Tanks can't sacrifice HP because a majority of the playerbase sucks. Is basically what I'm getting from you.I can throw this so many ways and I'm not starting an argument FFS. If you watch other tanks, you will find that all the bandwagon tanks have no concept of "knowing the fight". Watch the GNB that are playing recently - it's very apparent. They don't even care about if the group is ready or not, they just go and face-roll the crap out of mobs (just like their tanking). DRK (and tank) veterans, sure, are more adept to knowing the fights. However, if you've been doing this long enough you know that things happen. The spamming ability sprout tanks are just going to dump three defensive cool-downs, then use some HP sacrificing ability right before a tank buster. I see the same methodology all the time when I am playing my other classes and not tanking.
Probably why they trivialized enmity management.
So basically the traditional concept of a Dark Knight is perpetually dead. Nice.
She's probably one of the people who says we shouldnt encourage HW/SB tanks to tank outside of tank stance, because the majority of people cant do it.
After all, its ridiculous to ask a tank to lower mitigation, to do something outside of their roles primary functions.
Make a dark version of PLD with sword and shield and I'd play it.
Can this thread die now lol.
Honestly they have no idea what to do with DRK. We can see that with it being an emo warrior. I like the idea of us being a high risk high reward tank. With a very high ceiling. If funny how you brought up using our own hp as a tool to do abilities and using the enemies life to aid us. The level 30-50 dark knight story. Really gave me that feeling of a dark knight true power is. You use your life ether to slay your enemies. Yet killing enemies you suck the life ether out of their dying bodies to feel your dark parts.You know, these "high-risk high-reward" tanky jobs that sacrifices their own HP to protect themselves or deliver strong blows?
That literally steals vitality from their foes to survive?
Makes shield out of their foes' blood?
That do ACTUAL DARK STUFF.
Does is speaks to anybody?
Or is that just me? '^'
So kinda like a vampire/demon tank. Yet we are not drinking blood or eating souls. We are draining their life forces.
Totally not true. It just out side of Main Story. Square is really lacking on ideas. Which sadly that really all I do now. As the game play is pretty bland. Would be nice if we got something new and exciting to do. When a Paladin, Warrior and Dark Knight all play exactly the same. It feels real bad we have to ever play gunbreaker or dps to get some more exciting game play. Tanks this expansion suck.
Option 1 is just changing the MP cost to an hp cost for The Blackest Night. Which I would love this change. Making sure to pop it at the right right time. None of this. "oops I missed the tank buster so I am going pop Blackest Night to cover for the healers." That would just ko us. Would bring a new level of play to the class.
Last edited by DemonicNeko; 07-28-2019 at 10:58 PM.
Plus it feels more in line with the idea a DRK has to sacrifice defense, rather then their own offense. If you fail to pop TBN, you lose MP/offense. For this version u make TBN less effective, since it cost HP to begin with.Option 1 is just changing the MP cost to an hp cost for The Blackest Night. Which I would love this change. Making sure to pop it at the right right time. None of this. "oops I missed the tank buster so I am going pop Blackest Night to cover for the healers." That would just ko us. Would bring a new level of play to the class.
When I make my own content, and design classes with roles, I try to make them capable of mostly the same stuff, but they have things they "struggle" with, and things that are nearly passive for them.
For tanks its Mitigation, Threat, and DPS.
So I'd split the tanks as follows;
Tank:______Passive:____________Requires a lot of effort to equal the others:
TANK#1_____Threat is easy__________Mitigation is hard to maintain.
TANK#2_____Threat________________DPS
TANK#3_____DPS__________________Mitigation
TANK#4_____DPS__________________threat
TANK#5_____Mitigation______________DPS
TANK#6_____Mitigation______________threat
TANK#7_____Neutral on all 3.
(there's more combinations, but you get the idea)
DRK should be in the "Mitigation is what they have to work for, it doesnt come easily." category. Tank #1 or #3 (#3 if you look at how dark side used to work, and that WARs have always generated the most threat.)
Right now, all tanks have instant 1 button press mitigation they can fall back on. WAR was the closest, with storms path at one point having a -10% dmg taken at the end of a combo.
Then Inner Beast was part of a gauge they have to actively build up, but it came at the cost of DPS. (not the best way to handle that, but the closest thing FFXIV had to my example.)
This system would bring some variation based on what it is you have a preference for.
The current tanks generate threat passively w/o effort. And the current tanks have something between neutral and passive for mitigation, as it requires a button press, but hardly requires much effort, other than making CDs line up with tank busters.
DPSing as a tank is roughly neutral, with minimal effort to keep DPS up. (Though some might make some arguments based on which tank they find harder, such as the longer rotation of a PLD, or wanting to save MP for TBN/bursting TBN on DRK, which hurts DRKs DPS)
Last edited by MaraD_; 07-29-2019 at 04:45 AM.
I like the idea of having somethings tied to you hp pool but self-sustain already lags behind for DRK. If SE wants to do this I'd like to see more self-sustain tools built in to accommodate this shift.
This. Would be nice to see mitigation improve as gear does, rather than only become less significant with increased ilvl relative to a static-difficulty fight. Healing scales up, damage scales up, but mitigation just stays put and thereby devalues.
Attacks that cost HP or that do more damage at lower HP may be "high risk, high reward," but the risk and the resource expenditure is shifted from the player to their healer. In a single player game where you control all of your party members, this is fine, because you have control of both sides of this. In an MMO setting, though, it doesn't work as a job theme. You'd end up deliberately throwing yourself into harm's way for more dps while your healer picks up after you.
The one area that you can work on is the lifesteal angle, as per Final Fantasy Tactics.
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