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  1. #1
    Player
    bundythenoob's Avatar
    Join Date
    Jul 2020
    Posts
    186
    Character
    Allie Millfleurx
    World
    Coeurl
    Main Class
    Dark Knight Lv 100

    DRK QOL changes for 5.4

    greetings fellow DRK players and anyone else interested,

    I'm gonna keep this short and sweet. as of 5.3, WAR got a nice set of QOL changes that the job has needed for a very long time, and I for one am glad that the job will now be smoother to play... but DRK got nothing, and why is that?

    We as DRK players have been too busy either trying to change the job back to older forms, or too busy complaining about how the current iteration has been robbed of its identity. it's time we took a stand together and follow in WAR mains example to come to a common consensus. its time we took the power into our hands.

    I firmly believe that 5.35 or 5.4 would be the best time to implement these changes due to the mass influx of new players coming in to try Heavensward, and since those players will more than likely want to play DRK due to its marketing and popularity, now is the time to fine tune DRKs kit so that those new players can have a better leveling experience than we did, and so that the current DRK playerbase can have a better time with the current build going forward.

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    >Blood Weapon- moved to lv 30. rework to make it work like Bunshin
    should be reworked to function like NIN's Bunshin, where it gives us 5 stacks of "Blood Weapon" that grant 600mp/10 blood per weaponskill or spell used, lasts 12 seconds to allow 5 spells for AOE usage similar to requiescat. should be moved to lv 30 to help players build and spend at the same time. it makes no sense to introduce an expensive mana spender without giving DRK its iconic mana building tool to go along side it. unlocked alongside Flood of darkness from lv 30 job quest.

    >Flood/edge of Darkness - lv 30 for flood, edge moved to lv 35
    Flood of Darkness should have its potency nerfed slightly, maybe by 50, to compensate for Stalwart being moved to lv 40. would be a healthy change going forwards for synced content and does not affect balance at lv 80 due to lv 74 trait.

    >Stalwart soul- moved to lv 40
    this skill is a much needed tool for DRKs mana generation, and is also one of the only ways that DRK can do more AOE damage, thus allowing us to rely less on single target Souleater for sustain during large pulls. it makes no sense that the other 3 tanks get their aoe combo at this level and DRK has to wait until lv 72 for it. trait at lv 66 allows it to generate the 20 blood to go with quietus.

    >Dark Missionary- moved to lv 58
    Introduce this a lot earlier to allow new DRKs to learn to mitigate raidwide AOEs and provide party utility.
    should have a 180 sec cooldown at lv 58, with a trait at lv 68 to make it 90sec, so it does not become too strong in HW and promotes smart usage for ultimate content.

    >Living Dead
    should receive a 30% healing received buff during both Living and Walking Dead, to help for when usage cannot be planned, or if WHM is not present. will also give some agency back to DRK players to help cleanse their own debuff.

    >Salted Earth
    allow this to generate blood once more at lv 62, but cap it at 50 blood so that it cannot become too strong during mass pulls. ideally can generate an extra quietus/bloodspiller when needed

    >Abyssal Drain
    give it 2 charges! it's terribly weak in single target, so wouldn't affect anything all too much, but can also be used in dungeons during mass pulls, and would help lessen the strain on healers during Living Dead or other high healing moments.

    >Carve and Spit
    this skill is unlocked at lv 60, and has a high potency, but only restores 600mp? The skill would feel better to use if it had its potency nerfed, but had its cooldown reduced to 30 seconds, because a lv 60 skill restoring 600mp every minute isn't a whole lot, and doesn't feel that impactful as a source of mana generation for the builder and spender class.

    >Delirium
    this should allow both bloodspiller and quietus to generate at least 600mp per swing, for a total of 3000mp. the current 200mp per bloodspiller does not generate enough mana to break up the monotony of 1-2-3 spam after burst windows.

    >Quietus/Bloodspiller
    possibly nerf their potencies slightly to make up for the extra blood from Salted/Stalwart. would help keep the jobs damage in line for STB and SHB content.

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    Despite the mixed feelings we all have, I believe we can come together to agree on a set of changes that would be healthy for the job going forward, so I figured I would try to take the initiative and propose a few that I believe can be easily implemented by 5.4 (or maybe 5.35 if we are lucky :P)

    I am once again asking my fellow DRK players, lets come together and decide on some healthy changes moving forwards, instead of sitting here brooding over what we lost and cannot get back until 6.0. I have strong faith in my fellow DRK players to come to an agreement, the same way WAR mains were able to do so.
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    Last edited by bundythenoob; 08-26-2020 at 05:52 AM.