

Was thinking more along the lines of Blood DK, I can see why you'd say that but if the CD on 'moving the AOE' is short enough, and the duration long enough, you shouldn't have to 'constantly' place it. Like in a dungeon, you wouldn't keep placing the AOE until you get to the 'wall' where you're settling to kill all the mobs, and then you place the AOE, and just stand in it for 30s before replacing it (dodging orange ouch as needed). 5sec is not 'you need to replace the AOE this often', it's to replace how Blood has a 'trait' that sometimes resets the CD on Death and Decay when you Autoattack, allowing them to get 100% uptime (but gated by RNG). This way it'd at least be consistent, and if nothing else, it'd differentiate the class's gameplay from WAR a bit more
Or if it's really such a crushing issue, SE can increase the radius of the bubble, I hear they like doing that recently. I wouldn't, I'd just say 'lmao the CD is 5 seconds if you need to move elsewhere for whatever reason, place a new one it costs you nothing'
edit: a thought: replacing a DOT every 30s should come fairly naturally to any longtime DRK player. After all, Scourge was a 30s duration DOT
That you can reposition to anywhere on the arena, every 5sec if needed. And balanced around 100% uptime, meaning the second-to-second effect is very low and missing one tick of damage (3sec cos it's a ground DOT effect) from not refreshing it would likely cost you like... 20 potency. But yes, other than that, completely identical to leylines.
If anything, I'd argue that it's current form is tank leylines, just that it's the enemy that has to stay in it. After all, if you place leylines and the enemy immediately places a poo puddle under them, you want to wall it. If you place Salted and the boss immediately jumps to another part of the arena for a mechanic (ie Hesperos Pinax for example), you can't get Salt and Darkness off and you want to wall it. You could say 'know the fight better' and that's true to an extent, but to say a '100% uptime' version is 'tank leylines' is just a gross oversimplification, and also just inaccurate as an assertion
Last edited by ForsakenRoe; 07-02-2023 at 10:01 PM.



For dungeons they should have added a heal effect to quietus. It is absolutely useless outside of dungeons and maybe alliance raids. You could also add in the heal effect from pvp for salt and darkness.
I really wish salted earth could be replaced with an aoe version of scourage from HW and then just have it turn into dark passenger after. Just give it the x potency for the first target and x potency for targets hit afterwards.
Sorry, I should have said, "to constantly have it placed and to have all one's enemies placed within in it."
Regardless, though, is it remotely fun to take a 750p / 90s oGCD and instead reduce it to a 25 potency-per-tick 100% uptime ability? All so that we can add an annoyance of having to always stand in our DRK Ley Lines?
I see a negative in what we lose and yet another in what we would 'gain'. I see no positive.
I'd much prefer any other way to make Salted Earth be more granular, be that by having it spend drain (e.g., 3 seconds of Darkside per second Salted is active) or whatever else, and to grant it more utility and slightly more impact. I don't want it to be a bloated/annoying AoE auto-attack. (Hell, I'd sooner make it a 3-minute super-cooldown a la Ashen Hallows.)



I'm a bit behind here as I've been playing the piss out of FFXVI, absolutely loving the game and roughly 85% of the way done my first playthrough. I'm amazed on how they keep managing to impress me with it.
To stay on topic, I'll just bundle my response here.
I would not want Salted Earth to function in that way. I would very much prefer to have Scourge back if we were to have something to maintain by a mile whether or not it costs gauge or mp.
However, I would not be against making Scourge aoe while inside Salted Earth as a means of spreading the DoT, with Salted Earth's cooldown reduced to say...40-60s?
To add to this, either Scourge's or Salted Earth's dot tick could give us some gauge per damage tick. I could go with either, but I prefer the sound of Scourge being the one we gain gauge from, as it would be continuous and not relegated to something on a cooldown.
Last edited by Zairava; 07-03-2023 at 03:05 PM. Reason: added afterthought
Hi guys, this is my first post after 8-9 years playing this game, and maybe my comment is not ideal for this thread, but I chose this one because DRK was the job I liked the most to play in HW and SB.
English is not my native language, so I am sorry for any spelling/grammatic mistakes.
I have come back to the game after 1 year away, this is the first time I have been away of XIV for so long time since I started play the game in patch 2.4, and I must say, this game has been so boring to play since ShB.
IDK about you guys, but since ShB I don't having fun anymore in any content but savage and some trials EX. In contrast, in ARR until SB I had so much fun playing the casual content (and high end content too) like dungeons, alliance raids, normal 8-man raid as tank, healer and DPS just because it was fun, but now I only do this type of content for currency and gear, because the jobs isn't fun to play anymore, this mentality of "make the jobs more easy and simple, but high-end content more hard" is so stupid. I think the majority will agree with me, if a job is fun, any content will be fun either. The job's design after ShB has became so shallow and boring, I wonder if casual players are genuinely enjoying the game in its current state, I mean, in gameplay aspect.
I can only have some fun playing as GNB, SAM (before kaiten removal) and DRG these days.
I am the type of mmorpg's player who plays for the gameplay, and unfortunately, the current gameplay of XIV is boring as hell, and I don't think it will change in Dawntrail.
Why is so hard to SE understand that spamming 1-2-3 or 2-1-1-1-1-1-2-1-1-1-1-1 like the healers 90% of the time isn't fun at all. I mean, what yoshi-p said years ago in 2.0 again? "fun comes first, if it isn't fun, you're doing it wrong"? Well yoshi-p, I have some news for you, XIV isn't fun since ShB launch, at least for me and idk, maybe 80-90% of players like me who is playing since ARR and HW.
What pissed me of the most, is this shit remake of DRK, omg, how did yoshi-p and his team manage to transform the most fun and well design job of game (in my opinion) into this crap 1-2-3 job with 500 oGCD to use in a window of 2 min? I really don't understand this. This is insanity.
Well, if yoshi-p or his team are reading this, I want ask:
What happened to "fun comes first, if it isn't fun, you're doing it wrong"?
What happened to "never forget the fans"?
What happened to "Don't forget your roots"?
Your new philosophy of please casual new players just to make a few extra bucks in the end of month is killing the game for those who is been with you and supporting your game since after the disaster of 1.0.
So guys, sorry for this long and emotional(?) rant, I'm being very dramatic because this game has help me in moments of difficulty in my life years ago, problems with depression and anxiety, so I have a special care for this game.
I probably won't continue playing on Dawntrail, so good luck for those will continue to play XIV, I hope you have a great time in Dawntrail. And again, sorry for my bad english.



I agree with your sentiment but you have to understand that Naoki Yoshida is a businessman and will say and do whatever he has to in the moment to make either himself or his product look good.
You can find contradictions to basically any line he says along those lines in the game if you look hard enough.
A lot of people agree with you and are frusterated at the current state of jobs as a whole, not just Dark Knight, but if anything is even going to be done about it remains to be seen. (probably not)
Just play Warrior.
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