But if Drk is gonna return to its DD role in this game it better have cecils Darkness attack lol.
But if Drk is gonna return to its DD role in this game it better have cecils Darkness attack lol.

"Darkness" is just a more direct translation of the Japanese 「暗黒」 which means "Gloom" or "Darkness." Since FFIV on the SNES, that ability has been translated as "Souleater" in every incarnation it's gone through. So it actually did appear in FFXI, they simply adjusted the ability's function.
I would like to see it return as straight dark/umbral damage though as well. I had it rigged that way in my DRK idea earlier in the thread. It ought to be the lv30 DRK ability, as it's definitely the quintessential Dark Knight skill.


Nice thread, drk is my fav job too that ive been anticipating since launch.
As for weapon choice, i'm very much opposed to sword and shield. Something big/blunt/painful like Great Sword or Scythe sounds much more befitting of drk, though if it had to be something new or sword, then perhaps a good idea is to make drk dual wield and maybe equip 2 different weapons, This character comes to mind:
I just hope drk looks bad ass enough to make drg look innocent =P SE better focus in that department. War has horn head piece, and drg have spikes. I'm concerned at this stage how they can surpass the dark'ish look of these 2 jobs while still being unique.
Abilities wise, something new, exciting and different from XI would be good. I'm personally tired of seeing repeated abilities and names from XI.
Would love to see the devs/Yoshi spill a bit of info on drk, maybe some concept art as they did back with the drg sketches.

Did you play the Final Fantasy series before XI? Recurring abilities is the point, it builds cohesion and recognition around each job as it evolves through the series. If anything FFXIV tried too hard (and continues to try to hard) to come up with unique names for abilities.
Presence of Mind, Hallowed Ground? Let's get real, and just call them what they are, Doublecast and Invincible. I agree that Dark Knight shouldn't be a carbon copy of it's XI counterpart, but reoccurring ability names and the theme of the job overall is to be expected.


I have played most of the FF series, There are apparent recycled terms and abilities. Though it's also obvious many new abilities/names were introduced along the timeline.Did you play the Final Fantasy series before XI? Recurring abilities is the point, it builds cohesion and recognition around each job as it evolves through the series. If anything FFXIV tried too hard (and continues to try to hard) to come up with unique names for abilities.
Presence of Mind, Hallowed Ground? Let's get real, and just call them what they are, Doublecast and Invincible. I agree that Dark Knight shouldn't be a carbon copy of it's XI counterpart, but reoccurring ability names and the theme of the job overall is to be expected.
In terms of the overall theme of the job, i agree it should be maintained, which naturally is the reason i'm highly anticipating drk, however.. having the exact same names and abilities, doesn't sit well with me. It really just feels like the lazy easy way out for SE, a copy paste job of XI.
This is a new game afterall, i would like to think they can bring a new refreshing experience, in this case, a new twist to drk. Yes.. let him sacrifice his hp, yes let him go berserk, but not to the extent of seeing the same abilities in my list all over again: {Last Resort} {Blood Weapon} , etc.
Same abilities and same names? May as well go play XI.
I don't think there is anything wrong with changing names, as long as they introduce changes to the mechanics as well, have the abilities somewhat function differently. Surely there's also room to invent new unique abilities. Im sure SE is creative enough.

On the other hand, renaming abilities that have a similar or identical function just serves to confuse people and make the design feel hackneyed. Per my previous examples, abilities like Hallowed Ground, Presence of Mind, etc. I'm not sure if the intent was to make the abilities feel more unique, more western, what have you, but their original names are easier to remember, type, and form a continuity.
If Dark Knight's 15 minute ability, is for instance, an ability that adds a double damage drain effect, what is the purpose of calling it something other than Blood Weapon? I think Final Fantasy is always about a happy medium between new and old, but I don't think any of that really has to do with name. I'm quite sure that Dark Knight won't play exactly like it did in XI, because XIV doesn't play exactly like XI, nor do any of the jobs.
well as far as i knew, Souleater was HP for physical dmg, and Darkness with Hp for Dark Dmg. Souleater in 11 was. but in FF4 and in FF Crisis Core Darkness was AoE Dark dmg
If its not the se GIVE DRK BOTH!!!

Souleater has one consistent theme, sacrifice HP for damage. It's usually single or AoE darkness damage, in XI since DRK was primarily a melee DD they decided to have the move simply increase their physical damage. My point is it's the same ability. It was just translated differently early on.
Wasn't Darkness in Crisis Core a spell, a la the Dark Magic spell Darkness from FFXII? That's something entirely different, and has nothing to do with DRK. Hence why the ability for Dark Knight has since FFIV been translated as "Souleater" for clarification between "Darkness/Gloom" the Dark Knight ability and "Dark/Darkness" the Dark Magic spell.
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