The main issue is dungeons/casual content for DRK
ALL tanks (not just WAR ALL TANKS) got some really nice self-sustainability tools that makes them feel strong and satisfying in Dungeons without making them feel broken in Savage. DRK still feels perfectly fine and strong in EX and Savage content, which is nice and all, but for those people who only play casually/only do Dungeon content DRK was left in the dust. A GNB, PLD, or WAR can easily survive without their healer in a huge mob pull, healer is bad, is afk, couldn't keep up, whatever, those 3 tanks can deal with it without a problem, while DRK will actually notice that their healer is missing or is simply choosing to not heal them. This doesn't make too much of a difference in Savage, forced tank swaps and the sheer amount of damage prevent the new healing tools for every other tanks from making them feel broken. But ONCE AGAIN I'm referring to how DRK feels in Dungeon content specifically. Just because some of us, myself included, do Savage doesn't mean we should ignore issues in the Normal content and hand wave them off simply because the class is still desirable in Savage/do guud damage.
Also, Shadowbringer.
Dear god Shadowbringer.
DRK feeling poor compared to the other tanks in Dungeons aside, every tank got new offensive skills that are visually satisfying and FEEL GOOD to press. DRK got "It's Just Flood of Shadow 6.0 Edition". Their other problems aside I think the fact that Shadowbringer is such a lame attack visually and in feeling is a signifier of a problem on dev's part that maybe none of their team actually play the class

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