Note the suggestion that was actually made, though, to which Carighan asked the question you're quoting.
It wasn't to return to HW/StB DRK. It was literally just to re-add DA.
I.e.,
Q: In what way / to what extent would present DRK's identity shift if DA were re-inserted? --> Likely answer: Unnoticeably.
Q: Would DA itself be sufficient to give DRK a distinct identity? --> Likely answer: No, especially so long as defensive expenditures of MP would remain mere traps.
Q (in extension): If not sufficient, what else would we like to see that might make it so? What would be synergetic to it? How would those things craft a tank that FEELS different?
Stormblood gave us decent examples of something at least mildly better, sure (though it was scarcely if at all less braindead in Stormblood outside of dungeon Quietus-cheese, and not much more in Heavensward).
But, said Heavensward/Stormblood DRK is also not something that can be recreated anywhere near verbatim / as it was in the present game.
Enmity and its separate combo actions are effectively or wholly gone. TP is gone. Active mitigation beyond oGCDs is gone. We'd therefore going to need a gamewide preamble to DRK-specific changes if we wanted to reuse those old designs, at which point we wouldn't be saving time anyway by looking at the past anywhere near verbatim.
As such, we may as well be less complacent and dream a little bit larger, especially if that might be able to achieve something even within the scope of a game that doesn't much allow for tanks to have any nuanced skill expression through their actual tankiness.
Edit:
To be clear, I'd far rather see frequent and nuanced use of active mitigation, revitalizing tanks as a whole. I'd love for tanks to offer in-fight engagement even in repeat clears, especially in more "tank-ish" ways.
But short of that, a "return to Stormblood DRK" would probably look solely like...I don't think that's going to be nearly enough to make DRK feel distinct. Not even close.
- losing a bit of CD-based APM in exchange for GCD APM (1.14 from BW-accelerated GCDs, which is far, far less than just what the decoupling of BW itself provides),
- exchanging <strike now for X potency of damage> with <amp next GCD by X potency of damage>,
- possibly having TBN give a free cast of Blood of a free MP cast (which would make it a hefty DPS loss unless DA were heavily nerfed relative to Edge/Flood or Bloodspiller/Quietus heavily buffed), and
- some extra MP via Blood Weapon that we could as easily give by literally other means as well (passive tick rate, Syphon Strike and Stalwart, CnS, current BW/Del, or any combination of the above).
By all means, though, I'd love to see varied GCD lengths, but far more so --- such as the ability to ramp up to Hysteric speeds before ending the phase via an empowered oGCD nuke before the state can't be sustained anymore. I'd want back choice between Blood Price and Blood Weapon, or reasons to rotate between them, but emphasized to far more than they did in HW/StB. Bring back Darkside, but as more than just a mechanic we have to remember to turn off before jumps if over 3 ticks' time in length and back on again after, perhaps even offering a sort of HP-sacrifice mechanic that allows DRK to get more value out of what would otherwise be downtime for self *and* heals, both. Let's take what seemed neat and turn it up to 11 and, from that, see what might stick.



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