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  1. #1
    Player
    Wayback's Avatar
    Join Date
    Jan 2021
    Posts
    10
    Character
    Ariyunae Gharl
    World
    Sargatanas
    Main Class
    Dragoon Lv 80

    Improving Existing 6.0 DRK (without scrapping the kit!)

    I know, another DRK thread, but these thoughts were too long to post in the Megathread.

    As a fan of DRK and indeed a fan of the current iteration of DRK, I wasn't impressed with the additions and lack of changes we got from the previews.

    I've proposed a few changes earlier in this forum but I want to take some time to outline some lightweight tweaks to what I'd like to see in a rework.

    I don't like reworks that casually toss out existing abilities or demand old abilities to return. Introducing new abilities is a hefty time investment the devs are unlikely to consider. Instead I think DRK is close to feeling really impactful and fun, but it needs to be given some actual decision making and a higher skill ceiling than what we currently have.

    Goal of these suggestions: to create more synergy between skills. No reinventing the wheel or introducing new abilities — instead use the current EW abilities as a basis and respect the current direction of the class.
    • Reward skilled play with The Blackest Night with gains via Blood gauge, raising the skill ceiling of the class and providing the option to convert MP into Blood
    • Make Blood use more synergistic by building up to Shadowbringers as an exciting capstone.
    • Grant more small healing tools and utility to oGCDs
    • Fix Living Dead!


    Changes to Blood gauge

    The Blackest Night
    Increased to 8s duration (from 7s)
    Cooldown increased to 20s duration (from 15s)

    Dark Arts lv80 trait
    Gain 10 Blood on spending Dark Arts

    Logic: Reward skilled use of TBN by providing a Blood gain on DA, therefore making it slightly DPS positive. This is also aided by extending the duration to 8s to match other tank short cooldowns, but also increasing the cooldown by 20s.

    The cooldown increase on TBN is important to balance it and free some power up for the rest of the kit, but it is still a short cooldown available 3 times a minute, and still powerful. Through skilled use, the DRK can convert MP into Blood, but missing one or two isn't going to ruin their DPS overall.


    Abyssal Drain
    2 charges (lv80-90 trait)
    Potency reduced to 100 (down from 150).
    Additional effect (lv70-80): Breaks your active TBN effect, healing TBN's target for 100 potency (up to 600 potency based on %remaining shield value) and granting you Dark Arts (10 blood per minute, 20 blood over 2 minutes)

    Logic: QoL. One of the more serious changes but I feel makes a big difference to address a common complaint about TBN. Allows TBN to be manually broken for a dps gain and a heal (should be inferior to the amount of damage absorbed normally). Granting 2 charges makes using this skill more flexible, allowing the DRK to pick the best time to break their shield during low damage periods and guarantee a gain in Blood.



    Blood Weapon
    Recast changed to 40s (creates 1.5 windows over 1 minute instead of 1 per minute)
    Duration changed to 10.9s
    Grants 5% reduction in attack/spell speed
    Grants 5 Blood on use, and 5 Blood per weaponskill used.
    Reduced Blood gain to 5 per hit (total 30 per use, 90 over 2 minutes)
    Reduced Mana regen to 400 per hit (total 2000 per use, 6000 over 2 minutes - same as current and easier to hit with the haste buff)

    Logic: Tweaking this skill to be on a 40s cooldown doesn't change its utility, but it grants the DRK some cadence in the flow of battle, changing up the battle slightly as you hit mini burst windows and taking focus away from strict 60s windows.

    Blood Gain is slightly lower at 90 every 120 seconds, but this helps balance changes to Blood Gain from Dark Arts.

    This COULD be changed to a stack system, but I like having burst windows to work within and keeping it more distinct from Delirium and Shadowbringer (below) is important too. It's personal preference, but we don't want the class to be primarily about managing short term stacks.



    Shadowbringer
    Weaponskill, 30s cooldown (changed from Ability with 2 charges on a 60s cooldown)
    Costs 4 Stacks of 'Blood Price' to execute
    Grants Dark Arts on execution (10 blood per minute, 20 blood over 2 minutes)
    Can only be executed when under the effect of Blood Price and Darkside

    Enhanced Blood trait lv90
    Allows the accumulation of Blood Price, gained upon spending 50 Blood Gauge while under the effect of Darkside. Can hold up to 5 stacks. Expires upon loss of Darkside.

    Living Shadow
    Grants 'Riding Home' (30s), allowing the execution of Shadowbringer without consuming resources.

    Logic: Some bigger changes here. I wanted to make these skills more interesting and more of a reward to work up towards, a capstone to celebrate lv90 instead of a lazy ogcd and fancy DoT that we currently have.

    Turned Shadowbringer into a Weaponskill to balance out the increase in damage overall the free Dark Arts grants over time. Living Shadow is made more satisfying by immediately letting you activate ShB, acting as a pseudo combo skill while also adding to your stacks of Blood Price.

    Blood Price stacks build as you spend Blood - 50 Blood per stack. It's tied to the Darkside to make upkeep of this more crucial. Living Shadow deliberately double-dips, granting 1 stack of Blood Price and the Riding Home effect which grants a free Shadowbringer. 200 Blood will give you one use of Shadowbringer.

    Delirium, notably, does not build Blood Price. This is to avoid similarities with Inner Release/Primal Rend, and to ensure Shadowbringer can only be used roughly once per minute through Blood Price stacks. Delirium is purely a burst skill.

    Riding Home doesn't actually need to be the name for the effect but it'd be fun, right?



    Other ability changes

    Salted Earth
    Gain a 10% increased healing from healing actions when standing in the Salted Earth effect.
    Alternatively: 200 potency heal over time when standing in the Salted Earth effect.

    Logic: QoL and flavour. Some additional healing for DRK's kit, and gives Salted Earth some more function beyond a stationary DoT. Healing buff is balanced by the 90s cooldown and the need to remain stationary, limiting mobility.

    Salt and Darkness
    Additional Effect: Immediately ends Salted Earth, dealing remaining damage to enemies in the area of effect. Automatically triggers when Salted Earth ends.

    Logic: Useful when the boss is about to leave or to maximize DPS in a raid window, but also removes the defensive effect of the Salted Earth above.

    Oblation
    At the end of the duration, the target regains health equal to 15% of the damage they received.

    Logic: While it's a useful defensive skill, it's uninspiring compared to the other tanks shiny new skills, so I'm taking inspiration from AST's Macrocosmos here with this change.

    Adding a touch more healing to DRK's kit and rewarding skillful use of the 10s duration, much like skillful use of TBN is rewarded with these changes. In most cases, the 15% healing isn't going to have a huge impact, as its own effect of 10% damage reduction lowers the effective healing. The % healed could be as high as 20 to 25% but I wanted to propose something moderate.

    The 60s cooldown on Oblation and increase to TBN's cooldown justifies this buff, and now it can be used in combination with TBN to ensure a larger heal in big pulls or tankbusters... or in anticipation of Living Dead to immediately regain a significant chunk of your health.



    Unleash
    Restores 200 MP
    Stalwart Soul
    Restores 400 MP, (down from 600 MP)
    Optional: Learned earlier between lv60-70, Blood Gain as a trait at lv72.

    Logic: Quality of life changes. Early DRK aoe is boring, let them use Flood more often by spreading the MP gain across the combo. 3x Unleash = 1 Syphon Strike combo.


    Living Dead
    Duration: 10s When taking fatal damage under Living Dead, your status changes to Walking Dead and you gain 4 stacks of Beyond Death

    Walking Dead effect: (Duration 10s) While under Walking Dead, you cannot be brought below 1 HP by most attacks and gain 10% increased healing from healing actions.

    When you are healed for 25% of your HP, you lose 1 stack of Beyond Death. When Walking Dead's effect ends, you take damage equal to 25% of your HP for every remaining stack of Beyond Death.

    Logic: This skill sorely needs changes, and this change grants a number of benefits both functional and thematic, maintaining the class identity.
    • We retain the thematic effect of a self destructive last stand ability
    • Shields are as valuable as healing because they can absorb the damage at the end
    • The DRK can use TBN to absorb one stack, ensuring they can survive if they are at least healed to 50% of their HP
    • The DRK and Healers can gauge how close they are to preventing damage, as the stacks in the DRK's status will begin to drop off.

    The invun style here is not a full invulnerability for the duration (ie, it's like Holmgang, not Hallowed Ground) to balance out the shorter cooldown on this skill.



    Blood Generation - Rough Math
    Current:
    Blood generation on Blood Weapon - 60s is 50, 2 minutes is 100
    160 per minute from Souleater combo; 320 every 2 minutes

    420 total every 2 minutes

    Proposed changes to Blood generation with Dark Arts trait:

    Blood Weapon: 30 per use, 90 over 2 minutes
    Dark Arts free procs (AD): 10 per minute, 20 over 2 minutes
    The Blackest Night: Up to 20 per minute (fight dependent, relies on TBN shield breaking, excludes guaranteed procs from Abyssal Drain use). Up to 40 over 2 minutes.
    Shadowbringers: Up to 30 over 2 minutes
    160 per minute from Souleater combo; 320 every 2 minutes

    Total Blood generation - 140 to 180 per 2 minutes through abilities - essentially 1 extra Bloodspiller cast with optimal TBN use

    460 to 500 total every 2 minutes. Even if you never use TBN, you'll still get 1 Shadowbringer (via Blood Price) per minute.


    I'd be interested in people's thoughts on this, particularily on the Dark Arts changes. Ultimately, I wanted to intoduce more opportunities for skilled play and decisionmaking. With this change, TBN is DPS positive, but it amounts to just 1 to 2 additional Bloodspillers every 2 minutes which I'd argue is fairly moderate.
    (9)

  2. #2
    Player
    Sazuzaki's Avatar
    Join Date
    Sep 2021
    Location
    Ul'Dah
    Posts
    182
    Character
    Sazu Velgr
    World
    Jenova
    Main Class
    Dark Knight Lv 90
    This is an awesome rework! I really hope the devs see this. They said they didn't want to go in the 3.0 job direction, and this is a really really good way to keep the 5.0 job direction while making an actual interesting tank. Ofc there's some flaws but overall I would love to see this iteration of DRK.

    Abyssal Drain breaking TBN sounds so dope as well. You could essentially be off tank and still get TBN positive effects like the extra blood gauge making it DPS neutral. For example, saving an Abyssal Drain stack and then comboing it with TBN to get an enhanced EoS. That sounds so dope.

    Of course I still want a Delirium rework so it isn't discount IR. But even if they didn't, I would still love the class to death if everything in this post were in the actual game.
    (1)
    Last edited by Sazuzaki; 12-16-2021 at 09:46 PM. Reason: Adding on a couple of things

  3. #3
    Player
    NightHour's Avatar
    Join Date
    Oct 2021
    Posts
    306
    Character
    Night Hour
    World
    Odin
    Main Class
    Dancer Lv 100
    The invun style here is not a full invulnerability for the duration (ie, it's like Holmgang, not Hallowed Ground) to balance out the shorter cooldown on this skill.
    Holmgang is a shorter cooldown and better in every way.
    (3)

  4. #4
    Player
    Malthir's Avatar
    Join Date
    Sep 2018
    Posts
    362
    Character
    Malthir Durnith
    World
    Cerberus
    Main Class
    Dark Knight Lv 100
    Dark Knight Changes:

    Remove the auto darkside and turn it back into a toggle have it constantly drain mana like it used to

    Take quietus and bloodspiller off the blood meter

    Unlink C&S and Abysall drain

    Remove the current delirium and bring back the old one

    When not in dark side all moves give mana back

    When in darkside mana is constantly drained final move in the weaponskill combo and all OGCD all cost mana but all heal the Dark Knight, obviously numbers for this need balancing to not make it OP

    None Darkside weaponskill combo
    1 Hard slash
    2 Syphon strike
    3 Delirum

    In Darkside weaponskill combo
    1 Powerslash (our old combo finisher where we shot the blast from the hand)
    2 Soul eater
    3 BloodSpiller

    OGCD non darkside
    1. Unmend is now a OGC and still reduces cooldown of plunge
    2. Scourge (bring it back)
    3. Spinning slash (now aoe and a OCGD)
    4: Carve and slice reduce cooldown to 18 seconds reduce damage
    5: Plunge no change

    OGCD darkside
    1. Unmend becomes Abyssal drain
    2. Scouge becomes Quietus
    3. Spinning slash becomes Flood of Shadow
    4. Crave and slice becomes Edge of Shadow
    5. Plunge no change
    6. Shadow bringer unchanged

    Current UI elements

    The counter for darkside is now the darkest night counter, instead of counting down it counts up for however long you were in darkside this is the resource pool at 50 is used to cast darkest night at 100% living shadow

    Keep the blood guage but give us a move that lets you absord a portion of the blood guage to either give a chunk of mana or heal depending on whether you're in darkside or not you could use the old dark arts animation for it.
    (In a later change I would like to use this as a modifier with old dark arts. So give us dark arts as a button and bring back status effects either buffs or debuffs on our some moves, have this bar the resource that is used for dark arts. As I said this woud require substantial dev time so it is not needed right now unlike the rest of the changes listed above.)
    (2)
    Last edited by Malthir; 12-09-2021 at 05:15 AM.

  5. #5
    Player
    Jakulo's Avatar
    Join Date
    Feb 2021
    Location
    Gridania
    Posts
    36
    Character
    Lukatiel Candes
    World
    Diabolos
    Main Class
    Dragoon Lv 90
    Change bloodweapon to stacks or give it 5% or 10% haste for both weaponskill and spells.

    Reduce mp cost of TBN, edge, and flood of shadows to 2000 mp and adjusting the potencies accordingly.
    - TBN shield for 20% instead of 25%, last 8s and grants healing overtime when broken or effect ends.

    Shadowbringer 60s cd with only one charge. Cost 3000 mp. Also consumes dark arts for no cost.

    Unlink C&S and Abyssal drain. Using C&S enhances the next Abyssal drain and vice versa.
    - Enhanced Abyssal drain: Damage and healing potency doubled. Applies a dot that heals you for every tick of damage.
    - Enhanced C&S: Guarantee critical hit.

    Living Shadow grants dark arts on use.

    Oblation: Reduce damage taken by 10% for 10s. 60s charge up to 2.
    Additional effect: Consumes shield created by TBN if active, granting the same effect as when TBN breaks. When a shield created by TBN is consumed, damage reduction is increased to 20% and grants Dark Dance.
    Dark Dance effect: Parry all incoming damage (including magic) for 6s.
    (0)
    Last edited by Jakulo; 12-09-2021 at 10:40 AM.

  6. #6
    Player
    UwuCat's Avatar
    Join Date
    Sep 2021
    Posts
    15
    Character
    Uwu Cat
    World
    Lamia
    Main Class
    Red Mage Lv 80
    I don't see why everyone is overthinking Dark Knight Fixes its very simple.

    1.) Remove the Mana Cost from TBN and make it take 20 seconds off Dark Side for each use. This would make Dark Side actually a resource that you have to monitor/be aware of or you lose DPS/Shields and it doesnt directly interfere with your Offensive Resource

    2.) Make Unleash Combo abilities actual Weapon Skills and not spells so they are affected by Skill Speed, as they are currently hard locked at 2.5 speed

    3.)Make Blood Gauge Abilities Heal you on use via leech in similar fashion to Paladin Magic Combo.

    4.) Make Blood Gauge Abilities reduce the cooldown of Shadowbringer so you can actually use 2 in the same burst window outside your initial opener.

    5.) Make Oblation provide a lifesteal effect similar to bloodbath for the duration.

    And just like that. Dark Knight is completely fixed
    (1)

  7. #7
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    It wouldn't be a complete fix, the core gameplay would still feel similar to warrior.
    (3)

  8. #8
    Player
    Zordrage's Avatar
    Join Date
    Jun 2015
    Posts
    134
    Character
    Zordiark Darkeater
    World
    Omega
    Main Class
    Dark Knight Lv 90
    As a DRK all i want is more Self sustain... i feel like paper this expansion compared to all the other tanks that are borderline almost soloing Trash and Bosses while healers go to sleep lol
    (0)
    Limited and Exclusive content that gets removed from game is Wasted Content and Developer time in the long run.
    Change my Mind. (You can't)

  9. #9
    Player
    NightHour's Avatar
    Join Date
    Oct 2021
    Posts
    306
    Character
    Night Hour
    World
    Odin
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Zordrage View Post
    As a DRK all i want is more Self sustain... i feel like paper this expansion compared to all the other tanks that are borderline almost soloing Trash and Bosses while healers go to sleep lol

    If DRK had a way to contribute to healing up Walking Dead in a meaningful way I'm sure frustration with the job would be significantly less than it is now.



    This video from Xenosys Vex sums up how DRK's feel when we have to press Living Dead - https://youtu.be/wyIIqCn3CUg?t=531


    First thing I said to my healer friend when i rerolled Gunbreaker was - "Man it feels good to have a REAL invuln"
    (0)

  10. #10
    Player
    Kalaam's Avatar
    Join Date
    Nov 2019
    Location
    Limsa-Lominsa
    Posts
    781
    Character
    Kalaam Nozalys
    World
    Phantom
    Main Class
    Red Mage Lv 90
    I wouldn't be against DRK having very high sustain like the other tanks only when under the effect of living/walking dead. It's flavorfull, it's powerful enough that's fine.
    Other tanks shouldn't have that much sustain all the time though, this is absurd.
    (0)

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