DRK's concept and theme are relatively straightforward. That's not the problem. The problem is that there's a historic precedent of making DRK actions punishing rather than rewarding. Dark Mind and Dark Missionary can't be used outside of specific damage types. You have to give up lifesteal to use a single target Carve and Spit. Living Dead is the only player action in the game that can kill you. TBN costs damage if it doesn't break.
RPR has the exact same aesthetic, except pitched at the melee dps group. Could you imagine if Arcane Circle cost damage to use? It's a barrier shield. Time it correctly, and it becomes a raidwide regen. That's a reward, not a punishment. That's not to mention some incredibly unique moves - the best movement action in the game bar none, and a fast paced 1.5s GCD burst that allows for some really interesting situational optimization with Double vs. Triple Enshroud, because the gauge actually lets you stock up beyond what you normally require at two minutes.
There are a lot of changes that could benefit DRK.
- Make Dark Mind and Dark Missionary into barrier effects that work against all damage types. Let them apply movement speed boosts (after all, darkness governs activity and movement).
- Merge Oblation and TBN, remove the cost, and leave it on two charges. If it breaks, it heals the target.
- Merge Carve and Spit and Abyssal Drain into a singular Abyssal Strike that drains HP, MP, and works in both single target and AoE. Perhaps have it scale inversely with MP.
- Add blood to every step of your base combo rather than pooling it all into Souleater, and increase the size of the gauge such that you can stockpile more resources in preparation for burst.
- Move the lifesteal off of Souleater to the blood actions, so the healing effect becomes more of a deliberate decision, while giving you the option to heal up with it in AoE as well.
- Add a combo step after Bloodspiller, and make both steps have a faster GCD. This incidentally turns Delirium into a 6 GCD burst with a speedboost.
- Make Living Shadow interact with your toolkit, perhaps matching your Edge/Shadow weaves for extra damage.
- Give Salted Earth a defensive value, either reducing incoming damage or absorbing HP. Update the gapcloser - fixed distance movement abilities are in vogue for a reason. A forward/backward dash is incredibly versatile when not tied to damage, and makes for fun tricks in places like Criterion where you have to work for your uptime.
- Bring back counterattacks - what made Reprisal so loved wasn't even the debuff, it was the aesthetic of having an exploding stab counter. Counters are one of the really unique features that tank gameplay can bring to the table that melee dps cannot.
WAR has its own set of issues as well, but the biggest problem is that the job is entirely propped up by its powercreep rather than actually being interesting to play. The core job design is showing its age and it has incredibly stale gameplay. Many of the actions are 13 years old. The entire job needs a refresh so that players actually want to play it for the gameplay, rather than its recurring FotM status and ease of use. The biggest problem with the self-healing is that there's no actual strategy or thought in its use.
Also, they really need to bring the invulns closer in line with each other. There really shouldn't be a 3 minute recast difference between tank invulns. Holmgang should be on 5 minutes at absolute minimum, and you could make a case for moving Hallowed to 6 minutes if you had a way to compensate Superbolide appropriately.


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