Do the developers even look at NA threads? They have every reason not to but I would like to see 1 of the developers or Naoki "Yoshi-P" Yoshida-san himself prove me wrong by replying and quoting this post...Hey guys, it's time we get serious and organize our feedback so that we can hopefully get Yoshida and his development team to hear our issues and complaints.
This type of thread is very successful in the JP forums. Ideally you should limit your post to a single issue so that other users may upvote it specifically. This will make it easier for the development team to see which the community stands behind the strongest.
That being said, feel free to make suggestions as other users will be able to make their posts as well.
Please be cordial and refrain from derailment as best as possible.
I think it'd be a poor idea not to but even if they didn't, using a translator plugin you can kind of read between the bad lines on the Japanese forums and see that they're echoing the same opinion in a lot of places.
That's not how things like this work.
It's common practice that developer communication and interaction with players is incredibly limited and heavily controlled, even for directors like Yoshi-P.
Pretty much every form of official communication is done through approved channels by approved people at approved times regarding approved things.
Even the interactions you see on the Japanese forums are vetted in this manner, with only specific people allowed to comment on certain things in certain subforums.
The reason that you don't see as many of those kind of direct channels on the EU and NA forums is most likely language barrier and the extra effort and people that would have to be involved with translating back and forth.
Believe me, just because you don't have devs visibly hanging on the players' every word and popping in to chat and responding to posts doesn't mean that there isn't someone reading through these threads and compiling feedback to pass along. If you watch any of the live Q&A's you can see proof of that.
Last edited by TouchandFeel; 07-22-2017 at 09:04 AM.
They do, but as stated, we're going to have to work together to make our voice heard more. If one person has an idea and no one supports it, the devs aren't going to waste time on it. However, if a lot of people support an idea, the devs have no choice but to pay attention.
That would make sense then... I just hope they fix DRK soon so that way I can have more fun AS DRK, because right now I feel like playing DRK at lvl cap is chore for even just some basic stuff that should be fun for me, but isn't due to how I basically need to take all of the damage mitigation abilities that all tanks have just so I survive slightly longer... Too many mandatory things to take and no real choice for DRK and WAR for Role action system... also any new problems with DRK that some people aren't aware of?
I changed from PLD to DRK as my main with 4.0 (cause the other tank in our fc changed from WAR to PLD and some other reasons) and I really enjoying DRK. It makes really fun to shield the mt with TBN before a tankbuster, and then use the bloodgauge for Bloodspiller.
However, I think there is still some improvement that should be done and I would like to hear your thoughts about my ideas.
1. Remove Abyssal Drain and buff Unleash
Yeah I know, Abyssal Drain does good aoe dmg and nice healing when buffed with Dark Arts. But its pretty much the same skill as Unleash, plus Unleash seems to do more hate and there are just better things for aoe dmg you can do instead. (like Salted Earth, Dark Passenger, plus TBN and Blood Price and Quietus) So most of the time I totally forgot about Abyssal Drain and already removed it from my hotbar.
2. Add increased enmity to Salted Earth and Dark Passenger
There is not really a problem with aoe enmity, but it would help at bigger pulls.
3. Change Sole Survivor
It's a nice skill in trashfights, but useless in most boss battles. I would prefer something like a debuff on the current target, that heals or restoring mp of the DRK or his party members when striking that target. Would give the DRK some more raid utility beneath TBN and...well TBN...
4. Remove GCD on Bloodspiller and Quietus and buff Quietus
The little dmg buff on Bloodspiller and die mp restore on Quietus were a good thing, but I still think that 160 potency (210 with Dark Arts) on Quietus is a bit low, even for a tank. And keeping both skills on GCD is just annoying when you want to spend your Bloodgauge.
5.Dark Arts
The one thing I am really NOT happy about, is the usage of Dark Arts atm. It's just something you try to use as often as possible, to get that potency buff. The most annoying thing is, that it's on Syphon Strike. If I want to spend it on Souleater (cause more dmg-->more healing-->for time for healers-->more healer dmg) I have to do wait until I used Syphonstrike before I use Dark Arts, but then Syphonstrike restores my mp over 100% and...sigh...you know what I mean...
Imo Dark Arts should be a game changer. Something you think about when and on which skill you use it.
Carve & Spit is a perfect example. You can change a low potency, restoring mp attack into a high potency attack that consumes mana.
Some Ideas for Dark Arts instead of potency buff. (really just some ideas I came up with, to show what I'm thinking of)
Blood Price: Restores your health when hit, instead of your mp.
Dark Passenger: Without Dark Arts: 100 Potency, adds blind. With Dark Arts: 240 potency, but doesnt add blind.
TBN: Spreads your shield at party members around your target for 10% of their max health. (a bit strong maybe for a 15sec CD, but adding some raid utility to DRK would be nice)
Plunge: Leaps to an enemy, dealing 150 potency to the target and all targets nearby.
Salted Earth: Reduce dmg done of enemies inside or increases Bloodgauge gained.
I am also not happy about Living Dead, but there is another thread for that, so i dont want to start about it here.
While some of your ideas overall might not be bad, this specific point make it hard to take the whole post seriously.Remove Abyssal Drain and buff Unleash
Yeah I know, Abyssal Drain does good aoe dmg and nice healing when buffed with Dark Arts. But its pretty much the same skill as Unleash, plus Unleash seems to do more hate and there are just better things for aoe dmg you can do instead. (like Salted Earth, Dark Passenger, plus TBN and Blood Price and Quietus) So most of the time I totally forgot about Abyssal Drain and already removed it from my hotbar.
You probably prefer unleash for the easy targetting associated, or maybe the animation, but removing AD from your bar is a complete lack of understading it's awesome usage.
Edit : you don't "have better to do than AD". You weave ogcd or replenish abilities between AD.
Last edited by MauvaisOeil; 07-22-2017 at 10:27 PM.
After getting 70 and playing around with the full kit for awhile I have to say I really enjoy the DRK playstyle.
The only thing I'd change is upping TBN duration from 5 to maybe 7 or 8 seconds so we actually get a full 5 seconds of it after the animation ends. It just feels garbage to use with its current duration on anything that isn't a heavily choreographed big hitting move, and I'd like to use it a lot more.
Also living dead is useless for PUGs, for me it's a 10 second life extension and hopefully we can finish off some of that large pull before I go splat for real.
No a million-billion times to this. Abyssal Drain is the only tank enmity skill that is both ranged and AoE, and its one of the few things that makes DRK special. I really don't know why some people still have a preference for Unleash, I mean yeah it has niche uses for initial pick-up and positioning, but once you have AD there's only a handful of situations where you want it.
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