


Comprable is a bit disengenous considering its doing more than GNB right now, and second I think people would rather see DRK's other issues fixed than just boring potency bumps.




The potency adjustments were made at the start of the current raid tier, which is actually the last time that it matters this expansion.
DRK is the least represented tank in raid content this tier. WAR is the most represented tank in raid content this tier (and the second most represented job overall), at nearly double the numbers. We went from near rDPS parity last tier to an unambiguous advantage in both rDPS and aDPS for WAR, simply because the devs listened to poorly thought out complaints about aDPS numbers, that were themselves inflated due to the P8S Everburn mechanic. And this was done while ignoring longstanding issues raised about discrepancies in self-healing and mitigation.
At the next Q+A opportunity, someone needs to raise the question of why certain jobs like WAR receive preferential treatment from the development team across multiple expansions. It's boring seeing them in every comp across 10 years. I'd like to see the dev team commit to being fair to all jobs within the role groups going forward.
I think it's great personally, shows how little DRK actually has going for it once it stops having a commanding DPS advantage.
Last edited by baklava151; 07-19-2023 at 03:20 AM.
That's basically what everyone even remotely familiar with pre-ShB Dark Knight and current Dark Knight has been saying for close to 4 years. Design-wise it is an utter mess and the only remaining grace was that it performed well.
Not like CBU3 has ever listened to it though.



Kinda? I'm always going to say that the fact that balance starts and ends with week 1 savage clears specifically is really dumb. Especially considering EW just introduced a new savage this patch today in the form of Criterion Savage, a mode where you either have a limited ammount of revives via an action, or no revives at all.
And yet jobs who are penalized with a dps loss for having a res, still have that in content where they're not allowed to use said res. Given no one complained about this in 6.2, so no one is going to care now. Its just really dumb to me that other content isnt even considered with balancing.


potency bumps are just band aids. I always knew WAR was strong since EW, it just didn't have the potencies where it mattered. Sure the increase to SE/SP was nice and the QoL to IR was also good but if they only buffed FC/IC/PR from 30-60 potency it would have been comparable the entire expansion. Not top of the charts but enough to keep it away from the p8s fiasco. It also got "buffed" with the changes to direct hit but that is a stat that should have been dps exclusive to begin with though I digress.
The irony is that this version of DRK emulates what 4.0 DRK did, which imo was peak DRK. Both were "speed focused" tanks that had heavy ogcd spams however, 4.0 had synergy whereas 6.0 didn't. DA was the cornerstone ability that glued all of DRK's tool kit together. It's like a more cohesive version of infuriate, which in itself also synergizes with WAR's toolkit. The devs spent all this time trying to "fix" DRK when all the needed to do was expand on DA and reduce what it affected but increase the effectiveness of those few skills it did.
WAR and DRK could have acted as two sides of the same coin making balancing easier as they would have a clear vision in mind outside of just give them high potency ogcds. WAR is the gcds focused self healer. DRK is the ogcd focused self sheilder. If they just focused around this theme (or just being consistent) I'm sure DRK would not be in the situation where it is now. Chasing trends and changing meta while WAR never changes.
I actually despise the "quality of life" to IR, because it removed any remaining interaction with warrior's kit besides "hurrdurr spam Fell Cleave".


I miss making sure Berserk went in a 2nd weave slot so I could get one more GCD under it.
he/him
I miss Berserk feeling at least a little like I was Berserking, as per its old cleansable Pacification debuff days. Heck, I'd almost be willing to accept some borderline ridiculous flavor effects.
Spitball Examples:
Let's say, for instance, we add three things:
- Some considerable WAR undermechanics such that its defensive capacities can ramp from its offense, such as by overhealing from damage dealt briefly increasing (the addition fades rapidly) current and maximum HP or Defense. This is to compensate for the flavorful downsides of Berserk such that WAR has some slightly unique optimizations and feels more distinct.
- Some reason for other players to be near the WAR. This wouldn't likely be a change to Berserk itself, but perhaps instead a passive War Cry mechanic that can affect Infuriate, Thrill of Battle, etc.
- Penalties (not net penalties, just... in itself) for using Berserk. Ideally, by having Berserk, say, gradually build up towards Havoc (your attacks have a chance to partly cleave nearby allies) or even outright Bloodlust (like Confusion, but with bonus attacks against friends and foes alike; no real penalty if you're the last alive, haha). Perhaps gain Wrath (Beast Gauge) from damage struck, but also increase the chance of being critically hit by enemy attacks while Berserk is active (again, the WAR-specific flavorful forms of mitigation as tied to offense would be enough to compensate for this).
Voila: You'd actually feel like you're going Berserk. You could maybe have Equilibrium help with this in some way, or revert Shake it Off while giving it a second charge and maybe some synergy in form of a CD or passive granting damage-delay (a portion of damage taken is instead divided up to tick per second over 4 seconds).
Last edited by Shurrikhan; 07-19-2023 at 03:12 PM.
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