you need to realize all jobs get critiqued alot and you should probably stop this mentality of "hatred" these are DRK mains not a cult, some like it some dont every job in the game has its skeptical crowd and its fans...dont be a blind fanI enjoy 99.9999999% of Dark Knight the way it is.
I know this is the place for people to act like everyone hates the job, but some don't.
I would enjoy a helpful healing spell attached to damage output over X amount of seconds. Even if it does minimal restoration or turns into a HoT, it would be nice to extend a good tank's ability to DPS while healers are incapacitated. It would also be super helpful on the world maps when farming stuff and Choco Cure isn't enough.
As much as I enjoy Living Dead, you need a capable healer to bring you back, and usually the reason you used Living Dead is because you don't have a capable healer.
“Theirs really not much you can change with the MCH”
-Live letter 66, 9/17/21
Where is the ambition?
If you like the current rework that's great, nothing wrong with enjoying it.I enjoy 99.9999999% of Dark Knight the way it is.
I know this is the place for people to act like everyone hates the job, but some don't.
I would enjoy a helpful healing spell attached to damage output over X amount of seconds. Even if it does minimal restoration or turns into a HoT, it would be nice to extend a good tank's ability to DPS while healers are incapacitated. It would also be super helpful on the world maps when farming stuff and Choco Cure isn't enough.
As much as I enjoy Living Dead, you need a capable healer to bring you back, and usually the reason you used Living Dead is because you don't have a capable healer.
Some of us don't like the way DRK is being played as of now. Many have already issued their concerns and given an in-depth analysis of how it could be improved. My own personal issue with this job or shall I say current iteration is the mindless Bloodspiller spam.
People were obviously tired of the DA spam in SB, but I'm fairly certain no one asked for a Warrior clone with an inferior Inner Release. As for Living Dead, most healers apart from WHM cannot heal it so therefore it's more punishing. Also, no one is hating on anything. If you are looking for hate go to General Discussion, plenty of miserable people nitpicking on everything.




This is just a wishlist thread.
Jobs exist to provide variety. The main features that made DRK appealing on release was its speed and reactive gameplay. Blood Weapon was our Huton/GL, giving us a baseline faster GCD. oGCDs constantly popped up, either by coming off cooldown naturally or as part of reset procs. It was fast. Each expansion seems to have taken an element of this away. Imagine if MNK or NIN without their buffs. It would just feel wrong.
Do you want to play a tank that is strictly rotation based with very little variation? GNB and PLD do that already. Do you want to play a tank with slow, big attacks with a massive wind-up? WAR does that just fine. But what if you aren't one of those people? What if you want to play at a breakneck pace, with a NIN-speed GCD and a constant stream of oGCDs and procs that force quick, reactive decision-making? Right now, that tank doesn't exist. But it did, back in Heavensward.
I'll also throw this in, from three years ago:
There's a reason why I put that at the start of the post. If you like DRK just the way it is, your wish is already granted. It's called WAR. If I could pick one, and only one change to implement, it would be this:
Just make the job fast. And fix Living Dead. The rest are bonuses.


I'd even say that at the start, DRK felt snappy. I feel like this is the word for it. Got a parry , you had an ogcd just for that, quick press the button for a bit of extra damage and mitigation ! Weave in low-blow in your power slash against the boss, even if it's immune to stun that's still 100 potency. etc etc.
Jobs exist to provide variety. The main features that made DRK appealing on release was its speed and reactive gameplay. Blood Weapon was our Huton/GL, giving us a baseline faster GCD. oGCDs constantly popped up, either by coming off cooldown naturally or as part of reset procs. It was fast. Each expansion seems to have taken an element of this away. Imagine if MNK or NIN without their buffs. It would just feel wrong.
Just make the job fast. And fix Living Dead. The rest are bonuses.
Giving a speed bonus while on darkside, maybe an even bigger one on blood weapon and maybe a second combo or other gcds would be nice.
Edit: By the way, by adding speed materias, would it be possible to emulate what a DRK with 15% haste would feel like ? Could someone try that, maybe record a comparative video showing a "normal" materialised DRK next to a "emulating 15% speed boost" DRK ?
Last edited by Kalaam; 03-14-2021 at 06:56 PM. Reason: Testing idea




You don't even need to remeld your gear to get a sense of the difference. Just look up any target dummy video from Heavensward. Here's an example:
Link
The first Blood Weapon use ends at around 0:27, so you can use that as comparison of the before/after. There's a reason that Grit felt so wrong in Heavensward/Stormblood. Even the animations just feel right with the speed boost on. This should be your baseline speed under Darkside, much like GL and Huton is for MNK and NIN, respectively.


Yeah I know there is some videos like that, but I meant more recent footage with current animation set. To see how "easy" it'd be to implement on that front, so to speak.You don't even need to remeld your gear to get a sense of the difference. Just look up any target dummy video from Heavensward. Here's an example:
Link
The first Blood Weapon use ends at around 0:27, so you can use that as comparison of the before/after. There's a reason that Grit felt so wrong in Heavensward/Stormblood. Even the animations just feel right with the speed boost on. This should be your baseline speed under Darkside, much like GL and Huton is for MNK and NIN, respectively.
Would it require reworking some ocgds like edge/flow etc.
We could go crazy and give 15% with Darkside, and an extra 30% with Bloodweapon or Delirium. Dark knight goes brrrrrrr !
Also, side note, didn't someone suggest making Bloodspiller an ogcd ability ? I'd be down for it, weaving it in our combo would be much more fun.
If DRK got more combos, maybe delirium would work as a "your next 5 weapon skills do not require combo" or a new combo that we'd do with the combo finishers only. Just a random idea



watching that vid give me some sweet memories but it's painfully to watch since it remember me that DRK is not in the game anymore, that and the fact he is not using dark passenger for some reason when was a dps gain over single targets on HW.
That video just goes to show you how much fun it was to play this class back when it was introduced in Heavensward.
Then it got watered down, including the infamous DA spam in Stormblood, and we all know what happened in ShB. Again even after we've come close to 2 years it just doesn't feel right. The lack of speed and aggressivness didn't do it any justice. If I had to draw my own conclusion, I believe SE went with the safe option to avoid players being frustrated since DRK is featured in the trailer. Considering the majority of players come for the story, it makes sense they'd avoid any possible complications down the line.
@Kalaam It obviously makes your 1-2-3 faster, but I feel since they haven't integrated Haste into the toolkit, it doesn't weave in with organic fluidity. If anything it's like Warrior on drugs. You still have the issue of shared similiarity and stagnant Bloodspiller spam. While it feels much closer to its prior iteration, it obviously lacks core aspects that were removed with every expansion, not to mention the *deeper* interactions Dark Arts used to offer. If they only increased the speed it would probably do wonders for this job, not to mention it would certainly be a more unique class since all the other tanks already have their own playstyle.



I miss dark from hw. sb broke the job, but it did introduce some nice actions (tbn, another victim) only for them to turn it into a marauder clone
for me dark was focused around branching combos and debuffing rather than the haste effect. I loved how my mp had to be rationed as appropriate
i cant be the only one who feels that the blackblood meter was a mistake?


I think that blackblood isn't very useful as it is now, we barely play with that ressource. Maybe if it worked more like Kenki and we had a few more abilities to spend it on it'd feel more like (what I assume is the intention behind it) a bloody knight spilling his and his ennemies' blood all around him in a frenzy.I miss dark from hw. sb broke the job, but it did introduce some nice actions (tbn, another victim) only for them to turn it into a marauder clone
for me dark was focused around branching combos and debuffing rather than the haste effect. I loved how my mp had to be rationed as appropriate
i cant be the only one who feels that the blackblood meter was a mistake?
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