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  1. #1
    Player
    Garlan's Avatar
    Join Date
    Oct 2017
    Posts
    27
    Character
    Silun Kagon
    World
    Adamantoise
    Main Class
    Dark Knight Lv 90

    DRK needs stronger CC and execute potential to compete with other tanks

    I want to preface this by saying yes, PvP definitely has a CC problem. However, this issue can be easily rectified by implementing diminishing returns, and plenty of more detailed threads are already discussing the situation.

    Getting to the first topic, DRK in PvP is definitely a traditional tank - we have tons of mitigation tools and healing potential. However, tanks in PvP are meant to take on a support role, and this typically means having strong CC options to control the battlefield and suppress lethal threats for our party. Currently all DRK has is small draw-in effect and a paltry 3s bind on a 30s CD, which is laughably weak compared to PLD/WAR's ability to stun reliably on a 15s timer (WAR even gets a gap-closer attached to its stun too).

    DRK needs to have a more flexible kit to effectively compete with its blue brethren. A meager 3s bind is often not enough to secure a game-changing play, and DRK isn't seen terribly much in higher competitive tiers for this reason alone. Possible solutions would be adding a 2s stun to Plunge, returning Unmend to its kit (as a CD with either a stun or the old draw in effect), or allowing Shadowbringer to apply heavy against targets hit to prevent enemies from disengaging/leaving DRK's patch of Salted Earth.

    The second issue is arguably not as important, but still worth mentioning, which is DRK's poor ST damage potential. Tanks don't necessarily need to hit hard to be worth bringing to the team, but DRK's kit involves using their own HP to deal damage, which typically would mean DRK would cater to a risk/reward playstyle that favors aggressive plays to deal pressure against the enemy team. The "risk" is hovering at lower HP thresholds, which leaves the DRK vulnerable, and the "reward" should be a tank that could output higher than average damage to make securing a kill more reliable/practical for the job.

    Admittedly, this is harder to balance since it deals with the battle formula and all that, but a good start would be upping Bloodspiller's minimum damage to 5000 (equal to that of Souleater), but letting it scale to a maximum of 16,000 as their HP drops. Bloodspiller doesn't feel terribly impactful at the moment, and only really makes a difference with paired with Eventide.
    (1)

  2. #2
    Player
    Garlan's Avatar
    Join Date
    Oct 2017
    Posts
    27
    Character
    Silun Kagon
    World
    Adamantoise
    Main Class
    Dark Knight Lv 90
    Bonus Mentions:

    A) Eventide should make you immune to CC for the duration. It is far to easy to stun-lock DRK as soon as they use their LB, which more or less removes a good deal of its value. Making DRK immune to CC would help us be more of an oppressive threat and secure pushes.

    B) DRK has no range. Yes, we have Plunge that has the potential to reset, which is a definitely a plus. But for game modes like Frontlines where the battlefield is more spacious and lacks walls to LoS, DRK definitely feels a bit lackluster when it comes to its engagement options. As I mentioned above, returning Unmend would be a great addition to giving DRK more flexibility.

    C) I am aware GNB is currently suffering in PvP too, and even more so than DRK. Give them some love too Square!
    (4)

  3. #3
    Player
    Reimmi's Avatar
    Join Date
    Mar 2018
    Posts
    1,284
    Character
    Nia Niyah
    World
    Hyperion
    Main Class
    Dancer Lv 100
    I definitely agree with DRK being immune to cc during their lb, they need it far more than warriors do tbh
    (1)

  4. #4
    Player
    Hysorn's Avatar
    Join Date
    Aug 2021
    Posts
    329
    Character
    Laudrian Ravenstorm
    World
    Faerie
    Main Class
    Dark Knight Lv 90
    Yeah, DRK right now is severely lacking and so is GNB, I get it that they tried to go the bruiser route with them but all they end up with is a compromise that deals way less damage than actual DPS but have less utility than actual Tanks but dies as fast as any other job when focused down.
    (0)

  5. #5
    Player
    Tobias_Azuryon's Avatar
    Join Date
    Jun 2017
    Posts
    204
    Character
    Tobias Azuryon
    World
    Maduin
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by Hysorn View Post
    Yeah, DRK right now is severely lacking and so is GNB, I get it that they tried to go the bruiser route with them but all they end up with is a compromise that deals way less damage than actual DPS but have less utility than actual Tanks but dies as fast as any other job when focused down.
    DRK being able to grief a point with invuln to stop the crystal is nice but they need more to be competitive.

    Having more hp sap would be good but still wouldn't solve the fact that no one can do any sustain or mitigation if they're stunned forever. I like the idea of getting more health as your health dips but it still puts you at the mercy of cc and server ping for that to go off before you're dead. :/

    DRK and GNB definitely need another pass.
    (0)