Quote Originally Posted by Nektulos-Tuor View Post
That was good prenerf but not so good now. No problem managing MP, I just think it should be used more, which means it needs to cost less MP so you can use it for other abilities.

Not really worried about Paladin DPS, "now" however I can see them catching up closer as gear goes up, which shouldn't be the case at all.

The only parses i've seen so far of "date" is Dark Knight without Grit+Darkside VS Paladin in Shield Oath (Tank Stance.) So of course, the Paladin will have less damage.
So let me see if I've got this right: you want to buff DRK--and only DRK--back to pre-nerf levels? Closer to them? When all tanks got hit with a nerf?

PLD rather desperately needed the buffs it got. It was terribly underperforming. DRK doesn't need anything, because a good DRK can work with what they've already got to pretty amazing effect. Crying about "Why do they get a buff but not me?!" just makes you sound like a pouting child.

Also, MT on DRK is meant to have a slower pace without stance dancing. When you're OT, Blood Weapon makes it so you can use Dark Arts more frequently, and makes the gameplay feel a lot quicker. But if you MT (and keep Grit on), you're going to need to use it less frequently, and this is by design.

If they did as you proposed and allowed for Dark Arts to be used more frequently, they would need to nerf its effectiveness in equal measure to maintain balance. At that point, it just wouldn't feel as good to use, and it wouldn't feel like mastering the MP management component of the gameplay was as rewarding. So not only are the changes you suggested not necessary, but I'm pretty sure they would hurt more than they would help.