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  1. #1
    Player
    The_User's Avatar
    Join Date
    Feb 2022
    Posts
    199
    Character
    The Tank
    World
    Gungnir
    Main Class
    Dark Knight Lv 62

    Dark Knight Rework Suggestion [Full Detail]

    English has never been my forte so I must apologize in advance.


    I'm sorry that it will be lengthy but I was told that I shouldn't take a rework lightly


    Some of this idea came from a years of reading other people's suggestion in reddit and official forum


    It seem that Dark Knight could use a rework, which I will explain how below


    First

    let me show how the order of unlocking the Job Action of Dark Knight shall be restructured according to this rework suggestion


    1 Hard Slash
    2 Syphon Strike,Anima,Channeling
    6 Unleash,Gift of Darkness
    10 Grit
    15 Unmend
    26 Souleater
    30 Darkbringer
    35 Dark Emissary
    38 Shadow Wall
    40 Stalwart Soul
    45 Dark Affinity, Dark Impact
    50 Living Dead
    54 Plunge
    56 Shadow Drain,Aetherward
    60 Dark Essence,Dark Drive
    62 Black Blood,Blood Gale
    64 Blood Force,Blood Storm,Blood Rain
    66 Power Slash,Abyssal Drain,Impaler
    68 Blood Weapon
    70 The Blackest Night
    72 Enhanced Combo
    74 Enhanced Blood Gale
    80 Dark Impact Mastery,Dark Wave
    82 Channeling Mastery,Focused Channeling,Enhanced Dark Emissary,Enhanced Aetherward
    86 Dark Drive Mastery, Dark Impulse
    88 Enhanced The Blackest Night
    90 Ring of Pain, Iron Maiden


    -------------------------------------------------


    Next : Detail of each Actions




    Syphon Strike

    LV2. Type : Weaponskill. Targeting : Enemy. Range 3y. Radius 0y. Recast 2.5s
    Combo Action : Hard Slash. Combo Potency : 260. Combo Bonus : Increase Anima Gauge by 10
    [Grain another Combo Bonus : Increase Blood Gauge by 10 after unlocked Black Blood]
    [Restore MP effect is removed]


    Anima
    LV2. Type : Trait
    Allows for accumulation of Anima Gauge upon the landing of following actions,Syphon Strike, Shadow Drain and Abyssal Drain.


    Channeling
    LV2. Type : Ability. Targeting : None. Range 0y. Radius 0y. Recast 2s. Cost : 30 Anima Gauge
    Restore Own HP. Cure potency : 1200.


    Gift of Darkness
    LV6. Type : Trait
    Nullify Silence and reduces spell cast time and recast time, and auto-attack delay by 4%.




    Souleater
    LV26. Type : Weaponskill. Targeting : Enemy. Range 3y. Radius 0y. Recast 2.5s
    Combo Action : Syphon Strike. Combo Potency : 340.
    [Gain another Combo Bonus : Increase Blood Gauge by 20 after unlocked Black Blood]
    [Restore HP Effect is removed]





    Darkbringer
    LV30. Type : Ability.Targeting : Enemy. Range 10y. Radius 10y. Recast 1s. Maximum Charges: 4. Charge Time : 15s
    Deals unaspected damage to all enemies in a straight line before you with a potency of 250 for the first enemy, and 60% less for all remaining enemies.
    [Gained Additional Effect : Grant 1 stack of Dark Affinity after unlocked Dark Affinity]
    [Gained Additional Effect : Grant 1 Dark Essence after unlocked Dark Essence]




    Dark Emissary
    LV35. Type Ability. Targeting : Self or Ally. Range 30y. Radius 0y. Recast 60s. Duration 20s. Cost : 30 Anima Gauge
    Grant 10 stack of Dark Emissary,Each stack restore the target's HP when the target suffered a damage.
    Cure Potency : 200.
    Any remaining stack will be consume to restore hp when the effect expires.






    Stalwart Soul
    LV40. Type : Spell. Targeting : None. Range 0y. Radius 5y. Recast 2.5s
    Combo Action : Unleash. Combo Potency : 140.
    [Gain Combo Bonus : Increase Blood Gauge by 20 after Unlocked Black Blood]
    [Restore MP effect is removed]





    Dark Affinity
    LV45. Type :Trait
    Grant Dark Affinity upon landing Darkbringer. A maximum of 4 stack can be stored




    Dark Impact
    LV45. Type : Weaponskill. Targeting : Enemy. Range 3y. Radius 0y. Recast 2.5s Cost : 1 Dark Affinity Stack.
    Deliver an attack with a potency of 250. Potency increases up to 1000 as stacks of Dark Affinity exceed minimum cost.
    Consume all Dark Affinity stack upon execution.




    Living Dead
    LV50. Type : Ability. Targeting : None. Range 0y. Radius 0y. Recast 300s. Duration 10s.
    Reduce HP to 1 and prevent most attack from reducing your HP to less than 1.
    Additional Effect : Restore HP when effect expired, cure potency : 1200.




    Shadow Drain
    LV56. Type : Ability.Targeting : Enemy. Range 25y. Radius 0y. Recast 25s.
    Deals unaspected damage with a potency of 150.
    Additional Effect : Increase Anima Gauge by 30




    Aetherward
    LV56. Type : Ability.Targeting : Self or Ally. Range 30y. Radius 0y. Recast 25s. Duration 10s. Cost : 30 Anima Gauge
    Creates a barrier around self or target party member that absorbs damage equivalent to a heal of 1200 potency.




    Dark Essence
    Lv60. Type : Trait
    Grant Dark Essence upon the landing of Darkbringer. A maximum of 4 stack can be stored




    Dark Drive
    Lv60. Type : Weaponskill. Targeting : Enemy. Range 10y. Radius 10y. Recast 2.5s. Cost : 1 Dark Essence
    Deals unaspected damage to all enemies in a straight line before you with a potency of 350 for the first enemy, and 60% less for all remaining enemies.




    Black Blood
    LV62. Type : Trait
    Allows for Blood Gauge accumulation upon the landing of the following actions,Syphon Strike Souleater,Stalwart Soul and Impaler.




    Blood Gale
    Lv62. Type : Spell. Targeting : Enemy. Range 10y. Radius 10y. Recast 2.5s Cost 50 Blood Gauge.
    Deals unaspected damage to all enemies in a straight line before you with a potency of 490 for the first enemy, and 60% less for all remaining enemies.
    Action changes to Blood Storm while under the effect of Blood Force.




    Blood Storm

    LV64. Type : Spell. Targeting : Enemy. Range 15y. Radius 15y. Recast 2.5s Cost 50 Blood Gauge.
    Deals unaspected damage to all enemies in a straight line before you with a potency of 520 for the first enemy, and 60% less for all remaining enemies. Grant Blood Rain Ready upon execution. Duration 15s.
    Action is changed to Blood Rain for the duration of the effect.
    Can only be executed while under effect of Blood Force. This action cannot be assigned to a hotbar.




    Blood Rain
    LV64. Type : Ability. Targeting : Enemy. Range 25y. Radius 5y. Recast 1s.
    Deals unaspected damage to target and all enemies nearby it with a potency of 200 for the first enemy, and 50% less for all remaining enemies.
    Can only be executed while under the effect of Blood Rain Ready. Effect fades upon execution. This action cannot be assigned to a hotbar.




    Blood Force

    Lv64. Type : Ability. Targeting : None. Range 0y. Radius 0y. Recast 25s. Duration 25s. Cost 50 Blood Gauge
    Increases potency of next weaponskill or spell by 50%.



    Power Slash
    LV66. Type : Weaponskill. Targeting : Enemy. Range 3y. Radius 0y. Recast 2.5s
    Combo Action : Syphon Strike. Combo Potency : 400.


    Abyssal Drain
    LV66. Type : Spell. Targeting : Enemy. Range 25y. Radius 5y. Recast 2.5s
    Combo Action : Unleash. Combo Potency : 170. Additional Effect : Increase Anima Gauge by 20
    [Restore Hp effect is removed]





    Impaler
    Lv66. Type : Weaponskill. Targeting : Enemy. Range 25y. Radius 5y. Recast 30s.
    Delivers an attack to target and all enemies nearby it with a potency of 300 for the first enemy, and 60% less for all remaining enemies. Increase Blood Gauge by 50.




    Blood Weapon
    Lv68. Type : Ability. Targeting : None. Range 0y. Radius 0y. Recast 60s. Duration 30s.
    Grant 5 stack of Blood Weapon, each stack allow you to increases Blood Gauge by 10 upon landing weaponskills or spells.
    Can only be executed while in combat. Effect does not stack when hitting multiple targets with a single attack.




    The Blackest Night
    LV70. Type : Ability. Targeting : None. Range 0y. Radius 15y. Recast 90s. Duration 15s.
    Creates a barrier around self and all nearby party members that absorbs damage equivalent to a heal of 400 potency.
    Apply Blind to all nearby enemies when your barrier is completely absorbed. Radius : 15y. Duration 15s.





    Enhanced Combo
    LV72. Type : Trait
    Increase Combo Potency of Souleater to 400,Power Slash to 460,Stalwart Soul to 170 and Abyssal Drain to 200




    Enhanced Blood Gale
    Lv74. Type : Trait
    Increase potency of Blood Gale to 550, Blood Storm to 600 and Blood Rain to 300




    Dark Impact Mastery
    LV80. Type : Trait
    Upgrades Dark Impact to Dark Wave




    Dark Wave
    LV80. Type : Weaponskill. Targeting : Enemy. Range 15y. Radius 15y. Recast 2.5s
    Deals unaspected damage to all enemies in a straight line before you with a potency of 450 for the first enemy, and 60% less for all remaining enemies. Potency increases up to 1800 as stacks of Dark Affinity exceed minimum cost. Dark Affinity Stack Cost : 1. Consume all Dark Affinity stack upon execution.



    Channeling Mastery
    Lv82. Type : Trait
    Upgrades Channeling to Focused Channeling


    Focused Channeling
    LV82. Type : Ability. Targeting : none. Range 0y. Radius 0y. Recast 2s. Cost : 30 Anima Gauge
    Restore own HP. Cure potency : 1200
    healing potency increases up to 1800 as own HP decreases, reaching its maximum value when You has 30% HP or less.


    Enhanced Dark Emissary
    Lv82. Type : Trait
    Add Shadow Skin Effect to Dark Emissary.
    Shadow Skin Effect : Reduce damage taken by 10%. Duration 20s.


    Enhanced Aetherward
    Lv82. Type : Trait
    Add Reinforce Effect to Aetherward.
    Reinforce Effect : Reduce damage taken by 20%. Duration 4s.





    Dark Drive Mastery
    Lv86. Type : Trait
    Upgrades Dark Drive to Dark Impulse

    Dark Impulse

    LV86. Type : Weaponskill. Targeting : Enemy. Range 10y. Radius 10y. Recast 1.5s. Cost : 1 Dark Essence
    Deals unaspected damage to all enemies in a straight line before you with a potency of 400 for the first enemy, and 60% less for all remaining enemies.
    Recast timer cannot be affected by status effects or gear attributes.




    Enhanced The Blackest Night
    Lv88. Type : Trait
    Increase potency of barrier by 400




    Ring of Pain
    Lv90. Type : Spell. Targeting : Enemy. Range 25y. Radius 5y. Recast 60s. Duration 15s.
    Envelops a designated area in a veil of darkness, inflict paralysis on any enemies who enter. When the effect expires, or when the target leaves the ring, deals unaspected damage with a potency of 300 for the first enemy, and 50% less for all remaining enemies within the range of Ring of Pain that you have set up. Effect fade when such attack is triggered.
    Additional Effect : Grant Painbringer, increase damage dealt by 10%. Duration 15s.
    Additional Effect : Grant Iron Maiden Ready. Duration 20s.
    Action is change to Iron Maiden for the duration of the effect.


    Iron Maiden
    LV90. Type : Spell. Targeting : Enemy. Range 25y. Radius 5y. Recast 1.5s.
    Deals unaspected damage to target and all enemies nearby it with a potency of 200 for the first enemy, and 50% less for all remaining enemies.
    Can only be executed while under the effect of Iron Maiden Ready. Effect fades upon execution. This action cannot be assigned to a hotbar.
    Recast timer cannot be affected by status effects or gear attributes.
    (0)
    Last edited by The_User; 07-01-2022 at 11:14 PM. Reason: character limit and gramma and a nerf by demand

  2. #2
    Player
    The_User's Avatar
    Join Date
    Feb 2022
    Posts
    199
    Character
    The Tank
    World
    Gungnir
    Main Class
    Dark Knight Lv 62
    What does it change for Dark Knight according to this rework suggestion?


    1.MP


    It mean that Dark Knight won't be relying on MP any more because The Dark Attacks and The Blackest Night didn't consume MP


    Darkbringer which is the replacement of both Edge of Darkness/Shadow and Flood of Darkness/Shadow is having a charge time instead of required an MP but it still take 60 seconds to gain 4 Darkbringer nonetheless.


    The Blackest Night is no longer tied to MP and changed to a raid wild mitigation.


    No one will be forced to use a mitigation to prevent the over cap of the resource for damage such as mp any more


    2.Gauge


    It allow player to manage a gauge


    Anima Gauge can be manage to prevent the overheal and meaningless passive heal.

    Blood Gauge can be manage and Blood Force will act like a check point. If the current Delirium is the auto mode of Dark Knight, This rework suggestion of Blood Gauge is instead a Semi Auto mode that would require at least self awareness and know how to not over cap the gauge.
    ----------------------------------------------------------------------------------------------------------------------


    Sources of Inspiration

    Dark Emissary is loosely based from the "Cenobite" in Hellraiser
    https://cenobite.fandom.com/wiki/Cenobite
    [Who are such devotees to sadomasochism that they can no longer see the difference between pain and pleasure]


    Impaler is based from "Vlad the Impaler"
    https://en.wikipedia.org/wiki/Vlad_the_Impaler
    A real life historical figure Who gained notoriety form his love for impaling his enemies.
    ---------------------------------------------------------------------------------------------


    Reason why or how I came up with the rest of the ideas


    [Gift of Darkness]
    There was a debate in a megathread, about whether All Dark Knight's spell should have been changed to a weaponskill so that it can somehow fix Blood Weapon and I've been thinking why go that far when it can be easily fixed by have a trait that reduce a gcd of spell?


    [Souleater]
    There was a complain in some Dark Knight thread that Souleater's heal is kind of a waste and wasn't useful as it should be, which I agreed. So what if we change it from a passive heal to resource for heal/shield that can be control? hence the rework suggestion that you see.



    [Stalwart Soul]
    There was a plea from Dark Knight players to have Stalwart Soul moved down to 40 and then other player claim it could be too op because it can restore MP and Blood Gauge really fast so I striped those thing away before moved it down and make it a minor dps gain and fulfill the wish of the people who wish to break away from unleash spaming gameplay. Pretty sure this doesn't break the game right?



    List of the people that wish for Stalwart Soul to be unlocked at earlier level

    Quote Originally Posted by Deceptus View Post

    Stalwart soul needs to arrive a LOT earlier as well. The 2nd part of their aoe combo shouldn't be at level freaking 72.
    Quote Originally Posted by ArcticSirius View Post
    I'd go ahead and swap the level requirements of Stalwart Soul and Abyssal Drain (or Carve & Spit) so DRK has at least their 2nd AoE combo pre-70.
    Quote Originally Posted by Zairava View Post

    I'm not exactly sure how I'd lay it out the actions with the levels but heres a general idea:

    1: hard slash
    2: syphon strike
    6: unleash
    10: grit
    15: unmend
    20: Stalwart Soul
    Quote Originally Posted by PangTong View Post
    Stalwart Soul is moved down to be learned at level 40-50.
    Quote Originally Posted by Shurrikhan View Post
    An almost, kind of "Quick Fix" list I'd like to see implemented (or at least, in rough form / trajectory):[*]Dark Missionary and Stalwart Soul acquired at earlier levels.
    Quote Originally Posted by Xiaoki View Post
    They do need to make the lower levels for Dark Knight a lot better. It feels terrible to play below level 70.
    They should bring the skill progression more in line with Paladin and Warrior (and Warrior and Gunbreaker more in line with Paladin). Yeah, people would complain about "homogenization" but whatever.
    So, I would re-arrange all skills between level 30 and level 70 then use Traits to bring up to their current forms.
    Like Stalwart Soul should not be level 72. It should be level 40 with a Trait at level 72 to add the Blood and MP gain.
    Quote Originally Posted by HyperiusUltima View Post
    1)
    The job's leveling scheme needs shaping up, since at low level it feels horrible to play, even all the way to max level, due to one less defensive caused by Dark Mind, which is useless in 90% of content. Moving some abilities such as Stalwart Soul down to the 40 baseline like other tanks would bring it more in-line with what is expected in a new-player experience, and would make it feel less like a drag outside of the story gameplay wise. At 72, it'd have the trait where it would grant Blood upon combo.
    Quote Originally Posted by Hyde_Evydance View Post
    [*] Levels of acquisition for abilities needs to be reevalueated. AoE rotation feels dull until level 72, where players get Stalwart Soul.
    Quote Originally Posted by Drayman1985 View Post
    Make stalwart soul earlier in level progression.
    Quote Originally Posted by Frostbytenn View Post
    put oblation somewhere earlier along with stalwart soul.
    Quote Originally Posted by shao32 View Post
    Here are my wishes fix for the new year:
    - Re-estructure the skills learning order so DRK learn early a usefull defensive buff before lvl 70 and make it better at those levels, make it learn stalwart soul way more early so we don't spend 72 levels spaming unleash at the same bring Dark missionary early like the rest of the tanks.
    Quote Originally Posted by VicariousXIV View Post
    - Give Stalwart at lvl 70 or earlier.....
    Quote Originally Posted by Yubie View Post
    Stalwart Soul- Now learned at 42 down from 72
    Quote Originally Posted by Llyud1996 View Post
    make Stalwart Soul available at lower level
    Quote Originally Posted by Syaoran_Black View Post
    It would be nice to have Stalwart Soul acquired at the same levels the other tanks get their second AoE variation.
    Quote Originally Posted by Rosenstrauch View Post
    The things I would like to see out of DRK, going forward...
    9. Stalwart Soul is given at level 40, just like Mythril Tempest, Prominence, and Demon Slaughter.
    Quote Originally Posted by TouchandFeel View Post
    The problem with Stalwart Soul is not the ability itself but when it is acquired. All the other tanks get the second step for their AoE combo at level 40 while Dark Knight doesn’t get theirs until level 72. This makes the leveling process for the job or doing level synced down not as smooth or enjoyable as the other tanks.
    My suggestion is simple, lower the level at which Stalwart Soul is acquired to 40 or somewhere thereabouts.
    Quote Originally Posted by VeolE View Post
    Stalwart Soul level acquired at lvl 40

    Reason: Every tank gets their 2nd AoE at lvl 40!
    Quote Originally Posted by Grimfaust_BLM View Post
    Proposed Skill Updates[*]Stalwart Soul now learned at lv. 40
    Quote Originally Posted by Jakulo View Post
    I'm just gonna post this and hope the devs take notice.

    Actions
    Lv. 40 Stalwart Soul
    Quote Originally Posted by Ignimortis View Post
    [*]Drop Stalwart Soul to level 40. Better to have an empty level in ShB than to wait until 72 for your only AoE combo.[/LIST]
    Quote Originally Posted by Lammas View Post
    Stalwart should be moved to an earlier level and that would help a ton.
    Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
    For Stalwart Soul, here is my own analysis of that: continue to complain about that its unlock level is Lv72, as this is terrible.
    Quote Originally Posted by Lyth View Post
    ii) Reduce the level at which Stalwart Soul is gained.
    Quote Originally Posted by Recon1o6 View Post
    -stalwart soul: moved down significantly in the levelling




    [Darkbringers,Dark Drive Dark Impact]
    I saw a post from Dark Knight player that don't like how the resource for damage has been tied with a mitigation.

    It seem MP management isn't worth the hassle anymore


    There are also a JP Player that want Edge and Flood of Darkness to merge
    Quote Originally Posted by Eleno View Post
    ホットバーに入れるアクションを1つ減らせそうな方法なんですが、漆黒の剣と漆黒の波動を統合して一つのアクションにするのはどうでしょう?
    効果は範囲に、威力は対象に100%、2体目以降の敵への威力は50%分減少とすれば1つ減らせます。
    Quote Originally Posted by Lilie_N View Post
    暁月であらゆるジョブの大技に範囲が追加された今
    漆黒の剣と波動を二つに分けている意味が無いように思います。

    統合して漆黒の波動に一本化しても良いのではないでしょうか?
    1体目には漆黒の剣と同等の威力で、2体目以降は波動相当の威力に減少するといった形です。

    With the risk of button bloat. Edge and flood will eventually have to be merged in one action sooner or later and that is the first reason why it need to be 10y line aoe.

    Another reason is because moving the boss during the burst window with a lot of weaving could be a problem and that is something a line aoe can fix.


    There was a complain in the Eng megathread that Edge/Flood feel boring and just a filler ogcd attack, which is true due to the fact that it doesn't really lead to anywhere nor build up to something special. There are also a complain in JP forum that Dark Knight lack a big oomph move or wish to have a flashy finisher like a slash that release a wave of darkness

    Quote Originally Posted by JPMJ View Post
    以前シャドウブリンガーを1回分にまとめる案を出しましたが、他の方が仰られていたシャドウブリンガーをWSに変更やブラッドデリリアムを条件にする案は面白いと思いました。

    アビ数を減らす事での操作性が改善されますし、シャドウブリンガーの威力とブラッドデリリアムで得られる威力を合算する事で、大剣らしい高威力(1200程度が望ましいです)の大技も出来ます。

    ・デリリアム→シャドウブリンガーのシンプルなパターン
    ・スタック式のデリリアム→コンフィテオルの様に使用するとデリリアムが切れるパターン
    ・スタック式のデリリアム→3連と別枠のフィニッシュ技のパターン

    他にも色々なパターンが可能と思いますが、暗黒にもダブルダウンやプライマルレンドの様なド派手なフィニッシュ技が欲しいので、ご一考いただけますと幸いです。
    Quote Originally Posted by JPMJ View Post
    ジョブガイドを拝見させていただいたのですが、やはり暗黒騎士だけ一撃の大きい技が無いのはとても残念です。
    せっかくの大剣なのに低~中威力の技を連打する"手数タイプ"なのがちぐはぐな印象です。

    以前シャドウブリンガーを1回にまとめる案や、WSに変更しブラッドデリリアムを発動条件にする案を出させていただきましたが、もし現状のチャージアクションのままいくのであれば、影身の威力をシャドウブリンガーに振り分けて頂きたいです。
    DoT技なのと演出の影響でシナジーや薬に合わせづらい事や、単純にDoTの威力が上昇してもダメージを出してる感がない為、プレイしてて楽しくないです。

    操作性も考慮すると、チャージアクションではなく上記の案どちらかのパターンが望ましいのですが、最終的にはどのパターンであれ威力1200程度の高威力技にしていただけますと幸いです。
    ご一考のほど何卒よろしくお願い申し上げます。
    Quote Originally Posted by Kouga View Post
    【追記】
    シャドウブリンガーは魔法ダメージのようですが、「漆黒の波動」とのモーション差別のためとスキルスピードの恩恵のために大剣を大きく振りながら斬撃による漆黒の衝撃波を飛ばすWSになってくれると嬉しいです。

    and this is where Dark Drive and Dark Impact/Wave came in. All these action together has been linked and made into a combo and a finisher.


    [Power Slash]
    There was an idea from the player in the megathread about Blood Magic. Which make me think it can be done,after all having only a swordplay seem kind of dull for a job that used to know the Dark Art.

    There was also a complain that Blood Gauge seem too similar to Beast Gauge and wish it could be different

    There was also a plea to dev from the old player who want Power Slash back either due they were impressed by the animation or the wish for an alternate combo finisher and there was also a debate about what it should do since aggro is no longer a thing to be worry about. A year or two has passed and it seem no solution has been made so I decided to pick it up and give it a new purpose and fulfill the wish of the people who wish for Power Slash's return along the way.



    [Abyssal Drain]

    Recently it seem Abyssal Drain has been asked to be part of the aoe combo so it could be a great help in dungeon which has been shot down by other player who was afraid that it could be another Bloodwhetting so I try to find a middle ground that allow player to choose between dps and heal/mitigation resource and balance it. This is the reason why Abyssal Drain in this suggestion is a second aoe combo finisher that increase heal/mitigation gauge instead of Blood Gauge so it can act as a way to prevent the gauge over cap and offer something else instead. Whether the player would choose more heal/mitigation gauge or more blood gauge or a balance is for them to decided and optimize. At least this is my intention.
    (3)
    Last edited by The_User; 02-27-2022 at 09:37 PM. Reason: filling the details,gramma correction

  3. #3
    Player
    The_User's Avatar
    Join Date
    Feb 2022
    Posts
    199
    Character
    The Tank
    World
    Gungnir
    Main Class
    Dark Knight Lv 62
    Quote Originally Posted by Archwizard View Post
    Alright so, first off: I object highly to the concept of DRK's off-tanking support being direct healing skills, of which you have several. Aether Heal, Dark Emissary, several effects that boost HP recovery via healing actions... the sheer volume of support potential listed here is probably overpowered.
    *Edit* Ok I'm willing to toned it down

    --------------------------------------------------------------


    Quote Originally Posted by Archwizard View Post
    With them, you've basically created what feels more like an edgy reskin on Paladin than a Dark Knight. (Especially Impaler, which potencies aside, I can absolutely see as a just a black and red Confiteor.
    1.Impaler is a resource generator but Confiteor is a resource spender
    2.Impaler is a combo openner meanwhile Confiteor is partly a combo finisher
    3.Impaler have a damage fall off. Confiteor don't have a damage fall off
    4.While you can nuke something with Confiteor, I'm not sure a merely 300 potency weaponskill like Impaler count as a nuke.


    Would you call it a Dark Confiteor too if Abyssal Drain has been made to a free weaponskill?
    "Everything that have a range of 25y with 5y radius=Confiteor" doesn't feel like open-minded idea to me.


    Quote Originally Posted by Archwizard View Post
    Second, a lot of skills you have in here are ridiculously OP altogether.
    For instance, Shadow Wall not only gives 30% DR, but also inflicts Blind on targets -- further increasing its DR value by causing some attacks against you to just randomly fail. I can understand wanting to give it something to reflect WAR's Vengeance having a bonus effect, but Vengeance's counterattacks do nothing for its actual survival other than making trash packs slightly faster
    Blood Whetting isn't op because it didn't have healing multiplied by hitting single target like it does with dungeon pull and so it is fine because it doesn't affect the raid, or so I have been told. Why is it that DRK have to always be the subject of scrutiny when every other tank has already powercreeped DRK in this expansion and probably won't get a nerf anytime soon? Shadow Wall is just 120s long cooldown ability that won't affect the end game at all. Pair it with Dark Emissary isn't necessary in dungeon either.
    With 90s recast timer Dark Emissary would naturally line up with Rampart which Dark Emissary is supposed to paired with

    Quote Originally Posted by Archwizard View Post
    Third, with all the new skills you've pulled out, there are so many new assets you're asking the devs to make, and so many existing ones you're asking them to scrap.
    I'm at the very least shocked that you haven't gone in on the DRK Removed Actions video to recycle some existing skills, several of which could fit just as well for the abilities you've listed. For instance, Dark Passenger for any one of the... four? new line attacks you've added.
    (Really you shouldn't have that many line AoEs on a job whose standard location during AoE phases will be standing in the middle of a crowd...)

    Since it is a rework,there is no guarantee when it will happen. There are plenty of time left for new assets till 7.0


    On the subject about recycle the animation I don't believe it is the main objective of a rework
    beside, Darkbringer for example can use Edge of Shadow animation+Shadowbringer vfx.
    Dark Emissary can use Dark Mind animation, Shadow Drain could use Sole Survivor animation. Impaler could use use Salted Earth animation. Aether Heal/Shield could use Blood Price..etc.

    Dark Passenger animation is too long for a move that designed to be weaving with other attack which is why I don't recommend using it.


    you considered this rework having too many line attacks when we are already deal with Flood+Shadowbringers on daily?
    If you have aimed to hit a pack of trash mob with a line attack then why is it going to be hard to follow with another line attack that have the same range and radius again?
    Won't Line Aoe+Line Aoe easier to hit than Line Aoe+Circle Aoe around yourself?


    Quote Originally Posted by Archwizard View Post
    Fundamentally, what you're missing about Dark Knight is that its #1 design philosophy isn't just "anti-Paladin", it's "Pay evil unto evil."
    This is why from day 1, Dark Knight has had a focus on counterattacks, including HW's Reprisal from parries and gaining Dark Arts from TBN.
    This (aesthetically) is part of why we've asked for an increased focus on life-draining effects against enemies as well... in addition to its general emphasis on dark magic making it a natural fit.
    I'm more incline to believe that was because dev take inspiration from Hurk in vindictus.
    The life drain doesn't really need to be restrict to drain life because it would feel weird when we see Dark Knight drain life from a lifeless enemy. Instead,I feel like Dark Knight siphoned Aether from enemy rather than their blood which is why it work on everything that have it.
    (1)
    Last edited by The_User; 02-12-2022 at 08:32 PM. Reason: detail and gramma

  4. #4
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Alright so, first off: I object highly to the concept of DRK's off-tanking support being direct healing skills, of which you have several. Aether Heal, Dark Emissary, several effects that boost HP recovery via healing actions... the sheer volume of support potential listed here is probably overpowered.
    With them, you've basically created what feels more like an edgy reskin on Paladin than a Dark Knight. (Especially Impaler, which potencies aside, I can absolutely see as a just a black and red Confiteor.)
    Meanwhile for all the use of the words "Blood" and "Drain" in here, I don't see any listings for actual draining (no cure potencies outside of those skills or "heals for X% of damage dealt"), which sounds like you've remade DRK to have no healing outside of those abilities.

    Second, a lot of skills you have in here are ridiculously OP altogether.
    For instance, Shadow Wall not only gives 30% DR, but also inflicts Blind on targets -- further increasing its DR value by causing some attacks against you to just randomly fail. I can understand wanting to give it something to reflect WAR's Vengeance having a bonus effect, but Vengeance's counterattacks do nothing for its actual survival other than making trash packs slightly faster, keeping those two bonuses separated.
    (On the flip-side, the Blind also creates negative synergy with effects like Dark Emissary, since it will make the heals proc less often.)

    Third, with all the new skills you've pulled out, there are so many new assets you're asking the devs to make, and so many existing ones you're asking them to scrap.
    I'm at the very least shocked that you haven't gone in on the DRK Removed Actions video to recycle some existing skills, several of which could fit just as well for the abilities you've listed. For instance, Dark Passenger for any one of the... four? new line attacks you've added.
    (Really you shouldn't have that many line AoEs on a job whose standard location during AoE phases will be standing in the middle of a crowd...)

    Fundamentally, what you're missing about Dark Knight is that its #1 design philosophy isn't just "anti-Paladin", it's "Pay evil unto evil."
    This is why from day 1, Dark Knight has had a focus on counterattacks, including HW's Reprisal from parries and gaining Dark Arts from TBN.
    This (aesthetically) is part of why we've asked for an increased focus on life-draining effects against enemies as well... in addition to its general emphasis on dark magic making it a natural fit.
    (3)
    Last edited by Archwizard; 02-11-2022 at 02:30 AM.

  5. 02-21-2022 02:16 AM

  6. #6
    Player
    The_User's Avatar
    Join Date
    Feb 2022
    Posts
    199
    Character
    The Tank
    World
    Gungnir
    Main Class
    Dark Knight Lv 62
    LV90 Rotation

    (0)