50 sync is painful as DRK now. It's like Paladin used to be at level 50 you have a 1 2 3 combo and that's all.
50 sync is painful as DRK now. It's like Paladin used to be at level 50 you have a 1 2 3 combo and that's all.
If I was a new player I would agree with you on that. But as someone who got into FF14 during Heavensward through 3 main factors; 1) Dark Knight being a playable job/class, 2) the combo system FF14 has for tanks and melee DPS, 3) Au Ra's existence.The shield is the reward itself, it cannot have a damage reward in it because it would break the DRK design.
Its not vacum mitigation because it makes DRK literally the easiest tank to heal in dungeons where you have a constant flow of high dmg from mobs. This contributes to healers dps and as a result you end up with faster clear even if you dont break it from time to time. On average its still contributes a good chunk of extra dps into the run.
The main reason I wasn't as upset with Stormblood DRK was because of "at least I still have 2 combos in single target" mentality but I did believe a lot of DRK skills needed to be buffed(which they did).
Shadowbringers DRK basically takes all of the good changes Stormblood DRK had up until that point and throws it out the window for making it more accessible to newer players, which only succeeded in doing so because of story and level skip books on the Mogstation, but at the cost of the people who planned on maining the DRK while also subbing GNB and ended up causing those people to main GNB over any other job mostly because GNB has more than 1 combo to use.
I honestly believe that level skip books should not exist for any job/class that was introduced after A Realm Reborn, and Story skip should not have existed until New Game+ was announced and fully implemented.
And what’s really painful is that we now really get past that either. 50 is basically the cap of DRK evolution, everything past that is basically just a minor buff to what we already have.
You are comparing apples with pears, and the apples are untouched, while the pears are getting smashed into the ground.The shield is the reward itself, it cannot have a damage reward in it because it would break the DRK design.
Its not vacum mitigation because it makes DRK literally the easiest tank to heal in dungeons where you have a constant flow of high dmg from mobs. This contributes to healers dps and as a result you end up with faster clear even if you dont break it from time to time. On average its still contributes a good chunk of extra dps into the run.
Also warrior does not use Nascent flash all the time and he does not use it when his health is full, since it only gives you enough time to heal from 3 GCD at max you want to use it when you are using big moves. Nascent flash is a heal afterall and comes up with some drawbacks that is making it not comparable to TBN.
It does not heal you over 100% hp, you cant add to yourself the extra health like TBN does. You need to receive damage then you could heal from damage taken, but then you have a healers who are right now wasting their time to heal you, not contributing to team dps and potentially overhealing you.
The shield is the reward? What kinda joke is it then? I press HoS, RI or Sheltron, and I lose nothing of value. I press TBN and risk 3k mana = 500 pot on single target, this is also a requirement just as sheltron needs 50 gauge points. If this shield doesn't break, these 3k mana are lost, and thus the incoming damage was overmitigated.
The shield itself is NOT a reward. The reward is the saved heal you would've required otherwise. If you don't end up saving any heals, or end up overhealing anyway like with any other CD - because holding said heal wouldn't give you an additional use -, it's nothing special. e.g. AST uses ED in 40s intervals. IF damage peeks every 20s, THEN TBN becomes more valueable because it saves you an ED.
Unfortunately, damage peeks rarely occur every 20s, unless you play Ultimates. I am just repeating myself here, this does rarely occur in/at savage, trails, or dungeon bosses.
What do you want to say with your NF example?
Using NF when you're full health is essentially the same as using TBN when everything around you is stunned. Makes no sense.
Also, what drawbacks on NF are you talking about? TBN saves you 37k HP, but when you would've taken 50k dmg, you still take 13k dmg. With NF you just heal those 50k. Why would you use any heals for that? In those situations it's DRK who will need a heal sooner than the WAR. Your comparison is contradictory. The only benefit TBN has over NF is its short CD.
IF you cannot make use of its short CD, it loses its benefit! That's all I'm saying! If you don't need it to survive, or you don't save your healers a GCD heal - neither in the short run nor long run - it comes down to its short CD.
Last, but not least: I never said TBN is generally bad in dungeons. It just sux vs dungeon bosses or small trash pulls/dying trash.
Myself and every other person I know who touched DRK in expert have experienced, how good TBN is in mass pulls, and just how bad it is vs bosses. It occasionally doesn't break vs boss' tank busters 'cause e.g. even a sacred soil is enough to overmitigate, or you are just freaking overgeared. This is imho NOT good design.
If you dont like current DRK you have the right to not like it, however it does not change the fact it is second the most played tank right now after 8 months into expansion.If I was a new player I would agree with you on that. But as someone who got into FF14 during Heavensward through 3 main factors; 1) Dark Knight being a playable job/class, 2) the combo system FF14 has for tanks and melee DPS, 3) Au Ra's existence.
The main reason I wasn't as upset with Stormblood DRK was because of "at least I still have 2 combos in single target" mentality but I did believe a lot of DRK skills needed to be buffed(which they did).
Shadowbringers DRK basically takes all of the good changes Stormblood DRK had up until that point and throws it out the window for making it more accessible to newer players, which only succeeded in doing so because of story and level skip books on the Mogstation, but at the cost of the people who planned on maining the DRK while also subbing GNB and ended up causing those people to main GNB over any other job mostly because GNB has more than 1 combo to use.
I honestly believe that level skip books should not exist for any job/class that was introduced after A Realm Reborn, and Story skip should not have existed until New Game+ was announced and fully implemented.
The combo we had in Stormblood was almost never used, maybe in few instances just to build up enmity and then go out from tank stance, but it was rare anyway due to DRK who almost never been played as a MT it was always the war.
GNB is more fun to play than stormblood DRK, he has more skills to utilize and use in offensive manner. In stoormblood for the majority of expansion DRK had 2 skills completely useless, all he did was 1-2-3 with DA sometimes and had 3 offensive oGCD to weave in from time to time. It was fast, but not overly complicated and more simple than GNB right now, who has way more skills and you use them more often than stormblood drk ever had a chance.
Stormblood DRK was scrapped for a reason, majority complained about DRK being the weakest of tanks, requiring too much attention and engagement for so little rewards, and so here we are right now with current DRK. It was not possible to "upgrade" old DRK because the job would have to be slowed down in order to put more interesting skills into the kit, it was not possible to give anything new for SB DRK since he already had so fast gameplay and so annoying doubleweaving which was hard to execute with GCD sitting at around 2.2-2.3 sec.
Old DRK had to go, and if you would bring heavensward DRK today he would be outdated and outperformed by any other tank, thats it.
When you press sheltron/rampart/hos/anything else you are still receiving 70-80% of the damage you would receive without it. That means healer still has to heal you.You are comparing apples with pears, and the apples are untouched, while the pears are getting smashed into the ground.
The shield is the reward? What kinda joke is it then? I press HoS, RI or Sheltron, and I lose nothing of value. I press TBN and risk 3k mana = 500 pot on single target, this is also a requirement just as sheltron needs 50 gauge points. If this shield doesn't break, these 3k mana are lost, and thus the incoming damage was overmitigated.
The shield itself is NOT a reward. The reward is the saved heal you would've required otherwise. If you don't end up saving any heals, or end up overhealing anyway like with any other CD - because holding said heal wouldn't give you an additional use -, it's nothing special. e.g. AST uses ED in 40s intervals. IF damage peeks every 20s, THEN TBN becomes more valueable because it saves you an ED.
Unfortunately, damage peeks rarely occur every 20s, unless you play Ultimates. I am just repeating myself here, this does rarely occur in/at savage, trails, or dungeon bosses.
Mathematically you have to receive equivalent of 125% of your max HP in damage in order for 20% mitigation to mitigate as much damage as TBN could mitigate out of the bat without costing your healer time, this is how powerful is 25% MAX HP shield over 20% mitigation. On top of that DRK also has an access to many different mitigations. DRK is the king here like it or not lol.
But you dont use nascent flash all the time, dont you or you do? You shouldnt because it heals your from your damage done, which is the highest with infuriate boosted skills or in IR. Using nascent flash when using standard combo is a waste.What do you want to say with your NF example?
Using NF when you're full health is essentially the same as using TBN when everything around you is stunned. Makes no sense.
Also, what drawbacks on NF are you talking about? TBN saves you 37k HP, but when you would've taken 50k dmg, you still take 13k dmg. With NF you just heal those 50k. Why would you use any heals for that? In those situations it's DRK who will need a heal sooner than the WAR. Your comparison is contradictory. The only benefit TBN has over NF is its short CD.
IF you cannot make use of its short CD, it loses its benefit! That's all I'm saying! If you don't need it to survive, or you don't save your healers a GCD heal - neither in the short run nor long run - it comes down to its short CD.
Last, but not least: I never said TBN is generally bad in dungeons. It just sux vs dungeon bosses or small trash pulls/dying trash.
Myself and every other person I know who touched DRK in expert have experienced, how good TBN is in mass pulls, and just how bad it is vs bosses. It occasionally doesn't break vs boss' tank busters 'cause e.g. even a sacred soil is enough to overmitigate, or you are just freaking overgeared. This is imho NOT good design.
And how nascent flash is more useful on dungeon bosses tell me, if damage received from their tank busters is not something that would make a difference to your healer? And how your healer knows you are going to heal yourself out with nascent flash? He wont know he will still cast a healing spell anyway, no matter if you used mitigation or did not and want heal yourself with nascent flash, they cant read your intentions especially in random dungs.
On DRK i dont have a problem breaking TBN on bosses and i have 470 gear with weapon as exception and 1 ring, just use TBN alone. Just because it does not break in certain situation does not mean it is bad design lol, look at the job as a whole and not on the separate parts of its kit, DRK has other tools to mitigate those smaller damages, tbn is not his only mitigation skill to mind you.
Last edited by Nedkel; 02-08-2020 at 06:32 AM.
You have some misconceptions here. First of all, while Nascent Flash is stronger than TBN at its maximum capabilities, when you factor in that its heavy healing is only possible during IC and/or IR, and how infrequently you have access to those pieces of damage, the overall power of Nascent Flash over an entire fight suddenly plummets and TBN becomes significantly stronger overall. On a side note, my DRK is BiS and even in bosses in Twinning/Akadaemia (410 ilvl vs my 470) I rarely ever have a TBN not break. You simply mitigate the buster with TBN and nothing else, problem solved.Also, what drawbacks on NF are you talking about? TBN saves you 37k HP, but when you would've taken 50k dmg, you still take 13k dmg. With NF you just heal those 50k. Why would you use any heals for that? In those situations it's DRK who will need a heal sooner than the WAR. Your comparison is contradictory. The only benefit TBN has over NF is its short CD.
IF you cannot make use of its short CD, it loses its benefit! That's all I'm saying! If you don't need it to survive, or you don't save your healers a GCD heal - neither in the short run nor long run - it comes down to its short CD.
Last, but not least: I never said TBN is generally bad in dungeons. It just sux vs dungeon bosses or small trash pulls/dying trash.
Myself and every other person I know who touched DRK in expert have experienced, how good TBN is in mass pulls, and just how bad it is vs bosses. It occasionally doesn't break vs boss' tank busters 'cause e.g. even a sacred soil is enough to overmitigate, or you are just freaking overgeared. This is imho NOT good design.
During its overpowered heyday, Monk was also decently well played despite constant gameplay complaints. Player count alone does not indicate that a toolkit is particularly enjoyable.
How do you think that player count would react to a mitigation-balancing change, such as a 25-second CD on TBN?
I would pay that price for some other fixes.During its overpowered heyday, Monk was also decently well played despite constant gameplay complaints. Player count alone does not indicate that a toolkit is particularly enjoyable.
How do you think that player count would react to a mitigation-balancing change, such as a 25-second CD on TBN?
I'd expect Dark Mind to change to compensate tbh. TBN gets to be so strong because Dark Mind doesn't work on half damage, compared to Thrill, Camoflauge, and passive block.During its overpowered heyday, Monk was also decently well played despite constant gameplay complaints. Player count alone does not indicate that a toolkit is particularly enjoyable.
How do you think that player count would react to a mitigation-balancing change, such as a 25-second CD on TBN?
Getting a 66% cooldown increase for, I don't know, nothing or 200 DPS is a raw deal imo.
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