

I am really liking the idea of making blood weapon and blood price be traits to our stances, and having grit be the toggle between the two. Especially if it means we get two spots back for some moves we actually could use, like reprisal!
uhh you dont even main DRK you're just complaining to just complain.


Oh funny what you quoted doesn't really look like a complaint, it looks more like an expression of enjoying an idea. I also didn't recognize you since you switched your main display from warrior to monk. Maybe you remember when I switched over from dark knight to paladin since I could do more damage and support my team better for the same amount of effort as a paladin.


Apparently I'm only allowed to comment on Goldsmith.Oh funny what you quoted doesn't really look like a complaint, it looks more like an expression of enjoying an idea. I also didn't recognize you since you switched your main display from warrior to monk. Maybe you remember when I switched over from dark knight to paladin since I could do more damage and support my team better for the same amount of effort as a paladin.
Don't have to be a Drk main to see the job is preforming less than War/Pld, even Rauhban can see why kids love the taste of Cinnamon Toast Crunch but apparently you'll turn a blind eye because "it's your main and you're edgey and bright colors are for pussies look at all this black and red death".
If you can't see the difference between Drk being "viable" in conjunction with "tank balance" then you need to go outside and think on it, I used to be a Drk main, still shows on my forum thingy here but I switched to War on another toon and I main War now because how Drk is. A lot of Drks have jumped ship in the raiding scene but hey guess we're complaining just to complain right?

Where is the right forum to ask for Miner beeing able to deal heavy damage on mineral bosses ?
Weren't they meta for some 1.x bosses?


Gathering classes are too OP.

I don't think I agree with this...kind of.
DRK needs more then just DPS increases, they need to change how the kit interacts with itself, and then add on a dps increase as an additional change. But the focus should be on reworking TBN and DA and other aspects like...lack of CD which I think are an issue even if some others do not.
Also making it do more dps then WAR...uh...eh...I mean it wouldn't be a bad thing but what would be the point of warrior then? By far the most complicated rotations and the hardest to play optimally gets out dps'd by a class with a rotation even more brain dead then PLD...? In a vacuum that doens't really make any sense as a way to save the job.
This is why I think it'd be better to focus on making the job itself feel/flow better and then adding additional dps (which can be done at the same time). If DRK did end up doing more damage then war but the job itself made more sense and flowed better then I don't think I'd have an issue with it. But just straight up increasing the dps to more then war. I don't think that's a good idea. I think you can make the job as a whole feel better and make it do more dps at the same time. Because I think that increased DPS is just a band-aid. (Though it does help a lot in fixing some issues, not trying to downplay it's uses)
And I don't feel that your changes do both those things. You need to make DRK stand out for more then just DPS. Needs to feel/flow better, be a better contributor to the team, have more sustain. Hope the post makes sense.
Last edited by Tegernako; 01-05-2018 at 12:04 AM.
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