Let's calm down a bit, being pasive agresive don't solve anything.



Let's calm down a bit, being pasive agresive don't solve anything.
I don't think DRK is a bad class now.
Lost all the appeals it had for me to PLAY the class now but that doesn't mean it's bad.
Though also, with everyone going on about how busted TBN is, my gaming history fully expects it to be nerfed due to seeing abilities get hit with the nerf bat when it seems to be the only thing talked about the class/character. Honest question, would people still like DRK if TBN got nerfed?




TBN has the same eHP effect as RI and Sheltron. Each one has their advantages. Sheltron can be saved up and used back to back. RI and HoL are free to use with impunity.
TBN feels stylistically good to use because it negates part of the damage, but that's a subjective effect. The main benefit that it brings to the table relative to the others is in shielding your co-tank from a tankbuster, but it can't be used the way any of the other ones can on non-tankbuster level damage. You have to be more selective on what you mitigate. You also have to plan in advance what your cooldown strategy is going to be so that you can be at the correct MP level for those tankbusters.
It definitely makes the job more interesting, though. It's the only way in which you can effectively go 'above' max MP to store up an extra Edge/Flood for burst.
But no one ever talks about RI or Sheltron. And apparently no one also talks about whatever Gunbreaker gets. It's always "TBN is so GOOD, TBN is Busted, TBN this and TBN that". Like it's the only thing worth talking about or even worth taking DRK for.TBN has the same eHP effect as RI and Sheltron. Each one has their advantages. Sheltron can be saved up and used back to back. RI and HoL are free to use with impunity.
TBN feels stylistically good to use because it negates part of the damage, but that's a subjective effect. The main benefit that it brings to the table relative to the others is in shielding your co-tank from a tankbuster, but it can't be used the way any of the other ones can on non-tankbuster level damage. You have to be more selective on what you mitigate. You also have to plan in advance what your cooldown strategy is going to be so that you can be at the correct MP level for those tankbusters.
It definitely makes the job more interesting, though. It's the only way in which you can effectively go 'above' max MP to store up an extra Edge/Flood for burst.
In another game, I would expect such a talked about ability to be hit with the nerf bat. But I suppose that's for another topic. I just question if people would have as much love for DRK if TBN didn't get the buff.



Wait, what? DRK is arguably the tankiest of the tanks right now thanks to how strong TBN is. It's literally free mitigation as long as you use it correclty, and can save hundreds of thousands of HP in healing over the course of a raid or 4-man dungeon. DRK has absolutely no problems with mitigation now, with the only real problem from a damage absorption point of view being the iffy nature of Living Dead (very dependent on your healers knowing how to play around it).though dark knight is a stress on healers.
like I said before on top they have issues when pulling huge some will say no but its true i cant count how many times I died in a group when a dark knight has been in party I guess you'll say they must not know how to use it.
that might be the case I don't know but watching their health get ripped up quick compared to other tanks is crazy.
As for anything DRK needs, about the only thing I would like to see is it become a bit more "busy" from an oGCD perspective. Slight boosts to MP efficiency (either income or output) and either lowering the CD on AB/CnS or adding some kind of CD lowering mechanic to it (i.e. cuts cooldown on both by 30s when TBN breaks or something similar) would go a long way towards making the job a bit more engaging without making it OP. Add a bit of MP gain onto AB and we'd be good to go. But as far as mitigation goes DRK is fine. It's the tankiest of the tanks right now, and it can share a good chunk of that tankiness with anyone else. If you're not selectively placing TBN's on raid members to help them deal with mechanics (Delta Attack in E1S for example, or immediately after Hell Wind during towers in E2S) then you're not using it correctly. The true value in TBN isn't just the mitigation aspect of it; it's allowing your healers to save a GCD or two that they would have spent healing someone from a mechanic and dedicating that GCD to something else (usually damage).

DRK right now work fine as tank and he is good (if it wasnt called DARK KNIGHT but any other name all comunity would be happy), just lot of rework, cut comunity with different design+ ff11 fan boys wanted a DPS or a DRAIN TANK. As a anti tank buster or anti magic tank, they made and actual great job on him.
Last edited by LichKaiser; 08-31-2019 at 04:33 AM.

Kinda sucks?




People aren't talking as positively about Sheltron because it used to be significantly more powerful last expansion. With Block DR values subject to checks and balances, it's more standardised in line with the others. HoS is the only one that is slightly weaker than the others, but it's also more powerful than PLD and WAR when used on a teammate, and be used pretty much on recast unlike TBN. There are upsides and downsides to everything.
If anything, the standard TBN/DM combo for magic tankbusters is weaker than it was in Stormblood, and TBN overall is less flexible than it used to be. I think that with a lot more people actually trying out DRK after the rework, they're just discovering how much fun the barrier aesthetic is for the first time. It also requires a bit of thinking and planning, which in turn enhances the gameplay. Living Dead, on the other hand, is still a nightmare defensively.

If TBN got nerfed to where it was 20% HP but gave 50 blood gauge on top of MP refund, to balance it out then I would love like it was Stormblood but I would still wish for Shadowskin to be brought back and it upgrades into TBN, but that's just wishful thinking...But no one ever talks about RI or Sheltron. And apparently no one also talks about whatever Gunbreaker gets. It's always "TBN is so GOOD, TBN is Busted, TBN this and TBN that". Like it's the only thing worth talking about or even worth taking DRK for.
In another game, I would expect such a talked about ability to be hit with the nerf bat. But I suppose that's for another topic. I just question if people would have as much love for DRK if TBN didn't get the buff.
I also hate TBN because the benefits it provides are pointless because Savage mode and Extreme exist since those are "DPS checks the fight" but it wouldn't change how boring DRK is to play outside of those DPS gain moments...
If they brought back Spinnig Slash and Power Slash and buffed Souleater to where it doubles the potency of your next Spinning Slash and Power Slash on top of adding 2 gauge based burst combos the have 550, 600, and 650 attack potency and 200 cure potency it would bring DRKs sustained DPS up by a lot and give DRK the HP Drain tank identity that it deserves. And it actually fits in the lore of DRK that were given from level 30-70, so it's an overall win-win for everyone.
Also **** Trick Attack, it duration needs to be longer than 10 seconds...
Use it on Tankbusters to make sure it breaks and thus you get your free Edge use. Wow. Riveting gameplay.People aren't talking as positively about Sheltron because it used to be significantly more powerful last expansion. With Block DR values subject to checks and balances, it's more standardised in line with the others. HoS is the only one that is slightly weaker than the others, but it's also more powerful than PLD and WAR when used on a teammate, and be used pretty much on recast unlike TBN. There are upsides and downsides to everything.
If anything, the standard TBN/DM combo for magic tankbusters is weaker than it was in Stormblood, and TBN overall is less flexible than it used to be. I think that with a lot more people actually trying out DRK after the rework, they're just discovering how much fun the barrier aesthetic is for the first time. It also requires a bit of thinking and planning, which in turn enhances the gameplay. Living Dead, on the other hand, is still a nightmare defensively.
Now I think EVERY DRK can agree on Living Dead being a nightmare to handle. Really the only thing I find it really useful for is if I get singled out for a mulithit stack, I can just pop Living Dead an go off to the side as I haven't seen one that punches through Immunity yet.
New DRK isn't a bad class but it lost the things I liked playing about it. And no simple patch is going to radically change it till next expansion so I've just given up on it. Heck with the changes to all the tanks(And tanking) I've considered just hanging up the Role this expansion but that's another topic.
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