I hope SE reads forums and considers this feedback.
Disesteem : Good, functionally a step in the right direction, more interactions with Living Shadow are fun. Only wish they'd happen more often.
Plunge oGDD and 3 stacks of Blood Weapon: Plunge being used for mobility only is great but the MP generation should be addressed by either making each stack give 1000 MP or just give it 5 stacks like before. Losing things without anything to compensate is really bad, its not like the job isn't losing oGCDs ( 2x Plunge ) already.
Delirium combo : Sounds good, it separates it from Inner Release, which was heavily asked for, but perhaps it could've been made to be used outside of Delirium too, costing BlackBlood. The Bloodgauge is just a lazy copy of Warrior's Beastgauge, each action costing blackblood would be functionally different.
Shadow Wall upgrade: Amazing, finally some healing and sustain in situation where multiple hits happen.
Please fix the MP generation so we can still use a lot of Edge / Flood of Shadow, its one of the main ideas of the job. While we are at that, perhaps change Abyssal Drain to cost MP and remove Flood of Shadow so that Dark Arts grants a free Edge of Shadow for 1 target and a free Abyssal Drain for >1 target.
Well thats the big concern isnt it, with the new mp generation the optimal play is still going to be carrying as much MP into a burst window as possible.
The problem with the reduced MP rate is that you can functionally only use TBN 3 times between burst windows before it starts becoming a damage loss, and its honestly the MP Gen should have been made even higher as the existance of Disesteem also skews things slightly by giving us an additional gcd to press.
I know this only really matters if you care about optimizing to the highest level but damn TBN needs to be more available than that.
I think calling that an interaction is debatable, it's just "pressing this button allows you to press this other button", basically the entire design doc of Warrior.
Interaction would be if Esteem actually copied your abilities, making it's output dependent on proper execution of your own burst window.
The only new thing we got was a button we press once every 2 minutes after using living Shadow.I hope SE reads forums and considers this feedback.
Disesteem : Good, functionally a step in the right direction, more interactions with Living Shadow are fun. Only wish they'd happen more often.
Plunge oGDD and 3 stacks of Blood Weapon: Plunge being used for mobility only is great but the MP generation should be addressed by either making each stack give 1000 MP or just give it 5 stacks like before. Losing things without anything to compensate is really bad, its not like the job isn't losing oGCDs ( 2x Plunge ) already.
Delirium combo : Sounds good, it separates it from Inner Release, which was heavily asked for, but perhaps it could've been made to be used outside of Delirium too, costing BlackBlood. The Bloodgauge is just a lazy copy of Warrior's Beastgauge, each action costing blackblood would be functionally different.
Shadow Wall upgrade: Amazing, finally some healing and sustain in situation where multiple hits happen.
Please fix the MP generation so we can still use a lot of Edge / Flood of Shadow, its one of the main ideas of the job. While we are at that, perhaps change Abyssal Drain to cost MP and remove Flood of Shadow so that Dark Arts grants a free Edge of Shadow for 1 target and a free Abyssal Drain for >1 target.
But we lost our gapcloser, we lost blood weapon, we will be casting edge of shadow less because of our worse mana economy and follow up actions will be consolidated.
The job looks just strictly less enjoyable to play in Dawntrail than it is now, and i wish people would be honest about it.
Pressing living shadow twice like we do with salted earth is not a meaningful gameplay change.
Mashing 123 in our filler will somehow just be worse in Dawntrail than it is now.
Don't forget that without the 2 stack of plunge we are also in the hole on damage during our burst as you're now down 2 OGCDs to fit inbetween blood spillers so big drop in dpsThe only new thing we got was a button we press once every 2 minutes after using living Shadow.
But we lost our gapcloser, we lost blood weapon, we will be casting edge of shadow less because of our worse mana economy and follow up actions will be consolidated.
The job looks just strictly less enjoyable to play in Dawntrail than it is now, and i wish people would be honest about it.
Pressing living shadow twice like we do with salted earth is not a meaningful gameplay change.
Mashing 123 in our filler will somehow just be worse in Dawntrail than it is now.
Remember when we were told, hey dark knight I know you hate this rework in Shb but we want to build a strong foundation to build it up, then 3 years later they did nothing but take away more abilities than they added. Now another 3 years and they have taken away more abilities than they added again........ DoN'T wORY GuYz 8.0 WiL fiX.
With the massive hit to SE financials lately and with how much this team is pissing off the player base with BS designs they aint gonna have an 8.0
Last edited by Malthir; 06-07-2024 at 11:38 PM.
Well i'm certainly not excited for Dawntrail raiding anymore.Don't forget that without the 2 stack of plunge we are also in the hole on damage during our burst as you're now down 2 OGCDs to fit inbetween blood spillers so big drop in dps
Remember when we were told, hey dark knight I know you hate this rework in Shb but we want to build a strong foundation to build it up, then 3 years later they did nothing but take away more abilities than they added. Now another 3 years and they have taken away more abilities than they added again........ DoN'T wORY GuYz 8.0 WiL fiX.
With the massive hit to SE financials lately and with how much this team is pissing off the player base with BS designs they aint gonna have an 8.0
I am honest, its true they didn't do much and I don't like it but I think its good to offer feedback on the "changes" they made. I have made many many posts on this forum to try to help DRK such as:The only new thing we got was a button we press once every 2 minutes after using living Shadow.
But we lost our gapcloser, we lost blood weapon, we will be casting edge of shadow less because of our worse mana economy and follow up actions will be consolidated.
The job looks just strictly less enjoyable to play in Dawntrail than it is now, and i wish people would be honest about it.
Pressing living shadow twice like we do with salted earth is not a meaningful gameplay change.
Mashing 123 in our filler will somehow just be worse in Dawntrail than it is now.
- Remove Flood of Shadow, replace it with Abyssal Drain so you can spam it for 3000 MP or 1 Dark Arts
- Delirium gives a free use of a combo, which otherwise costs Darkside
- Living Shadow copies abilities or grants a Darkside overdrive increasing skill/spell speed for 20 seconds
A lot of things can be done to make DRK unique and not a Beastgauge copy or throw every oGCD every 2 minutes job but I guess they just don't want to.
Yeah but that would require the Dev team to give a damn about the Drk job, I'm pretty sure, 3 expacs in a row have proves otheriwise.I am honest, its true they didn't do much and I don't like it but I think its good to offer feedback on the "changes" they made. I have made many many posts on this forum to try to help DRK such as:
- Remove Flood of Shadow, replace it with Abyssal Drain so you can spam it for 3000 MP or 1 Dark Arts
- Delirium gives a free use of a combo, which otherwise costs Darkside
- Living Shadow copies abilities or grants a Darkside overdrive increasing skill/spell speed for 20 seconds
A lot of things can be done to make DRK unique and not a Beastgauge copy or throw every oGCD every 2 minutes job but I guess they just don't want to.
I saw this post where Yoshi P was talking about improving job identity in 8.0 while using 7.0 as a harder encounter design concept. Yoshi P with all the respect and admiration, if you are reading forums, please consider the fact that most people's favorite iteration of DRK is Heavensward or Stormblood. Not Shadowbringers, not Endwalker and not Dawntrail.
DRK has these multiple mechanics taken from other jobs but dumbed down so they are very simple and the "flavor" is probably the ability to manage multiple smaller things at the same time but the issue is that's not a unique thing.
Please consider for 8.0 to look at the Darkside meter and the Bloodgauge and change it to something unique to the job. Other jobs have smaller simpler mechanics ( NIN's gauge / SAM's kenki gauge ) but those are on top of an already existing core unique mechanic. ( Mudras / Iaijutsu )
A simple idea would be to look into what made the job fun when it was created:
- augmenting abilities with another oGCD - gone
- very good against magic damage - still here, but nothing has been built on top of it sadly
- fast GCDs - gone
- many oGCDs - dumbed down in Dawntrail
- high risk / high reward job - gone
- big burst - still here
Notice how most of the stuff has been removed or dumbed down? The only thing is big burst.
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