I hate how posting on forums works with character limits and I need to bypass is somehow...
List of personal DRK changes:These changes can be done in gradually so that way the devs don't have to work on JUST DRK.
- Hard Slash: Add Dark Arts potency of 300 and generates 1 blood
- Spinning Slash: Add Dark Arts combo potency of 350 and generates 3 blood
- Blood Weapon: Remove Grit restriction, add the effects of "increase damage dealt by 10%" and "convert physical damage dealt as HP" while also adding "Cannot be used with Blood Price" and reduce recast to 30 seconds. Grit effect would be "Ignores Grit damage dealt penalty"
- Power Slash: Add Dark Arts combo potency of 420 and add the effect "increase targets damage received by 10%." baseline with Dark Arts effect "Increase damage dealt by 10%" And generates 10 blood
- Syphon Strike: generates 3 blood.
- Blood Price: Remove Grit restriction, add the effect additions of Blood Weapon but with the effect of "increase HP recovery via healing magic by 10%" instead of "Increased damage dealt." Also add "Cannot be used with Blood Weapon." and reduce recast to 30 seconds. Grit effect would be the same as Blood Weapon
- Souleater: Make "convert physical damage into HP" baseline, have Dark Arts be "Increase damage dealt by 10%" and add Grit effect of "Reduce targets damage dealt by 10%"
- Dark Passenger: Change Dark Arts effect from inflict blind to "Reduces damage dealt by 10%"
- Dark Mind: Add "decrease physical vulnerability."
- Dark Arts: Remove "Dark Arts fades upon use" restriction on all effects that are affected by Dark Arts, remove timer on Dark Arts and add the effect "Darkside fades when MP reaches 0"
- NEW Weaponskill at level 49: Scourge Delirium, combos off of Syphon Strike with combo potency off 300 and Dark Arts combo potency 400 with Damage over time potency 50 for 30 seconds baseline effect with Dark arts effect of decreased targets damage dealt by 10%." and uses the Heavensward Delirium animation because it looks cool. Also have it generate 10 blood and 5 blood per DoT tick
- Abyssal Drain: increase potency to 150 and make "Convert Damage dealt into HP" baseline with Dark Arts potency of 350.
- Sole Survivor: add "increase targets damage recieved by 10%." Any enemies that would be nearby in 10yalms radius would be marked with Another Victim that lasts 30 seconds and Increases the damage they recieve for 30 seconds.
- Delirium: change name to "Blood Force" and change effect to "Restores HP and MP by 10%" with Dark Arts effect 20%.
- Quietus: change cost from Blood gauge to TP.
- The Blackest Night: Additional shield break effect "increase HP recovery via healing magic and damage dealt by 5% and decrease damage taken by 5%." Dark Arts effect of making it party/raid wide shield that lasts 10 seconds
Last edited by DRKoftheAzure; 10-14-2017 at 07:33 AM. Reason: Not enough space for intial post...
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.
These kinds of buffs need to come in partial patches i.e. 4.15. Waiting for 4.2 pretty much rules out use of DRK in Ultimate, if it truly is as hard as they say, groups will want every last molecule of party mitgation and DPS they can get, and PLD/WAR is the comp that brings it. Too much happens in a patch for that.
Also I'd argue WAR got some pretty significant buffs/fixes (depending on your perspective) prior to 4.1 so perhaps there is hope that 4.2 isn't the waiting period.
Sorry for the double post, but I noticed the trend isn't slowing down:
The numbers for Shinryu are probably most telling; DRK has an 'advantage' in clear statistics for Omega since people used it for prog and many groups just stick with their prog strategy/compositions.
Right now PLD and WAR are the #1 and #2 most popular classes for Shinryu clears, with DRK sitting at about half the clears of either, which is a pretty piss-poor showing considering that Shinryu is actually a really "good" DRK fight with plenty of opportunity to use Dark Mind.Here's Syz with the weather! -Update to the FFXIV Tank Usage forecast:
Shinryu - 1 week:
*****
|Class|----------|DPS|-----|Max|----|Parses|
Warrior---------2,837.4---3,342.6----1,104
Paladin---------2,736.2---3,310.5----1,332
Dark Knight----2,630.4---3,213.4----523
Less than half the usage of WAR and just a shade over a 1/3rd the usage of PLD.
Last edited by SyzzleSpark; 10-15-2017 at 07:41 AM.
I mean, Yoshi did say "wait til raid," and we did. Maybe it wasn't the right one though.
Shinryu is a good fight, and is an opportunity to use Dark Mind. But there are so many better uses for WAR and PLD to shine with their group mitigation tools and overall higher DPS.
Yoshi did say wait until 4.1 for the additional changes but I think he was only talking about WAR since WAR did need some fixes.
But that leaves us back to unbalanced tank jobs.
Maybe we would get a response if we went to all the main cities and cast Salted Earth around the aetherytes.
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