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
    I get your point and I think it's fair. Changing one job alone won't do a whole lot, but I think you have to start somewhere. As it is, the current metagame is designed completely around burst. Most jobs are pretty much iterations of each other: burst something something at x level of effectiveness, or handle burst at y level of effectiveness. It's pretty freaking boring and dumbed down.

    But again, IMO you start somewhere. Make DRK the CC type tank in order to give it it's own unique role completely (CC that's strong enough to start messing with opposing burst) and start adjusting potency from there to make it viable. Then move on to the next job and start tweaking burst and abilities to also provide a greater diversity at each level. Well, at least that's my hope. IMO if they could make it happen, the game would benefit greatly from more of a rocks/papers/scissors type thing from every job having different roles revolving around different game dynamics, as opposed to just pure burst.


    BTW since you mention debuffer tank: I think that'd actually be one other great way to boost DRK. Make DRK the tank that steals buffs from opponents while adding them to yourself. Let souleater still a single buff. Let tar pit do something similar since it's on a 120-150s CD anyway. Two easy ideas that match the tradition of DRK stealing/absorbing things while at the same time increasing viability and fun factor.
    (2)
    Last edited by kisada; 04-03-2016 at 11:07 AM.

  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
    I get your point and I think it's fair. Changing one job alone won't do a whole lot, but I think you have to start somewhere. As it is, the current metagame is designed completely around burst. Most jobs are pretty much iterations of each other: burst something something at x level of effectiveness, or handle burst at y level of effectiveness. It's pretty freaking boring and dumbed down.
    And thats what makes it even more infuriating to play as DRK. Not only can you not burst good enough, but you can barely handle the burst at times either. Soul Survivor and Abyssal Drain are not comparable at any measure to Equalibrium/Second Wind or Clemency.

    Your basically left with pure defensive cool downs and those need to be up in advance before you get focused/burst into oblivion. The problem however is that there simply isn't enough of them to survive a strong burst multiple times, and preplanning/playing the guessing game as to whether or not your "it" can be difficult. You could make the same argument against the other tanks, but it won't be anywhere near as strong as it is against DRK. I guess I've had times where DA + Dark Dance evaded a few jumps or buffed Full thrusts/Fell Cleaves, but thats nothing to write home about when it only happens a few times in a full blue moon.

    And Living Dead is just a joke of a thing in 8v8 feast. It was merely "ok" in Seal Rock because you could lead entire groups away from objectives. In the feast not a lot of pug healers will even bother to cleanse me at the right time for maximum effectiveness or at all. I wind up using Purify or taking the L.

    The burst is also so lackluster that you can't even interrupt healers with the casting changes unless you get a lucky crit hit Carve and Spit. Otherwise I've been outright ignored a lot of the time when I'm the first to any decent healer that's been marked.

    Quote Originally Posted by kisada View Post
    But again, IMO you start somewhere. Make DRK the CC type tank in order to give it it's own unique role completely (CC that's strong enough to start messing with opposing burst) and start adjusting potency from there to make it viable. Then move on to the next job and start tweaking burst and abilities to also provide a greater diversity at each level. Well, at least that's my hope. IMO if they could make it happen, the game would benefit greatly from more of a rocks/papers/scissors type thing from every job having different roles revolving around different game dynamics, as opposed to just pure burst.
    And I'm all for that. My only worry is that if they do go down this path that the CC won't actually be worth it or be under powered. i.e. here is a sleep ability but its on a 350 sec timer and the recast will only go down to 300 seconds. It would wind up being really niche then.

    Quote Originally Posted by kisada View Post
    BTW since you mention debuffer tank: I think that'd actually be one other great way to boost DRK. Make DRK the tank that steals buffs from opponents while adding them to yourself. Let souleater still a single buff. Let tar pit do something similar since it's on a 120-150s CD anyway. Two easy ideas that match the tradition of DRK stealing/absorbing things while at the same time increasing viability and fun factor.
    That again sounds like a fine idea. If not outright absorb then let Souleater have a dispel effective to start erasing buffs. Follow it up by giving Delirium Blade a Malaise effect.
    (1)
    Last edited by Cidolfas86; 04-05-2016 at 10:55 AM.