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.


Reply With Quote


