DRKS in current status:
Need a way to recover/Reduce TP/MP Cost on our own,
Need to increase potency of attacks to match Wars DPS and Party Utility(while having Grit off), and Increase our Mitigation either on us or party to match PLDs Utility(While having Grit on).
Being Subpar while having Grit on and Off, while having Little to no Utility outside of Reprisal and Delirium to Party that can already has a monk, and pocket PLD and WAR
Need a way to use Reprisal to work outside of Parrying for practical reasons(it wears off at the worse times and while on CD....If it procs we should be able to use it like BLM procs),
-10% dmg taken on party anytime neeeded is a huuuuge Utility tool people will love DRKs for. We need to be able to freely use this often. If you increase this to 20% while under effect of Grit would be reasonable.
Needs stronger MP Conversion of Damage Dealt/Damage Taken in order to use more Dark Arts to keep up the DPS, otherwise Reduce MP Cost and Cooldown on Blood Weapon.
********* Reduce overall MP Cost on Dark Arts, Dark Passanger, Unleash and Abyssal Drain.
******** Eliminate requirements to Parry for Reprisal to be used. We should be able to use it in conjunction with any Defensive in order to maintain more practical Mitigation like PLD. Atleast twice as fast. PLD has High Block Rate, give us this at least!
-Change Dark Dance to Absorb/Recover TP per Damage Dealt.
-Increase Blood Price Damage Taken Conversion to MP, or Reduce TP Cost while in affect by 50%.
*Something to reduce TP cost is will be best thing for DRK if we can't have best mitigation, and best damage, allow us to utilize MP&TP Skills more!
-FIX Darkside bug with Regan HP thats increasing MP reduction too much.
- Make our Delirium stack with Dragon Kick or make our Delirium Stronger than a Dragon Kick. 20% or 25%? We suppose to be best Magic Damage Mitigation Tank right?
- Reduce Recast of Defensive Cooldowns, if they are not going to be as strong as PLDs Sentinel, at least allow us to use it faster and more than PLD.
Last edited by Hesitate89; 07-05-2015 at 03:35 PM.
Adjust Living Dead PLEASE!
it's too impractical to be used if we take 30k dmg in Alexander from a Tank Buster move., and only have 18k HP. Going into Walking dead, After a benediction, Healer has to do stop everything to heal us for another 12k Cures for us to survive in 10secs, This needs to be reviewed and adjusted to be more reasonable.. We might not be able to die during the 10 secs of Walking Dead, but we sure will die when time runs out regardless. At least make it so if we don't get healed AT ALL during the 10secs, we die, but if we do get healed after 10 secs what ever amount of Heal we recieve is where we will be at after the 10secs are up, Allowing us to stay Invincible for 10 Secs. Or At least let the invincible last for full duration, and only requirements is to be go above 50% HP only once! regardless if we go under 50% after, we don't die when timer runs out,(Make that snapping sound like when someone gets healed at low HP so the Healers and Tanks have a audio cue when to stop curing or know they saved us!) that's at least more reasonable.
Last edited by Hesitate89; 07-05-2015 at 03:30 PM.
I don't see why everyone has the urge to start a threat and tell SE how to change the job.
There are literally millions of ways to do this correct. You simply need to raise the issue and leave the balancing to the professionals. Balancing is a very iterative process, nothing that can be written over a cup of tea without any testing what so ever.
I have thought about this. I think my solution to it w/o breaking it, would be to lower the required healing to 25% or 50%, along with perhaps removing the "Living Dead" aspect.
Edit - On second thought, I really can't stand behind 100% on this suggestion. If they're going to change this, it's going to require a lot of thought, and I'll leave that up to them.
Last edited by DWolfwood; 07-06-2015 at 12:29 AM.
I don't see why so many people want to waste their time replying like this on forums.
The adjustment of jobs requires a lot of testing. Being a premiere DRK, having leveled DRK to 60 well before official launch, and clearing endgame content with it very early, my play data is included with their testing.
A list of changes doesn't belong in the "Definitive DRK Thread" that teaches newbies how to play it, nor does it belong in a "Please change _____" thread that talks about a specific change. My list of changes is comprehensive, and this thread is to promote discussion on them specifically.
If you've nothing to contribute to discussion, please stop wasting time for both of us. Surely you have better things to do.
They need to let DRK cross class LNC skills. DRK really doesn't benefit from any MRD skills imo. LNC skills would solve many of the issues DRK has.
Last edited by Domira; 07-06-2015 at 07:40 AM.
Invigorate would certainly help with our TP sustainability, and B4B would be a boon to OT ability, but LNC cross skills would still do nothing to help with DRK's horrible mitigation, and it doesn't really do much to fix DRK's complete lack of utility either. Additionally, I'm not a huge fan of B4B being part of our arsenal, as Blood Weapon is already restricted to OT situations exclusively, and I don't think we need even more skills that are essentially "dead" while MT.
While a LNC change might help things a bit, it wouldn't really be enough to actually solve anything.
I'm not saying you are not allowed to do it.
But you should be aware that your ideas won't come to fruition. Throwing out ideas can be fine and all but if you think SE will take your ideas to heart then YOU are the one wasting your time.
The thing is that, with all these suggestions, it at the very least gives the developers an indication of the woes that the playerbase might have with the job, as well as where they might want it to go from here. It's not so much about specific changes being made, but rather, developing a sort of of general direction for the developers to infer from.
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