I'd just like it to play more like its own thing, rather than edgy warrior.




I'd just like it to play more like its own thing, rather than edgy warrior.
Yea, initially I don't know why they complained about Dark Arts and say is merely a WAR clone (although DK did function similar to warrior). But after I saw the previous version of dark arts, now I also want to try it and it felts unique compared to other tanks. I hope they change it but not exactly same as how it function like HW/SB, cause my finger will also broke while continuously popping dark arts and we have less hotbar space to space.
Basically all the design idea for dark arts I could think had listed in this thread already. I know my idea is definitely not the best one for DK so I don't mind if you have better idea to share.
Actually for the dark arts design.
I think can just cast aside the Defensive Dark Arts idea if the developer add some change like give extra damage absorb shield while casting bloodspiller and Quietus and add additional effect like extra mitigation or self HP regen for oblation. This change could quite likely make DK able to compete with other tanks in EW.
After that, they could just make dark arts to empower not just edge of darkness/Flood of Darkness but also empower other Offensive OGCD like plunge, Carve and Split and Abyssal Drain since "Dark Arts potency" and "Dark Arts Affect" were a thing during HW and Stormblood.
With these, I hope they can change the TBN, like not gain dark arts after shield break but gain it immediately after shield fade away. since other tank don't have penalty for their short CD mitigation.
The last idea I could think of is made an additional effect at level 88 or 90 that allows your living shadow also grand you TBN/Oblation when your HP drop to a certain percentage or before the time duration runs out. We Living dead (Our inner anger /hatred as a form of Fray), we get TBN (a manifest of our feeling of guilty as a form of Myste) why not combine it together as a form of living shadow that fight alongside you. (Can forgot about this idea if it sounds too OP to you, this is just a random idea came out from my mind.)
The way %mitigation works is that it gets less effective the more you stack them.
using Rampart will reduce damage by 20%
using Shadow Wall will reduce damage by 30%
using both Rampart and Shadow wall will reduce damage by 44%
Shields on the other hand do not have this disadvantage (As long as they don't overwrite each other).
The best damage reduction is: shield + %mitigation. Which DRK can do with TBN + any %mitigation.
The downside is that TBN comes at a cost (3000 MP). If it doesn't' break, it's a DPS loss for DRK.
If DRK cannot get TBN to break, they will stop using it for said mechanic == DRK has the least %mitigation compared to other tanks after EW updates.
Other tanks can use long CD %mitigation alongside the short CD mitigation which also has added %mitigation after EW.
Migration-wise, this makes DRK the best tank for situations where TBN breaks, but the worst tank if their TBN doesn't break. Really wish they remove the cost on TBN.
"BAAAAAARD!" - 2018
Yup I agree with TBN part. Don't know how people get a 35% damage absorb for TBN and oblation, both are different type of mitigation. And we need the shield to break in time so we unlikely to pop TBN with other mitigations together unless the boss damage is pretty high.The way %mitigation works is that it gets less effective the more you stack them.
using Rampart will reduce damage by 20%
using Shadow Wall will reduce damage by 30%
using both Rampart and Shadow wall will reduce damage by 44%
Shields on the other hand do not have this disadvantage (As long as they don't overwrite each other).
The best damage reduction is: shield + %mitigation. Which DRK can do with TBN + any %mitigation.
The downside is that TBN comes at a cost (3000 MP). If it doesn't' break, it's a DPS loss for DRK.
If DRK cannot get TBN to break, they will stop using it for said mechanic == DRK has the least %mitigation compared to other tanks after EW updates.
Other tanks can use long CD %mitigation alongside the short CD mitigation which also has added %mitigation after EW.
Migration-wise, this makes DRK the best tank for situations where TBN breaks, but the worst tank if their TBN doesn't break. Really wish they remove the cost on TBN.


from my perspective dark knight is pretty good just statistically
The Blackest Night was already the best of the short cooldown tank cooldowns. I don't really have developer data but maybe increasing all the other ones was bringing them up to par. shadow wall and rampart are the same as every other tank and dark mind and dark missionary are strong and have a generally shorter cooldown than other tank equivalents and oblation was like here's even more. every other tank got the improvement rolled into their 25s cd, dark knight was the only one that gets to use them together or at different times depending on situation.
The current potencies don't really much either but currently they look to be up there for dps too
My only real problem with dark knight is all the ogc relics of it's original incarnation. Salted Earth, Carve and Spit, Abyssal Drain, Blood Weapon, maybe even more I'm missing
They all kind of suck and they were just altered in a fitting a square peg into a round hole sort of fashion, They also just make the job needlessly over-busy and they keep adding more.
One of the coolest parts of dark knight aesthetic to me was how they are swinging a giant heavy weapon and the main combo shows it. They are actually struggling to maintain balance from the swings. It's a really nice touch
But with this insane flood of OGC dark knights have it's maybe even twitchier than gunbreaker and the animations look ridiculous when constantly broken
Dark Knight should be like reaper is, fairly slow most of the time but every hit has that OOMPH! weight to it
And just a general gripe with all tanks having gap closers being part of dps, simple solution too, minimum range requirement for them to do damage. Can use them whereever you want but if your not far enough they just get you closer. No longer worthwhile to try and force them and they can be used for the utility they're meant for freely
from my perspective dark knight is pretty good just statistically
The Blackest Night was already the best of the short cooldown tank cooldowns. I don't really have developer data but maybe increasing all the other ones was bringing them up to par. shadow wall and rampart are the same as every other tank and dark mind and dark missionary are strong and have a generally shorter cooldown than other tank equivalents and oblation was like here's even more. every other tank got the improvement rolled into their 25s cd, dark knight was the only one that gets to use them together or at different times depending on situation.
The current potencies don't really much either but currently they look to be up there for dps too
My only real problem with dark knight is all the ogc relics of it's original incarnation. Salted Earth, Carve and Spit, Abyssal Drain, Blood Weapon, maybe even more I'm missing
They all kind of suck and they were just altered in a fitting a square peg into a round hole sort of fashion, They also just make the job needlessly over-busy and they keep adding more.
One of the coolest parts of dark knight aesthetic to me was how they are swinging a giant heavy weapon and the main combo shows it. They are actually struggling to maintain balance from the swings. It's a really nice touch
But with this insane flood of OGC dark knights have it's maybe even twitchier than gunbreaker and the animations look ridiculous when constantly broken
Dark Knight should be like reaper is, fairly slow most of the time but every hit has that OOMPH! weight to it
And just a general gripe with all tanks having gap closers being part of dps, simple solution too, minimum range requirement for them to do damage. Can use them whereever you want but if your not far enough they just get you closer. No longer worthwhile to try and force them and they can be used for the utility they're meant for freely
Yup, the magic damage mitigation is powerful, the disadvantage is it squeeze hotbar space. And oblation, a not very usefull mitigation squeeze the hotbar space even more. I rather they add the cold mind into dark missionary, and add useful additional effect into oblation.
I actually ok with salted earth change. I also hope they change Carve and Split, Abyssal Drain and BW.



Before you read the rest of this comment, a caveat: I don't raid ultimate, savage, hell, don't even do extremes. My issues with DRK as a job stem purely from the entirely subjective feel of the job when I get my hands on it. What follows has absolutely jack to do with balance, or how "well" the job is doing in the meta or anything.
Anyways,
I don't like DRK's current design, and from what I have seen of the media tour info, I don't think I'll like 6.0's version of DRK.
DRK was my main in 3.0 and 4.0. I enjoyed the feel of the job the most in 3.0, and it has been mostly on a bland decline ever since. TBN was the best thing about DRK in 4.0, but that's about it.
As we got closer to 5.0, I remember being excited about being able to summon Fray, so much so that I hadn't really considered the possibility of Fray just being a really fancy DoT. Come 5.0, and that's pretty much what it was. Delirium being used to spam Bloodspiller as you weave oGCDs, TBN granting DA which would be consumed on using "of Shadow" abilities... Did nothing for me. This wasn't exciting, especially because I've simply grown tired of the "now you can do this skill A BUNCH OF TIMES IN A ROW" thing some jobs have going. Anyways, 5.0's DRK didn't really feel fun or satisfying to play, certainly not how it did back in 3.0, and I have to say I do miss some of those old skills. They had some flavor to em. Sole Survivor, Dark Passenger, Low Blow resets... Hell, even the MP drain effect Darkside used to have! And that was such a small thing! It was an inconvenience, being a drain and all, but I think it was not so difficult to manage it. More importantly it was one of the small things which made the job feel distinct to me.
Fast forward to 6.0 and we got a follow up to Salted Earth, Delirium stacks... Fray passives (lmao)?
Far be it from me to call the devs lazy, because I wholeheartedly believe they are incredibly hard-working to a fault. No, this doesn't feel like laziness. This feels like... lack of imagination? I am sure that there's a strong point to be made on behalf of balance and the importance of maintaining DRK "where it is" under the tried and true adage of "if it ain't broke, don't fix it."
...But where's the punch? Where's the sauce? The flavor?? DRK feels utterly vapid to me.
To me, to me, to me.
I started this comment with a caveat, and have to end it echoing that these are just my thoughts and feelings on it.
Last edited by Hazama999; 10-24-2021 at 04:46 PM.
Family Medicine doctor.
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Feels like DRK drew the short straw.
Odds are I'm switching to WAR or PLD if what we see is what we'll get.
I dunno what they were thinking, but I definitely don't like the idea of being daisy chained to my Simulacrum.
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