Hey all,
I’ve been reading a lot of DRK posts. It got me thinking… What do you think the devs will actually change for 6.05?
Hey all,
I’ve been reading a lot of DRK posts. It got me thinking… What do you think the devs will actually change for 6.05?
They only do DPS balancing .05, you'll have to expect job changes in large patches.
Dark Knight is likely left alone.
Gunbreaker DPS nerfs probably.
Paladin Atonement buff, maybe Blades.
Warrior, likely left alone, possible BW Healing nerf.
Gae Bolg Animus 18/04/2014
Yeah this seems the most realistic outcome. Do hope they give 10% more damage mitigation to DRK's oblation tho, even better if we can get hp regen on it as well.
PLD definitely could use the dps buff, damage gap is way too wide for pld compared to other tanks. I'd be surprised if PLD dont get more potency on some of their actions.
I would expect Oblation getting an addition of a low Regen/Barrier, or an extra tune up lets say 15% mitigation, 20% mitigation is very dang strong for having 2 charges 10s, tuning up too far can be a dangerous game changer, put alert on 20%. Still, I would expect a rework in 6.1 or 6.2. Dark Knight is terrible in dungeons, no denying, that's the problem, buffing way too much just to survive dungeons can cause a disturbance in other content.Yeah this seems the most realistic outcome. Do hope they give 10% more damage mitigation to DRK's oblation tho, even better if we can get hp regen on it as well.
PLD definitely could use the dps buff, damage gap is way too wide for pld compared to other tanks. I'd be surprised if PLD dont get more potency on some of their actions.
The main priorities are TBN/Blood Weapon/Living Dead reworks, Oblation can take over Dark Mind in a lot of cases, we don't need the Magic/Physical system of cooldowns anymore.
TBN punishment removed, MP cost removed, Free Edge/Flood removed, cooldown extended 30s, buff tuned to 10s.
Oblation replace Dark Mind, add the regen (250-300) with 15% mitigation, can still freely target other players if needed, timer 12s, cooldown still 60s, 2 charges kept.
Blood Weapon 5x stacks people seem to suggest is just fine, add small cure procs to them (400 Cure Potency) since this ability is forced placed, cannot choose where to heal, only works on GCD attacks.
Living Dead? Next attack taken forces you to 1 HP, cannot fall below 1 HP till Walking Dead buff timer out (Does not require 100% HP), another version of Bolide, congratulations. Holmgang cooldown can be extended, or have a drawback.
Just a suggestion of ability reworks not buffs, remember Savage/Ultimates exist, too much tuning can cause disturbances. Can survive dungeons way more consistent, doesn't become insanely invincible. Maybe can be better, or less, but still doesn't overpower the other tanks.
Paladin needs Atonement/Blades buff to have more burst in their DPS, nothing needs to change on their tool kit.
Last edited by Undeadfire; 01-02-2022 at 09:41 AM.
Gae Bolg Animus 18/04/2014
I think they'd sooner go the route of buffing WAR in the event of a AoE nerf to Bloodwhetting. SE seems incredibly averse to nerfing jobs even to their own detriment. Which is why I fear RPR will absolutely dominate for most of this expansion.
As for DRK. Unfortunately, they'll do nothing. They don't seem to believe Blood Weapon, TBN or LD have any issues and JP isn't nearly as upset over them as we are.
Last edited by ForteNightshade; 01-02-2022 at 11:42 AM.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
Does not buffing tank dps to DRK levels result in over-buffing tank damage upwards? DRK currently does 70% of dmg of SAM, while GNB did ~57% of SAM's dmg in ShB.
We're seeing a similar ratio of tank to DPS damage as we saw in Stormblood, which was a lower ratio than tank to DPS damage in (3.2+) Heavensward, and that never felt like tanks were dealing too much damage. Shadowbringers was an anomaly with ultra-low tank damage, and honestly never felt like it was in a good place re: Your contribution to the group effort if you were playing a tank. We're more or less back to what it feels like the game "should" be, in that regard.
The only time tank damage has really felt like it might be a little too high was in Gordias (3.0-3.1), where tanks were dealing 80% the damage of the highest DPS classes - and even then, it was practically unheard of for groups to bring more than two tanks.
Not to mention healers, especially white mages in ShB, were doing as much or more than some tanks. I don't think a job that spams one button (glare) should be doing more DPS than a job with an actual damage rotation. Tanks should probably be closer to DPS jobs in terms of damage.We're seeing a similar ratio of tank to DPS damage as we saw in Stormblood, which was a lower ratio than tank to DPS damage in (3.2+) Heavensward, and that never felt like tanks were dealing too much damage. Shadowbringers was an anomaly with ultra-low tank damage, and honestly never felt like it was in a good place re: Your contribution to the group effort if you were playing a tank. We're more or less back to what it feels like the game "should" be, in that regard.
The only time tank damage has really felt like it might be a little too high was in Gordias (3.0-3.1), where tanks were dealing 80% the damage of the highest DPS classes - and even then, it was practically unheard of for groups to bring more than two tanks.
Awesome. Thanks for the info.
Honestly no changes besides PLD buffs, maybe if SE wants to nerf BW then WAR would need damage buffs to compensate. PLD/WAR have the lowest DPS by a pretty wide margin between DRK and GNB and I could see the gap narrowing.
DRK later on will likely see mitigation reworks honestly, but not touching their damage.
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