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  1. #1
    Player
    OdinelStarrei's Avatar
    Join Date
    Apr 2019
    Location
    Ishgard
    Posts
    363
    Character
    Odinel Starrei
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Reading through this thread a week after patch is interesting. WAR changes are pretty comfy, not gonna lie. I really expected +5 seconds to Eye and Eye application on Mythril Tempest. Making it into Darkside-lite was not on the radar for me. But it's QoL adjustments people were asking for, and it is the only major change any tank has gotten at all, so I'll take it where I can get it.

    Apologies if I'm guilty of the "DRK complaint" wave that has become to take root as of late, I try to make my posts more constructive than angry. Unlike other jobs, DRK has been through so many reworks and adjustments over the years on top of fundamental tank role changes, I'm pretty sure everyone who has or is playing it has an ideal version of the job that they want to push for. Since our identity isn't speed tank anymore, there's a lot of division and fracturing of mindsets, and it makes it hard to form a coherent, consistent message outside of "Wow, I hate this!"

    I've made a significant effort as of 5.3 to hate DRK less, because it's honestly incredibly exhausting hating on your main job for a such a long period of time, particularly when there's not too much battle content to learn. But I DID have some really incredible reclears this week that captured what I really like about DRK, that being mana stockpiling and burst dumping. Let me try to explain.

    DRK's skill floor is insanely low. You can feasibly no-brain the job and perform adequately in a majority of content. I personally did not like this, because I like being engaged with the game at all times, regardless of content level. What I got during 5.3 progression learning parties, and my one of a kind pug team this week, were teams that actually used raid buffs correctly, on-time, and I could TRUST them to use them on time. As a result, I was SIGNIFICANTLY less bored than usual. On progression content, I was focused on finding out what attacks would break TBN for that one Dark Arts I needed for burst dumping each minute, 3rd GCD vs 5th GCD Delirium, optimal Dark Missionary placements, etc etc. Which leads me to believe a lot of recent malaise I was feeling (like unsub from game level) was due to content becoming VERY stale after, what, six months?

    On farm content, while I still had the "123" spam after burst complaint, I was laser-focused on getting as many natural Bloodspillers in raid buffs as possible instead of just no-braining Blood until 20 seconds before LS like I usually do. I had a RDM, so Plunges need to wait for Embolden. I had an AST, DNC, and SCH so Edges every two minutes needed to wait for both Technical and Divination buffs and Chain Stratagem before dumping with as many BS as possible. BRD Battle Voice every 3 minutes, so that's another spot I needed to make sure I had mana for, at least the mana and blood from Blood Weapon should be dumped there. Brotherhood lined up with Delirium like it always does, no brain that. And this was while doing the standard E8S song and dance. I was GREATLY rewarded by feeling really in-tune with my kit, and despite having a near wipe during Icelit Dragonsong due to DPS greed, no add buff, and a party-wide damage down, I would still consider it my personal best since the start of the tier in terms of actual job performance. This of course doesn't absolve the complaints I have, Blood Weapon/Delirium, kit interactivity, all those things we've been talking about before. Maybe I just tried for once instead of shrugging my shoulders and saying "whatever"?

    Which brings me to a few questions I'd like to ask.

    For those people who still play DRK, do you play it in a static environment that coordinates buffs well? When I was checking all the buff timers and trying to maximize my personal output doing them, there were a few times where I was getting a LITTLE overwhelmed, and that hasn't happened on DRK in over a year now. I was really enjoying myself this week.

    And if you're playing DRK, do you feel more engaged with it in Ultimate or newer content in comparison to things you have on farm? The answer is obviously "yes", but I'm trying to come at it from a more broad perspective. Is Ultimate or newer content the only way to truly feel something while tanking on DRK after reaching what feels like a personal skill ceiling? I could feasibly do Living Liquid in pugs for weeks if it meant I wouldn't be constantly complaining about how HW/SB DRK were better.
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    Last edited by OdinelStarrei; 08-19-2020 at 04:08 AM.
    Quote Originally Posted by CelestaRosa View Post
    this is my opinion. don't have share my opinion. don't have like my opinion. but know nothing you say or do is gonna make me change my opinion. if don't like that tough.

  2. #2
    Player
    ReiMakoto's Avatar
    Join Date
    Jun 2017
    Posts
    1,197
    Character
    Rei Makato
    World
    Zodiark
    Main Class
    Machinist Lv 90
    Quote Originally Posted by OdinelStarrei View Post
    Snip
    Ex DRK main here, I used to optimise around raid buff windows on SB drk and in this sense shb drk falls down as well. The shear amound of mana generation on SB combined with how much more often you dumped your mana and blood made optimising for raid buffs more engaging than it is now. Fundamentally DRK hasn't changed much in the fact that it is a flexible mana dumping class with a fairly low skill floor, the difference is with SB drk, I could reasonable pool and distribute rescources between a 60s and 90s raidbuff window, and maximising both made for much more skillful mana management due to how much more rescource you generated, the issue was that the impact of dumping mana was a lot less than it is now, simply because mana generation was so much more plentiful that each mana was worth less damage as it were. With how slow shb drks rescource generation is comparitevely, it makes it less fun for me to try and optimise around these buff windows, as more often than not it becomes pool blood/mana for the 60s lineup, then dump, then use what scraps youve got left blood wise for the 90s lineup while you pool mana for the 120s lineup, which is a lot less engaging than having mana and blood dumps at both these intervals if you played effectively.
    (3)
    Savage Completion Rate ~5%+ of active players. Community: "Ugh stop catering to savage"
    Ultimate Completion Rate ~1% of active players. Community: "Ugh stop catering to the hardcore raiders"
    Frontline/ Rival Wings/ Hidden Gorge Mount Aquisition ~0.05-1% of active players. Community: "Ugh PVP is so dead in this game, they should stop investing in it"
    Blue Mage Morbol Mount Aquisition ~0.01% of active players. Community: "WoW bLuE mAgE iS sO fUn AnD aCtIvE i CaN't WaIt FoR mOrE lImItEd JoBs"

  3. #3
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    I don't main DRK enough to realize this, but does your shadows HP drain skills funnel into you? I never even noticed or took the time to look.

    Because if it doesn't then that would be a perfect opportunity to have your shadow - Souleater, Siphon strike, blood weapon, abyssal drain, carve and spit, Bloodgauge would also funnel to the DRK as well as TBN breaks would funnel to the DRK for free MP.

    This would fix quite a large portion of what DRK is lacking on a 2 min cooldown.

    This would make delirium and Living Shadow be very powerful to offset, offer choice, and this would ultimately increase DPS if your living shadow is giving you heals and bloodgauge. More flood and edges, more MP, more bloodspillers or quietus. But if it already does then i'm DRK ignorant. I main pld and war for tanks.
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  4. #4
    Player
    OdinelStarrei's Avatar
    Join Date
    Apr 2019
    Location
    Ishgard
    Posts
    363
    Character
    Odinel Starrei
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by ReiMakoto View Post
    Snip snip.
    Oh, I remember you. You were optimizing during Alphascape too right? Naturally, I agree with everything you're saying. Shame what's happened to the MP economy, that's another major component of the old styles that are completely butchered nowadays. I'd hazard a guess that our 90s burst doesn't even really exist from an optimization perspective, because it's all GCD Delirium Bloodspillers, and the 60/120/180 edge bursts matter more overall, since those are actually able to be influenced with Dark Arts, and if you're not paying attention, you can miss them. But you're right, it pales in comparison to"scheduled mana demolition" from back in the day. I've always thought if they just took DA off of Syphon Strike, maybe increased the cost to what Edge is now relative to SB's mana amounts, we could've had the ideal compromise.

    On top of that, we're also missing that +50 Blood thing from TBN. This is actually a huge deal, because GCD manipulation on DRK doesn't exist at all now. This all falls under the bigger umbrella of "lack of kit interactivity", but ending phases on Bloodspillers/DASE after planning GCDs was not only a gain, it was a gain that was easily presentable, separated good DRKs from GREAT DRKs, and could be simply explained to even casual players. "You ended on Syphon Strike? Oh, just find some place to throw in two TBNs, and get rid of the Syphon and Hard, end on the previous combo's Souleater instead, you don't break combo and it's an overall potency gain."

    Too many things were removed off DRK at once and not replaced with anything to compensate, which is why I'm wondering if compensation needs to come from fight design than the job itself if SE is unwilling to even explain what DRK is supposed to be at this point.

    I'm trying to be optimistic here. When I was in a group where 6/8 members all had raid buffs I needed to account for, compared to the two that I usually get, I had more fun. I'm literally grasping at straws here dude, I know.

    Quote Originally Posted by Sqwall View Post
    I don't main DRK enough to realize this, but does your shadows HP drain skills funnel into you? I never even noticed or took the time to look.

    Because if it doesn't then that would be a perfect opportunity to have your shadow - Souleater, Siphon strike, blood weapon, abyssal drain, carve and spit, Bloodgauge would also funnel to the DRK as well as TBN breaks would funnel to the DRK for free MP.

    This would fix quite a large portion of what DRK is lacking on a 2 min cooldown.

    This would make delirium and Living Shadow be very powerful to offset, offer choice, and this would ultimately increase DPS if your living shadow is giving you heals and bloodgauge. More flood and edges, more MP, more bloodspillers or quietus. But if it already does then i'm DRK ignorant. I main pld and war for tanks.
    Like I said, kit interactivity doesn't exist on DRK. There's really no worse offender to this than LS. Give it 50 Blood, and off it goes. LS hits are 400 pet potency each, hitting seven times. Abyssal > Plunge > Quietus > Flood > Edge > Bloodspliller > CnS. Doesn't change. AoE attacks still function as AoE with no damage fall off, so it's powerful. But it's boring. It really is just a pretty DoT that makes people think you're not standing in the right place for mechanics. Should've been around in the theorizing part of pre-ShB, people had all sorts of fascinating ideas, like Delirium snapshotting your GCDs/oGCDs and having LS replicate them on usage. Remember, ShB DRK is designed in a way that there is functionally no choices that need to be made anymore. If a button lights up, you need to press it, preferably within raid buffs, but probably immediately.

    More MP would be nice, but then you've trivialized Darkside even more than it already is. More Bloodspillers is debatable, because we already have a large majority of our damage coming from Bloodspiller already, and I'm not entirely sure I like having high potency attacks have even more prominence on tanks. Example, you play PLD, you know how on PLD you can 100% tell if your Confiteors direct crit or not, especially in openers? The amount of variance between a crit Confiteor and a normal one are absolutely insane, and that effect is replicated on DRK with current Delirium. There's too much potency jammed in single skills, but that's just my opinion.

    And let's be honest, you play WAR too? Offensively, all WAR players are DRK players, and vice versa, whether they realize it or not.
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    Last edited by OdinelStarrei; 08-20-2020 at 01:44 AM.
    Quote Originally Posted by CelestaRosa View Post
    this is my opinion. don't have share my opinion. don't have like my opinion. but know nothing you say or do is gonna make me change my opinion. if don't like that tough.

  5. #5
    Player
    Sqwall's Avatar
    Join Date
    Jun 2013
    Posts
    844
    Character
    Sqwall Lionheart
    World
    Diabolos
    Main Class
    Warrior Lv 100
    Quote Originally Posted by OdinelStarrei View Post
    And let's be honest, you play WAR too? Offensively, all WAR players are DRK players, and vice versa, whether they realize it or not.
    Yeah like I said i'm kind of DRK ignorant. I'm trying to stay out of the DRK debates as much as I want to. But it can be difficult watching a fellow tank class struggle after a major rework.
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