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  1. #1
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    So out of all the information that has been complied they decided to take the enmity issue to heart the most. At least they finally some what fixed Shadow Wall and Dark Mind almost a year in. Now if only Dark mind blocked physical damage or gave some type of benefit other than blocking magical damage. Really wish they'd just get it over with and re name the job to Rune Fencer, Mystic Knight, or Rune Knight since Dark Knight has never been known to tank magical damage -- that should have been in the prelim notes. :X
    (2)

  2. #2
    Player
    InfiniDragon's Avatar
    Join Date
    Nov 2011
    Location
    Ul'dah
    Posts
    230
    Character
    Blake Farrence
    World
    Ultros
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Seku View Post
    So out of all the information that has been complied they decided to take the enmity issue to heart the most. At least they finally some what fixed Shadow Wall and Dark Mind almost a year in. Now if only Dark mind blocked physical damage or gave some type of benefit other than blocking magical damage. Really wish they'd just get it over with and re name the job to Rune Fencer, Mystic Knight, or Rune Knight since Dark Knight has never been known to tank magical damage -- that should have been in the prelim notes. :X
    Yeah you can get over that lol; this is XIV's Dark Knight.

    Shadow Wall I'd say is pretty well fixed; yeah it's still inferior to Vengeance but superior to Sentinel now that it has the proper CD time (Sent's CD sucks, I'd rather have it be weaker and shorter CD). It'd be great if it got an additional effect too (HP regen might be cool since healing from dark magic is their thing), but I'll still take what we're getting pretty happily.
    (0)

  3. #3
    Player
    Seku's Avatar
    Join Date
    May 2015
    Posts
    583
    Character
    Seku Halvone
    World
    Balmung
    Main Class
    Gladiator Lv 90
    Quote Originally Posted by InfiniDragon View Post
    Yeah you can get over that lol; this is XIV's Dark Knight.
    Which is really Rune Fencer posing as Dark Knight. Really, all they need to do is replace darkness with elemental asethics and we're done as nothing about the job screams Dark Knight other than it's "dark". Other than that it feels like a Mystic Knight went to Hot Topic and decided to put on some edgy clothing and call itself Shadow.

    Blood weapon -> Magic Sword (we'll go with Fire since SE loves to use fire as the main method of attacking for magic.) | Aspir Blade (Bravely Default)
    Dark mind -> Runic (FF6) / Magic shell | Barrier ( FFV)
    Abyssal Drain -> Something Billzard.
    Shadow Wall -> Fire wall (Bravey Default and your copy move of WAR's Vengeance but with fire.)
    Salted Earth -> Some elemental move, let's go with Wind element just to mix it up a bit.
    Blood price -> Shouldn't be in the game at all as nothing in any Final Fantasy has anything related to Blood price and the move should be baked into Salted Earth so that healer's Holy spam doesn't kill our ability to AoE down trash mobs, it would also be nice since Delirum then could extend the DoT damage from salted earth. But do you know who does have a blood price and where it comes from!?!?!?! -- Tactics A2 http://finalfantasy.wikia.com/wiki/S...de_(Tactics_A2)
    Sole Survivor -> Memento (Bravey Default)
    Quetis -> Phantom Blade ( Bravery Default )
    That other blood related move -> Maim blade.

    Parry based tank (as it was initially introduced ) -> Obtained from Rune Fencer in FF11, whoms main purpose was a parry / evasion tank that could reduce magical damage based on the runes harbored.

    It's actually funny that they made Dark Knight into a magical tank and a evasion tank because in quite a few games it has the lowest magical defense and in some cases ( such as FF tatics), it has 0 evasion.

    So as I said before, FF14 Dark Knight is only Dark Knight in name and astheics alone. Most of it's abilities and traits are made up of Rune Fencer , Mystic Knight, Runic Knight abilities (All the same job given different names through out the series).

    Quote Originally Posted by InfiniDragon View Post
    Shadow Wall I'd say is pretty well fixed; yeah it's still inferior to Vengeance but superior to Sentinel now that it has the proper CD time (Sent's CD sucks, I'd rather have it be weaker and shorter CD). It'd be great if it got an additional effect too (HP regen might be cool since healing from dark magic is their thing), but I'll still take what we're getting pretty happily.
    Yeah, about a year later which should have been something done coming into the expansion. We won't be able to get anything that pertains to Dark Knight actually being Dark Knight until 5.0. Which is a shame since they cut out the standard 3 dungeons each patch phase "to work on other things". Which has been alternate zones that have a high mix review and ended up being another F.A.T.E grind and soon to be palace of the dead 2.0.

    All in all, the defensive cool downs is what should have been done a long time ago. The enmity increase is nice, but not what people where complaining about. A synergized Move set that isn't clunking and actually feels like a Dark Knight is the main complaint that a lot of people have. That and the fact it has no niche in the tanking trio.
    (4)
    Last edited by Seku; 05-19-2018 at 05:42 AM.

  4. #4
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Good job SE. This is an excellent list of adjustments and I'm glad you didn't decide to wait for a rework at 5.0 or sit on this for even longer.

    Bad job community. This is utterly astonishing. Litterally half of the posts in this thread are "meh these aren't that great heres my list of complaints you didn't touch".

    *"WAAH shadow wall should be like vengeance 2min". Fixd
    *"Dark passenger has no reason to be on my hotbar". Fixd
    *"Spending MP on defense is stupid" (DM) Fixd
    *"Drk has no enmity maintenance in ST rotation" Fixd (plunge)
    *"Power slash costs to much vs other tanks" "Heres DA refund and 46% damage/enmity boost. Fixd.
    *"Sole Survivor is trash" "Its proc power is now free and buff to the proc"

    And the very 1st response is "UGH Dark arts is still a spammy thing".

    This is a whos who list of the largest complaints about drk completely adjusted per community demand and all half this forum can see is "ugh I still spam DA" "War got more love" "Heres my list of additional demands".

    Give credit where credit is due. This is a huge list of positive changes and every single one of these changes has had multiple threads begging for exactly what we just got.

    Kudos to the people that showed some appreciation instead of just whining that the pony they just got isnt the color they wanted.
    (15)
    Last edited by Izsha; 05-19-2018 at 03:54 AM.

  5. #5
    Player
    Valdegarde's Avatar
    Join Date
    Jul 2015
    Posts
    299
    Character
    Hildegarde Rosea
    World
    Lamia
    Main Class
    Red Mage Lv 90
    Is that much different than the reaction to the Inner Release changes? This is normal, people discussing some of the design choices that may interfere with the way the job is currently being played. Truly though, the defensive adjustments are absolutely welcome, with no real downside. Dark Mind's change even reduces some of the Dark Arts spam-clipping to handle busters in a timely manner. To be sure, there are aspects of the playstyle that need to be addressed and from what it sounds like, they plan utilizing these stepping stone changes as a foundation for more comprehensive work done later, likely to Dark Arts itself. It's hopeful and nice, I'd like to see how this all plays out in the new content next week while looking forward to more attention in upcoming patches.

    But Dark Knight players don't deserve to be vilified with stereotypes of being some whining mob that's any different than other classes, because they're not.
    (6)

  6. #6
    Player
    Tanathya's Avatar
    Join Date
    Jun 2011
    Location
    Limsa Lominsa
    Posts
    659
    Character
    Selena Schwarz
    World
    Ragnarok
    Main Class
    Samurai Lv 90
    Quote Originally Posted by Izsha View Post
    Snip
    Point is, community is mad because they changed DRK massively from HW to SB for no apparent reason. Where Dark Arts used to be a fun, core mechanic, it now is a boring, spammy mechanic, shoved down our throats. Again, for no apparent reason.
    (8)
    Last edited by Tanathya; 05-19-2018 at 05:10 AM.

  7. #7
    Player
    Chrono_Rising's Avatar
    Join Date
    Jun 2017
    Posts
    922
    Character
    Gulvioir Muruc
    World
    Gilgamesh
    Main Class
    Dark Knight Lv 80
    Quote Originally Posted by Izsha View Post
    *"Dark passenger has no reason to be on my hotbar". Fixd
    AND
    *"Drk has no enmity maintenance in ST rotation" Fixd (plunge)
    I'm going to go ahead and say double fixed since both dark passenger and plunge gained enmity modifiers, though dark passenger isn't something to spam on single targets we see a great aoe tool in this change and solidifies it as a gain whenever there are two or more targets. I think this is a great list of changes, and I'm really looking forward to trying them out next week!

    I especially love the idea of trying to time my sole survivor with tbn, shield 20% of my HP and then restore 20% of my HP (and sometimes 30%), I can see this as being very engaging. Sole Survivor sounds like an awesome change!
    (7)
    Last edited by Chrono_Rising; 05-19-2018 at 04:44 AM.

  8. #8
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Chrono_Rising View Post
    though dark passenger isn't something to spam on single targets we see a great aoe tool in this change and solidifies it as a gain whenever there are two or more targets.!
    Maybe I'm missing something on dark passenger, but why not spam it on single target? Instead of using an OGCD on DA to add 140 potency to (insert skill) just use an OGCD of the same MP cost to add 140 potency+Enmity (Or double up and do 2 DA worth of MP for 2 DA worth of damage+Enmity). I don't see why this isn't a complete replacement for 1-2 DA every time its up (mp allowing) while tanking. Of course not at the expense of a C&S/Grit DA etc that are worth more than the standard 140.

    Any time Passenger is up and you would use a DA for plain 140, why the heck wouldn't you use Passenger?

    Side note: Cant wait to see what the enmity mods are for plunge and passenger. I will definitely be playing Drk for pretty much everything except my savage raid static now.
    (0)
    Last edited by Izsha; 05-19-2018 at 05:31 AM.

  9. #9
    Player
    Valdegarde's Avatar
    Join Date
    Jul 2015
    Posts
    299
    Character
    Hildegarde Rosea
    World
    Lamia
    Main Class
    Red Mage Lv 90
    Quote Originally Posted by Izsha View Post
    Maybe I'm missing something on dark passenger, but why not spam it on single target?
    That would be absolutely awesome if that was the case, I think that's what a lot of people want. But slashing debuff is a thing so it'll amount to a slight loss. Much less than before, so it's great for pulling probably and snap aggro, but not to be used on cooldown if you can help it.
    Maybe it's just me, but I would love to have more ways to use MP like this other than dark arts and TBN. I liked having that priority system of using MP and dark arts in Heavensward, we don't get that anymore aside from Carve and Spit.
    (2)

  10. #10
    Player
    Izsha's Avatar
    Join Date
    Nov 2013
    Posts
    966
    Character
    Izsha Azel
    World
    Exodus
    Main Class
    Warrior Lv 80
    Quote Originally Posted by Valdegarde View Post
    That would be absolutely awesome if that was the case, I think that's what a lot of people want. But slashing debuff is a thing so it'll amount to a slight loss. Much less than before, so it's great for pulling probably and snap aggro, but not to be used on cooldown if you can help it.
    Maybe it's just me, but I would love to have more ways to use MP like this other than dark arts and TBN. I liked having that priority system of using MP and dark arts in Heavensward, we don't get that anymore aside from Carve and Spit.
    Derp. Completely brainfarted on slashing. Thanks!
    (0)

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