

Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
To be honest adding an extra combo like the other tanks isnt really going to make it more interesting, right now its just press 4 instead of 3 every X seconds.
HW DRK was no different from this, especially since there was no point to ever use Non-DA Souleater, which is why they just merged SE and Delirium; and Im guessing they didnt make Scourge a combo since it would just be a PLD copy (then again they copied WAR now so :T )
Also, Ranged classes only have one combo too and noone complains about it, so it should be fine for having a tank like that as long they have other stuff making it interesting
Last edited by Alexow; 06-27-2019 at 07:17 PM.




I don't have a problem with only 1 combo either. Let's be honest, in HW I was sitting in tankstance 24/7 and was basically only spamming Delirium-combo ad nauseum.
But what made DRK interesting is the mana management. And that is gone now with the removal of Dark Arts.
It was already bad in SB when you was not in tankstance, but in tankstance there were some decision making involved.
Is Carve and Spit ready? Dark Arts it for the damage buff.
Do you have 50 blood? Dark Arts Bloodspiller, so the extra potency is not reduced by the tankstance.
Nothing ready? Dark Arts Souleater for the buffed selfheal.
Are you overcapping mana? Dark Arts Syphon Strike.
Are overcapping mana really hard because Delirium is ready and Syphon Strike is your next combo hit? Dark Arts Dark Passenger.
Of course in dps stance these prioritys were mostly gone anyway, but ShB DRK could have been more like SB DRK in Grit I think.
Plenty of people complain about it, it's not our fault if you don't read discussions about other classes. And still, Paladin has a few combos branching from Riot Blade with ShB. Warrior has the same. DRK is now a 1-2-3 tank with no Dark Arts left to boost skills we might want to boost, Salted Earth's cd was doubled and its potency reduced, Dark Passenger is just gone (you can claim it's replaced by FoS all you want), Blood Weapon + Quietus no longer works... Hell, Blood Weapon no longer functions as Blood Weapon did for 4 years.
Said tank has very few things making it interesting now.


In HW, the question was not wether there was a point to use non DA-Souleater, but if you had the MP to use it, and if you needed the heal even without DA. It would have been easy to put a different effect on Power Slash, for example to keep a haste effect, which at least no other tank already have.
Ranged classes have a completely different system based on proc, so you can't really compare that. The fact that Machinist will switch to a rigid 3-step combo is one thing I will most likely dislike. On the other hand, some melee DPS have up to three combos, so it's not inconceivable to keep at least two.
Last edited by Reynhart; 06-27-2019 at 09:26 PM.
If you have enough MP youd use SE, otherwise youd use Delirium. Dont see how pressing a different button adds much to a class, which is why they just merged the two combo enders.
Also I dont remember the heal ever mattering that much, it didnt recover that well and was locked into Grit.
And true about the melee DPS but theyd have to figure out something more interesting that a DoT or Buff, otherwise theres not much of a point since its just a copy.
Look at GBN, they only have one combo but its a bit more interesting since completing it gives a resource to use on one of two different things


Which the majority of people still used back then. It might not have been the optimal way, but it could made DRK more entertaining to play.
We don't need a 100% completely original concept for a combo, a unique buff would have still given a unique flavor to DRK, especially now that we've lost the hast effect on Blood Weapon.
Our only combo already gives us our two ressources that we need for everything else. Who knows, maybe they should have separated Blood and MP into two finishers so that we'd have to juggle between the two. Or having a combo to build Dark Arts instead of TBN and still speding those (more scarce) Dark Arts to enchance some skills.
Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
I really doubt the heal mattered at all, especially since Grit also gave a 20% less damage taken buff
True but we dont really need a combo to do that, old Blood Weapon was fine and Im also sad about the haste change
We kinda already had that with Bloodspiller and Dark Arts(which was replaced with Edge/Flood) but I suppose making atleast Bloodspiller into some kind of finisher instead of being similar to Fell Cleave could work too
Blood and MP is a good system but I have a feeling they have no idea how to make them work together, It worked alright with TBN giving Blood but now they just feel disconnected


Well, maybe the decision was not game changing but, in that case, I think it would have been more interesting to make the decision important that simply removing it.
Not necessarily, no, but a combo needs a little thinking ahead in your rotation compared to a simple oGCD that will grant its buff when clicked, especially if it buffs the same chain of WS every time.
To be honest, I never was a big fan of Blood because it's just a red-painted beast gauge. "You build 50 by your combo, you spend it on a big hit". Oath have at least the "novelty" of not being built by WS nor being tied to offensive skills.
For me, DRK should have had a Darkside gauge, that would fill overtime while increasing damage in multiple increments, and some skills would be used to reduce the gauge so that you wouldn't let it cap, and you'd have to find the sweet spots during combat.
Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
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