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Thread: WARs and DRKs

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  1. #4
    Player
    TouchandFeel's Avatar
    Join Date
    Aug 2013
    Posts
    1,835
    Character
    Vespereaux Vaillantes
    World
    Exodus
    Main Class
    Paladin Lv 91
    Quote Originally Posted by Burningskull View Post
    DRK, GNB, and even PLD have 2 oGCD attacks while WAR has 1 that not only costs beast gauge but is on a cool down timer.
    WAR has a second GCD combo and variants to their two big gauge based GCD attacks that they unlock with an ability. DRK doesn't have them so does that mean DRK is worse off than WAR? The answer is no, not inherently because such a comparison is lacking in the greater context of the kits as a whole and the differences in play-style between the jobs. Supposing that WAR has inferior game-play because it has less oGCD attack abilities is the same.
    WAR is tilted towards having hard-hitting GCD attacks where DRK is more tilted towards having more oGCD attacks. Neither of those are inherently superior or inferior to the other, they are just different and different players will gravitate towards one or the other based on personal preference.

    Quote Originally Posted by Burningskull View Post
    It's gap closer also costs beast gauge instead of having charges so you can't use it at the beginning of a fight.
    The gap closer being on the Beast Gauge and making it basically DPS neutral allows you to only need to use it when you actually need a gap closer. With the other gap closers also being DPS gains, that means that players will want to and need to use them for their damage which could lead to a situation where a gap closer is needed but not available because it had been used for its damage and is on cooldown.
    Another slight bonus of the WAR gap closer is that it can act as a Gauge dump to prevent over-capping Gauge and therefore losing some potential DPS if Upheaval is on cooldown and not available to use instead, or if you are saving Upheaval for an upcoming burst period.

    Quote Originally Posted by Burningskull View Post
    It's AoE opener is a cone instead of a circle so when you are pulling mobs in a dungeon you have to line them up instead of running into the center and grabbing them all.
    The cone of Overpower is 8y in length as opposed to the 5y diameter of the circular AoE weaponskills; so while you have to aim a bit more, which honestly is not hard at all, you are able to hit targets farther out which means that you don't have to group the mobs quite as tightly. Also when doing mob pulls, I often am able to get out my initial AoE a split-second earlier with WAR than with DRK because I can do it when they are still in front of me instead of having to wait until they are fully surrounding me.
    The 8y cone is not inferior to the 5y circle, they are just different and have separate pros and cons.

    Quote Originally Posted by Burningskull View Post
    Biggest complaint is also that it's kinda boring to play. DRK has to worry about MP and Blood, GNB gets to combo every 30s and PLD has a melee rotation and a magic rotation. WAR has Infuriate which is basically just Kassatsu, and Inner Release which just lets you spam a weaponskill over and over with a critical direct hit. So I feel like WAR needs something added or reworked over DRK imo.
    DRK's dual-resource game-play doesn't actually require that much management and isn't really all that deep. In contrast while WAR only has one resource to manage in it's gauge, which too isn't too deep, it has other nuances to it's game-play that DRK doesn't such as a buff to upkeep that is tied to a second combo-ender, their gauge attacks shaving time off of their 60s resource/mini-burst ability Infuriate, insane self-healing with Nascent Flash, as well as some other things. You also bring up Inner Release as a major weak-point of WAR game-play, but DRK's equivalent Delirium is virtually the same, at least on the primary negative point you brought up about Inner Release.
    So again, the points that you bring forth are overly focused on differences that you feel are lacking on WAR while ignoring what other things WAR does have and the greater context of the whole kits for the two jobs you are comparing.

    However, I will agree that I think WAR could use some love in the game-play department and that it can feel a bit simple or boring overall. This however is not a zero-sum situation where only WAR or only DRK is in a state worthy of needing changes to improve their game-play, they both do.
    This is something that I talked about a good amount when Shadowbringers first released, that due to a hefty amount of reworking of the WAR and DRK jobs, it seemed like the time and resources allocated to those jobs for this expansion were mostly used up with the reworking part; while PLD, which was not reworked, only moved forward and evolved and GNB, being new, was just built from the ground up to that level with no rework effort draining away time and resources to keep it from reaching the mark. To me WAR and DRK just felt like they were an expansion behind in terms of the level of their game-play. This is one of the major reasons I disagree so heavily with the cries to completely rework DRK again, because it is likely to just get caught in this same situation where all the time is spent changing what was already there and little to no time is spent moving the job forward.
    So, imo, both DRK and WAR need a bit more focus and love from the dev team to bring their game-play up to speed with PLD and GNB.
    (8)
    Last edited by TouchandFeel; 08-12-2021 at 07:51 AM.