Block was changed from unable to mitigate a magic damage to mitigate it just fine now.
Nothing is impossible even when the dev say so.
Block was changed from unable to mitigate a magic damage to mitigate it just fine now.
Nothing is impossible even when the dev say so.



You are correct, but Block being an integral mitigation mechanic of Paladin (and previously just a second type of parry with physical only) actually had it coming to be reworked. However just like Parry, crit piercing remains to this day, mostly brcause we had Awareness back then.
And even if, there is no logical reason to add +100% Parry Rate when 15% physical damage reduction is literally simpler to implement and leaves zero ambiguity in how powerful it is. If I may be bold, I am actually a bit surprised Bulwark is actually just +100% Block rate as well, given the lack of synergy with Blocking.
I do not see bonus Parry Rate without baseline mitigation (Camouflage) as realistic.
Oh yes your rampart style is so much better. If pld can live with bulwark offer no protection against critical then drk would as well

I am having such a laugh at the healer strike because they clearly forget how terrible dark knight self sustain is. Just grab a dark knight main as a friend and do the dungeons with them. Yeesh. That's not changing either. The free excog on the 2 minute mit is literally nothing and won't even come into play as far as boosting dark knight self sustain to be on par with the other tanks goes.
And in my experience, I always get healers that just suddenly don't know how to heal when I play the job anyways, so why even keep the job from having self sustain anymore? Seriously, where's my Bloodwhetting? Oh yeah, we're not allowed to have that because of how much damage we do, but somehow gunbreaker does more damage and is allowed to have Heart of Corundum. smh.
I just want the dungeon experience for the job to no longer be detrimentally affected by the healers I get when I play dark knight 99 out of every 100 duties. Maybe patch notes will show better, but I'm not gonna hold my breathe.



if you're gonna drag the healer's strike into a completely different thread at least bring up that we've explicitly mentioned DRK before, we didn't forget we're actually just fine with it. It was actually brought up just recently by someone that can still pull without a healer, that's how overtuned the other tanks are.
Last edited by WeakestZenosEnjoyer; 06-26-2024 at 08:59 PM.

It was just my two cents on the disdain I'm seeing here in the thread, as well as trying to point out what I view as the biggest issue facing dark knight right now, which is the lack of self sustain. As someone who also plays healer, there is a bit of whiplash when you heal a dungeon with a warrior, and then immediately heal a dungeon with a dark knight afterwards. Of the two roles, I currently prefer tanking more, but having that added insight just really increases the size of the box I'm looking into when discussing them.
The healer strike is relevant. Dark knight relies heavily on healers doing their job when it comes to wall to wall pulls. Anyone can go in and pull only one mob pack at a time, and clear without a healer. Certain dungeon bosses actually are impossible on dark knight without a healer, because you'll either need Living Dead a second time before it's off cooldown, or you'll eventually reach a point where you need to TBN, but don't have the MP for it. I'm pretty sure we can all agree that The Dead Ends is a perfect example of a dungeon you're not doing on dark knight without a healer.
As for the my opinion on the disdain about the job identity and damage rotation. TLR
The devs have long since made it abundantly clear that they intend for the job identity to be how the job looks visually, and has no impact on the job's damage rotation. For it to be weighed on job abilities and damage rotation, you would probably have to add skill trees to the game, and we all know where that road leads thanks to World of Warcraft. You do not want this.
My suggestion would be to pick 1 or 2 things you want done with the job, only discuss and put forth support for that decision, and try to increase the traffic that the thread receives. It's still likely to be ignored by the devs, but it just won't be as likely. As is, this thread is quite the jumbled mess to go through.



My thing is with the split of CS and AD. They are trying to avoid hotbar button bloat. Why didnt they either A remove AD( even though its iconic, or B combine it with another ability or make it replace quietus.
The problem with AD is its 1 minute cooldown does not warrant the use. The same reason it was combined with CS is the same reason we are losing plunge to reduce APM.
I think DRK has reached a peak to where it needs another rework to be balanced with other tanks. But since its the second most popular tank behind WAR then devs seem to think its doing great.
Gotta say "tank you"to reddit frequently DRK fan art that make DRK popular this much despite nearly being a skeleton job.
The job needs to be accessible for donkeys apparently, so everything needs to be stripped away.
They'll make pressing the same button over and over very flashy and glittery though!
Last edited by GoatOfWar; 06-27-2024 at 12:42 AM.
Actually...it have something to do with yosh's marketing plan. You know "new expansion sell new job". If they don't use the idea that could fix drk to create gnb or make gnb a dps. It wouldn't turn out this horribly.
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