


Man what an upgrade, stealth remove something from a buff to re-add it as additional text on the combo itself
Tell your friend to buy dawntrail! tell them to buy a lot of se'smerchandise!!
They did this to you they need to be reward!!!!!

Please increase the MP gained from Blood Weapon stacks, to like 1000 MP or increase the stacks back to 5. Its not nice to use less Edge/Flood and less TBN.
Speaking of potencies, maybe increase the damage on the Delirium combo by 50 on each attack or perhaps increase Disesteem potency to 900 or 1000? The attack feels like it should do more damage, and as far as I saw numbers being calculated, DRK is last in damage by a big margin ( almost 10% ) behind GNB/PLD.
Coincidentally, jp player have been asked for the same thing. He want disesteem and torcleaver to deal more damage.攻撃アビリティの多さとそれぞれの威力の高さに起因するバースト力が売りですが、裏を返せばそこに依存しすぎていると感じます。
以前の様にシナジーに合わせればぶっちぎりの火力とかであればまだ納得できますが、あってようやく他のタンクと同等の火力といった状態ですので、それを改善する意味でもご検討をお願いいたします。
(以前の様な火力差にして欲しいとかではなく、火力バランスは横並びのままシナジーへの依存度を下げて欲しいです)
私個人としては自身で攻撃している感や大剣らしい重い一撃の技が欲しい為、影身具現の威力を下げてディセスティームやトアクリーバーといった大技の威力を1000〜1200程度に上げていただきたいです。
Lion heart, double down,war's primals attack with no mercy/storm eye can go up to at least 1400 potency by the way.
Last edited by The_User; 06-29-2024 at 06:42 AM.

And I also very want the return of abyssal drain available in mono target with the delete of the share CD with carve & spit :3
Have some spell only for dungeon / 3 target is Zzzzz, its better to have multi function on one spell, useful on mono target AND multi target at the same time is better in my opinion
Easier way to solve this could be reduce blood weapon and delirium recast time to 30s and replace mp restore effect of Carve and spit with increase potency of next weaponskill by 50%. Remove the shared recast time with abyssal drain would be nice too.
Last edited by The_User; 06-30-2024 at 04:42 AM.

I think averaging DPS among tanks is a good thing.
But only DRK is limiting PT options due to job mechanics. (Without synergy, it has been adjusted to not produce the same level of DPS as other tanks.)
I think reworking is the best option considering the ease of future adjustments, but if the current job mechanics are to continue, I would like to see the strengths of the DRK strengthened by increasing the potency of finishing blows such as disesteem and toa cleaver.
Last edited by JPMJ; 06-30-2024 at 01:45 AM.



I think base potencies need to increase. Not disesteem and toa cleaver. Unless you guarantee them to direct critical hit you are subject to the same issues GNB has with double down and lion heart.
The big issue is more work and you have less sustain than other tanks. You have less damage than other tanks outside of burst. And the lower mp regen with the change of blood weapon being combined with delirium feels bad. Almost as if they rushed updating the job. The gap closer looks cool but feels bad to use due to how clunky it feels.

Dawntrail DRK feels so slow and boring to play outside of the 2 min burst. Wished they lowered all of DRK's offensive CD so that the job didn't feel so slow to play. I'd take a damage cut if the job was made to feel faster with the lower CD, to make the 123 combo not feel so boring. Not even the occasional Edge or Bloodspiller breaks that monotony until your burst window comes up and losing Plunge really makes that 1 min burst feel hollow.
Lower recast time of blood weapon, delirium or abyssal drain-carve and spit? If it is the latter it might not help much. However if bloodweapon and delirium grant haste and have the recast time reduce to 30s(as well as increase weaponskill attack range to 5y) it would be a game changer. Carve and split could have mp restore effect changes to increase next weaponskill potency or something else to compensate for additional 600 mp bw/deli generated more than the original.
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