These long posts are a waste of time. All 4 tanks were relatively standardized. They aren't going to back on that


These long posts are a waste of time. All 4 tanks were relatively standardized. They aren't going to back on that


I've loved the idea of a pure resource management tank since 3.x and like this rework for that reason. Not gonna hold my breath though.
The current hybrid build between WAR and old DRK is lacking bc there is a gap in the resource generation loop among other issues which have been spelled out all over the DRK threads. Instead it's blow everything you have then build it back up and wait for the CDs. The model should be freely transferring your resources between mp and blood, while maintaining hp levels, and doing damage/mitigating in the process.
All that being said I'd cut spinning slash. If you want it for keeping the math on mp generation the same then attach a non mp resource to it or give it a part time buff.. Something subtle like increased parry rate or slight shield mechanic from GNB. If it's just going to be there for the sake of getting to power slash the cut it.
That said, I like it, it would rather play it than our current version.


I haven't seen anything to suggest this is the case but assuming you're correct I think after all those who played it for the msq go back to their mains, which are all in better shape according to fflogs, you'll see the same numbers from SB.
DRK needs buffs, it's at the bottom in multiple catagories... Again.
Could not disagree more about these post being worthless. Do I honestly think SE will do this massive of a rework post expansion launch? No. But is it worth letting them know how we feel about our jobs and what we wish for them to be? Yes, absolutely.



doubt that is true but, sure like the big signboard saying become the warrior of darkness with a high resolution DRK have nothing to do with that.
it's a interesting proposal, solves many problems of the current DRK like the lack of resource managemet, the downtimes, Delirium being a bland copy of inner release, better dark missionary and living dead, i overall like it and i wish SE make an effort for once to fix this mess of a job before next expansion.
standardized on performance shouln't never mean make the gameplay the same, we don't have 4 tanks to end playing most of them like WAR so this post is not a waste of time, we can even bring the original HW DRK and with a few number tweaks being balanced with the other tanks and being diferent with is the main point of this threads.
Last edited by shao32; 07-20-2019 at 11:24 PM.
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a post like this pop up every few days, realistically they're not going to rework a job mid-expansion, much less bring it back to a state from 2 expansions ago. While a lot of people seem to not like some of the things they did with DRK, it is functional, and relatively balanced when compared to other tanks.
The only real issue I see is Living Dead. With the scaling (and lack of) of tank HP and Heal throughputs, it's unrealistic to expect non-WHM to deal with Walking Dead effectively.
Otherwise I personally haven't had any issue with the new DRK, dungeon or raid. It plays nothing like Warriors in my opinion.




Actually, GNB is the most played tank across the board, based on statistics from the new content. It's relatively low effort for high reward, and it does have a certain amount of charm to it.
There are probably a few things that could be improved on for DRK, in particular dps output, Living Dead, and the fact that Dark Missionary only works on magic damage despite having the same recast as SiO and DV. I wouldn't mind these "physical only" and "magical only" cooldowns if they designed balanced fights. But when you create a physical only fight for a raid tier, it becomes a pretty terrible concept.



Complete unbalance.
DRK is really good now and I don'1t want anything to be reworked.
3.0 DRK was all everyone loved, and the parry>reprise interaction is now represented in The Blackest Night>Edge of Shadow.
I don't want DRK to have speed, it's already difficult to double weave.
It get's me triggered to have to read such ingenuous things, did you just mocked up this reword in 30 mins? Do you actually know how unbalanced and overpower DRK will become over the other 3 tanks? I think you don't have any idea. You just want to become powerful.
You can't simply add things, you need to remove from one part to add in the other, because all 4 tanks are mathematically balanced. If you don't do the balance, might not put any potency.
Considering Dev reads all over the feedback, I need to take this kind of thread REALLY seriously. BIG NO.

Sounds like a HW version of Dark Knight with ShB abilities. What would this serve besides living in a past iteration of DRK?



as you can see many ppl don't like the job lose all his original mechanics and become a pseudo WAR instead of evolved by himself and being unique, it's normal ppl ask to DRK become what it was but taking the best of each expansion.
"original mechanics" DRK never had an original concept. It came to be as a job that played exactly like PLD in 3.0, with extra tools that made the latter completely worthless for 2 years. The people who complain about Delirium not being interesting, I am sorry but 4.0 extra mana was even worse, you are just asking more of the same old 1.2.3 weave in between. All tanks are like WAR in some way, but I don't see people complaining at PLD or GNB. If you really want to make DRK not like WAR, you also need to remove Bloodspiller and Quietus, does that look interesting to you now?
I think I have already said it in another thread, but Delirium as it is now is very important to DRK rotation, otherwise you are gonna cap resources while weaving, unless you make obligatory to double-weave, which would kill the job for everyone who didn't live near the servers.
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