But hey, now there are 2 tanks you can teach a hamster to play instead of 1.They had to make Dark Knight catch up to Warrior in how brainless it is after all.
Waiting for 8.0 where Delirium just gives you 4 free uses of Edge of Shadow so you all you ever need to think about is pressing that knock-off Inner Release button to get all your damage for free...you know, like Warrior.
Queue times will be so much faster with all these hamsters picking up tank.
I really don't understand why DRK has so many lasers beam, I mean, DRK should be a knight not a mage. It's very strange to me.
I really miss the old dark arts, the idea of sacrificing part of your MP to upgrade some buttons was incredible, it made sense with the lore of the job.
sorry for my bad english
R.I.P DRG



Dark Knight has always been interconnected with the concept of a magic using knight. The original in FF3 was literally called "Magic Swordsman".
A concept that has been completely lost over the years. Sure you still "cast" magic, but where is that interconnectivity? It's just an amalgamation of fire-and-forget cooldowns with no connection to each other.
But that's really the case for tanks in general.
When "press this button for big numbers, X seconds cooldown" and "congratulations, you remembered to press this cooldown, your reward for rubbing two braincells together are these skills that do big numbers for free" became the devs idea of peak design we should've known they completely lost the plot.
And the worst part, as soon as the trailer with new flashy effects comes out all the streamers and content creators, even those that brought up the exact same complaints we have, make their best impression of a pogchamp face and gush all over the additions that are all flash and zero substance.
Last edited by Absurdity; 05-20-2024 at 03:37 AM.



We were speaking more thematically than the gameplay of it.


It's honestly expected but I am still a little surprised was it really worth taking off???They had to make Dark Knight catch up to Warrior in how brainless it is after all.
Waiting for 8.0 where Delirium just gives you 4 free uses of Edge of Shadow so you all you ever need to think about is pressing that knock-off Inner Release button to get all your damage for free...you know, like Warrior.
What made "gauges" at least a little bit interesting was multiple spenders for different reasons, I actually felt like wars SHB gauge was fine with how Upheaval worked, also having it tied to gap closer made it so war had to consider there gauge a tiny bit more.
I just dont know why they're going into the direction of gauge = 1 spender. It seems silly.



I will admit to being new blood when it comes to DRK, I mained it while going through MSQ back in ShB and got into savage and ultimate with it throughout EW. All things considered I was pretty happy with EW DRK. It definitely could another plate or two to spin, but MP management/holding dark arts for 2mins, blood management for fights with downtime, and the super busy burst window were all nice things to have.
Now we're losing the sole reason blood management exists, and losing a significant number of weaves under burst. What is the plan here? Who exactly is this job supposed to appeal to now?
The more I learn about how DRK worked before ShB, the more I regret not discovering this game earlier.
I think Stormblood did a better job with WAR's gauge because Onslaught wasn't just a gap closer with damage, it had roughly the same potency per gauge as Fell Cleave which made it a real consideration in fights. Do I spend this gauge on Fell Cleave or do I spend it on a bunch of Onslaughts instead to save a GCD and maybe end my combo on Path/Eye before downtime?It's honestly expected but I am still a little surprised was it really worth taking off???
What made "gauges" at least a little bit interesting was multiple spenders for different reasons, I actually felt like wars SHB gauge was fine with how Upheaval worked, also having it tied to gap closer made it so war had to consider there gauge a tiny bit more.
I just dont know why they're going into the direction of gauge = 1 spender. It seems silly.
But in general yes, having multiple abilities that tap into your gauge simply made more sense, it made you at least think about when to spend gauge on your main spender (in this case Fell Cleave) because you might not have enough when your smaller spenders come back up.
Now they might as well remove the gauge and just give you charges on a cooldown.
I'm actually happy for the people who never knew how jobs played before ShB, they live in blissful ignorance of what we had and probably get more enjoyment out of the current game.
I wish I couldn't see the absolutely awful direction that XIV's gameplay has been heading in for two expansions now.
It's going in the same direction that made me quit WoW in Legion after 12 years, just harder and faster than WoW ever did.
Last edited by Absurdity; 05-20-2024 at 03:54 AM.


I hate the fact that i have to agree so much with thisI'm actually happy for the people who never knew how jobs played before ShB, they live in blissful ignorance of what we had and probably get more enjoyment out of the current game.
I wish I couldn't see the absolutely awful direction that XIV's gameplay has been heading in for two expansions now.
It's going in the same direction that made me quit WoW in Legion after 12 years, just harder and faster than WoW ever did.
Sometime i wish i could completely forget the older iterations of Dark Knight
One random thing that i often recall was , for me at least, the fact that dungeons at the time were enjoyable when playing this class, especially in stormblood
And while i often prefered the heavensward version (maybe it was nostalgia goggles, or not, who knows), i really enjoyed going in dungeon (i know, dungeons are not raids or hard content so it doesn't count, sorry in advance) in stormblood with how the dark knight abilities and the mana/blood gauge interacted so well together.



I'm actually happy for the people who never knew how jobs played before ShB, they live in blissful ignorance of what we had and probably get more enjoyment out of the current game.
I wish I couldn't see the absolutely awful direction that XIV's gameplay has been heading in for two expansions now.
It's going in the same direction that made me quit WoW in Legion after 12 years, just harder and faster than WoW ever did.This is something I hear all the time from old DRK mains, and it reminds me of a complaint that I often hear in regards to job changes: It really doesn't feel like these decisions are being made by designers who are dedicated players of the job in question. Like, I've never met a StB DRK main who didn't LOVE Dark Arts, but I hear the reason they removed it was because it felt "spammy"? But I got the feeling that was kind of the point?I hate the fact that i have to agree so much with this
Sometime i wish i could completely forget the older iterations of Dark Knight
One random thing that i often recall was , for me at least, the fact that dungeons at the time were enjoyable when playing this class, especially in stormblood
And while i often prefered the heavensward version (maybe it was nostalgia goggles, or not, who knows), i really enjoyed going in dungeon (i know, dungeons are not raids or hard content so it doesn't count, sorry in advance) in stormblood with how the dark knight abilities and the mana/blood gauge interacted so well together.
I feel the same way about what we saw in the trailer. They're making all these changes to reduce how busy the burst is- isn't that what half the fun of the job is currently? "DRK is too busy" is the kind of complaint I could only imagine someone who is new to the job making. Surely any avid DRK main on the dev team would agree. So who's in charge of these decisions?
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