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  1. #81
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Heavensward DRK gameplay needs to come back at any cost, it's ridiculous we have to be condemned to remember the best versions of DRK while we dealt whit this new marauder branch painted as our beloved favourite job while no other job in the game really suffer from this thanks to SE ignoring us.
    (9)

  2. #82
    Player
    jetfire117's Avatar
    Join Date
    May 2019
    Posts
    109
    Character
    Rujhezia Zima
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by shao32 View Post
    Heavensward DRK gameplay needs to come back at any cost, it's ridiculous we have to be condemned to remember the best versions of DRK while we dealt whit this new marauder branch painted as our beloved favourite job while no other job in the game really suffer from this thanks to SE ignoring us.
    If there isn't any tank talk or at least talk of possible changes for 5.3, I'll just give up hope. They must be either satisfied with how the tanks are "balanced" number-wise or just afraid to change anything. DPS has been getting all of the attention since launch.
    (1)

  3. #83
    Player
    Satarn's Avatar
    Join Date
    Jul 2016
    Posts
    522
    Character
    K'rheya Tia
    World
    Odin
    Main Class
    Gunbreaker Lv 90
    The current situation of many veteran tanks - as well as healers - being very unhappy with the roles in general, runs into a rather glaring issue with SE mostly measuring the "job satisfaction" by looking at content clear statistics.

    Due to DPS having a much, much wider variety of options to split their numbers over, their job problems appear to be far more severe if clears are the main metric you go by. Moreover, if the issue is with an entire role of casters for example, then you can see that entire role being less played - but this can never be the case with tanks or healers, as you simply can not even clear most relevant content without 2 of each, hence somebody will always have to bite the bullet and play them for the team, regardless of how enjoyable they find the role.
    (5)

  4. #84
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by jetfire117 View Post
    If there isn't any tank talk or at least talk of possible changes for 5.3, I'll just give up hope. They must be either satisfied with how the tanks are "balanced" number-wise or just afraid to change anything. DPS has been getting all of the attention since launch.
    i doubt they do anything at all, with DRK is always the same, only expansion changes and dealt with it the next 2 years, despite delirium having the most complains overall everywhere and have time to change it to something more different even like a minor change like making the skill 30s recast and grant 2 bloodspillers only wich at the end will be the same overall as a example they choose to do nothing, i have no hopes to play DRK the rest of expansion and to add more drama GNB sounds are horrible, realle feels like tank and healers are not even a second rate customers but third world, i wish we get the same overall quality the dps have in their gameplays despite balance being a thing they are at least fun and so diverse to play no matter what.
    (1)

  5. #85
    Player
    Gawbles's Avatar
    Join Date
    May 2016
    Posts
    10
    Character
    Noan Embersoul
    World
    Jenova
    Main Class
    Paladin Lv 80
    For what little it is worth, just wanted to throw in a show of support for a return of HW Dark Knight's unique gameplay, as it's what bonded my to XIV shortly after joining and switching jobs to check it out. It's a divisive subject of what way DRK could go from here and there doesn't seem to be a middle ground that would satisfy everybody since some like the current iteration and some like SBs even, then there's us HW Dark Knight fans. Was downvoted like crazy on ffxiv's subreddit for suggesting an alternate play style system that could allow from old school style DRK (and AST, SCH, etc...) for casual gameplay, like dungeon roulette and unsynced stuff because it "would divide the player base". So be it. What I wouldn't give to have access to a HW server just to run a few dungeons every now and then as the O.G Dark.

    Can understand why things have been homogenized with tanks and healers - even a bit with DPS for that matter - for the sake of an even playing field, but I still feel what I feel and preferred the old gameplay style better. OP, thank you for making this thread, it feels a bit vindicating having someone else who liked DRK how it was.
    (1)
    Last edited by Gawbles; 04-17-2020 at 01:03 AM.

  6. #86
    Player
    DM_Rankin's Avatar
    Join Date
    May 2020
    Location
    Gridania
    Posts
    2
    Character
    Setanta Gelurdoux
    World
    Mateus
    Main Class
    Dark Knight Lv 80
    I've been playing seriously since Stormblood, so I don't know how the class was in Heavensward, but I miss the Dark Arts and MP regen mechanics from the past. As it stands now, DRK is very boring. The rotation is dull and simple, whereas in the past you had options. I think stance dancing was awful in general, but that's not the concern here. Using Dark Arts to empower specific abilities when appropriate was not only a way to keep you on your toes, it also had an insanely satisfying animation to go with it. Using Bloodprice to recover your MP, or Carve and Spit? Also really satisfying. I think, given that an enmity combo is no longer necessary, restoring Dark Arts as an active mechanic should be doable.
    (2)

  7. #87
    Player
    shao32's Avatar
    Join Date
    Apr 2015
    Location
    arcadis
    Posts
    2,067
    Character
    Shao Kuraisenshi
    World
    Ragnarok
    Main Class
    Gunbreaker Lv 90
    Quote Originally Posted by DM_Rankin View Post
    I've been playing seriously since Stormblood, so I don't know how the class was in Heavensward, but I miss the Dark Arts and MP regen mechanics from the past. As it stands now, DRK is very boring. The rotation is dull and simple, whereas in the past you had options. I think stance dancing was awful in general, but that's not the concern here. Using Dark Arts to empower specific abilities when appropriate was not only a way to keep you on your toes, it also had an insanely satisfying animation to go with it. Using Bloodprice to recover your MP, or Carve and Spit? Also really satisfying. I think, given that an enmity combo is no longer necessary, restoring Dark Arts as an active mechanic should be doable.
    i was planing to use this link in a threat im planing to make with feedback after confirm there wont be changes for DRK in 5.3 but it wont hurt post it here now.

    This is a full guide explaining every skill and mechanic of DRK in heavensward posted here in this forum almost 6 years ago back in heavensward, i hope this helps everyone who wasn't here in HW or just didn't care about it back there have a clear view of how use to work and why so many veterans like me want it back.

    https://forum.square-enix.com/ffxiv/...k-Knight-Guide

    enjoy it, and sorry for any veteran if read this guide make us painfully miss it a lot more.
    (2)

  8. #88
    Player
    Recon1o6's Avatar
    Join Date
    Sep 2016
    Posts
    1,296
    Character
    Avarnia Corthal
    World
    Adamantoise
    Main Class
    Dragoon Lv 90
    That guide was as painful to read as it was when i found an old heavensward astrologian job action guide on youtube. Both equally painful wrecks to my favourite jobs in tank and healer.

    Hell I even made a thread a while ago about a half thought through idea to bring some HW flavour back to this marauder clone (yes marauder clone, not Warrior, Warrior has been pruned back to a level 50 marauder with a gap closer and shake it off)


    I miss my debuffing and high skill magic tank from 3.0
    (2)

  9. #89
    Player
    SamRF's Avatar
    Join Date
    Aug 2018
    Posts
    766
    Character
    Kiro Isamu
    World
    Zodiark
    Main Class
    Rogue Lv 81
    What is it about Dark Knight that fits the Dark Knight flavor since 5.0? How I see it, they've basically become rescource assault rifles who can go berserk on their rescources with little consequences. HP isn't being sacrificed and now MP has no important role anymore (AoE enmity, Abyssal drain) for party survival, so there's no risk or sacrifice made, ever. Only thing you need to save for is TBN but it's just not nearly enough of a risk.

    They're spellblade berserkers now, not Dark Knights imo.
    (2)

  10. #90
    Player
    Rivinhal's Avatar
    Join Date
    Aug 2019
    Posts
    42
    Character
    Luna Fhey
    World
    Goblin
    Main Class
    Scholar Lv 90
    Quote Originally Posted by shao32 View Post
    i was planing to use this link in a threat im planing to make with feedback after confirm there wont be changes for DRK in 5.3 but it wont hurt post it here now.

    This is a full guide explaining every skill and mechanic of DRK in heavensward posted here in this forum almost 6 years ago back in heavensward, i hope this helps everyone who wasn't here in HW or just didn't care about it back there have a clear view of how use to work and why so many veterans like me want it back.

    https://forum.square-enix.com/ffxiv/...k-Knight-Guide

    enjoy it, and sorry for any veteran if read this guide make us painfully miss it a lot more.
    As someone who only started playing in Shb (and doesn't mind DRK, though it does feel similar to WAR), why did they change this?
    It looks so much more interesting here... I mean some of these abilities look really cool. That entire Darkside stance, along with abilities interacting with it? That's super cool.
    So... what happened?
    (0)

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