The sounds iirc for FC was nerfed in in SB but not a big deal since I always have sfx pretty low, or listening to other music. Like I said, WAR and DRK feel like half steps but WAR has been consistent which is good or bad depending on your view. WAR was always the self heal, build up gauge via gcds, burst tank and its design was fixed after 2.1, only to being perfected in 3.0. All these radical changes to DRK just tells me that the devs aren't sure what they want to do with the job. WAR comes off as confident in its design and whether you played in 2.0 or 5.0 you will always know that if you hit something with big damage, you will get a big heal in return. It why even though the tool kit got reworked WAR still more or less functions the same as before, just with less damage due to Berserk nerfs. Doesn't matter how much skills are lost if the core design retained.
I feel like DRK is a prisoner of the game design, constantly changing with each expansion as the devs rework how the game plays and remove things like TP. 3.0 DRK was designed as a magical tank to complement PLD, who was the physical tank (couldn't block magic in 3.0). 4.0 DRK was the resource management tank, since PLD can now block and WAR was getting nerfed. It had a mix of fast gameplay (too fast for some players) and burst while managing MP and TP. 5.0 DRK seems to want to be the shield tank with how strong TBN is. I think this a good start but the devs need to stop radically changing this job.
Also, you forgot WAR SiO used to be able to remove debuffs like Doom from Exdeath. Problem is game design has shifted so this skill can be either overpowered (removing all debuffs) or underwhelming (very niche use), sadly its the latter. SiO would have been great in 2.0 or 3.0 when Berserk had pacification but since that was removed in 4.0 it was reworked to what we have now, which was a good call imo to have a party utility rather than rework the entire game around this one skill.



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