

That’s more of an indictment on DRK sucking if someone takes the time to level the job to 90, never to return after receiving the mount.

I feel like leveling this job to 90 would be an active betrayal of it after playing it as my main since Heavensward. TBN no longer special, and is still punishing for bad use instead of rewarding for good use. No fix or charges given to Blood Weapon (it is NOT 10 seconds, it is tighter for no reason, no other skill in the game is shorter than its tooltip.) Living Dead now equal in duration to the other tank invulns but will always end early (or in your death) and the Dark Knight has no control over their own invuln as it is solely a healer check. Shadowbringer having no interaction with the rest of the kit. Salted Earth still a weak dot on a long cooldown with no other effects. Oblation requiring more party targetting for a single target REPRISAL, with no other effects. Traits to buff Living Shadow but Living Shadow has no interaction beyond it's initial press and is a single OGCD that is now even more of our damage, mistiming it will now be even more punishing than before.
And then we have Enhanced Unmend. Which is possibly the worst trait in the entire game. Worth not even a single extra use of plunge per fight. And it's LEVEL 84???? Enhanced unmend is insulting. Remove it. Give us nothing at 84 rather than this. I would rather have nothing.
I will be playing Reaper, which has a better TBN effect on break than TBN now. I don't know why Dark Knight can't have an identity or any nice things, or why it's gameplay is based on punishing misplay instead of rewarding good play. Where is our 4s 'use cooldown for extra effect' that we were promised in the live letter? All other tanks get one! WHY NOT DARK KNIGHT!? ONLY PUNISHING PLAY NO REWARDING PLAY.



now is really the time to complain DRK is basically at a breaking point like NIN and SMN were and its the only job in this game at the moment that is desperately in need of a rework.
uninteresting additions
moves that just don't work properly
copy paste burst/summon
so many ogcd so opener and reopener are gonna be a mess.




I don't see any gameplay reasons why anyone would play this iteration of DRK. There were a lot of comments during the previous two media tours on how DRK felt relatively underwhelming compared to its counterparts, but most people were at the point where they could draw up a list of things that needed fixing. Even if DRK had a massive dps advantage over the other tanks, this probably still wouldn't be worth playing. It's hard to give this the benefit of the doubt, when the job is even getting jabs in media tour interviews.
The dev team deliberately went out of their way to show to you that Living Dead really is the worst invuln by buffing Holmgang and Superbolide. No, there isn't even a 'duration' advantage for Living Dead, if you were confused about that part earlier. It's just straight up inferior.
I find it hilarious that Yoshi-p fired shots at how 'some other game developers' don't actually play their own game, while also conceding in another Endwalker interview that they don't necessarily have individual dev members who are either representative of or main every job. Well, I think that's pretty blatantly obvious to everyone here. Perhaps you should get someone on your dev team to actually try maining DRK, for a change.



Just so people know, the players posting in the Dark Knight job thread on the Japanese forum are pretty much voicing similar complaints about the Endwalker DRK info. One poster even directly referenced the complaints being made here in this thread, said that what we are saying is how they feel and posted a translation of one of the longer posts from this thread.
So it seems the general reception being voiced about the DRK changes is fairly negative across most venues.
Last edited by TouchandFeel; 10-14-2021 at 11:38 PM.


hopefully they will slowly fix it a bit. but give or a take a rework in 7.0Just so people know, the players posting in the Dark Knight job thread on the Japanese forum are pretty much voicing similar complaints about the Endwalker DRK info. One poster even directly referenced the complaints being made here in this thread, said that what we are saying is how they feel and posted a translation of one of the longer posts from this thread.
So it seems the general reception being voiced about the DRK changes is fairly negative across most venues.
for a year, would you rather be secretly filmed at random moments and have the footage uploaded to your social media or loose $100 when ever you said a curse word?
If they were to "fix it" they would need to have something ready by 6.1 but I don't think anything will happen. It's been over 3 years and the only thing worthwhile DRK has ever received is TBN.
An issue we've seen for at least 2 xpacs is that some classes receive a whole lot of care while others are completely neglected. I feel classes like DRK and MCH are very phoned in.
Paladin - New combo finishers.
Warrior - Gets requested QoL.
Gunbreaker - New combo from cartridge.
The above - All get healing attached to multiple skills in their kits.
Living Dead needs no explanation, especially after other tank invulns were buffed. Blood Weapon is very difficult to get 5gcds, and is almost unusable in AoE due to Unleash+Stalwart being spells.
Oblation - Intervention. Heart of Corundum. Nascent Flash.
Abyssal Drain - Still heals the least, again other tanks were buffed, while DRK was ignored.
Shadowbringer - We have 3 separate parts of our kit that don't interact, and this continues that trend. Also, this adds more double weaves to an already dense burst window.
Darkside - Remove.
Living Shadow - Just a DoT.
Why would anybody play DRK? Reaper does the aesthetic better, and in every regard any other tank is objectively stronger.
Also, the leveling process. Dark Mind still exists, and TBN is still level 70.
Last edited by Luin; 10-15-2021 at 01:05 AM.



TBN at 70 is good. Its an excellent capstone for the end of the job story being a shield made out of love and one of the best mitigation tools in the game.
Said amazing mitigation does not excuse the rest of the kit being so disjointed, lackluster and missing out on everything the other tanks get and the destruction of dark as a job in favour of a marauder clone.
I've been having a hard time deciding which job came off worse, sch, whm or drk. All 3 got shafted hard.

I would like to share and suggest to players in other countries, so I will write it in this thread as well.
I just translated what I wrote in JP, so I'm sorry if it doesn't get through.
After seeing the media tour, I have some concerns and requests.
・ Blood Delirium
I would like you to change this skill.
This skill has been established as a warrior mechanic, and dark knights want to enjoy their own playing experience.
・ Unmend
Rather than adding traits to a skill that you don't have the chance to use in a single battle, I would like you to add traits to another skill.
・ Living shadow
Due to synergies and gimmicks, there will be a loss due to not being able to fit all, so change to a specification that can damage all at once according to the remaining seconds, or reduce the number of attacks and separate that amount I would like you to sort it out.
・ Shadow Bringer
I can understand the advantage of charge action that Mr. Yoshida mentioned, but basically it is used according to synergies and the operability is deteriorated due to the increase in the number of abilities.
Therefore, I would like you to change this skill to a skill with an attack power of 1200 and a recast of 120 seconds.
Also, since it is a skill that you can learn at level 90, I think it would be good if it was very damaging and comfortable and sharp.
Since the living shadow of the dark knight is DoT, the attack is not fun as a whole and there is no sharpness, so please change it including that.
I know it's a difficult time just before the release, but please consider it.
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