i like them overall, I just wonder if the gnb one is still as fast as the previous one, in terms of greeding mechanincs. it feels slower, but that might just be the animation, i'm not sure.
i like them overall, I just wonder if the gnb one is still as fast as the previous one, in terms of greeding mechanincs. it feels slower, but that might just be the animation, i'm not sure.

Found one other thing I hadn't considered before with these new gap closers. Because the new gap closers don't deal damage, you don't gain emnity from using them, so they are basically worthless to start a fight with. Guess I'll just be using my ranged attack from now on and take this ability off my hotbar.



the DRK gap closer is slow and uninspiring, if it at least happened quickly I could more easily accept it.
GNB though doesn't make any sense, like they just choose to go faster? You don't fire a cartridge or anything you just, slide right up to the enemy? What is it even supposed to be?
So bring plunge and rouge divide back but make it stun target instead of deal damage so it will count as an assault and generated enmity?



There is also a delayed feeling from the next button input. My guess is because its slower and for sure cannot double weave with it. Just bring back plunge and put no damage.



Bring back plunge...


Maybe not even a stun could be an interrupt or maybe if they want to make it really good for dungeons an aoe circle pull towards you ability.
Well, Dark Knights can do that in PVP at the very least
I don't really like the new dash on DRK, the start-up animation is too long and it makes the character look like they are snapping in place just before the teleport happens or something, not sure how to describe it but the motion isn't instantly smooth like MNK's Thunderclap, RDM engage/displacement skills.
I honestly would have been fine with just having the plunge skill but with no damage.
This delay feeling kinda remind me of ninja's teleport.

I'm assuming they don't want the 'intercepts' to be used in DPS rotations. If that's the case, I would have just made it either 1 Potency or 10 (depending on how the formula works; might not like single-digit potency values). Then it should still generate Enmity, but not so much that you can dally about.
You have to learn the rules of the game. And then you have to play better than anyone else.
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