Drk is just cool AF, its moves and glamour.., if u want to fully enjoy and use Drk , u need to be good or invest time in it
(cant make the coolest tank easy to play / learn)
Drk is just cool AF, its moves and glamour.., if u want to fully enjoy and use Drk , u need to be good or invest time in it
(cant make the coolest tank easy to play / learn)
Don't seem to be the idea of everyone, since the number of tank hasn't changed since the last patch... I mean, why SE has done those changes? To make players play WAR. And so now? Did anyone seen more WAR than before?
Also, and this is my opinion, it's absolutely not fun to spam FC and 2 OGCD during the burst. It's just... Dumb, and, again it's my opinion, a dumb job is the contrary of fun.
@Shiroe: I've the DRK mount from SB, I know it by the heart, and I don't really enjoy it, because of the number of useless spell / abilities, the "spamming DA" gameplay or the fact we only have one combo. Aggro combo doesn't count, since it's pretty useless...
"Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle
I'm going to post my personal wishlist if I got the chance to see an overhaul happen. The numbers are just a reflection of values we already see in-game to draw a comparison with. I don't expect these changes to be liked or accepted by any means, however, I would like to see a high risk/high reward for a selfish tank. PLD and WAR can bring coveted 'utility'. To be a dark knight is to fail to understand what the word "die" means.
Blood Gauge: Starts off at 100% When you are healed for at least 1% of your max HP, your gauge fills up 1%. The blood gauge drains over time and through ability usage. The gauge's maximum capacity is equal to half of our maximum HP.
Darkside: Becomes our 'Grit' and stays as-is currently implemented. Reduces damage taken by 10%.
Dark Arts:Requires Blood Weapon to be active. Adds additional effects to several of our abilities and consumes 1320 MP per ability used.
-Syphon Strike: MP restoration changed from 1200 MP to 1750 MP.
-Souleater: Heals for 125% of the damage dealt. Restores blood gauge proportionate to the percentage of healing received. Also restores 875 MP.
-Bloodspiller: Heals for 250% of the damage dealt. Costs 50% of our blood gauge. Does not restore blood gauge based on healing done. This attack is a guaranteed Direct Hit Crit.
-Dark Passenger: 480 potency attack in a cone before you. Costs 35% of our gauge and restores 2400 MP on use. No CD. Generates very high enmity. If there is only a single target, this attack deals 720 potency damage instead.
Blood Weapon: The blood gauge is drained 3% every server tick but allows the usage of Dark Arts.
Delirium: Enables the conversion of MP to blood gauge at 45% gauge to 7200 of our MP. 45s CD.
Abyssal Drain: Works as-is, playing into how blood gauge works. Does not increase enmity. And heals for 100% of the damage it deals.
Salted Earth: Does not restore blood gauge, however, while inside of it, blood weapon does not drain the blood gauge. Potency changed to 35. Every time Salted Earth deals damage to an enemy, they gain a stacking debuff that adds 35 potency to the damage taken. This effect lasts 3s and is refreshed upon taking damage or reapplying another stack of the debuff.
Sole Survivor: Immediately restores 20% of our maximum HP, MP and blood gauge. 80s CD.
Living Dead: Blood gauge rapidly fills up until it reaches 100%. If we would take fatal damage that would reduce our HP to zero, Walking Dead activates.
-Walking Dead: Drains 10% blood gauge every second once this effect triggers. Once there is no more gauge and we are not at full health by the end of the effect, we lose half of our maximum health. If this would reduce our health to zero, we die.
Unleash: Deals 50 unaspected damage around us (moving with us) to all nearby enemies. This ability can be empowered through the use of other actions. Lasts 15s.
-Unmend: Has a chance to empower Unleash, increasing its potency from 50 to 65 for its duration.
-Plunge: Automatically activates Unleash once damage is dealt.
Power Slash: Adds a barrier around us equal to 5% of our maximum HP. Must be used as a Combo Action.
I would love to discuss these changes if anyone is interested in my train of thought. Extreme, but this is my ideal version of DRK.
Last edited by Zegreiart; 05-03-2018 at 02:47 AM.
This is what I would like to see:
Remove the 50% mp penalty for using Syphon Strike out of Grit
Remove the mp cost for Dark Passenger
Increase the potency for Soul Eater (Dark Arts or not) by 10
Make Dark Arts/The Blackest Night provide party-wide mitigation
Veteran healers don't care if we need to heal, but right now we don't. We want interesting things to do during the downtime other than a 30s dot and a single filler spell that hasn't changed from lvl 4 to lvl 90.
Dead DPS do no DPS. Raised DPS do 25/50% lower DPS. Do the mechanics and don't stand in bad stuff.
Other games expect basic competence, FFXIV is pleasantly surprised by it. Other games have toxic elitism. FFXIV has toxic casualism.[/LIST]
I would like some changes on Sole Survivor. To much useless most of the time.
"Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle
Fair enough, but do keep in mind some of us like being dumb, and WAR does dumb fun best.
I havent played enough DRK to know much about black blood, but it looks like a bad WAR gauge to me. The fact that the best way to get the blood is by breaking a self barrier and not fighting just looks bizzare.
Would hope from the heal from Souleater to be usable outside of Grit, but likely just gonna get some potency increases that won't matter much.
You've right, however I find sad all the three tanks are dumb.Fair enough, but do keep in mind some of us like being dumb, and WAR does dumb fun best.
I havent played enough DRK to know much about black blood, but it looks like a bad WAR gauge to me. The fact that the best way to get the blood is by breaking a self barrier and not fighting just looks bizzare.
In HW, the PLD was easy to play, for new players I guess, and WAR was not so easy, but fun to play and not really hard, and at least, the DRK was hard to play and to master.
Now, I found all the three tanks the same, and for me (and I'm not the only one) the DRK is just look like a WAR 3.0 but with some differents spells (Bloodspiller is just a FC).
I would like the old DRK to come back, to have a hard tank to play. This game needs to make all the three tanks feel different, and I'm really sure that could make people come back to this role.
Hope I'm fully understandable, english isn't my native langage.
Last edited by Azerhan; 05-03-2018 at 08:02 PM. Reason: /char
"Là où il n'y a pas d'imagination, il n'y a pas d'horreur." Sherlock Holmes, Une étude en rouge, Conan Doyle
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