

I wouldn't have minded us stealing Bloodbath since it thematically fits a DRK much more, but it is what it is.This isn't a warrior feedback thread.
I'm not exactly happy with how they have taken so much from dark knight: parry procs, parry resets, and a whole host of oGCD's. It didn't take a huge amount of skill to push these buttons on cooldown, but it gave us some flavor if you will. I would love to see some job changes that actually restored some of this flavor by giving an interaction between our skills.
Bloodspiller: lowers cost of dark arts by 20% for 5 seconds
Dark Arts: lowers the timer on delirium by 3 seconds per use.


I would actually love that as well. I wish sole survivor would provide this instead of only restoring hp and mana on a death. Or taking the hp absorb on soul eater out of grit as well. This way even if our mitigation is lower we are at least steadily contributing to our healing.
Last edited by Chrono_Rising; 08-16-2017 at 02:23 AM.


I noticed that SE added a lot of recast-time reset/reduction mechanics to various jobs in SB, and I'm honestly at a loss as to why they didn't implement any of these on DRK. DRK is one of the only jobs in the game that has no personal % damage dealt buff window they need to line certain things up with, and so recast-reduction/reset mechanics would flow better with it than most jobs, compared to WAR for instance, where the Infuriate mechanic is neat on paper but a bit awkward in practice. I feel that DA and TBN reducing the recast time on things like Shadow Wall or Delirium would make the job really fun and add in a mechanic that is actually rewarding.
I mentioned earlier in this thread (and I feel like it bears repeating) the idea of dialing back our combo GCD potencies a bit and instead introducing recast reduction mechanics for mana checks like DAC&S, thus raising the skill ceiling a bit, and offering us a DPS increase for more attentive mana-consumption (plus letting us C&S more often would be really satisfying). I think as far as personal DPS boosts this is one that would not only be really fun and more interesting than bland potency increases, but also reward higher level play in a way that the job is simply failing to do at the moment.
Player


AST 3.x Spear 20second, 10% Ability cooldown reduction was weaker than Balance or Arrow, so they changed Spear to a Critical Rate up buff instead.
Maybe they should take that old Spear card out of the dumpster and let DRK have it.
If there were a 30% reduction that puts Salted Earth at 30s, C&S at 40s, Plunge/DP at 20s, Shadow Wall at 120s (or 80s if vanilla SW were reduced to 120s ^^), Sole Survivor at 90s. Those sound like good numbers to me...
Last edited by Xenosan; 08-16-2017 at 10:25 AM.


Yeah. As a job that has (used to have) a lot of oGCDs, I knew the old Spear wasn't the optimal DPS card but if the AST had it and I/we got it I definitely took every possible advantage of it, and it was fun.AST 3.x Spear 20second, 10% Ability cooldown reduction was weaker than Balance or Arrow, so they changed Spear to a Critical Rate up buff instead.
Maybe they should take that old Spear card out of the dumpster and let DRK have it.
If there were a 30% reduction that puts Salted Earth at 30s, C&S at 40s, Plunge/DP at 20s, Shadow Wall at 120s (or 80s if vanilla SW were reduced to 120s ^^), Sole Survivor at 90s. Those sound like good numbers to me...
On the topic of an 80s recast Shadow Wall... does anyone else think that this actually wouldn't be that OP? :3 I mean they'd probably have to cut Sentinel to 120s to balance that out, but still.

I'll be honest, I'd kinda hate this. After getting all my tanks to 70 WAR is the one I play the least; while I like the whole Infuriate reduction thing I'm not in love with how much their DPS is reliant on Berserk+IR windows with not enough reward, so making DRK operate in a similar fashion of having to ensure they're hitting stuff in a buff window is something I wouldn't be for personally. I know PLD also has this with Req and Holy Spirit but theirs is a lot more forgiving than WAR.I noticed that SE added a lot of recast-time reset/reduction mechanics to various jobs in SB, and I'm honestly at a loss as to why they didn't implement any of these on DRK. DRK is one of the only jobs in the game that has no personal % damage dealt buff window they need to line certain things up with, and so recast-reduction/reset mechanics would flow better with it than most jobs, compared to WAR for instance, where the Infuriate mechanic is neat on paper but a bit awkward in practice. I feel that DA and TBN reducing the recast time on things like Shadow Wall or Delirium would make the job really fun and add in a mechanic that is actually rewarding.
I mentioned earlier in this thread (and I feel like it bears repeating) the idea of dialing back our combo GCD potencies a bit and instead introducing recast reduction mechanics for mana checks like DAC&S, thus raising the skill ceiling a bit, and offering us a DPS increase for more attentive mana-consumption (plus letting us C&S more often would be really satisfying). I think as far as personal DPS boosts this is one that would not only be really fun and more interesting than bland potency increases, but also reward higher level play in a way that the job is simply failing to do at the moment.
I don't mind DRK being steady DPS for the most part instead of having burst windows and CD alignment. I just want them to have defensive parity with the other two (and a self sustain option if they're feeling generous) and I'm good, really.


No disrespect, but how did you read what I said and interpret the exact reverse of what was stated?
DRK has no buff windows, and so recast time reductions on one-off oGCDs/cooldowns can be freely utilized without messing up the synchronization of the rotation. If you have recast-reduction mechanics on say, Delirium or C&S, its not too big a deal because there is no Berserk-style cooldown on DRK with which you need to line these up on a fixed timer.
The reason its a feelsbadman on WAR is because it has those zerk/IRzerk windows. You could have a similar mechanic on DRK and not run into that problem for the exact reasons you stated, and that was the gist of my post.
Last edited by SyzzleSpark; 08-16-2017 at 02:44 PM.

No offense taken. You're correct that I misread, because I thought your intent was to add pseudo burst windows to DRK through the use of timer reduction/elimination abilities so that they could go ham with certain attacks multiple times in rapid succession like DA C&S to make their gameplay more interesting and that was where I had the concern. Now that I look again, you want just the timer reductions to make them more frequent, which I suppose I wouldn't have much issue with.


Yeah, so something like this would be neat:
First revert Dark Passenger, then -
Dark Arts:
Attune with the darkness within you, increasing the potency of several actions. Can only be executed when succumbing to the Darkside. Effect fades if Darkside is canceled.
Duration: 10s
Additional Effect: Reduces the recast timer of Carve and Spit and Dark Passenger by 1 second.
The Blackest Night: Creates a barrier around self that absorbs damage totaling 20% of your maximum HP, or around a party member that absorbs damage totaling 10% of your maximum HP.
Duration: 6s
Increases Blood Gauge by 50 when full 20% (10%) is absorbed.
Additional Effect: Reduces the recast timer of Delirium and Shadow Wall by 5 seconds when full 20% (10%) is absorbed.

I allways thought partial blood restore for TBN would encourage some use outside of other cooldowns. Let's be honest, in roulette runs, once you fight 3 ennemies or less TBN remains a no go as the shield might no break, and will surely not if you stack it with rampart or shadow wall. Convalescence remains a good cooldown to stack with it, even if the effect prevent no burst damage. In the end, all damage reduction cooldowns, blinds or avoidance of any sort, are fighting against TBN functionnalité.Yeah, so something like this would be neat:
First revert Dark Passenger, then -
Dark Arts:
Attune with the darkness within you, increasing the potency of several actions. Can only be executed when succumbing to the Darkside. Effect fades if Darkside is canceled.
Duration: 10s
Additional Effect: Reduces the recast timer of Carve and Spit and Dark Passenger by 1 second.
The Blackest Night: Creates a barrier around self that absorbs damage totaling 20% of your maximum HP, or around a party member that absorbs damage totaling 10% of your maximum HP.
Duration: 6s
Increases Blood Gauge by 50 when full 20% (10%) is absorbed.
Additional Effect: Reduces the recast timer of Delirium and Shadow Wall by 5 seconds when full 20% (10%) is absorbed.
Of course it won't make TBN a force to restore partial blood, but at least no such loss as it is now.
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