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  1. #1
    Player
    Freyyy's Avatar
    Join Date
    Mar 2015
    Posts
    1,079
    Character
    Freyja Redgold
    World
    Moogle
    Main Class
    Dark Knight Lv 90
    I honestly think that just minor changes would do. The problem is that there are a plethora of minor "problems" with the job and it adds up.

    Minor changes such as :

    - Putting Dark Passenger back to its 3.X state, essentially halving its MP cost while raising its base potency to 150 and DA potency to 250
    - Making Dark Mind reduce all damage instead of just magic, while raising the recast time to 90s if too powerful
    - Reducing Shadow Wall's recast time and maybe giving it a little extra effect, like for example a small MP regain when hit just like Blood Price, with the same potency benefit as Vengeance's counter attack effect
    - Shortening Plunge's animation-lock and increasing its range to make it on par with the other gap-closers and maybe give us the ability to double-weave it
    - Remove the Grit requirement on Souleater's lifesteal, or atleast give us half the lifesteal when Gritless instead of just removing it completely

    All of the above are really minor when you think about it. It's no major rework or anything, just some tweaking to some lackluster skills without altering their function.

    The only "bigger" change I'd like to see would be reintroducing Scourge as a second Syphon Strike combo finisher with maybe an extra effect attached to it so that it's not a complete copy of Goring Blade (like a lifesteal on each DoT tick). This simple change on top of putting back Dark Passenger to its 3.X state could cover the DPS issues that DRK currently has if they balance the potency well. The mitigation and self-sustain issues would be covered with the Shadow Wall, Dark Mind and Gritless Souleater changes above, and the raid utility (if they need to add raid utility to the job after these changes) could easily be put on Sole Survivor. Like some debuff that could benefit the group. Nothing too overpowered, but useful stuff.

    Such changes wouldn't be that hard to implement at all in a simple patch, especially when you see all the other job changes that happened between 4.0's release and 4.1. It's not expansion-level rework.

    I'm really starting to believe that they just outright hate DRK. They just don't seem to care about this job at all, like they just put it in the game in HW for marketting because it looks cool as hell and it's a fan-favourite job in the whole FF franchise, but they don't really like it at all.
    (3)

  2. #2
    Player
    SplittingSkies's Avatar
    Join Date
    Jun 2015
    Posts
    35
    Character
    Lynx Shadowstorm
    World
    Moogle
    Main Class
    Dark Knight Lv 70
    Quote Originally Posted by Aniya_Estlihn View Post
    I don't think they mean it is in a nice spot, but rather it's still fast and fun to play regardless of its issues; at least that's what the minimalist tone of their post seemed to imply.
    After looking back on that I apologise, it was more a knee jerk reaction than anything else. I would rather have some other small reasoning as to why they feel the class is fine than a sentence about avoiding it being over complicated. That is part of the reason why DRK was enjoyable back in HW, it was high risk, high reward imo and less spamming of DA.

    Quote Originally Posted by Freyyy View Post
    Snip
    Now this I would approve of, nothing major but something that would definitely point us in the right direction.
    (0)