Last edited by Duskane; 07-10-2021 at 02:06 PM.
I looked at that footage slowed down and it's most likely just a Mitigation skill. There's a blue aura around Paladin as well and by the looks of it it's a shield on PLD so it's probably the same for DRK.
It could also very well be an updated version of Shadow Wall or TBN, but that's just hypothesizing on this part. Another interesting fact is how Plunge creates this screen shaking effect similiar to GNB's Blasting Zone. Perhaps they did that only for the trailer, don't know. All in all I'd keep my expectations low just in case.
Also, at 3:05 seconds if you take a good look at DRK, Delirium still is there.
Last edited by Shin96; 07-10-2021 at 06:10 PM.
I rewatched the benchmark several times but im unable to see Delirium there, the only thing i have hope right now is this from the Q&A:
Q - Will there be jobs where it's been changed drastically in how they are played? If so, what job would that be?
A - We cannot answer this. While there ARE, we cannot tell you which job it is. Please look forward to the next PLL.
I really wishing to much that job is DRK, please for the lord.
Okay so Dark Knight really has a problem in a couple of areas. One has to do with how percentile mitigation works vs shields. In a one on one fight, Dark Knight is probably okay, but when dungeon running and dealing with multiple packs of enemies they are at a huge disadvantage in terms of mitigation tools compared to something like paladin or warrior. This is due to the fact percentile mitigation > shields / self heals when pulling large packs of enemies, since the percentile reduction "scales" with the number of opponents. Shields do not.
The other problem dark knight has is the unnecessary complexity and ackwardness of the rotation. It takes a lot to get used to using the MP based OGCD attacks, since they do not have a typical cooldown on them to help guide a player on when to use them or not. So it's easy to blow all your MP and what not while in a fight. This is actually pretty manageable during the mid tier levels of the job, but when you stack delirium into the mix with blood gauge, that's when it starts getting to be a maintenance nightmare.
My own opinion is that blood gauge shouldn't exist and the abilities that are on the blood gauge should be cooldowns. It's AOE mitigations should definitely be working on all types of damage to avoid the same problem elemental resistance had back in WoW (I mean, we don't even care if the damage is magic or physical in normal content, we just care about how much it does), and for flavor it probably should have an aoe version of Blackest Night in addition to blackest night. The job really is about mixing dark magic with sword play, so just make it more about the MP and less about blood gauge.
I mean, dark knight feels like how many ways can we make a tank complicated to play.
1) Salted Earth has to be placed on the ground manually by clicking a target spot.
2) Blood Gauge has to be emptied regularly while also managing a bunch of OGCD attacks.
3) We got MP management between mitigation and Damage dealing to stack on top of the cooldowns.
4) Just for fun, we have the tank invuln that requires being healed to full so make sure you tell your healer when you're under the effects of living dead. (This one is probably okay since people usually learn to watch for it)
I actually macroed the salted earth to place it under an enemy during normal content just to avoid having to place it manually, given that the delay from the macro is about equivalent to the delay of manual placement. Healers don't really have the same issue since the role gives a little more flex time on the actions.
Last edited by Colt47; 07-10-2021 at 11:46 PM.
honestly none of the tank really have any issues with big pack pulls besides maybe PLD in some areas
most dungeons are pathetic anyway.
I have to disagree, DRK is basically to simple it's feel really boring and not engaging to play with, his management of resources is basically non-existent, the oGCD are pretty much so easy to use, when bloodweapon comes you know it's time to empty your mp bar, there is zero problems on mitigation since you can sustitute any Edge/Dlood with TBN since the shiled is just a 2 step Edge anyway, the rest of the time wich are 50s of bloodweapon coldown after his efective use is sitting there acumulating MP and waiting plunge, abyssal drain and carve and spit refres his convenient coldown of 60s that literally put every oGCD there to being spamed in that single small window of 10s where basically raid buffs are.
Delririum is no even something you care to much, is ready and come you wonderfull 10s of 1 buttom spam while you watch netflix and the blood skills can be used as soon as you get 50 blood, you have plenty of time to use them but considering you do absolutely nothing but souleater literally most of the time is pretty easy to see when bloodspiller comes.
in resume just use all your oGCD during/after bloodweapon and spend the next 50s enjoying souleater combo with the wonderful delirium spam, it's just that simple just use blood weapon+oGCD and delirium after/during the boring 50s downtime .
Complicated doesn't imply hard to use. It's complicated because it has too many ideas in the pot. It takes ideas from warrior and paladin, but the flow of the job isn't as precise or guided as the other two jobs, hence complex. It's far easier to slip up and burn your MP when you needed MP for a tank buster compared to something like the warrior or paladin where that almost never happens. Albeit, you can always fall back on the role mitigation skills, but I think that the mitigation package only hitting magic attacks makes it rather weak.
I went through running leveling dungeons in shadowbringers the past few weeks with warrior, paladin, and dark knight. Taking into consideration you can get a bad healer, the dark knight has far more trouble on pack pulls. That's just how it works with the math since it has a shield instead of a mitigation skill as the 6 second buff. Warrior pulls far ahead of both due to the mix of self healing and role based mitigation skills. It just mechanically handles unexpected spikes in damage better than the other tanks, though paladin comes close with clemency. Big advantage to warrior over paladin is that they don't disrupt their rotation to get off the self heal through equilibrium.
I genuinely hope that they're still working in progress on DRK. Or that Delirium is basically like back in Stormblood. When the camera focuses in on DRK again, it seems they've used Quietus indicated by the animation. It also has been only used once, which perhaps means that the spamming has ended in 6.0, all in all that's just my thoughts however; take it with a grain of salt. What all of this ends up being will only be certain once we see the Job trailer.
Last edited by Shin96; 07-11-2021 at 12:28 AM.
I hope they move to a cooldown system for them instead. Love the aesthetic for the job but it doesn't feel right to me when running it. Even having a short cooldown on Eye of Shadow and flood of shadow so that when you are off tanking you do Eye of shadow -> Flood of Shadow, and then tanking is Eye Of Shadow -> Blackest Night, would probably help and just goes to show that having more buttons doesn't really make the job better. Could even have a combo where doing the Eye of Shadow before Blackest Night increases the mitigation amount.
Heck they could make it so Flood of Shadow + blackest night = party shields.
Last edited by Colt47; 07-11-2021 at 12:38 AM.
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