Quote Originally Posted by Luin View Post
Why does Abyssal Drain exist? Why cant Salted Earth and Salt&Darkness have the healing effect? It would keep the life-steal aesthetic. The healing would be single-target viable, and this would reduce button bloat. 200 cure potency per hit is 1400cure potency per 90s, still worse healing/minute than the other tanks.
Why does much exist as the DRK current kit - its so vague and forgotten feeling , like finger prints on an abandoned hand rail.

How I feel about DRK is:

It looks like it was designed , to me at least (during proto stages) , to be a Greatsword DPS class with dark magic buffing , and had been changed to the HW tank , and eventually reworked into what could best describe as a machinist with a sword with defensive stats instead of dps that has slow base 123 combos and many quick weaves whilst you charge up your darkside minion like a mCH does with its robo queen ( i didn't play HW version so i cant compare better than this).


All the classes are slowly falling because they have built the game around all classes being viable down to a small difference between the same job arcs which inevitably means they are the same ice cream brand , just different flavours.


They should design a dark knight to be an energy draining black magic sword user , probably ace at multi dotting adds to also HP leech from the dark art skills , that's once the DRK in maxed/very good gear can beast dungeons and content with heavy zergs of adds , but that would be useless in savage boss fights .

This game doesn't have advanced dungeon power creeping modes like say wow does with its serious dungeons in the mythic system, where different job designs can shine with their unique powerful skills, so all classes are going the be left by the wayside at some point whilst they focus on one or two of a job arc and improve/tweak those as they cant get to grips balancing and redesigning them all as their end game goals are not best suited to all the jobs they keep adding.

IMO