Based on the information released from the media tour I’m am feeling the planned Shadowbringers’ version of Dark Knight will ultimately fall flat and quickly. I would like to summarize some of the complaints from Stormblood’s version of Dark Knight as an organizational tool and how it appears to be addressed in current gameplay along with suggestions.
Complaints
“Dark Knight is the only tank with two combos. One of those two combos we never use.”
As a whole tanks have been avoiding using an aggro combo, I support the decision to remove these from the game. The problem is that it leaves us with the same old problem. Spamming 1-2-3 is not interesting in of itself, but having to manage resources is interesting. The solution to this is to add more engagement to the resource management (see next comments).
Complaints
“Dark Arts is too spammy and offers no variety, I would like other oGCDs that have an impact on my gameplay.”
“Darkside has no impact on our gameplay, being a 100% buff is just toggle on and be done with it.”
This is actually nearly solved but is still a problem. It is still a problem because darkside might as well be a 100% uptime buff based on the current skills my only choice in spending my mana is to press a button which does damage and extends my darkside.
This could be easily remedied by adding 2 more buttons which deal more damage to single target and multiple targets, when compared to Edge of Shadow and Flood of Shadow respectively, but do not refresh darkside. This adds to our gameplay and allows us to play with our timers and manage our self buffs much like ninja managing their Huton.
Also worth considering: Dark Arts Effects added to skills. Right now this sounded like a proc for using our mana spenders for free, which seems like a break even for TBN. However, adding additional effects based on what we choose to spend our dark arts effect on would also be an area to capitalize on. Dark Arts effects which add dots, cause a skill to direct hit, lower a cooldown timer, or something could be interesting.
In particular, having a dark arts effect affect our shadow would also solve another problem, namely that the shadow doesn’t seem to have any interaction with us. Summoning the shadow for longer, increasing its crit rate, summoning it with a darkside bonus, giving it a haste bonus to hit more frequently are all areas which would give us at least some gameplay element which interacts with the living shadow would be appreciated and more engaging than simply summoning it and have it do random things.
Complaints
“Dark Knight is missing synergy in some of its skills and cooldown timers, specifically blood weapon timing and carve and spit and plunge.”
In Shadowbringers, our cooldown timers on abilities seem to match up nicely with a 30 second base. But Blood Weapon no longer appears to have an interaction with abilities. This is an interesting area of internal synergy that I hope you consider restoring before 5.0. In a similar vein, the haste effect was actually fairly enjoyable and I hope that it returns.
Blood Weapon is another one of those interesting area’s for a dark arts effect, being able to spend that effect on blood weapon to make it last longer/give added bonuses would add yet another area of interaction that looks to be missing in the current build.
Complaint about the current build and solution
Many of us play dark knight because it is faster paced. Right now we have had our resource accumulation nerfed lowering our oGCD use, our haste buff removed, and a universal increase in cooldown time on our oGCD abilities. This is going to hurt our cast per minute, I think the current build goes too far in lowering this and I hope that we can seem some of these decisions reversed.