They will either nerf WAR or buff other tanks to be in line with WAR really
Reduced CD and/or charges to Abyssal Drain would prolly be enough to stop a lot of people's complaints about DRK
They will either nerf WAR or buff other tanks to be in line with WAR really
Reduced CD and/or charges to Abyssal Drain would prolly be enough to stop a lot of people's complaints about DRK


DRK and GNB has a different playstyle than PLD and WAR... they all can do absolutely amazing feats, but it do require you dig into them all.
I can't use some kind of info from someone who only wants to level it to 100 for never again to touch untill next expansion.
Long term players and having it as prefered tank job, another story, but those people also got months if not years of experience with the job as it is and know each and one if them is extremely effective if played correct.


After both playing DRK up to Ex, and healing a few in post 90 levelling duties...I don't feel we need more sustain honestly? At least not from perspective of a SGE. If anything, with the Shadow Vigil heal it's kind of at perfect level, not too much but not too little either.
DRK could use more damage given lower value of our party support tools (ideally through more MP to bring up APM a higher again, barring more significant rotational changes), but I don't think the self sustain is an issue.




What DRK feats are you speaking of?DRK and GNB has a different playstyle than PLD and WAR... they all can do absolutely amazing feats, but it do require you dig into them all.
I can't use some kind of info from someone who only wants to level it to 100 for never again to touch untill next expansion.
Long term players and having it as prefered tank job, another story, but those people also got months if not years of experience with the job as it is and know each and one if them is extremely effective if played correct.



Just wanted to express that I love your changes, especially the Oblation one. Healing amount isn't too oppressive, gives Oblation an extra flavour, can be given to teammates (very cool actually) and actually synergizes with speed / faster GCD to get more sustain in.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.
Maybe heal is a bit strong, but then again it's a 60s recharge CD. I like it.



I wouldn't mind DRK to receive lots of HP drains if they get their signature HP-eater style attacks to go back to their thematic high risk high reward style



I'd love that too. I made a quick and dirty design of what it could look like in a different thread the other day when people said it would not work for tanks.
It's also what makes PvP Dark Knight incredibly engaging for me in 5v5.


They could give DRK HW Abyssal Drain spam and 4.3 Sole Survivor and it would still be weaker than current WAR.
I do not understand SE's thought process at all in regards to balance. I do wholeheartedly believe the other Tanks need to be nerfed down to be more on par with DRK rather than the other way around but I also feel like DRK could also stand to regain some of their old survival tools again, if only out of pity because they're lacking in so many areas right now.



Paladin players never also want to be the top damage tank. Every one I've met in game wants the job to be a behemoth defensively, and a god of party utility.I think that's why they're going to revamp the job identities in 8.0.
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.
And to be honest I think if WAR players just wanted to be the middle of the road "Ol' Reliable" tank with insane sustain it be a lot easier to justify it. But thats not ususally how it goes. Its gotta have high damage with guaranteed crit dh on top of everything else.
Likewise, I personally want DRK to be the weakest tank defensively and function as the high risk revenge tank, I actually don't hate the fact that TBN has a failstate/reward for it, and I think Living Dead and Shadowed Vigil fall into this design as well. I just don't think the job is rewarded enough for what it is.
What if no tanks had sustain and had to rely on healers to not die?
Remember, you're unique... just like everyone else.
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