This is going to be a very rambly, sorry if portions just don't make any sense.
Is WAR Clone an over-exaggeration? Slightly, but it's not without merit, and it's fairly obvious that that SE only listens to two things. 1. Mass outrage. 2. Memes. Actual measured, consistent feedback is pretty taxing and probably also not translated compared to blatant hyperbole. Why go through the effort of making detailed, well-considered breakdowns of a job's mechanics, which will probably never be acknowledged or moved up the chain, when you can instead join the chorus of dissatisfied players all screaming an easily understandable 2-syllable phrase? This nonsense is why SB DRK was gutted entirely instead of just tweaked to return it to more HW roots like it rightfully should have been. Fact of the matter is, "WAR CLONE" is a surface-level, easily parroted phrase that may one day end up finally breaking the language barrier and getting that section of the job fixed, unlike years of Living Dead agony. When it comes to stuff like, awful leveling experience, Spells not affected by SkS(dead stat), Blood Weapon duration, pre-pull mana ticks, a meaningless damage buff, reduced kit interactivity, low amounts of oGCDs between burst windows, low GCD diversity, high amounts of downtime between burst windows, arbitrary Salted Earth, TBN at BiS being inconsistent pre-final floor, overall wasted potential and other really frustrating issues, we'll just have to wait and see. There's certainly stuff beyond "Delirium bad pls fix"
I don't think you can reasonably disparage Dark Arts for being 140 potency oGCD, and praise Edge for being a 500 potency oGCD when they are from different times. Had Dark Arts survived into 5.0, I think it would be a reasonable assumption for it to also receive a potency increase trait. EoD, it's direct replacement, is 350 potency, and you can't use it nearly as much as 4.0 DA, due to MP acquisition changes. It's balanced in the grand scheme, only when Shadow rolls around do you start getting those big damage numbers.
Is Blood Weapon an Infuriate copy? Sure, but it's worse because of it's excessively tight duration. Ikkishoten, despite doing the "gain resource immediately for usage", has a few key differences, particularly in the usage department. Gap close, disengage, buff, and two types of oGCD damage output all pull from the same resource gauge, and you generate quite a lot more Kenki per minute, enough that Ikkishoten overcap and kenki misusage is actually a real consideration without going into optimization territory like on DRK. I don't think Mug and Barrel Stabilizer count either for similar reasons, and as an overarching theme, the jobs have other stuff going on with them that is different enough that it doesn't start centralizing the kit around it. Even Bloodfest is like this, because not only is the CD not 60 seconds, it's also explicitly intended to allow you to gain charges quickly during 90/180s for Gnashing and a Burst Strike at minimum, and it doesn't need to be pressed immediately on pull, it's quite flexible. It's a small part of a bigger whole. Maybe because Delirium Bloodspillers occupy so many actual GCDs it feels like a bigger part than it is.
When I think NIN, I don't think Mug, I think Mudras and Trick. When I think SAM, I think looping rotations, and Sen mechanics. When I think MCH, I don't think Barrel Stablizer, I think Heat Blast, Drill, and Ricochet/Gauss Round. There's so much devoid of DRK offensively outside of the 60 second MP dump, I think it's only natural people look at BW, especially considering how frustrating it constantly is, and say "Wow, I hate this trash infuriate copy." or that random Bloodspiller spam on the 90/180 that resembles something that their co-tank is also coincidentally doing at this exact moment. Stockpiling helps, but it doesn't FIX it, because Stockpiling by definition means you don't do anything. It also doesn't help that Blood Weapon WAS different before, much like Delirium, but was "nerfed" in the sense of an interesting job ability to conform. All of those things on other jobs were in the kits originally, WAR in particular had it's version augmented with charges and kit synergy. Only on DRK does it feel like things were TAKEN away and replaced with inferior versions. And that makes people bitter. To be honest, if Blood Weapon is going to be this trash, just outright give me 50 Blood and 3K MP, so I'm not "infuriated" when the 5th hit ghosts.
That also kinda transfers into what happened with Bloodspiller and Quietus. Those weren't originally thought as Fell Cleave/Decimates copies. Bloodspiller was just the refund for TBN, a blood dump and also Grit-agnostic under DA. It was never intended to be your main damage button back then. Slightly interesting. Quietus was the only physical aoe attack DRK had, which was important, as it now meant you had an instant full MP bar under Blood Weapon, particularly after it gained "Regains MP" on the skill as well. Very interesting. SB DRK AoE removal was a tragedy. Don't think Holy Spirit is seen as a Fell Cleave either, it's more like a filler spell you have to use to make Goring line up correctly, with the option of discarding in your spreadsheet if desired for quicker Confiteors or more accurate raid-buff alignment. Req and Hypercharge both have job-specific interactions with the kit that make them feel like siblings to IR, but not outright clones. If Bloodspillers regenerated more MP under Delirium, it could've had a similar reception, although that's contentious, considering Bloodspiller's current state and the state of Blood acquisition in general being so similar to Beast Gauge.
"Bloodspiller/Delirium isn't your main damage button now!" This is true, if you removed all the Delirium Bloodspillers, you'd have Edge and Souleater beat it by quite a bit. There's like 40 Bloodspillers in a standard fight that just disappear.
I also have issues with the "decisions" being made on the job. Lately, I ran with a group of WHM/AST/MCH/BLM/SAM/RDM. Woah, I had a whooping two raid buffs, one of which I can't even use Edge of Shadow in properly. At that point, I'd just do 3 edges on minutes 1-3-5..., and 5 edges on 2-4-6... with Divination. That's alright, I guess, but the more raid buffs you add in, the more fun the job gets, and I don't think my party composition should have a significant impact on the BASE enjoyment of the job. Job should be engaging on it's own, on a dummy, in my opinion. Optimization is important, of course, but if I'm playing in an environment where things are NOT planned or consistent, the fun factor just plummets for me, even when I'm TBNing people on raid-wides they would've survived anyway. I wish there was a significant difference between DRKs who plan out this stuff, and DRKs who do not.
Maybe I can clean this up later on, make it actually be not a meandering mess. Not going to change any minds by this point, of course. We've been in this deadlock for a very long time now. No one asked for this. No DRK wanted this amount of complaining, strife, and jank mechanics. Like, I wish I loved it, seriously.
There's nothing really wrong with individual opinions on the job, what's wrong is the complete and total lack of feedback or attempt to fix obvious problems of any sort.
FallenWings isn't wrong at all, in fact, they're probably living in the best timeline where stuff like this isn't constantly screaming at them internally every second they play the game.
Job is functional, but that's it. Endwalker will probably be better.



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