I mean, yeah it's impractical, but it does sound pretty damn cool and fun to properly pull off.
I agree with Tint tho. I wish DRK was more about heavy-GCD based attacks that you have to empower using your mana.

I mean, yeah it's impractical, but it does sound pretty damn cool and fun to properly pull off.
I agree with Tint tho. I wish DRK was more about heavy-GCD based attacks that you have to empower using your mana.
Have you tried Warrior? I'd rather have people just play that if they want slow gameplay than make Drk a clone.

Warrior is fun. The lifesteal is the best part about it, but it's hardly what I want. Slow doesn't necessarily mean boring, and the job can still be fast paced while having more emphasis on GCD based attacks and mana management. I wouldn't mind still having a shit ton of OGCDs, but I'd rather have those OGCDs synergize and buff my next GCD rather than being a flat potency. Feels more weighty and a lot could be done with it.
The only reason I play DRK rn (outside of the badass greatsword aesthetic) is because of TBN, which is our only skill that offers some sort of skill expression. The job without it is about as boring as it gets, no other mechanic it can really call its own.
Last edited by Sazuzaki; 06-14-2023 at 02:58 AM.
I'd stop playing the job if they did that. We already have warrior.Warrior is fun. The lifesteal is the best part about it, but it's hardly what I want. Slow doesn't necessarily mean boring, and the job can still be fast paced while having more emphasis on GCD based attacks and mana management. I wouldn't mind still having a shit ton of OGCDs, but I'd rather have those OGCDs synergize and buff my next GCD rather than being a flat potency. Feels more weighty and a lot could be done with it.
The only reason I play DRK rn (outside of the badass greatsword aesthetic) is because of TBN, which is our only skill that offers some sort of skill expression. The job without it is about as boring as it gets, no other mechanic it can really call its own.



Good times. This and Bloodweapon on Stormblood release:
- Recast time reduced from 60 to 40 seconds.
- The effect increasing attack speed by 10% has been changed to reduce weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay by 10%.
- The Blood Gauge will now increase by 3 each time a physical attack lands.
GCD-heavy DRK was the best.


Having the choice of being crit-heavy and kinda slow, or full skillspeed chimp mode and both being pretty close in damage was also pretty great, I remember making a meme for my FC cos I discovered that swapping one meld from a G5 crit to a G5 skillspeed got me down another 0.01, making me 2.06 under Blood Weapon. Bearing in mind that Dark Arts was a 2s CD, it became almost unbearably fast, as using DA too late in the weave window would cause you to clip. I also borrowed some FC members to throw me Enhanced Arrow and the fairy speed thing, just to see what it'd do. IIRC it got me to like 1.78 on a dummy. Completely unplayable, 10/10



Exactly. While it technically does nearly the same thing as EoS/FoS, Dark Arts compiling more damage into GCDs rather than OGCDs felt more impactful - a critting DA Bloodspiller felt amazing.Having the choice of being crit-heavy and kinda slow, or full skillspeed chimp mode and both being pretty close in damage was also pretty great, I remember making a meme for my FC cos I discovered that swapping one meld from a G5 crit to a G5 skillspeed got me down another 0.01, making me 2.06 under Blood Weapon. Bearing in mind that Dark Arts was a 2s CD, it became almost unbearably fast, as using DA too late in the weave window would cause you to clip. I also borrowed some FC members to throw me Enhanced Arrow and the fairy speed thing, just to see what it'd do. IIRC it got me to like 1.78 on a dummy. Completely unplayable, 10/10
And yeah, some issues of it was like the 2s recast or the comparatively low MP cost vs MP generation, both of which could've been solved with reducing the recast to 1s (like EoS/FoS) and increasing the MP cost (and potency) by +50% to reduce frequency while keeping potency per MP the same and making GCDs feel even more weight behind them.
I miss the tempo of Bloodweapon the most though, in Stormblood you had 47.5% uptime alternating Delirium BW and standard BW windows. Big refresher from the GCD monotony.


Back in SB while it was the black sheep of tanks, I thought the same. Call it 'Suffering' instead of Stagger, have Dark Passenger be the 'remove some of your Suffering' button, have CDs that interact with the Suffering amount, be that by making more of the damage be converted into Suffering, ways to counteract the Suffering buildup by healing some of it off, or something like having TBN pause the Suffering timer, at the cost of 'well now the DOT is going to hit harder per tick once it wears off'
And I feel the same about Carve, it used to be THE big hit, now it's lost it's oomph. If you look at older skill animations, eg Hard Slash, Syphon Strike, Carve, you can see that when your character swings the sword there's a kind of 'momentum' the blade holds, like you're not 'swinging the sword', moreso lugging it in the direction of the enemy and letting it's own weight do the job. Bloodspiller was the first skill where it makes the blade look kinda weightless, and it's just followed from there
I don't want to have all these Shadowbringers and Edges to spam, I want to be Guts and slam the enemy with a massive slab of metal. Guess I have to go WAR for that
Old DOT descriptions were better previously too. Biolysis and Combust 3 both say 'dealing unaspected damage over time' when you mouse over them on the enemy's debuff list, iirc. Miasma was 'Lungs are failing, causing damage over time' and Combust 1 was 'Proximity to a theoretical sun is causing damage over time'
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