Just give us HW DRK back, this was the most fun version.
Just give us HW DRK back, this was the most fun version.
I think it would be more fitting to the classes if GNB had less healing and more damage, and DRK was in between WAR and GNB in terms of self-healing and damage
This is a consequence of SE being clueless about balance.
They think Hollowed ground is best invuln when everybody knows its actually Holmgang because of short CD. (Fun fact, the "Living Dead" used by Emet-Selch as trust NPC is functionally Holmgang).
They think TBN is so good it was not buffed in EW with other short tank CDs and DRK got the cringe Oblation skill instead.
I could go on about Dark Mind etc. but the picture is clear enough.
Since other tanks will never get their sustain nerfed its only reasonable DRK gets theirs buffed.
And it does matter in non-casual content as well, there is difference when MT is WAR or other tanks and when its DRK, because other tanks often can use their short CDs on cooldown to repair or negate some fluff damage while DRK is prohibited in doing so, since if there is not enough incoming damage it won't break TBN and they just lost 460 potency.
"We want jobs to be different!"
Jobs are minimally different.
"We want jobs to be the same!"
If DRK can't heal as much, it should deal more damage, that's it. I don't get why people act like kids throwing a tantrum. "I can't heal myself, so you shouldn't either!"
And about having more rezz for tanks instead of heals, we have seen how well that has gone for SMN and RDM, licking the dps floors for ages because they have so much utility.
Well thats the problem isn't it? Dark Knight isn't doing all that much damage anymore, its currently in 3rd place, and is honestly in a very rough spot right now. Despite this the devs don't even care enough to note it in their balance change posts.
Regardless Abyssal Drain could honestly be a 2 charge 30s oGCD now given how much DRK lost in terms of buttons to press and I think it be fine.
I'm sorry but it Doesn't need more self sustain.
Would it be nice for some more? yes of course some extra sustain would be nice but it doesn't need more self sustain in dungeons, I feel very safe on dark knight if I'm actually using my mitigations well.
But being cautious about self sustain, Warrior for example does this in a unhealthy way where every defensive cooldown practically has a massive form of self healing. It's fine to have some sustain options but having sustain tied to too many abilities has been seen to take away gameplay from healers.
to make DRK slightly better (in dungeons in particular) Personally I'd add a small sustain aspect to Oblation, Give it a 300 heal per hit you do for oblations duration, But this shouldn't be per enemy in AOE or it would be another case of blood whetting's absurd sustain, Dark Mind should block physical damage by 10%, Dark missionary (heart of light for this sake aswell), should just be for all damage types.
Keep in mind sustain is fine, but the amount of sustain can be too much which is the case of Warrior, I think that job needs to be brought down a bit, or at the very least deal the lowest damage considering its already got the shortest invul making it the king of invuls.
In general people have been saying WAR needed to be nerfed for years at this point and it will never happen. Devs like it too much as it is. So I get why this topic gets brought up so much, if WAR is fine by dev standards, then DRK is undertuned. Yeah the game would probably be in a healthier spot if they toned it down, but nerfs almost never happen.
I think that's why they're going to revamp the job identities in 8.0.In general people have been saying WAR needed to be nerfed for years at this point and it will never happen. Devs like it too much as it is. So I get why this topic gets brought up so much, if WAR is fine by dev standards, then DRK is undertuned. Yeah the game would probably be in a healthier spot if they toned it down, but nerfs almost never happen.
People are so scared that their hillariously overpowered job gets a minor nerf or 2 to get it in line with the rest that they just don't want to do it.
But with a complete overhaul they can nerf and remove whatever they want and just say that it's a rework.
There really is no reason for us to have 4 tanks anymore with the way they have handled War.
Then there's the problem of powercreep.
Which i think was by far the most noticable in the endgame encounter design of the last expansion. Especially Eureka Orthos.
Everything just oneshots you if you get hit. It's blatantly obvious that they have to approach game design like this because there's a problematic outlier.
The only way you're ever going to kill a Warrior is with a oneshot or body check. Which we saw a big uptick of during savage/ex as well. If you let other things hit it too hard to wittle it down, it becomes unplayable for every other job besides maybe Paladin. I want to include Paladin in there too but it's not as broken as Warrior in that regard. And has had actual downsides that it's playerbase did not protest against, unlike the selfish Warrior playerbase.
Last edited by GoatOfWar; 07-22-2024 at 10:08 PM.
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