I just wanna chime in and say I don't think PLD really needs a nerf in terms of DPS just yet. DRK is under-tuned and needs to be fixed asap. PLD doesn't need much adjusting in my opinion and could be more easily seen where it should stand once DRK is brought up to speed.
Issues with DRK:
1. Lowest DPS with nowhere the utility of PLD.
2. Living Dead is under-tuned.
3. Shadow Wall is under-tuned.
4. Poor passive mitigation and over-reliance on TBN.
5. Blood Price is completely forgettable.
6. Sole Survivor is too weak for being DRK's only source of significant self-healing.
7. Loses access to passive self-healing completely when it tanks without tank stance which is the meta.
8. Plunge is the worst gap-closer in the game.
9. Carve and Spit is objectively bad without Dark Arts on single target.
10. TBN is agreed upon from both NA and JP sides that it should last a little longer to at least perform as it is intended due to server lag.
11. Dark Passenger's Dark Arts effect is really bad.
12. Dark Passenger is nearly forgettable itself.
Although I list DPS first, and it's the easiest to point out in DRK being in a bad position, I think it's one of the least of DRK's problems right now. I would prefer seeing everything else fixed first and then seeing where DRK's DPS/utility stands.
About TBN:
TBN is compared to Sheltron and Inner Beast often, but neither PLD nor WAR rely on those while tanking to ease incoming fluff damage. WAR gets a robust toolkit with short timers, including Raw Intuition which is a great passive mitigation ability on magical fights and an entire extra CD on physical. PLD gets a permanent chance to block with shield for -24% and Bulwark which is amazing for mitigating passive damage. TBN simply tries to do too much and DRK's kit suffers because of it. A TBN nerf would not be a bad idea to make way for the other changes. As it is, the 15s timer is overkill.
About Dark Arts Skills:
I think a lot of DRK's skills with Dark Arts effects need to be adjusted to better compensate for the fact that DRK has no major burst damage. Carve and Spit for example should be a tiny bit stronger when not used with Dark Arts that way during a raid-wide burst window, it becomes better to use Dark Arts on and gives DRK a little extra burst. Dark Passenger should be similar to Flash and deal no damage to increase enmity and give blindness while having a drastically reduced cost. The Dark Arts effect should give it a potency and MP cost that balances at being slightly better than Abyssal Drain due to being on a 30s recast.
About Living Dead:
Living Dead should at the least have its CD timer reduced to the same as Holmgang's since the trade offs between the two are already on par without having different timers, but I would honestly rather see this skill reworked entirely. I think Living Dead might've been a better new ultimate ability for WHM since that job is best equipped to deal with it and they could choose who to use it on.
About Plunge:
No other gap-closer has as short a distance as Plunge, which has become noticeable in new content with being so far from bosses. Furthermore, the animation lock is completely unnecessary. Just make it like Onslaught and be done with it.
About Sole Survivor and Shadow Wall:
Sole Survivor is a good opportunity to give DRK some utility. I think it should probably reduce, if not nullify, the chance for the target to deal Critical Damage. Shadow Wall needs either a shorter CD, increased mitigation, or an added extra effect and possibly a combination of the three.
Issues with WAR:
1. Lacking utility. / Lacking the DPS to make up for lack of utility.
2. Shake it Off is forgettable.
3. Unchained is worthless outside of large AoE dungeon pulls.
WAR is questionable if it will need major changes after Shake it Off. Until we see what this new skill brings, it's hard to say just how much WAR will need. I think giving it Thrill of War might remedy its situation entirely.
Issues with PLD:
1. Total Eclipse should have enmity.
2. Hallowed Ground should probably have a lower CD.
I say "probably" to Hallowed because the only thing good about PLD's extremely long and powerful CDs is that the dev team balances tank busters around them, and if they reduce the timer, it will all of a sudden make CDs across the board a bit weaker in the balance of things. For this reason, I don't even list adjusting Sentinel to be a shorter CD with lower mitigation.
My aim and wish is to one day see all three tanks on equal ground with unique flavors. This nonsense about letting one tank have the spotlight is dumb and will come to back around to bite when it's time to be on bottom. DRK has never even been on top and no tank should be objectively on the bottom.

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