Results 1 to 10 of 15

Thread: DRK help

Hybrid View

  1. #1
    Player
    kisada's Avatar
    Join Date
    Mar 2011
    Posts
    217
    Character
    Kisada Exis
    World
    Behemoth
    Main Class
    Leatherworker Lv 50
    made a post in another thread that i think is relevant here

    DRK: DRK's recent changes really just shows a gigantic disparity in what the devs think goes in in arena play vs what actually happens and what is actually useful. I'll skip the breakdown of what strengths and roles PLD/WAR get to have, but the short of it is this:

    - DRK doesn't have as good a burst as WAR, and burst is the absolute KING win condition in this mode.
    - DRK has almost no way to protect their teammates from burst the way PLD does.
    - DRK has very little CC.
    - DRK has underwhelming defensive abilities that make it more susceptible if they are designated as the medal carrier.
    - DRK as a result is just a weak melee DPS that contributes almost nothing to a fight, and it really has no defining role in PVP.

    So in 3.25, the dev team basically just gave DRK some higher potencies on their abilities. But that did absolutely nothing to address the issues above. And really the buffs to DRK are symptomatic of a greater issue: Not everything in feast is about pure damage, though the devs seem to think so. You can't just look at aggregate data damage because there are so many different variables and dynamics in each fight that blanket solutions won't actually create balance the way you might want it to.

    You know what WOULD help DRK? Things that have nothing to do with pure potency adjustments. Let certain DRK attacks have CC's attached to them. Maybe add a 5 second heavy effect added to plunge. Let syphon strike steal MP from the player you hit. Or let souleater steal a player's attributes (obviously with a cap on them). Let blood weapon steal TP. Something like that.

    Or make DRK the tank that fights off CC a lot easier than PLD or WAR can. Change plunge to break out of bind or sleeps. Make it so dark mind can do the same thing, or prevent bind/sleep/heavy/stun the way fetter ward can.


    IMO DRK can easily be designed to have a role completely unique compared to WAR and PLD which can make it both fun and viable for arena play.
    (0)

  2. #2
    Player
    Cidolfas86's Avatar
    Join Date
    Oct 2014
    Location
    Ul'dah
    Posts
    119
    Character
    Cidolfas Orlandu
    World
    Goblin
    Main Class
    Warrior Lv 60
    Quote Originally Posted by kisada View Post
    - DRK doesn't have as good a burst as WAR, and burst is the absolute KING win condition in this mode.
    - DRK has almost no way to protect their teammates from burst the way PLD does.
    - DRK has very little CC.
    - DRK has underwhelming defensive abilities that make it more susceptible if they are designated as the medal carrier.
    - DRK as a result is just a weak melee DPS that contributes almost nothing to a fight, and it really has no defining role in PVP.
    My thoughts exactly. Not to mention other staple abilities like DA + Abyssal Drain are woefully underpowered in PvP. Even if you hit multiple targets you'll rarely recover more than 800 HP because of Stoneskin and other shielding effects, and it can't be sustained anyway because of MP issues.

    Quote Originally Posted by kisada View Post
    You know what WOULD help DRK? Things that have nothing to do with pure potency adjustments. Let certain DRK attacks have CC's attached to them. Maybe add a 5 second heavy effect added to plunge. Let syphon strike steal MP from the player you hit. Or let souleater steal a player's attributes (obviously with a cap on them). Let blood weapon steal TP. Something like that.

    Or make DRK the tank that fights off CC a lot easier than PLD or WAR can. Change plunge to break out of bind or sleeps. Make it so dark mind can do the same thing, or prevent bind/sleep/heavy/stun the way fetter ward can.

    IMO DRK can easily be designed to have a role completely unique compared to WAR and PLD which can make it both fun and viable for arena play.
    These are all nice ideas, however I feel like it these fixes won't change much in the grand scheme of things. Allowing DRKs to shake off CC abilities from enemies won't stop the fact they can't 1. Shield allies, 2. CC opponents, or 3 provide a significant enough burst that it can't be outright ignored like lots of people do now.

    I feel like a better direction would be to allow DRK to become the group CC master tank, since neither tank does that on a large scale outside of Mythril Tempest, Glory Slash. That was sort of the modus operandi of DRKs when Seal rock was a thing to keep people from capping towers.

    You could give Carnal Chill a Binding effect and maybe add an ability that has a group sleep effect. We've already got a group AoE Heavyso thats taken care of. Maybe also add a effect Heavy or cure received down effect to Dark Passenger or Abyssal Drain. If they're not going to bump the potency of abilities to bring it more in line with WAR then I think "CC/debuffer tank" would be the way to go.

    Its either that or start bumping potencies of major DPS abilities. Either one I wouldn't mind. I just would like to participate in the feast and not feel like I've gone from burden to beast the moment I switch from DRK to WAR.
    (0)
    Last edited by Cidolfas86; 04-02-2016 at 04:54 AM.