Now we just need to see what they do to living dead; it seems like they're at least aware how ass it is compared to other invulns.
IS THIS THE REAL LIFE?
DID THE DEVS FINALLY ACKNOWLEDGE SOMETHING FROM US?!
HAVE WE BEEN HEARD?!?
IS IT THE TIME FOR REJOICE AND JUBILATION!?!
This is great news! This means they have finally acknowledged that DRK has issues. Maybe next we'll see some QOL changes and potency buffs or reworked abilities.
next live letter in 2 weeks
march 4th
I do hope it is a little more than just Living dead and as said they have been looking at a lot of feed back
Honestly I would care about a Blood Weapon fix and AOE sustain more for DRK... but Living Dead was a plague to game design for nearly seven years, so it superseded my #1 priority regarding adjustments for DRK on principle
Hopefully the Dev team will apply other common feedback to DRK's gameplay
Last edited by Tranquilmelody7; 02-19-2022 at 03:59 PM.
Its great that they are looking to look into it.
The problems right now with the job as far as I know:
->Living Dead.
Everyone is playing Sage, no one is playing WHT, and its hard to heal. Especially when everyone else is also taking damage. It has the same duration as other invulnerabilities too.
->You have to press 3 buttons to mitigate as much as the other tanks with 2 buttons. ( short CD mitigation + 30% one for example ). This is a problem on DRK who has to double weave during burst as mandatory. The duration of mitigation is not long either ( 10 s on Oblation and 7s on TBN , so you cannot weave it earlier, like Camouflage or 30% mitigations ).
Put oblation into TBN, giving TBN Oblation's damage reduction.
Remove Dark Mind, and give DRK some healing, which can use DarkSide as cost.
->TBN , Dark Missionary have to be learned earlier. An approach for this would be to have current Oblation but slightly stronger ( 15 % damage reduction ) at lower levels, which later gets upgraded to TBN ( 25% shield, 10% damage reduction ).
->TBN is tied to damage, instead tie it to healing so if it breaks ( you took a big hit ), you can heal for a bit, either over time , or by giving 1 free cast of a healing ability I mentioned before, which would normally cost DarkSide.
->Blood weapon should be on stacks. If you don't want DRKs to have 2.50 GCD, add in something where you have to catch GCDs within a short time frame ( ex: Bloodwhetting )
Ambitious suggestions:
->Add a single target Shadowbringer style ability. Shadowbringer is a stronger looking Flood, isn't it? How about adding another ability which is a stronger looking Edge for single target, and Shadowbringer for AoE. The 2 could share a CD.
->Delirium could be something else, instead of x3 Bloodspiller. Ex: Something like another combo or if you don't want us to have 2.50GCD, something faster to allow us to get many GCDs in.
->Living Shadow being more interactive. Perhaps buffing yourself at lvl 90?
Thank you for your attention.
Last edited by ItsUrBoi; 02-19-2022 at 05:08 PM.
Is it Living Dead fix or a job rework? I missed out.
Gae Bolg Animus 18/04/2014
They were asked specifically about DRK having harder to use cooldowns like Living Dead and Blood Weapon, and said DRK is one of the jobs getting adjusted, and that their Living Dead would change. That was as specific as they got for DRK.
To temper expectations, I would caution that while Living Dead is getting reworked, this doesn't mean DRK as a whole is getting reworked, and may just get some QoL fixes (like Blood Weapon on charges) and survivability bumps outside LD.
But it is a start, and LD in particular is a welcome change.
EDIT: The exact transcription (about 4 hours 17 minutes into the Twitch VOD) is -
Question: Dark Knight's Living Dead and Blood Weapon are more difficult to use effectively compared to other tank skills. Are there plans to adjust this?
Answer: So not just Dark Knight, but a whole bunch of jobs will be adjusted in 6.1. We are looking closely at all of your feedback, and will fulfill as many of your requests as we possibly can in 6.1. We are definitely adjusting Living Dead, so you can wait and see how it goes.
We've also definitely seen your feedback about Machinist and White Mage that you're having trouble right at the moment, and we are working on that, so please wait just a little longer. We're also looking at Dragoons who are concerned about the Jump animation lock being too long. We're gonna try to shorten that up, so we're gonna adjust things that affect the feel of your gameplay in addition to just the numbers.
And of course I'd like to say that even if I didn't specifically mention your job today, we're still looking at feedback and making adjustments for those too, so please do not descend on us in a cloud of black smoke because I'm scared.
Last edited by Archwizard; 02-19-2022 at 07:16 PM. Reason: Transcribed the original Q&A
I feel they are just going to adjust Living dead, Blood weapon and maybe abyssal drain and call It a day leaving the main complains about his lackbuster Gameplay unchecked as usual.
Yeah Living dead being finally adjusted is godsend and thanks for that but i smell they will just carry the job like this for the rest of the expansión and ignore the rest, i'm just goint to keep my expectations on the ground.
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