull in a fight like the other 2 not make it more clunky and akward to use.Is there is something more boring than warrior? =P
Yet he is being played the most of all three tanks, because he is effective.
Tanks cant be complicated, their job is enough complex.
And DA is just an enchancment, nothing more. Increasing resources pool for drk will open up more options for different rotations, even dark passenger would be used in this case with DA.
I will say it all the way, drk needs more resources, it will affect the effeciency of mediocore players a lot, and as for better ones they will have to find a way to play around animation clip, i believe they will handle it, still they will gain a lot of additional dps.
Its not like drk has enough mana and blood to use frequently bloodspiller and other enchanted with da skills.
Use Blood resource for more things. Thanks.
Your dps is not just a function of resource generation. It also depends on you being able to spend it fast enough. Let's say that you had unlimited MP. You're still just pushing out 140 potency Dark Arts. Having access to more resources improves your sustained dps, but doesn't really do much for burst. There eventually comes a saturation point where adding more resources doesn't translate into significant dps gains.
That's one of the big reasons why Delirium doesn't have anywhere near the same impact that IR and Req do. It doesn't actually make you hit harder. It just lets you sustain a more consistent rate of Dark Arts usage. What we really need are more actions that translate MP into a higher level of dps.
And yeah, the blood system is fairly underutilised.
There are several oddities on dark knight when you look at it from a class design perspective.
-Mana pool tuned to be 120 mp short of holding 4 dark arts. Why?
-Darkside is 20% damage increase but stops our regeneration of mana meaning it is indirectly weaker than 20%.
-Sole Survivor gives 20% HP and Mana, but that translates to 1896 mana. Single target this is a weird value to gain back. Stance swapping cutting gauge to a weird amount that forced overcapping was enough to remove the stance swap penalty on warrior and paladin.
-Blood Weapon dps benefits are all or nothing benefits with expected values less than one. A phase transition can completely wipe out any GDC/auto gains.
-DPS benefits given while in a defensive and penalized stance.
-Dark Arts is spammy and makes weaving difficult with higher speed builds, higher speed builds are also desirable on a class which centers around resource generation.
-Speed benefits on a class with forced double weaves, placement aoe, and a 2 second cooldown on dark arts means everything must be pressed with care. A 1 second recast would make dark arts far more friendly to weave and spam.
-Physical oGCDs not lining up with dps buffs (carve and spit and plunge both generate extra mana when used in blood weapon).
-Not having access to a single target HP drain out of tank stance.
This is without other considerations like fight design, risk and reward, or, when overall dps is the same, valuing burst higher since burst will usually come out on top in fights with forced down time, not to mention that for most of this expansion dark knight was also the lowest projected sustained dps tank and only recently pulled ahead. Does more resource generation help, sure, we aren’t at the point of forcing overcapping yet, but does it fix all of the above? No.
Also keep in mind that many of the adjustments which dark knight has received have come after nearly a year of complaining, and some predate the expansion to the original release of dark knight.
-Shadow Wall cooldown reduced to match vengeance. Despite vengeance having the same damage reduction, lasting 5 seconds longer, and giving a counter attack. This took 3 years to change.
-Plunge animation lock being reduced, again took 3 years to change.
-Dark Mind not having an associated cost, half the life of the expansion to change and only after the first two savage raids and first ultimate had passed.
-Sole Survivor being useless in single target situations. 3 years to change.
-The Blackest Night being too short with its animation. 7 months to change.
-Delirium being on too long of a cooldown. 7 months to change.
-Quietus gaining a mana regen. Few weeks to change, this is the only major change which was responded to in a short amount of time but only effects mass pulling.
Contrast this with other job changes this expansion.
-Warrior's have a relatively useless skill in the 60-70 additions. Replaced with a powerful tank shield. 4 months to change.
-Warrior's rotation is punishing and not getting direct hit crits feels bad in an opener. 7 months to change into one of the strongest cooldowns in the game.
-Tank stance swapping leaves us with a strange amount of gauge. Patched out before savage on both warrior and paladin.
-Unchained costing gauge and not useable at the start of a pull. Removed before savage.
Fine, I will grant that it will take time to sort through everything and figure out what to do with dark knight. I'll accept it. But if you want to know why people are annoyed, and why people aren't playing dark knight in raids, just look at what has, and equally importantly, what has not been addressed.
Last edited by Chrono_Rising; 01-24-2019 at 06:32 AM. Reason: Edit to make vengeance benefits correct
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