Check this post out: https://forum.square-enix.com/ffxiv/...-the-kit%21%29
I really like this rework idea since it actually stays close to 5.0 DRK while adding some really interesting ideas into the mix.

Check this post out: https://forum.square-enix.com/ffxiv/...-the-kit%21%29
I really like this rework idea since it actually stays close to 5.0 DRK while adding some really interesting ideas into the mix.
Last edited by Sazuzaki; 12-18-2021 at 10:39 AM.
Most of us who are unhappy with it are unhappy because we were fortunate enough to play DRK back in HW when it was at it's peak. The job had a clear identity back then with mechanics that were unique to that job alone. Back then, playing DRK really felt like controlling chaos itself and it was a f***ing blast. Every expansion since then we've had DRKs unique mechanics gutted, given to other tanks, and replaced with nothing of value save for TBN. ShB rework was a step in the right direction, but not quite enough. So when EW came around it was a real slap in the face to DRK players to learn that we would not be getting any of the cool sustains like the other tanks, and nothing all that new or extraordinary. Just my take, I haven't levelled it yet, but I'm tempering my expectations so hopefully I'll be mildly surprised if I enjoy it.

I'd be really ecstatic if DRK Devs replaced Enhanced Unmend with something way more useful like a Trait to help HP Sustain on AOE Mob Packs i.e. Enhanced Oblation, TBN, Abyssal Drain, Unleash + Stalwart Soul Combo but I don't expect much next week for Patch 6.01...
Could be something stupid like "Shadow Wall and Dark Mind now shares a CD, Hugs and Kisses, Thank You for Playing"

I'm glad you can find enjoyment in it, but I can't. And while I'd like to move on from the Heavensward DRK that I loved (although it really needed polish), what I've lost has never really been replaced. Although bless GNB's little heart for trying its best.
Comparing HW DRK to what it is rn, is a large difference. I'm pretty sure you'd have hopped on the DRK hate if you started in HW. At least you're enjoying which is ok but objectively DRK really does play bad, and no BIG DEEP PEE SSS numbers mean nothing if it's mechanically poor in comparison to other tanks.
Dead DPS do no DPS. Raised DPS do lower DPS. Do the mechanics and don't stand in bad stuff.
WoW expects basic competence. FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.
Veteran healers don't care if they actually have to heal, but right now we don't. We simply want something interesting to do during the downtime. That is not asking for a lot

DRK right now is like being the third tank in alliance raid you are just scuffed/blue dps.


I wish the DRK's shield was separated from the other actions because it sucks I have to choose either to shield or to use a DPS move, and then slowly try to build back MP.
Last edited by Kaliesto; 12-18-2021 at 05:55 PM.

A lot of people would like that but there's a vocal few that are very adamant there's some or any type of skill to having TBN be broken.

After messing about lvl 90 drk and doing the EX fights we have now, I feel like DRK is gaining some form of a unique identity. It does build up from the ShB DRK and it does feel disappointing that it didn't change all that much, but the small changes that the class got here and there have made it so that I really enjoy tanking as DRK very much!
I just want to know what others feel about the job since it still has issues with it, stuff like how other tanks have a much nicer and less hassle invul and how bloodweapon is still a massive pain on my sides... but besides that I'm really digging it!
I will say that it's always up to personal preferences. Glad you can find joy in the way that the current iteration of DRK plays.
Since you asked for other's opinions i will share mine.
I personally feel the job is in quite a bad spot (due to personal preferences in regards of importance of job differences and identity, as well as experience with the version of the DRK job back in Stormblood) Despite that i do think that the job in it's current iteration has a lot of potential that hasn't been realized by the developers. (examples being Darkside being a resource and the three mechanics interacting with each other to make more cohesion)
To be more precise, i think the job feels like it has no clear direction, it personally feels like a scatterbrained jumble of ideas tossed together to make the job, instead of having a real focus to it. It feels segmented as the Blood Gauge, MP Gauge and Darkside Timer have no interaction between each other along with certain clunky and unwanted changes or lack of changes (Blood Weapon not working well with AOE, A completely dead button in Dark Mind, Delirium being a less powerful Inner Release, Living Shadow not having any interaction with the rest of the job's kit, Living Dead still being the same after 6 years and a complete lack of sustain compared to every other tank)
Please understand that this is merely my personal thoughts and opinions towards the job, feel free to disagree. I would say more, but feel it's difficult to do so due to me not wanting to play the job in hopes it may improve more towards my personal tastes in the future.
While it is not for me, I'm glad at least someone's having a good time with it. Enjoy it, OP.
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