

I'd rather it be sole survivor, keep DP as an attack, have it use blood instead of mp.

DP can still be an attack with the lvl 70 trait of defense buff.


What do you all think about making dark passenger damage scale with our current hp. For example it could deal base 150 potency while at full hp, up 350 at 1 hp. Make it like a reverse spirits within
Nah I'd make a separate skill called Minus Strike. A skill that does more damage based on missing percentage of HP. Dark Passenger aka Dark Wave has always been about doing damage to multiple enemies or rather all enemies in a encounter. Decent damage too.
Unfortunately the concept of minus strike is more or less keep HP low so you could dish out attacks that resulted in massive damage. So at one HP minus strike would deal 9999 damage each time it was used.
And minus strike is a rather new skill for Dark Knights only prominent in the Bravely Default series that uses the FF3/FF5 job system.
But alas this is XIV where the holy trinity and lolbalance is the metric for everything. And pushing out a crapton of damage that can't be controlled or scripted into a cookie cutter boring ass skill rotation is a big no no. Whatever.
---------------
I'd also love to see passives akin to "See you in Hell" from BDFF as well. Where if the Dark Knight died it did AoE damage to all enemies in the encounter. Just imagine if the DRK died during Walking Dead and they blew up for 40k damage. It would be super fun.
But that seems to be the issue here. If something is made fun they generally take it away.
I would love to see character level and job mastery levels separated this way as you level up the job you get passives and skills pertaining to that job and make it feel rewarding for picking that class. Here they tie everything to the weapon. UGH! Infuriating!
Last edited by MagiusNecros; 10-13-2017 at 10:41 PM.

I just updated my post on page 50 which is at the very bottom of the page for anyone interested in looking at it...


Going to leave this here since the thread it was in got super sidetracked.
The balance of tanks is appalling, especially given this is the expansion in which tank balance was to be given a priority. The problem is these promises were not delivered, what actually happened is one tank was buffed tremendously while the others were stripped of their utility while war had some of its utility restored.
Dark Knight is far out of balance with respect to the other two tanks and needs actual attention.
Mitigation: Boils down to two things:
1) TBN as a buff is too short. This needs to shield for at least 6 seconds and needs a mana cut of 600 mana.
2) Shadow Wall is a bad form of sentinel and and vengeance. There is no reason this should be on a 3 minute cooldown. It should either have a 2 minute cooldown or have an additional effect to justify the three minutes. This is not a new complaint, and its time someone actually did something other than ignore this request for 2 years.
DPS: We are behind both paladin and warrior while mitigating less and bring less utility to the team, while other classes got to keep their procs for blocking, ogcds, and dots and even received entirely new buffs and powerful skills, ours were stripped and the new skills do not make up the difference of what was lost.
1) Delirium is disappointing as a buff. On a two minute cool down this should double our damage output while also doubling the effects of blood price or blood weapon.
2) Dark Passenger is in a ridiculous state where most darks are taking it off their hotbars since they cannot justify the mana output for the damage and mitigation returns. Please cut the mana cost of this skill by half while not cutting the potency.
3) Our dps buffs blood weapon and blood price line up for every other party dps window. Please take 10 seconds off their cooldowns to give them better synergy with trick attack and other 1 minute buffs.
4) Bloodspiller potency should always be 140 potency above our average GCD to make TBN worthwhile. This is a no brainer.
Utility: TBN is only situationally useful at best, having one tank have a cost on a defensive utility while the other two can mitigate as much or more for free is a formula for pushing dark knight out of statics and pf. We need a party utility that actually brings something to the table.
1) Make sole survivor a party regen buff turning the parties dps into a HOT and mana refresh. This would pair well with the other tanks shields, while staying true to dark knight lore.
We see patch after patch of being ignored, or the only issues being fixed being bugs. People are already being asked to switch their mains for savage content, and the lack of attention will only make this worse. If this continues the only reasonable change to dark knight will be deleting the class since the people who main it will have switched or unsubbed, but I suppose that when that happens tanks can finally be balanced.


Well one way of looking at it bros... PLD got 4.0'd War got 4.1'd... Maybe drk is 4.2'd. One can only hope they are working on us this time. Pray to whatever god you believe in that we dont have to wait till 5.0 to make DRK great again.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.

Reply With Quote


