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  1. #2
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    195
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100
    DRK problems:
    currently, DRK "gameplay identity" is known for its barrier TBN, and EOD/FOD mana spenders, by which I mean that those skills are the only thing that separate DRK from the other 3 tanks. This decision ultimately gives DRK a unique problem that no other job faces, which is that their DPS is tied to the mana they generate. I feel that the most important question of this design choice is:

    since its DPS AND its sustain are tied to its mana, why is its mana generation restricted so much, which only hurts the damage and healing it can do?


    The simplest, and best change for the CURRENT build in my opinion, is to the leveling kit of DRK. I feel that if stalwart was learned at lv 40, this would help DRK increase its mana actions allowed in battle, as well as adding more of that natural damage curve to go along with it. with Blood Weapon being moved to lv 30, then Edge of Darkness can be learned at lv 35, so that stalwart can fit into lv 40.

    Another change would be to Abyssal Drain. I think that AD should return as a mana spender with the same cost as EOD/FOD, so that an experienced DRK will be given the chance to think about what to spend its mana on. I also believe its cure potency should be changed to be something like 400% of damage dealt to target, 50% less for the rest, so that it does not become grossly OP in dungeons and it also helps give DRK another option for spending mana in boss fights. Living Dead is another huge problem in the jobs kit. I believe it should offer a 50% self healing received boost, so that a good DRK can help their healers by having the ability to almost fully cleanse themselves, and as a countermeasure so it cannot be abused so heavily to cheese mechanics.

    Both Blood Weapon and Delirium should retain their current forms, but at least have their duration extended to the 13 second window that Requiescat has. this would make for a fairer version of Delirium, and does not compromise on the new burst window that tanks have, which I am aware some people like.

    Salted Earth is in such a terrible state at the moment, I'm honestly surprised it wasn't outright deleted. Either return it to its former 21 second blood generating glory, or just delete it and move its potency to a DOT on bloodspiller or something.

    The final, arguably biggest change i propose, is to Dark Arts. Dark Arts felt as it was the soul of DRK, and it should be at the heart of most of the key abilities. I believe that TBN should still give you Dark Arts once it pops, but I would LOVE to see its old animation return, as a visual indicator to both the beginner DRK that stares at their hotbar, and the experienced DRK that stares at the boss and their own character in motion.
    along with that change, I would love to see Dark Arts once again have varying effects, but perhaps only on a few key skills, such as:
    Free Edge/Flood of shadow/darkness
    Dark Mind 30% magic defence buff + old Blood Price (make it generate around 2000 mana so its not such a sink yet not too OP)
    Free Abyssal Drain (in case DRK needs it for LD cleanse or for emergency sustain)
    Soul eater being a guaranteed direct crit heal (would help with LD or emergency heals)
    Carve and Spit restoring even more mana (currently only gives us 600. I believe it should be base 1200, DA 2400)
    Quietus/Bloodspiller leaving a damage over time ability, so that there can be some interplay involved. this last one i am hesistant about though, as i believe it might require the removal of Salted Earth (which is terribad in its current state anyway)
    (2)
    Last edited by bundythenoob; 07-09-2020 at 02:47 PM. Reason: clarification