Honestly, the devs need to do for Dark Knight what they did for Summoner. An entire rework while making key abilities available at lower levels.

Honestly, the devs need to do for Dark Knight what they did for Summoner. An entire rework while making key abilities available at lower levels.


Darkside isn't really a resource worth talking about. you'd have to actually try to let it fall off, still not sure why it has its own gauge but Surging Tempest doesn't when Surging Tempest requires at least 2 brain cells to manage, which is 2 more brain cells than Darkside takes to keep up. in order for Darkside to actually matter as a resource it requires interaction in one form or another. Surging Tempest combo is 10 less gauge for warrior, but DRK doesn't get a single interaction, just make it a buff icon, the only reason to keep it a gauge is attaching the shadow to it, which can also just be a buff or integrated off Darkside timer and onto a little bar on the blood gauge that empties out. It's just fancier scourge anyway.

With the removal of DPS stance, Darkside lost its purpose as a "resource". Whether this was for the best is, of course, subjective, but in my opinion Darkside was never really an issue in the 3.0/4.0 anyways. In those days, our MP regeneration was so abundant that we had little fear of Darkside actually dropping; the only substantial challenge it presented was knowing when you could safely toggle the status off/on to regenerate MP faster.
Maybe in 7.0 DRK will get a skill that consumes Darkside as resource, but I'm dubious such an ability will actually make the job more enjoyable rather than add a layer of unneeded tedium. I'm imagining scenarios where we are stuck in this bizarre loop of spending Darkside before spending MP in our frantic bursts, thus leading to capped resources regardless.
If Darkside has to be a mechanic beyond a passive DPS increase in 7.0 and beyond, I'd rather Edge/Flood increase our Darkside meter in increments of 20, which do not decay. Upon reaching the cap of 60, Edge/Flood becomes enhanced, replacing the respective skills with a new ability that causes the next offensive MP spender to deal increased damage (along with additional effects if needed). Does this make Darkside more complex? Not by much, but ensuring 1 or 2 enhanced Edge or Flood casts land during raid buffs can provide a more engaging challenge without overly complicating Darkside as a resource. However, this change will require that the Darkside gauge is modified to account for the lack of decay, which will likely mean that the 10% passive DPS increase will be impossible to drop once gained (which is more or less the current state of Darkside as a mechanic anyways).
Last edited by Garlan; 01-15-2022 at 12:31 PM.



I just wish the Dark Side Aura actually look good.


Darkside *should* be a ressource.



I really wish we had the option to turn some of these buffs gauges into the status bar
like Huton and Darkside really dont need an entire gauge to itself

Here are my suggestions:
Going back to the roots with DRK.
Make blood weapon increase our attack speed and hp per hit.
Make abyssal drain a dot and remove salted earth as well as salt and darkness.
Make tbn a 25-second cooldown skill that costs no mp where when we proc the shield we recover some HP back.
Rework delirium, make it a unique skill that should be very different from inner release and the core of DRK.
Would also be interesting if we got a new third skill combo finisher instead of soul eater, something that does not recover hp and does more damage.
Rework Living dead, first making it a lot easier for a healer to see and hear you just used Living dead and second when you enter the living dead state for the heals to affect you in a higher %.
Make our aoe rotation weapon skills instead of spells.
Give DRK a new skill where he uses all of his resources. (same resource he uses for quietus)
Change oblation into 15% and being healed by a small portion when he gets hit.



In any case DRK need a rework of course but if is posible it should be a Reaper level of design rework making the job well designed from level 1 to lvl 90 like it should be. If we go to SMN levels or rework well, i consider DRK still being worse designed compared to SMN so we would win even if almost not much.


I won't ask for the moon at this point but yeah, please Square don't be afraid of bringing back old animations for new skills. it's FINE we loved those animations and would be happy to see them back even with a new purpose.
They aren't afraid, literally re-used Flood of Shadow for Shadowbringer and called it a new move.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote



