Make dark knight great again....make it what it has originally been loved as DPS and introduce a new tank class altogether. #PLEASE!!!!!!!
Make dark knight great again....make it what it has originally been loved as DPS and introduce a new tank class altogether. #PLEASE!!!!!!!
Yes and increase the queue times for Dark Knights to 1 hour.
Great suggestion...
DRK is a tank, you don't like it play something else there are plenty of DPS.
From what i have seen, everything that has the whole "Make _____ great again." tag line, leads to embarrassing displays stupidity the likes of which will take generations to correct. I thank you to not lump me in with that mind set. Dark Knight is a Tank that i enjoy playing, making it a DPS would simply add to an already bloated role. While more melee DPS jobs are welcome in the future, gutting a job that perfectly encapsulates all that a Tank is, would not be the answer. One need only see Samurai for proof. So much potential and yet already in need of fixes due to being nothing special in comparison to the other three melee jobs. Samurai would have been a great Tank, given those that wanted an Eastern themed job for the Tank role were denied a staple of fantasy, mythology, and history. On top of this is the tragedy that could have been the introduction of sword arts as seen in FFT that was the "Draw Out" skills.
Here's to hoping what ever Tank the dev team musters up, will have half the draw that Samurai has now... as a low tier melee DPS left out of raids due to no utility and only average DPS and higher levels of skill play.
Aside from removing the MP cost from the skills I mentioned earlier, I think I'd like it if they doubled the MP cost on Dark Arts, but also doubled the effect it has on various skills (Though perhaps not for Dark Mind), while also removing Siphon Strike from the list of the skills it affects.
Having to hit Dark Arts so often is probably one of the only things that bugs me about the class, and boosting its potency would also make it better in a pinch when it comes to the HP drain on Souleater/Abyssal Drain, as it could be used as more of a panic button if the heal is greater, but not available as frequently.
What I'm expecting:
Potency changes on abilities.
What I'd like:
Sole Survivor to provide a debuff onto the target to make it useful in single target instances (Raids, dungeon bosses besides when it dies). I'd rather it not be a crappy trick attack like some people do want, but a HP siphoning effect on it would be nice if the siphoning effect could work similar to passive mitigation (Like, for example, how PLD can buff block rate, just a different flavor/execution).
Souleater healing out of grit.
Shadowall either having a lower CD, or having a decent secondary effect tied to it.
Dark Arts becoming something more like a gauge to maintain along the lines of DRG's Blood of the Dragon thing (the timer thing that counts down, but is extended via abilities).
I wouldn't complain to have a piercing debuff to bring to parties tbh.
LD to also be less irritating, kinda sucks butt that it's an invuln that kills you if you end up not receiving a benediction or enough healing. I wouldn't complain if it restored x amount of hp relative to y amount of damage taken, or something, after it expires. Then again, I also wouldn't complain if it just didn't kill you.
Remove DA effect from Dark Mind and just give that to Dark Mind.
I also wouldn't be adverse to Grit's MP cost being lowered so it's easier to get into it during unplanned situations (ie: MT eats the dirt, so using Grit to help stabilize the fight).
And Dark Passenger being changed in some way. Be it potency buff, or a MP cost decrease. But... something.
Also I'd appreciate it if the Plunge animation wasn't so... meaty.
If SE chooses to keep it utility light, then buffing it's damage output to make it desirable wouldn't be something I'd complain about. Giving it a proper niche (More risk to take due to lack of veil, cover, and having a worse intervention while not bringing something like Clemency for emergencies), but reward through it's damage output comparatively to kill things faster wouldn't be something I'd find terrible. Basically kind of making it a "speedkill" tank when paired with a warrior.
Last edited by Alaray; 05-03-2018 at 05:54 PM.
All I'd like is for DRK to not be so dang squishy. As a healer, it can save me alot of mana and headache, as even those who play DRK well can get smacked down hard in some fights.
I don't mind some mp management on Drk, but it's a bit of a mess, IMO, even with known rotations for it. I mean, Dark Arts is so wonderful for so many abilities, but costs so much; one exception being when it's conjoined with Syphon Strike. See, then the increase to the MP regeneration JUST covers the Dark Arts, making the DA usage pointless for that case.
As such, I would personally love to see Dark Arts come down in price a little without anything else being impacted. I doubt this will happen, but a 10% reduction to DA cost might be nice especially for single targets. Alternatively, they can increase the cost by 50% and allow DA to be useful for two abilities within a 4s window instead of 2s. That would mean needing more MP off the bat to even use DA, but the gains could potentially be greater; which means figuring out how to re-balance that MP gain; maybe boosting the gain from BP or BS just enough during those few seconds that DA is also in effect? I don't know. That might be over-complicating things a bit.
Grit coming off GCD sounds oh so tempting, but I have lived with it in the past and can live with it again in the future. Therefore, it wouldn't surprise me if SE changed this for no good reason, and rotations needing to be relearned a little as a result because other abilities are somehow impacted for "balance."
I miss Scourge. Many of us do. They should bring it back. Someone suggested the idea of them making it part of a third combo? I would much approve of this. Knowing SE? They'll choose instead to double the damage, and halve the time, of Salted Earth. I mean, this could be nice in boss fights where the target moves around a lot, with or without constant phase changes, or in trash pulls where mobs die fairly quickly and leave behind a bubble for half or more of its up-time, but the change seems to me to be as unnecessary as it is likely to happen.
I'd like to see Shadow Wall either last three seconds longer or have a shorter CD timer by 15-20 seconds, with the defense boost remaining constant. Emphasis on liking to see this happen, not that I think it will. There have been times when I wished I either hand the extra one to three seconds of defense, or that I could hit the CD sooner, either one. I don't expect both, let alone one, to happen.
Delirium can be nice if those extra seconds to BS and BP could easily recover 50 blood gauge points, but that's so situational, and not really so reliable. Sometimes, maybe more often than it should happen for some of us, that blood gauge usage hinders our ability to do things such as Bloodspiller. Why? The gauge charges so slow. As a Pld, my gauge charges faster than I need it, more often than not. As a War, I rock the hell out of its gauge because it fills and spills so nice like cups of mead in your stereotypical Viking halls. The Drk gauge? It often feels like crawling through molasses in the middle of a war zone when every second counts, even with those blessed times that Blackest Night pays off, or even BP/BS. So, really, the biggest fix to consider here is adding to that gauge just enough that the job feels more fluid. I want to be a harbinger of death in the fight I'm in, not the harbinger of BEING dead even at full health.
So what do I suggest with that? BS gains are actually better than it seems like I just said. BP could keep its gains for the gauge, but I would like to see more MP gain from it--not too much of one, mind you--starting from level 61. Give Syphon Strike a bit more mileage. Bring back Scourge as a third combo that not only applies a dot to the single target but also either: 1) raises the blood gauge one time per combo usage, or 2) provides a small, reasonable buff to the Drk so that using the Syphon+Souleater combo on the same target increases the blood gauge a little faster. Combine this with my suggestion for reducing the DA cost a little and I would be more than happy to main Drk again once I'm done with the Pld SB tanking achievements.
Or, you know, we'll see what 4.3 brings. I'm hoping for good things, but don't exactly have the highest faith in SE. I want to enjoy Drk again, but I just can't right now...
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