Real talk, it'd be nice for a DRK specific trait that merges skillspeed and spellspeed. I don't think it'd be particularly broken
Real talk, it'd be nice for a DRK specific trait that merges skillspeed and spellspeed. I don't think it'd be particularly broken
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.
No I don't think so. See I've also tried it against older content. Mainly Alexander and Omega stuff along with some Trials. Read not new content.
Not to mention, unlike other classes, DRK doesn't look to change from 70-80. Our AoE game increases, but to me our AoE was fine anyway. Thanks for the bonus but I don't see how Stalwart Soul is going to change how it feels/flows. Maybe against more targets but most end game content is against a single target.
Put simply, It doesn't feel like it flows right against old content and easier Overworld mobs/fates. I don't see why the challenge and speed of Boss fights is going to make it flow better considering the amount of things that can throw off the flow/groove even more. Especially since we don't get anything that radically changes how it plays. Put a different way; DRG and SAM seem to still flow okay to me in dungeons, old content and overworld mobs. New DRK just doesn't click for me though. I think I see what I'm supposed to do and what's expected of me. I think I see how the abilities are supposed to flow.
Simply throwing that into faster/harder combat doesn't sound like it's going to change how it place.
Now, whether or not the class is BAD is up for debate. Heck it could be an actual improvement. But it just doesn't feel fun for me to play anymore.
Last edited by MerlinCross; 07-06-2019 at 08:50 AM.
stalwart soul increase our resources and make it less boring since you won't spam all day unleash and make quietus/flood up more often but to me feel that the skill is there to fill part of what they take and still don't be enough and the most important, DRK feels horrible in lower content without it.
i agree part of the enjoyment is fit the job gameplay on the fight but if the job is insufferably boring you will hate it , other jobs feels good no mather what what are you doing so idk why this should be a excuse for DRK.
Again, that fixes/upgrades our AoE game but that was something I never thought was a problem in the first place for the class. Or at worst actually makes it more boring. I'm sorry, I just find the AoE Spam turns off part of my brain till things are dead. I mean a lot of classes got AoE extenders or fixes but I don't find those fun to use. Upgrades sure but they don't radically change how the class feels.
Also as for why it's an Excuse for DRK, it's not. Well it's not the only one on the cut/chopping block. I was wary about using AST cards but now I find the idea too boring to try it now. MNK continues to feel weird, and Paladin feels really REALLY bad at low level content to the point I'm considering popping a skip potion. Gunbreaker, while has a nice flow against overworld content and dummies, feels a bit off in dungeons, have yet to try with Trials. And even with the changes, I fear messing up on the Pet classes.
I could go on but there's a reason I have a small amount of classes at or above 70, and it's not just due to the amount of time it takes to grind them up. I haven't brought them up though because it's well a DRK topic.
Got DRK to 80 today got some pros and cons for it then i'll add to it once I finally get into EX primals (2 of my group members have been taking their time which is fine the story this xpac is amaaaaazing.
Pros:
-Great on demand mitigation (TBN)
-Streamlined play style
-Shadow is a strong DoT, cost is decent
-Edge and Flood are great DPS/resource spenders as well as being snappy
-Party wide magic mitigation is great
-Burst Phases are great with Delirium/Blood weapon
Cons:
-A lot of sitting on your thumbs once you've used your MP 600 a Siphon/Stalwart isn't great, 1000 MP should is what it should have been
-No other mitigation tools besides it's magic kit Dark Mind should be an on demand tool like RI or Heart of Stone 10-15% would be fine
-Living Dead still bad
-Abyssal Drain is only used in trash packs but still strong
-Shadow takes a few seconds to attack and is a glorified DoT, thus losing 3-4 seconds to attack
-Awkward waiting for DPS CDs, Shadow should be 90 secs to make it in line with Delirium
Other than that it's super fun the cons are only really minor (other than the MP thing) I feel the MP gains are just a tad bit low across the board but I am having fun with it! I'm still gonna main GNB but DRK will be a tank I play when I just wanna Darkness everything, I like it much better than the SB iteration of it.
You're always going to get some degree of backlash after a rework like this, because people have to relearn everything and not everyone is particularly adaptable.
I know that TBN/Quietus/AD for infinite resources back in SB may have seemed like it was particularly clever, but it wasn't. Mass pulls in expert dungeons are never going to feel scintillating, but this version is marginally more intelligent.
But let's face it, the part that everyone actually cares about is single target, and that's where DRK has improved the most. You have three buff windows that come together in five different combinations. Each plays out slightly differently. You don't need to sit on resources, but you do need to know when to reach a specific threshold and how long it's going to take you to get there.
This is particularly important for LS. Blood tends to be our "slower" resource, especially since you don't gain any under Delirium (unless BW is also active). I feel that this is the one that you have to pay the closest attention to, especially when it's due to come off cooldown shortly.
Either way, I was having hours of fun doing primals yesterday, despite the fact that the fights themselves are extremely simple. I can only imagine what it's going to be like in more interesting content.
It was. DRK had the best door-to-door pulls in the game, and it was fun to actually have some place to use Dark Passenger. Right now there's less self-sustain and despite potencies being increased, the actual combos hurt the mobs less, because their health was increased to compensate. I don't see how 5.0's DRK is supposed to be more intelligent in AoE situations.
Numbers-wise, yes. It's better because the game is more focused around burst windows now. But unless you like that sort of thing, you have to notice that DRKs sit twiddling your thumbs for half the fight, because MP regen is too slow, and there's no more haste, so you're stuck at 2.4 recasts. I don't understand why people think that making DRK a slow, burst-window class instead of fast sustained DPS class was a good thing. You can play PLD or WAR for those things already.
If your point about AoE in Stormblood was that it was fun because you have infinite resources and could endlessly spam TBN, Quietus, and AD for unlimited self-sustain, then yeah, I can agree with that. But that's also intrinsically going to be simpler than a system in which you have a two step combo, finite resources, and a limited amount of sustain which you need to apply judiciously. It's not a big jump, by any means, but AoE pulls have never required much thought to begin with.
You really can't make the claim "Oh, I thought it was fun having infinite resources during AoE in Stormblood" and "I thought that Stormblood had more resource management" in the same breath. These two things are mutually exclusive.
If you're ever twiddling your thumbs on DRK, then you're doing something wrong. We're pulling the same APM values that GNB does, except we're not following a fixed rotation and actually have to make decisions based on resource usage. If DRK is "slow", then every other tank job is going to be molasses. Blood Weapon wasn't what made the job fast. It was, and still is, the number of decisions you make per minute that gives the job its speed.
Last edited by Lyth; 07-06-2019 at 04:52 PM.
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