SE might as well delete it and leave us with one less CD. Dark knights openly admit trying not to use it due to being a hindrance. I have only lived once when I have used it in a pug and that was not bc of healers topping me off, it was bc the boss died before the timer ran out. ShB goal of giving DRK a rework was to make it more fun to play, bringing it up to the level of the other tanks with utility, lower the synergies of other tank jobs to prevent exclusion, and go through the trouble of adding another tank, in part, so there would be no third wheel job in this role then why negate the effort by leaving this as is? This "ultimate ability" is a resource pit with an incredibly niche use bc of its duration. If you want to leave the "high risk high reward" aspect in then why not lower the healing requirement or allow the DRK some method to assist in the healing. Maybe a sole survivor trait to absorb damage dealt as hp or to absorb % damage taken as HP (like dread spikes). There have been numerous threads detailing many different alternatives.
This ability needs to be brought up to match the capability and/or utility of other ultimate abilities. Job identity doesn't mean LD only gets mileage out of niche prolonged tank busters to exclude the vast majority of great content where the other tanks out perform with their ultimate.
I'm not asking for the best and I'm not asking for homogenization. All I want is my healers to not have to face an extra healing check bc they brought the wrong tank. You either force me to not use the ability, stress out the party bc it's a resource dump by comparison to others (bc of the healing req), or its just a reason for you to play another tank and that would be disappointing bc I like most of what I see so far without having had a chance to play it yet. SE, I know you have some creative minds on the dev team. Please make this better.


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