M3S requires invuln strats to clear with a dark knight. Thats not the end of the world but it is notable.
M3S requires invuln strats to clear with a dark knight. Thats not the end of the world but it is notable.
I found this video to be the most level-headed analysis and feedback on current state of DRK: https://www.youtube.com/watch?v=mF8UUKKmXNI
Okay, y'know what. No. I'm tired of "guess we'll wait until X.0"
It's been now over 5 bloody years, expansion 3 of it.
We deserve better.
No "realistically we can't expect a rework until X.0, so let's settle for this until then."
Figure this out. I'm tired of waiting for 2 and a half years to MAYBE see improvements to Dark Knight when the trend for the last 3 expansions is one step forward 8 steps back and then get screwed during the patches outside of Quality of Life improvements that should have been there from the start.
Be transparent about what direction you're deciding to take the job. And make sure it actually is a coherent and thought out design. Not a makeshift Easy Bake Oven made from what you found in the scrap yard.
Well thats kinda the isuse isn't it? I'd say this is probably the most vocal I've seen people be about the job.
They dont listen to feedback, they don't even playtest the jobs to any real level.
To me the video that captures all my problems with DRK is this one:
not the shitty xenosys "stop homogenizing tanks but give DRK HoC" vex oneI found this video to be the most level-headed analysis and feedback on current state of DRK: https://www.youtube.com/watch?v=mF8UUKKmXNI
.
manOkay, y'know what. No. I'm tired of "guess we'll wait until X.0"
It's been now over 5 bloody years, expansion 3 of it.
We deserve better.
No "realistically we can't expect a rework until X.0, so let's settle for this until then."
Figure this out. I'm tired of waiting for 2 and a half years to MAYBE see improvements to Dark Knight when the trend for the last 3 expansions is one step forward 8 steps back and then get screwed during the patches outside of Quality of Life improvements that should have been there from the start.
Be transparent about what direction you're deciding to take the job. And make sure it actually is a coherent and thought out design. Not a makeshift Easy Bake Oven made from what you found in the scrap yard.
I remember in SB when it took til what, 5.3, for Quietus to get addressed.
Playing DRK is a testament of suffering. So much of it's kit gets neutered expansion after expansion, and "bUt It DoEs ThE mOsT dAmAgE sO iTs FiNe" is such a god awful dismissal of any complaints.
If someone enjoys DRK, good on ya.
Stop accepting mediocrity, demand better.
Yet another expansion of leveling it to cap solely for my retainer, then shelving it for GNB/WAR.
Making it one way, and giving alternative suggestions are two different things. Some are complaining 'Think outside of the box' so there it is, thinking outside of the box. Thinking of minor alternative tweaks to give the job something else other than simple tack on of self sustain. What few options drk has for assisting the party is made moot and heavily overshadowed, so yes thinking of something that could be just as strong does come out, but that doesn't mean it or content can't be tuned to keep it from being extremely over powered.
Hmmmm......
I made a list of some changes they could do for DRK:
Not too aggressive changes:
1) Make TBN work like Tengentsu (SAM shield + regen): It procs when hit and also you could add a regen when you're hit while keeping the shield till it breaks or expires. Another option would be keeping TBN as it is but make the shield a 15% of total HP or extend the duration from 7s to 10s/12s or a time that gives a reasonable window for it to break. My favorite gimmick of the job is using this shield to gain more damage during my burst window: it feels rewarding when you take the time to optimize it, using it on healers or yourself (if MT or getting busted) but I have had issues of it breaking during Savage (M1S duo stacks for example)
2) Dark Mind shines when enemies have magical auto-attacks or busters but sucks when they don't. Make both Dark Mind and Dark Missionary mitigate a 10% of physical damage. Also put Dark Missionary at lvl 68, we need it for UWU and UCoB.
3) Bring back weaving to the job. A lot of people who mains the job loves weaving a ton of abilities during our burst. You made our odd minutes extremely boring. You can bring MP generation back (+2 more Blood Weapon stacks), separate Abyssal Drain cooldown from Carve and Spit or make both have 2 stacks and both have a heal effect.
4) Bring Blood gauge management back: We want to weave and manage our gauge, it made the job fun, if new people find it hard then they have 3 other tanks to try we don't want jobs difficulty and fun be reduced just because you want everyone pick it fast and not invest time in learning.
Aggressive change: These are different options we could have for DRK to have more identity and also bring back HW abilities that people seemed to love
1) Add a second combo or a new GCD to DRK. Hard Slash -> Syphon Strike -> Power Slash: buff Souleater (a la Ninja)
2) Add a DoT GCD we apply to our enemy: Scourge.
Buff drk to war level sustain ...vampiric heals would be on theme.. Fix skills, they are a bit of a mess...then get rid of healers.
I think you must mean 4.3
DRK was shafted so hard in Shadowbringers (and Endwalker too) to where it got one patch with adjustments (5.1 and a bug fix in 5.55 in Shadowbringers and 6.1 with Endwalker) and literally nothing for the rest of the expansion.
DRK is a testament of suffering and getting shafted and ignored at this point.
This job deserves better.
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