
The only care about the short term rather than the long term... It's probably why retail World of Warcraft is failing so hard right now because of the company just cares about the short term gain rather than the long term gain... hence why they dumbed the a good majority of the roles that isn't Caster just to mass sell level skip and story skip books...



idk about the relation betwen make everything brainless and sell the skip books, i don't find the logic about that, but i really can tell they has change to a less effort and maximun profit actitude, dumping down jobs to a point to don't cause mayor balance problems, doing less combat involvement content and proceed to ignore any request/feedback about the combat system and his sounds effects on both tanks and healers while they proceed to do extensive reworks to the crafting ¡¡twice!! to make it way more easy it's pretty disturbing for me, we are almost at the half of the lifespam of the expansion and i can't but rate it at the worst expansion of this game ever have, everything they add and change have more negatives than positives except the MSQ.
I mean it's really clear hardly anyone in the battle design team mains either Tank or Healer. The DPS jobs, while relatively similar, all feel different in how they achieve their dps.
While it's clear that the Tank and Healer jobs were just copy paste with changes slight enough as to be able to distinguish them with something other than seeing a different weapon.
Just wanted to thrown in my two cents here since I've been lurking in this thread for a while
I feel like the main issue with DRK (for me at least) is it has very stale game play and this is a bit of an issue with WAR as well in that all 80 levels for them is them spamming the same 123 combo with some oGCD to weave here and there, with a single skill that they mash over and over again.
The reason why PLD and GNB are likely more popular is because things change with their skills, Rage of Halone turns into Royal Authority that jumps 200 potency, develops a magic combo and on top of all that a DoT to manage well which makes it engaging.
GNB develops a cartridge combo that does move damage that your regular combo and later lets you weave another combo to put forward a satisfying flow of damage. Both classes have things change in their own ways as they get stronger.
Whereas with DRK, nothing really changes. They keep the same 123 combo throughout their lives and endure spamming Unleash for 66 levels. They only get some oGCDs to weave in, no DoTs to manage, very few skills change the way your combo looks or works and above all have abyssal MP regeneration at low level AOE situations.
A step that they could potentially take would be do throw the Bloodletter spam out the window and replace it with actual impactful skills. Maybe if you use Delirium your combo changes where the first inflicts a vulnerability up debuff, the second a damage over a time and a final hard hitting finisher, something like that to make things more interesting that just spamming a skill and doing the same 123 combo all the time.
I think next expansion something really needs to change with tank and healers in relation to how they interact in a battle setting, as it stands you have a CD for any kind of situation and you barely need any real healing because the damage output, even in raids is quite low. I could see them going into an active style tanking style but they would need to change practically every encounter and how monsters interact with emnity, WoW during Legion times were pretty good with active mitigation where you had abilities that did dmg and gave you defensive buffs while spending resources and your talents and 1-2 spells were used for emergencies.
Obviously there's a lot of downsides with this but I don't know how they can keep going forward with healers and tanks being so mundane this expansion I know people don't wanna spam heal every GCD but there has to be a line with what makes this role more enticing. And btw I do agree with you with the tanks and healers being copy and pasted only DPS have interesting mechanics to their play style.
I didnt play back in HW or SB. I started in ARR quit and just now picked the game back up and unlocked drk finally. idk if its because im still low level or what but I find myself enjoying drk more than any other job atm. It just feels right to me
I've said it before, I'll say it again. If you didn't play DRK, you'll probably like New DRK. And that's completely fine, it's the nature of the game. Changes around Jobs/classes will cause people to like or dislike them.
Those of us that played Old Dark through Stormblood, we're a bit more divided on liking new DRK.



It's feels right for you bcs for you it's like the job has been released yesterday since you didn't played the original gameplay and his overall flow, for any veteran that have at least minimum knowledge about how DRK use to play knows that has become a poor designed WAR with a few more off-global colddowns and no sinergy whatsoever with extra useless stuff on your screen, that's doesn't feel right at all.
DRK is a good job with a oversimplified trash gameplay.
I'm new player. My DRK is 74. Donno about previous versions so will just write about my experiences as new player. If i were to use 1 word i would say CRAP. DRK skill progression is insanely bad. Since i do lot of synced content i often don't have blood skills, Without it DRK is so boring i can almost die of boredom. Sure at 72 with completed AOE combo and TBN it gets better, but whenever synced the crappy feeling returns. I also play GNB, SAM and WAR. Won't talk about WAR i hate the job, got it at 69 will level it to 80 with MSQ Duty and that's it. Nothing wrong with it, i just don't like it. But GNB and SAM i really love. Those classes are very fun to play and GNB as long as i get synced to dung that is 30+ it still can be fun. Still have no mercy, blasting zone and cartrige so can do small burst comboses. Anyways it's funnier than DRK at 30. At 72 no point to even compare. GNB is simply insanely fun, it feels fast and is very flashy. I didn't write much about mechanics and viability cause all tanks can tank and will do the job, but it doesn't make them equally fun. They should really work on skill progression in this game, most of the classes feels like shit till 50 sometimes longer. It's not at all short time for new player. I'm betting lot of pplz will be put off by it and simply quit if they played any other MMORPG ever. Cause actually even F2p crappy mmorpg have better skill progressions most of the time. Game is good sure, prolly best MMORPG out there right now, but you spend lot of time fighting and fighting at low lv doesn't feel good at all. Problem is for this game low lv ends at 80.
They already have skills that evolves with levels. They should just have executed on it properly. I would do it like this: give all classes all their skills till 40 [half of max lv], but all of those skills would be weaker versions with lower potency to not ruin balance and avoid bloat skill numbers. And then from 40+ you don't get new skills at all but all skills you have evolve into their proper versions. That would make few things better. 1st thing fight would be fun earlier. New players would have way more time to learn proper rotations and get proper muscle memory for classes they play than nowdays when they hit 80, get completed class at last and they must learn now how to play it in less forgiving lv 80 content. Cause if you get synced you can't learn a shit.
They should also avoid skill bloat. Yes i know they reduced skill numbers that's why classes changed so much. That's for the future content. Modern MMO go into quality and meaningful skills than sheer number of skills. So solution would be to either limit number of skills and fuse some of the together or allow certain number of skills to be used like with Blue Mage. That would introduce builds, which could be interesting in it's own way and prevent skill bloat.
Last edited by Thanad; 03-18-2020 at 03:34 AM.
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