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  1. #1
    Player
    EdgyLatinName's Avatar
    Join Date
    Nov 2014
    Posts
    29
    Character
    Corvus Jack
    World
    Hyperion
    Main Class
    Marauder Lv 60

    3.3 Dark Knight PvP

    Darkside gives a additional 5% and Sole Survivor afflicts a 10% damage taken in PvP. That's unfortunate, but on a side note congratulations Bards.
    (1)

  2. #2
    Player
    auron_seifer's Avatar
    Join Date
    Jan 2015
    Location
    Limsa Lominsa
    Posts
    39
    Character
    Auron Seifer
    World
    Ragnarok
    Main Class
    Black Mage Lv 60
    Hummm...people seem to be complaining that MCH is OP...I wonder how we can fix that.....I GOT IT, LETS BUFF BRD!!

    I get that those buffs are more PvE related...but man oh man BRD didn't need buffs, its already strong, you just broke it even further and I can already see the flocks of bowmages invading pvp (-_-)

    I have to wonder, do the devs play this game at all? Where do they come up with this crap? You guys never learn, I would be laughing my ass off if this wasn't so sad and another show that this dev team has NO CLUE how to balance anything pvp related.

    On a side note, as a SMN I have to thank you guys for buffing the weakest ranged WITH A 10 POTENCY GARUDA BUFF!!! I'M SO HAPPY!

    Seriously, get your act together these balance changes are ridiculous...if any ranged needs buffs its SMN because you completely butchered it last time you touched it.

    Stop being incompetent and just looking at numbers, pick up a KB + Mouse or a controller and play the game you work on...anyone with even a small amount of pvp experience would know those buffs are simply ridiculous.
    (3)
    Last edited by auron_seifer; 06-03-2016 at 07:55 PM.

  3. #3
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Another Dark Knight patch, another disappointment... How do you keep doing this SE?

    Thanks for the extra damage I guess, but not only have you failed to address the MP issue, you've potentially made it worse... Hopefully that extra damage means we can reliably kill someone with Sole Survivor on, but I'll miss tossing it on boxes for ensured MP recovery... Sole Survivor on a person is always just a Benediction/etc. away from being rendered moot... Less of a waste now, since it'll still increase damage dealt even if they don't die before it wears, but MP is really Dark Knights primary problem... At the very least I guess the skill level required to play Dark Knight effectively and manage MP is now more rewarding, as it should be, but 90% of Dark Knights are still going to suck because they can't manage MP for shit...

    Still arguably weaker than Warrior, which I don't think is nearly as hard to play... They still get what, an extra 5% damage over Dark Knight, plus Berserk and plus the 10% slashing debuff, oh and a mountain of crit... Darkside trumps Maim in terms of ease of use and you can maybe argue Sole Survivor now acts as a nice version of Storm's Eye, but Dark Knight is entirely reliant on Dark Arts for its damage, and I'd say MP management is a hell of a lot harder than building stacks of Abandon... Plus Warrior still has superior utility... How does anyone, much less the developers of the damn game, look at Dark Knight and think the only problem is damage?

    Whatever though, it's better than nothing... Just incredibly irritating how out of touch the developers seemingly are...
    (2)
    Last edited by Nalien; 06-03-2016 at 10:41 PM.

  4. #4
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Its easy to say that these buffs will not be enough, but the real question is how many previous failed kills with a Dark Knight in a party would have been successful if the Dark Knight was dealing ~4% more damage and the target was taking 10% more damage? Is this number large enough that these changes will close the gap between Paladin/Warrior effectiveness and Dark Knight effectiveness?
    (0)

  5. #5
    Player
    EdgyLatinName's Avatar
    Join Date
    Nov 2014
    Posts
    29
    Character
    Corvus Jack
    World
    Hyperion
    Main Class
    Marauder Lv 60
    Quote Originally Posted by Ultimatecalibur View Post
    Its easy to say that these buffs will not be enough, but the real question is how many previous failed kills with a Dark Knight in a party would have been successful if the Dark Knight was dealing ~4% more damage and the target was taking 10% more damage? Is this number large enough that these changes will close the gap between Paladin/Warrior effectiveness and Dark Knight effectiveness?
    I can tell you right now its not.

    A 120 second 10% extra damage does not beat a warrior memecombo (ontop of a DMG buff if they have it) almost 2 shotting a dps and outside of berserk still doing great damage.

    I like Dark Knight a lot, but we gotta accept that SE has no idea what they're doing and that the class was constructed without a single thought of PvP in mind (which is weird because the Feast has apparently been on the drawing board for a long time). It also doesn't help that a lot of suggestions for Dark Knight are reddit tier, the class either needs good utility on most of its skills (not just buffing some garbage drain) or make it more damage oriented like Warrior. In a perfect world, we'd see class representation at the end of the season (but unfortunately due to how this game works that's pointless) where paladin and dark knight representation stand because I'm monitoring Chaos / Aether / Primal daily and neither of those classes exist, it's warrior 24 / 7.

    Least we got Shatter heh.
    (3)

  6. #6
    Player
    Ultimatecalibur's Avatar
    Join Date
    Jan 2014
    Posts
    2,737
    Character
    Kakita Ucalibur
    World
    Siren
    Main Class
    Paladin Lv 86
    Quote Originally Posted by EdgyLatinName View Post
    I can tell you right now its not.

    A 120 second 10% extra damage does not beat a warrior memecombo (ontop of a DMG buff if they have it) almost 2 shotting a dps and outside of berserk still doing great damage.
    Considering how much people complaining about Machinist and Bard burst as well, which will be boosted by Sole Sacrifice, it might be far more effective than you think.

    I like Dark Knight a lot, but we gotta accept that SE has no idea what they're doing and that the class was constructed without a single thought of PvP in mind (which is weird because the Feast has apparently been on the drawing board for a long time). It also doesn't help that a lot of suggestions for Dark Knight are reddit tier, the class either needs good utility on most of its skills (not just buffing some garbage drain) or make it more damage oriented like Warrior. In a perfect world, we'd see class representation at the end of the season (but unfortunately due to how this game works that's pointless) where paladin and dark knight representation stand because I'm monitoring Chaos / Aether / Primal daily and neither of those classes exist, it's warrior 24 / 7.
    That is mainly because Warrior effectiveness is mostly independent of the rest of its party members. A Paladin needs two good DpS in party in order to kill targets while they lock down the healer. A Warrior only needs two mediocre dps focusing the same target to be effective. The question will be how good the two dps will need to be for the Dark Knight to be effective.

    I'm cautiously optimistic that these buffs will be enough to make the Dark Knight usable in the Feast (which is the Dark Knight's current problem). If this works, I hope that they start working on balancing the three tanks (which may involve nerfing Warrior's burst) when Season 2 starts.
    (3)

  7. #7
    Player Februs's Avatar
    Join Date
    Jul 2015
    Location
    Ul'dah
    Posts
    1,927
    Character
    Februs Harrow
    World
    Diabolos
    Main Class
    Paladin Lv 90
    Quote Originally Posted by Ultimatecalibur View Post
    That is mainly because Warrior effectiveness is mostly independent of the rest of its party members. A Paladin needs two good DpS in party in order to kill targets while they lock down the healer. A Warrior only needs two mediocre dps focusing the same target to be effective. The question will be how good the two dps will need to be for the Dark Knight to be effective.
    I agree with this. It's an issue that became far more apparent to me after reaching silver rank. On Pld, I am totally reliant on the Dps actually having a clue what they're doing. I can't count how many times I've seen lack luster dps players completely waste a Full Swing / Healer stun combo and let what is essentially a free kill slip through their fingers. In the same circumstances, however, a War can just go, 'meh, FELL CLEAVE X2" and carry the team. Considering it takes next to no skill to work that rotation, it's ridiculous how much of a discrepancy there is in the damage being outputted.

    Something definitely has to be done about the tank balance, because at this point War might as well be the only viable choice for all of the content in the game.
    (3)

  8. #8
    Player
    Nalien's Avatar
    Join Date
    Oct 2012
    Posts
    3,784
    Character
    Taisai Jin
    World
    Twintania
    Main Class
    Lancer Lv 64
    Quote Originally Posted by Ultimatecalibur View Post
    I'm cautiously optimistic that these buffs will be enough to make the Dark Knight usable in the Feast (which is the Dark Knight's current problem).
    They wont... Dark Knight isn't unusable in Feast because of low damage, played well it can already throw out some impressive numbers, the problem is that almost the entirety of the Job is tied to MP, and Dark Knights MP recovery just straight up was not designed with PvP in mind... This adjustment wont change a thing, you'll still have Dark Knights who are complete dead weights because they can't manage their MP effectively... They'll get midway through a match and have no MP to push DPS, they'll start getting focused and be unable to put up Grit, and they'll still have incredibly weak self healing and stopping power...

    Quote Originally Posted by Februs View Post
    In the same circumstances, however, a War can just go, 'meh, FELL CLEAVE X2" and carry the team. Considering it takes next to no skill to work that rotation, it's ridiculous how much of a discrepancy there is in the damage being outputted.
    Meanwhile, I'm stuck managing my MP and having far more steps to my burst than Warrior, and even with this change I wont be seeing Warrior numbers... Balance~

    Healer in a bind? Blind and Carnal Chill are not the sort of things I'd want as a healer in Attunement... An AoE Stun and/or AoE +25% HP heal are... But hey, Carnal Chill can theoretically shut down a burst, shame you really have to be on the ball to spot when and where a burst is coming from for that to apply... The reward for that level of skill? Subpar compared to everything Paladin offers, IMO. You can't Purify Testudo and you can't Carnal Chill a Limit Break...
    (2)
    Last edited by Nalien; 06-04-2016 at 05:46 AM.

  9. #9
    Player
    FREEHURP's Avatar
    Join Date
    Mar 2016
    Location
    Sultana's Bedroom
    Posts
    42
    Character
    Hurp Durped
    World
    Balmung
    Main Class
    Machinist Lv 60
    I was hoping for a magic {Cover} and a magic {Testudo} equivalent to PLD's physical party buffs. I think that would bring a great asset to DRK for defense capabilities. As far as offence goes, since Soul Eater is dependent dark side which is dependent on MP i say buff soul eater 50-70 more potency since it cannot be easily zerged x2 back to back like fell cleave and reduce mp consumption of dark side or increase the MP recovered from their riot blade equivalent (i forgot the name).
    (0)

  10. #10
    Player
    Xenosan's Avatar
    Join Date
    Sep 2011
    Posts
    1,021
    Character
    Goffard Gaffgarion
    World
    Sargatanas
    Main Class
    Dark Knight Lv 73
    Better than nothing but man if they had nerfed Another Victim down to a 10 second duration, mmm that Vulnerability Up debuff may have be plausible in PVE..

    Why the change to the Provoke animation? I'm curious as to what the reasoning is,

    Foolishly hopeful that MP recovery is something they're aware of and saving for 4.x, when there's a job adjustments across the board. With additions to the kit as unique and integral as Form Shift and Meditation was/is for Monk.
    (0)
    Last edited by Xenosan; 06-05-2016 at 02:18 AM.

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