Perhaps all the people dumping drk will force change. I for one dumped it for Sam a few months ago and never looked back.
Heh even if I wanted to it's difficult getting connected on Queuewalker Expansion unless it's 12am-6am PST for me to play DRK or GNB/PLD/WAR for the matter.
I managed to level up DRK to about 83 from Daily Roulettes & bit of early MSQ at 12am-6am PST so I can see the animation and mess with Oblation and not far at all in quests for Queuewalker Expansion.
But so far what I'm noticing from spamming Daily Roulette and dungeons is that DRK's lack of HP Sustain is really hurting more than usual and it's not just new Sprouts all trying out Sage spamming DPS skill(s), perhaps a combination of that, mob damage and stat squash etc.
Like TBN while it's up is Great but after it pops and other Mitigation skills come into play to decrease rate of HP loss from Mob damage we got 1 Abyssal Drain per fight to buy time on Mob Packs and if incoming heals are slow or lacking it's an undignified death while Rampart/Sentinel/Oblation is used up and Living Dead=Just Dead because no Benediction or some high cure potency alternatives incoming, again I had to take Living Dead off Hotbars. Many times I had to resort to 1-2-3 Souleater Combo on packs of 3+ Mobs to stay alive when TBN and Abyssal Drain were on CD.
Would it kill the DRK Devs to at least have some Cure Potency on the 2-AOE Combo, doesn't have to be much like 150-200 Cure potency at least whenever 2-AOE Combo is done on those mob packs. Even decreasing CD on Abyssal Drain/C&S to 30s would go a long way. Or Putting a Cure Potency heal on Crave & Split, 800-1000 at least for single target fights and keeping it separate 60s CD. Some on Demand HP sustain would really help.
On a side note: I love the WAR updates to Raw Intuition for pre-82 restoring HP on weapon skills when using it, super nice QOL change. The 10% Damage buff applied by using 2 AOE Combo also love it, 10/10 QOL changesRaw Intuition works on AOE, HP Sustain feels even more smoother than before because it's cure potency based now instead of damage done on weaponskills.
Last edited by ArthurATDayne; 12-07-2021 at 03:08 AM.
Yeah, they don't know what they are doing, and they especially didn't realize that they just ruined Dark Knight. It doesn't take much effort than to put yourself into the position of a DRK Main to realize that what they have done is rude and absolute bullshit.
Other tanks are way less fun to play, but the numbers make them factually more viable atm.
Hit 90, a couple of thoughts based entirely on the 'feel' of the job.
- The opener is messy as hell, even having removed Abyssal Drain from it. Following burst windows feel like a frantic "oh god what the hell is up right now" scramble where I'm staring at my hotbar trying to make sense of it all. Though, that may be down to me trying to figure out without looking at a guide
- Not only is it messy, it pretty much demands double weaving. It really brings the need for Blood Weapon to be on a charge system to the forefront
- Now that Abyssal Drain is locked in with C&S, we have basically no healing outside of Souleater. As if being reliant on a healer's input using Living Dead wasn't enough, I feel overly reliant on a healer's input in just normal gameplay on small pulls
- Please don't talk to me about Living Dead, by the way
- Oblation is an okay throwaway mitigation for autos, and I've actually made two clutch saves with it when I had emptied my mana, but it's still just disappointing that something that looks that cool do so little. I want to love it, and I want to hate it, but I can do neither.
- We got our red effect back on Darkside. Yaaaay
- I have not felt any real beneficial effect or enhanced gameplay with Enhanced Unmend.
I've also spent the last couple of hours listening to my PLD and SGE friends complain about how they have too much mana regeneration and so much healing. Kill me.
Last edited by RatCopter; 12-07-2021 at 08:49 AM.
Tis time to put the down the Copium/Hope and walk away, Jobs dead and we already seen from past experience that they don't care about the job.
If even the Japanese players can't make them look at the job and administer changes, then nothing will.
I know how you feel. As a WAR I have too much healing and my MP never drops below 10k, its insane :O
Jokes aside anyone who read the LL notes knew that DRK was gonna get messy. It has way too many ogcds for a tank and I'm guessing they expect you to double weave again since shadows spam is on a 1 sec recast which was ironically what DRK players complained about in SB. It's literally instead of pressing DA you press shadow and another ogcd like shadowbringer or maybe a clutch TBN. Honestly I'm not a fan but I'm still leveling it after getting WAR to 90 and so far all my predictions have been right.
Imo TBN needs to be on a shorter cd if they want to make DRK the "damage negate" tank so you have less in between time to prevent damage you can't heal back outside doing your rotation. You could also put TBN on a charge system but at this point they didn't even the bare minimum I was expecting them to do, which was change TBN's duration from 7 to 8 seconds to match the other tanks.
Biggest complaint for the job so far after hitting a dummy for an hour at 90
>Carve and spit & Abbysal drain - it being on the same timer "together" its stupid and i think it should get reworked back to being on seperate things
>Delirium - stacks (3) good concept, rather bump it up to 4 but it works well and tying it in early to use -after syphon strike
>shadowbringer - its a nice 2 stacks, but i think it should replace the flood skill or just Abbysal drain entirely, its literally dark passanger v.4 without the blind
>bring back StB Quietus- cause we aint getting jack for heals WE MIGHT AS WELL GET EXTRA MP
good things
>Oblation is great, getting +2 mini ramparts
in practice subtle changes, and honestly not anything note worthy or already talked about above
concidering HW- to now
>Blood Price needs to make a come back (restores mp upon getting hit for x amount of time) with that being said, it is a trade off from all the other tanks getting mp back
>Sole Survivor (kill a target with in 15 seconds you get a 20% back of your total hp/mp) if anything i'd swap it out for -10% def but faster or higher mp regen rate
in either case, thats my take. Also, no I'm not gonna debate anything with anyone if theres a tag/reply even if someone thinks im wrong.
I also feel the same way because there's no point except to waste time, the DRK Devs will do whatever the hell they want regardless of how much we rationalize, nitpick, debate or argue.
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