Oh boy, you certainly have a long one. As a note, you can always post a comment with sub-3k words, and then edit it, and put in the rest of your comment afterwards. Like how I'm going to do with this response. I'll do it piece by piece if I find something objectionable, as you did. If what I'm saying is insufficient, I can provide elaboration if required, I'm just a stupid DRK player. I apologize if this seems nitpicky.
Regarding Quietus - I have to disagree here. Quietus was never a waste of a button, in either SB or ShB. In SB, Quietus was the only reason we were able to upkeep the permanent Abyssal Drain spam. If you'd look back to those old tooltips, AD would only heal in significant portions if it was combined with DA, and you would only be able to have infinite spam if you used Quietus, since the MP regen from BW would work on Quietus per enemy hit. This is how you went from 0 MP to max MP in a single GCD in big pulls. This also served to make it markedly unique from Decimate, something that current Quietus does not do very well. In Shadowbringers, Quietus regen was nerfed, but is still a useful button. This is not only because it's a innate 60 potency gain over Stalwart Soul(can't remember if this was different in ShB itself), but because it doesn't need the prereq hit of Unleash.
You can't compare a combination of both a GCD and a oGCD, particularly one that costs resources, to a single GCD that mainly focuses on preventing gauge overcap. This is like if you said Souleater + EoS is stronger than Bloodspiller, therefore making Bloodspiller not worth using. You need a gauge dump in AoE that isn't LS, or it's a objective potency loss that scales up with more targets. And if your concern is Stalwart Soul provides both MP and Blood in a single GCD, consider that Quietus under Delirium, a cooldown that we are going to have every dungeon pull, will regenerate 500 MP compared to the standard 200 MP like Bloodspiller. With BW and passsive MP regen, that leads to around 1300~ MP per GCD, MP ticks skewing that a bit. Instead of looking at Delirium as "no cost gauge spenders" you could also think of it as "150 free Blood that I can't use on Living Shadow". Not perfect, I know. That enough justifies Quietus existence. I'm also surprised that you didn't mention that Unleash and Stalwart Soul are spells, and therefore are locked to 2.5 GCDs, making BW impossible to get the 5 hit with only their usage, and making SkS a dead stat for 2/3 of our AoE GCDs. That's a design issue, that's pretty awful.
Regarding Salted Earth and Blood Weapon -
There is a huge misconception about what happened with Salted Earth. SB Salted Earth is arguably the best version of Salted Earth to exist. With a cooldown of 45 seconds, decent potency, and passive Blood gauge accumulation(this is the best part), Salted Earth was a multi-purpose DoT that seriously syngerized well in the kit. Back in the day, while Salted was clunky with a <me> macro, it was still critical. When Shadowbringers rolled around, doubled the cooldown, removed the blood interaction, and took all of it's potency and moved it into I assume Living Shadow, there was a justifiable cry to delete the skill because it was almost button bloat. And I'm someone who actually defends the ability to move Salted Earth. Being able to place Salted Earth AHEAD of you and the boss you are moving made a lot of situations much easier to handle. Off the top of my head right now, I'm thinking of CC/BJ in TEA, Nael in UCOB right before divebombs, E8S after Mirrors, E7S add phase, E12S after certain Apocalypse casts, and I'm sure way more from HW (A7S) or SB (O8S trines, maybe O3S add cluster?) that I'm forgetting. The only thing Salt and Darkness is doing after they butchered Salted Earth in ShB is making the potency so high that it essentially equalizes to the damage we had in SB while being less interesting to use.
And frankly, if someone delayed the usage of Blood Weapon to match with Delirium, they didn't understand the tooltip. Blood Weapon is not a linear damage increase, it is a gauge accumulator and nothing more. If you didn't hold No Mercy to line up with Bloodfest, why would you hold Blood Weapon to line up with Delirium? Would MNKs in ShB hold Brotherhood to always line up with Riddle of Fire? Both being at a significant cost of usages to the skill per encounter? That is a skill issue, that's is a SE doesn't teach people how to play their own game issue, and not a design issue. The ease of use of a skill should never have any relationship to the number of actual usages the skill gets in content. That shouldn't be the case in general for anything, outside of fringe situations like the relationship we have with charged actions like Shadowbringer in certain killtimes or holding resources/CDs for cleave damage/phase pushing. Even now, you can't have BW and Delirium line up on the 1st usage, because of the mandate to have LS up by the 3rd GCD. They line up later (kinda) if you do an intentional 2-3 GCD delay, but that's obviously counter intuitive.
Regarding other skills and burst - No matter what version of the job we were in, the only button I would ever say was totally unused on DRK was Blood Price and maybe Unleash in HW/SB once you got good enough. And even then, if the DRK was pulling in a raid with no NIN, Blood Price would be used once pre-pull, disregarding anytime we would be forced into Grit during prog/emergencies. Everything on DRK was used within reason. And speaking of NINs, we always were a 1min/2min bursting job. That's what DRK is, an MP pooling job. All optimization breaks down to is, how many DA+SE/DA+anything/EoS+BS can we fit into raid buffs? That's always been the question, and how we arrived at our answer was different per expansion. This time around, in response to "feedback" we have had all the choice removed from us by making the MP regen 12K consistently, leading to only 4 MP spenders, and in EW specifically, a minimum of 3-4 Blood spenders after Delirium was changed. Our burst window was always reliable, but you had to actively set it up, much like how a NIN sets up Trick Attack 15-20 seconds in advance, we went in a different direction, by intentionally staying at near cap juggling MP regen before bursting all of it out at once. We do the same thing now, but the agency and failure state ranges from significantly reduced to no longer exists on DRK with the MP regeneration being as slow as it is, EW supplemented that by buffing LS to a frankly absurd level, and the addition of Shadowbringer. We essentially traded the ability to be invincible from SB into having one of, if not the biggest and easiest single target/AoE burst in the entire game.
And to double down on that, what even is a reliable burst window in FFXIV? It's in the 1 min. It's CERTAINLY on the 2min with the way buffs are. The game has been pigeonholed thoroughly in that regard. DRK is now the epitome of that. So much that I'd actually say our sustain damage is absolute trash. Take a look at this graph.
As you can see, this isn't sustained at all. These are SUBSTANTIAL peaks with a middling sustain. The sustain has to be bad, otherwise DRK would be doing more damage that Ranged DPS jobs. DRK is not versatile. It doesn't heal itself very well. It adapts poorly in emergencies. It doesn't have interesting game mechanics. TBN is controversial at best. It has one undeniable trick. And that trick is huge damage in raid buffs.
I have to agree, even if I don't really care about sustain on DRK anymore, because there simply isn't enough damage for me to care. But even with that said, the additions we got for the expansion on the mitigation end have been incredibly underwhelming. Oblation is far too weak for an 82 skill. Now that we are relatively high geared, I can safely ignore Oblation, and no one except for me, the person who goes over VoDs and designs the entire tank/DPS section of our mitigation timeline would probably notice anything different. The removal of Abyssal Drain GCDs, the removal of Sole Survivor, the removal Blood Price for the casual player, and for those things to be replaced with nothing, or really underwhelming alternatives (like buffing TBN from 20% to 25% in ShB, like what are you doing) just really annoys me.
I'm not going to go into Living Dead. Living Dead alone proves to me there's some crucial logic behind the relationship between tanks and healers is totally missing in the development room. It's not even worth talking about in length.
I take issue with part, though.
That's not true. Shields are relevant because they zero out damage and because they don't have a deprecating effect when you stack them like mitigation. If anything, mitigation combined with shields makes the shields stronger by extension, since the shield itself is being drained slower. This was probably the justification for making Oblation as trash as it is. The ability to heal before shields doesn't matter if you've gotten enough percentage mitigation to survive regardless, and when that's not an option, the massive amount of SGE regens are crazy, and Zoe+Pnuema is a great burst heal. With two healers, even a SCH co-heal, it's even less of a problem. Anyone who was progging Firestorms of Asphodelos or Decollation with only full HP and shields will testify about how dead you are if you try that. It doesn't even need to go that far either, in big pulls in dungeons, TBN can work just fine, but it needs to have mitigation paired with it to make it worthwhile, or it's just going to break instantly and leave you with nothing. In fact, as someone who plays SCH/SGE as my primary healers, I made a post specifically about the SGE+DRK relationship. I've already typed up a storm, so please forgive me for regurgitating something I said about SGE specifically in a different topic.
No Dark Mind fix? Guess that means you actually understand what it's used for then, and I don't need to go into how useful Dark Mind is in savage. However, if I may make a suggestion of my own, maybe bring back Dark Dance and have it share a cooldown with Dark Mind? Or maybe just make more magic-attacking mobs in big pulls? I'm sure someone will question," Why isn't Dark Mind all damage reduction?" (addendum: Actually, can you just make magic damage actually visible to the player. Did you know Shining Cells is magic, while Warden's Wrath is physical? WHY?)
You know what needs to be fixed? The developers should actually talk about what they want DRK to be, and ask for people who actually have an inkling how DRK is, and was played for feedback to make a version that doesn't cause everyone to hate each other and the job they are playing. These suggestions are all things that are no-brainers. You shouldn't have to be "educated" to ask for your own invulnerability skill to not kill you. You shouldn't have to be "educated" to know that deleting entire sections of a job kit and replacing them with nothing is ridiculous. You should have to be "educated" to know that Blood Weapon should be on the stack system.
This is a unjustifiable botch job, plain and simple. We are STILL in Shadowbringers, a version of the job a lot of people were not happy with because of what it did to the systems, even if you liked it, what we had was so much better. And it needed tweaking, it needed adjustments, but it didn't need to be deleted for worse, less interesting systems in Shadowbrigners. And I started to like ShB DRK by 5.5! For the systems to remain in this abysmal state in Endwalker is a complete failure of the game design, regardless of the fact that we are META tanks right now. We're more than viable, we're on the top. We're the top dogs in a way we never were during SB or ShB. Almost HW level. But the design is so infuriating, there is no joy in being at the top. There's only frustration from the players and silence from the developers.
And that's the true failure of DRK. A landmark example of the total disconnect we've been struggling against for years, in it's peak form. Shattering the playerbase's faith in the job design as a result.




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