Do you enjoy playing Dark Knight in Shadowbringers?Sort of?—————————————————————————————————————
I think that Dark Knight currently has appealing fantasy and visuals, and many of its rotational aspects have a fun feeling to them.
However, it's also extremely frustrating and stressful to play "properly", due to how cluttered its actions are, how tight the timings are, how much the rotation clashes internally, and how little overall payoff there is compared to a simple, straightforward Job like Gunbreaker that just works cleanly and elegantly and largely without headaches.
Overall, I think that Dark Knight's design is close to being enjoyable and solidified, but I would really prefer that it be significantly cleaned up and streamlined, and also that it finally be brought back much more toward the "play feel" that it had in Heavensward.
What did you enjoy about Dark Knight in Heavensward?1. It still had "Shadowskin".Look, this may be petty, but I'm not a Gladiator/Paladin. I don't want "Rampart". I want "Shadowskin". I don't care if it's the same damn thing, so are "Shadow Wall" and "Sentinel", but they stayed separated. "Shadowskin" felt like it really belonged on the job.
2. It still had "Scourge".
- I really, really liked pressing and maintaining "Scourge".
Why? I don't know. I get that it was "just" another maintenance dot. But it was a really satisfying button to press, and it felt cool, and looked cool, and did good damage.
- I want "Scourge" back. I've wanted "Scourge" back since Patch 4.00. I still want "Scourge" back. Please give "Scourge" back.
- I don't even care if has to be a "Sonic Break"/"Shadow Fang" clone with a cooldown:
- It could be a 60s GCD-respecting CD with 30s-duration DOT.
- It could be a 20s GCD-respecting CD with a 20s-duration DOT.
- Whatever, I don't care about the exact details — I just want to see the "Scourge" icon on my hotbars again, I want to see the "Scourge" animation on my screen again (even if you have to thieve it back from where you repurposed it to).
- Please give "Scourge" back.
3. It still had "Delirium" as a combo GCD.
- The original "Delirium" looked good, felt good to press, and it was satisfying to correctly choose between "Delirium" and "Souleater" based on rotational conditions.
- I enjoyed alternating between "Delirium" and "Souleater" combos much more than mindlessly spamming just "Souleater" over and over and over and over and over again.
4. It still had "Abyssal Drain" as a combo GCD.
- "Stalwart Soul" looks soft, lame, and aesthetically-crude, and has no interesting design feature that makes it fun or distinct. I don't like it, and I don't really enjoy seeing three cheap-looking "Drumsticks of Darkness" constantly rotating around my Dark Knight's head in AOE situations.
- I liked "Abyssal Drain" a lot — its bizarre "sea urchin" appearance became an iconic part of FFXIV Dark Knight, and the ability to expend MP to turn "Abyssal Drain" into a self-healing machine was a distinct and satisfying part of Dark Knight AOE gameplay.
- The Shadowbringers version of "Abyssal Drain" is pathetic and depressing:
- It has the same potency as "Plunge"
- It does absolutely laughable self-healing even on large packs
- Its CD is way too long, so I barely get to see the animation any more.
- I really do not like "Abyssal Drain" being converted to an OGCD, and I don't think this was a necessary change, or a good design decision.
- I would like to see "Stalwart Soul" replaced by an "Abyssal Drain" GCD returned to its former glory, and expanded as part of an "Unleash → Abyssal Drain" combo.
5. It still had "Dark Passenger".
- This was basically "The Cooler Flood of Shadow", and more FF-iconic.
- Also, the fact that the Dark Knight wanted to use "Dark Passenger" on-cooldown, but not with "Dark Arts", added a small amount of extra strategy with MP spending that I found satisfying.
6. It still had "Sole Survivor".
- I really liked this action.
- It definitely needs some design modernization to prevent it from being deadweight hotbar clutter in a lot of situations, or going frustratingly to waste if timed slightly wrong (the late Stormblood design was a step in the correct direction).
- However, the basic idea of "Sole Survivor" fit Dark Knight's fantasy and theming very well, and the animation became an iconic part of Dark Knight gameplay visuals, and the satisfaction of timing it correctly on trash pulls was genuinely fun.
7. It didn't have a tacked-on "Blackblood Gauge".
- Dark Knight does not need "Blackblood". It was born with a gauge: MP.
- MP already functioned as the Dark Knight "gauge" in Heavensward.
- Tacking on another one in Stormblood was just clutter and design bloat, under the misguided idea that because "GAUGES!!!" was the big new shiny thing in Stormblood, that meant that "EVERYONE MUST HAVE A GAUGE, EVEN IF WE HAVE TO FORCE IT INTO THE DESIGN".
I'm sorry if I'm coming across as rude or harsh, but I really don't think that a lot of the "gauges" forced in during Stormblood were necessary or even positive design changes, and a lot of Jobs have had their clean Heavensward gameplay hobbled and deteriorated ever since then by the perceived need to have artificially-bloated design features in order to accommodate "GAUGES!!!!!".- Furthermore, I think that "Bloodspiller" is visually goofy and obnoxious.
- Doing a giant somersault slash is cool... sometimes? Once in a while? I guess?
- Spamming it again and again and again doesn't really look cool anymore, it looks... kind of silly and absurd.
- I kind of miss when Dark Knight's visual theming overall felt like a brooding, sinister, darkened martial knight, rather than being full of over-the-top exaggerated cartoony animations that look much more "goofy" than "intimidating".
- I also miss focusing on managing MP as my "gauge", rather than juggling a cluttered mess including "Blackblood" and "Darkside Timer".
- Dark Knight really doesn't need more than MP; MP management already provided plenty of engagement throughout Heavensward.
8. It still had the original design for "Dark Arts".
- Heavensward:
- "Dark Arts" felt good because it made Dark Knight feel like a heavy, physical Job that used dark magic to empower its heavy physical Greatsword strikes, rather than a sorcerer with a big sword that just kind of randomly spews darkness out into the world when it feels like it and flimsily waves around its greatsword like a foam pool noodle or magician staff.
- Rationing MP properly, and timing "Dark Arts" to align with "Souleater" for maximum potency, while using "Delirium" for unempowered strikes, felt like a satisfying and engaging rhythm for the job. I very much miss this design, and the Shadowbringers design isn't even close to the same thing.
- Stormblood:
- This felt really bad, because the design changes made "Dark Arts" available far too frequently.
- Also, most of the strategy and timing in using "Dark Arts" was removed.
- Spamming "Dark Arts" mindlessly and constantly wasn't very fun, it was extremely irritating, and took the satisfaction out of using it that the Heavensward design had.
- Shadowbringers:
- "Edge of Shadow" just isn't the same, because it's just an arbitrary OGCD strike that I can toss out at any time, without much thought or organization.
- Also, like in Stormblood, "Edge of Shadow" still heavily-encourages windows of excessive, frenetic OGCD spam.
- I want "Dark Arts" back, and I want "Delirium" back as a combo GCD, and I want the rhythm of empowering "Souleater" with "Dark Arts", and filling with "Delirium" in-between, to come back.
- That is still the most satisfying Dark Knight rotation that I have played in FFXIV, and I feel like both Stormblood and Shadowbringers have been playstyle downgrades compared to the original design.
9. It had a heavier, more physical feel.
- Dark Knight in Heavensward felt like a heavy martial character — ie, a knight — that empowered their weapon attacks with dark energy, and threw out some additional dark magic as an embellishment and flavor.
- Now, Dark Knight feels very "magical", much more like a melee-range spellcaster in a lot of senses. It has largely lost that sense of being a heavy, surly "bruiser" type of class, and replaced it with a much "softer", more "sorcerous" feeling.
- Things that I miss from Heavensward that made Dark Knight feel more physical:
- "Low Blow" was a Dark Knight move. It felt fitting for Dark Knight: Paladins were noble and followed certain chivalrous rules in combat, using their shield; Dark Knights broke these rules and used underhanded kicks to gain advantage. Additionally, it added another "physical" / "brawling" animation and feel to the rotational kit.
- "Reprisal" was a Dark Knight move. Similar reasoning to "Low Blow". It felt physical, reactive, and added to a feel of being engaged in swordplay and dueling weapon-based combat. Like... a knight.
- "Power Slash" still existed and mattered. Even if it was often relegated to just one or two "Dark Arts"-"Power Slash" combos to establish Enmity at pull, the animation was still imposing and heavy, and added to a feel of being a heavy-handed, bruiser swordsman.
- "Delirium" still existed as a combo move.
- Delirium looked solid and felt heavy and physical.
- It also contrasted with the wild, "magical" look of Souleater, which created a good balance, because "Souleater" was coordinated with "Dark Arts", and "Delirium" was used in-between, creating a good visual alternation between heavy physical swings and intermittent magical empowerment.
- This felt so much more "dark knight" than spending an entire encounter spinning in the air like a demonic ballerina with "Souleater" spammed again, and again, and again, and again, and again.