


			
			
				That's my hope as well. I'd love to see DRK get something, and GNB's sounds reverted for their basic combo to what they were on 5.0 launch.If that was before 5.3 then honestly then Yoshi-P should have known better how bad Dark Knight is with its self sustain(or lack-thereof) as well as how bad its MP costs and long recast timers and how bad Blood Weapon is and he needs to tell the other devs to rework Dark Knight into something that doesn't suck in terms of a DPS rotation as well as self sustain and has better cooldowns outside of "ThE bLaCkEsT nIgHt Is ThE bEsT cOoLdOwN HERPA-DERP!" because The Blackest Night sucks.
But, track record is not on our side.
thatsthepoint.gif




			
			
				The relative dps between tanks is one of the things that they got right this expansion. Potency changes don't make sense anyways.
I think a lot of people will be happy even if they just manage to do something to address Living Dead this expansion. It's not like they can't either. They removed the drawbacks from Holmgang this expansion and it was the most powerful invuln to start with.


			
			
				speaking of Living Dead, I got an idea earlier when I was in combat. you know how our characters have the white HP bars above our heads, why not make it so when Walking dead activates, a red bar similar to that one appears, showing how much healing is needed to fill it up to full? something simple like that might be a decent QOL change for now, and then when 6.0 rolls around they can rework the skill so its not as punishingThe relative dps between tanks is one of the things that they got right this expansion. Potency changes don't make sense anyways.
I think a lot of people will be happy even if they just manage to do something to address Living Dead this expansion. It's not like they can't either. They removed the drawbacks from Holmgang this expansion and it was the most powerful invuln to start with.
			
			
				Just add a 20% increase in healing received to Walking Dead, and we've already fixed it since it'll need less resources from SCH and AST to get out of.speaking of Living Dead, I got an idea earlier when I was in combat. you know how our characters have the white HP bars above our heads, why not make it so when Walking dead activates, a red bar similar to that one appears, showing how much healing is needed to fill it up to full? something simple like that might be a decent QOL change for now, and then when 6.0 rolls around they can rework the skill so its not as punishing


			
			
				if you read the original post, i suggested a 30% healing increase, but the problem of not having a visual indication for healers to know exactly how much to heal would still be present. I think both options could work though, and wouldn't be too difficult to implement.
			
			
				My apologies, I missed that part.if you read the original post, i suggested a 30% healing increase, but the problem of not having a visual indication for healers to know exactly how much to heal would still be present. I think both options could work though, and wouldn't be too difficult to implement.


			
			
				so I wrote a couple of mockups for trying to make DRK have a few more barriers for future expansions as per Lyth's suggestion. I didn't want to completely remove the HP sustain aspect, so Abyssal Drain would stay as a mana spender to make use of the extra mana for helping with sustain.
let me know what you guys think
Power slash (replaces souleater)
generates 300 potency barrier for 15 secs. if it pops grants 500mp. trait at lv 62 allows it to generate extra 10 blood when popped
shadowskin - lv 35, 1500 mana cost, 30 sec recast. trait at lv 70 evolves into TBN
grants 15% hp barrier to self for 10 seconds. refunds 1500 mana when popped.
Dark Mind - lv 45
reduces magic damage by 20% for 10 seconds and creates barrier worth 10% of DRKs hp. if barrier pops, reduces all damage taken by 10% for 10 seconds.
Dark Missionary - lv 58, 180sec recast, trait at 76 lowers cooldown to 90 sec
provides a partywide magic barrier that reduces incoming damage by 10% of the party members HP. if barriers pop, restores 1500 mana for DRK. trait at lv 76 allows it to generate 30 blood when popped
Last edited by bundythenoob; 08-21-2020 at 03:09 PM.
?? gnb have their raidwide mitigation at 90s in stormblood content, theres no need for that 180 sec thing at all. as of right now playing DRK in ucob and uwu is straight up trolling so having dark missionary earlier is a much needed change.
>Dark Missionary- moved to lv 58
Introduce this a little earlier to allow new DRKs to learn to mitigate raidwide AOEs.
should have a 180 sec cooldown at lv 58, with a trait at lv 76 to make it 90sec, so it does not become too strong in HW and STB content and promotes smart usage.
to add to that, give us a bigger buffer to get 5 gcds into bloodweapon, like delirium has. BW is so god damn tight that i miss a gcd in it sometimes, due to whatever reasons

			
			
				The only change we need is increasing TBN's timer to 10s instead of the aids inducing timer of 7s, when this game works on a THREE SECOND SERVER TICK, so you get TWO! autos worth of dmg to get that shit to pop in the opener, and honestly it's the most rage inducing thing to throw ur shit on some other tank or yourself, at 1s prepull savage and have that shit NOT POP costing you 500!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! potency in your opener. It's aids on Monk to be dependent on server tick.... it's aids for DRK too.
Complete bullshit.
Everything else can be addressed in 6.x, but that is the ONE change that we need RIGHT NOW.
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