
I was skimming through the thread until I found this reply....
So it's okay to need a revision and wait an entire expansion to play the job that appeals to me... ok.

We can expect incoming tank damage to stay proportionally the same as in ARR/HW, the minute SE requires good/experienced tanks to need Tank stance to survive, they make it impossible/exceptionally difficult for the bads/unexperienced to do so.
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My one big concern from looking at the kit for drk is there's too much behind dark arts now, almost everything can be darkarts in our dps combo and our mp recovery is halfed by being able to use only one of our blood weapon/price buff.
I'll have to see come the final build but right now drk looks like it's a bit off balanced in the mp it needs verus the mp it gets back
I for one would take the darkarts potencies on blood skills and make them the regular potencies.
I would also reduce dark passenger's mp along with the blackest night to not cost the same as a dark arts
maybe a half a darkarts will a longer cooldown on night
What do I do? Everything. I do everything.


Locking blood price behind grit is the developers way of telling you to stay in grit 90% of the time. They don't want that BS of tanking without grit anymore and all of these changes prove that.



Im sorry, but I dont consider Unleash an AoE anymore.
Half threat (lower threat than abyssal drain), less than half the dmg of abyssal drain, for most of the MP cost, and only targets around u, not ranged?
There is no longer a reason to ever use it at or after Lv56.
MAYBE with the proc, for free MP cost.
(but even then, I will never see that)
CLAIRE PENDRAGON


Since the idea was to reduce the number of skills, I wonder why they didn't simply fuse Unleash and Abyssal Drain
Last edited by Reynhart; 06-08-2017 at 02:09 AM.



The average player doesn't post on these forums. If they are irritated with the game, they don't provide feedback. They quit.I seriously need to get off these forums till SB hits. All these doom and gloom threads are gettin to me. The theory Crafters have made their points and said their pieces. Can we stop with this crap now and pick it back up when we're all 100% sure that it's actually garbage after we've played it?
That's why Squeenix gives us this medium. They know how easy it is to lose players, and Yoshi P acknowledged the forums in the LL. It isn't doom and gloom, it's concerned players fearful of the outcome.

Basically a dps type player worried about a tank job... Solution? Change job...
For a normal tank holding aggro is first, followed by staying alive ( make party stress less), then pull out much dps as one can.



Other than jobs pull out more DPS, which is half the problem.
Also, do you seriously want LESS tanks in already bad queue times with the release of more DPS? This is not the solution to or problem. It's balance.



I'm underwhelmed by the Job changes for Dark Knight. While our total DPS might end up fine (Bloodspiller, the 5% increase on Darkside, and the blood gauge in general might make a huge difference), I feel like none of the changes addressed any of the existing problems with Dark Knight, in favor of simply adding a gauge similar to the Warriors Inner Beast gauge (offering a Fell Cleave, Decimate, and a MP restore option), except we interact with it less.
In terms of problems to address:
- Living Dead is still the hardest to use "Emergency" option, requiring the most Healer intervention to be effective and proving useless without lots of coordination
- Our AOE situation, while strong, is a mess. We already had superfluous skills with both Unleashed and Abyssal Drain, which would have been excellent contenders for a combine, but instead they made one completely useless. While Quietus might be fun, it doesn't feel especially necessary.
- The Power Slash combo still feels terrible to use. You not only lose out on a significant amount of potency, but also MP restore and health. In fact, it got even worse, since Power Slash doesn't provide additional Blood Gauge like Souleater does. Adding some MP restore or some other effect would have made it not feel so gross.
- Stance Dancing is still awkward. Between the GCD and MP cost, going in and out of Grit doesn't feel right. Perhaps outgoing damage will drastically increase in Stormblood, encouraging us to just stay in Grit, but considering Blood Weapon is still unusable while in Grit, we're seemingly encouraged to drop out of it as well.
- Dark Mind is now pretty much the only major Tank Cooldown focused on a particular damage type. While it still seems useful, it just seems odd after Paladin got effective against all damage types, and Warrior always was.
- Aside from the old Delirium and Reprisal (which all tanks have now), Dark Knights always struggled to provide additional utility when not in the Main Tank role. While Blackest Night might provide some of that, they still feel lacking. Some kind of damage buff (possibly Sole Survivor?) might give us a real edge.
I'm not confident that Dark Knight is in a bad spot exactly, as "Blackest Night" seems to have a lot of utility, our DPS might end up fine (and the final potencies are still under revision), and the Darkside drain will make MP management easier, but I don't feel like our previous issues were addressed. Considering how phenomenal the Paladin changes are, fixing their major weaknesses while further emphasizing their Holy Knight identity, Dark Knight seems to have received very little attention.
Last edited by Claymore65; 06-08-2017 at 03:25 AM.
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