I have a ton of mixed thoughts on this subject. While I do miss the hell out of STB DRK, and while I would love nothing more than for DRK to return to its former glory, I don't quite dislike the idea that SHB DRK is the new shell moving forward because I do see the appeal for new DRK players, and i do think the new version COULD HAVE BEEN a more accessible version. I DO however, have a major problem with the execution of the current SHB DRK. namely a few things:
-Why do we not get stalwart at 40 like the other tanks? why not nerf edge/flood at the lower levels to accommodate this new amazing skill? PLD got a new lv 40 aoe, so why not use that "job homogenisation" to benefit DRK?
-Why did they nerf our mana regeneration abilities in favour of mana regen ticks? why not allow us to build our own resource at a faster pace and give power back to the player?
-Why nerf abyssal drain? it could have been rebalanced and kept as am alternate spender to give us some variance in our mana usage, instead of just edge/flood for 40 levels until we get TBN.
-Why nerf Salted Earth? it was a great skill and a nice source of blood/damage. now it has no interaction and serves as a mediocre source of damage in comparison to its older version. even if its dmg was nerfed it should have kept the blood generation. they could even have combined Sole Survivor with it to allow it to give us some resource every 90 secs.
-Why does Dark Arts not have more interaction with our kit, given its now effectively on a 15+ sec cooldown due to new proc mechanic? they could easily re implement it with the current kit, empowering our decision making while restoring job identity.
-Why did they ruin the interaction between blood and mana by """reworking""" delirium? why didn't they just make Living shadow the burst window, which would allow the new lv 80 skill to shine brightly? instead they ruined a great set of abilities that promoted good decision making while interacting in a meaningful way with the rest of the kit?
-Why didn't they repurpose Power Slash into something useful? maybe give us back the scourge DOT to upkeep with our rotation, or even make it so that Dark Arts transforms Souleater into Power Slash for a big hit + dot instead of a lifesteal?
there could have been so much more done to make SHB DRK a more accessible version of STB DRK, while still keeping the identity of the job intact.
-Darkside should have locked us out of mana regen ticks, thus allowing our abilities to do the majority of mana building, but now its just a glorified 10% dmg buff (which I believe only holds back the design due to Square's self imposed tank job damage limitations).
-the problem of Dark Arts spam would have been mostly solved by reintroducing it with the proc based TBN version, thus allowing it to shine in important decision making once again without being spammy, just like in Heavensward.
-the addition of edge/flood would have worked similar to old Dark Arts by helping us to learn how to build and spend while adding new flavour, but their high potencies don't allow our mana generation abilities to be too strong, otherwise they cause too much damage output in lower level content. why not nerf them to give back power to other parts of the kit?
-stalwart is a nice aoe addition that helps the job build more resource since blood price was removed and CnS/BW mana generation was nerfed significantly, its just too bad stalwart doesn't get added till lv 72, (which by then you've already gone through like 90% of the game's content) so new DRKs do not get a chance to learn how to integrate it to their rotation by lv 40 like the other jobs.
but hey all tanks are balanced, so we should be happy! ..right?



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