This is why you're always my favorite, Shurrikhan.
You can't see a lot of benefits to the way a DRK holds the exaggerated stance on the surface, but take a look at the animations for auto attacks and parries specifically, not the GCDs, and it's really evident there's a deliberate intention behind holding it that way. Really, the hugeness of the sword is the biggest conflict, but I wouldn't have my Beserk analogue if it was a more traditional weapon.
Aesthetic wise, I also like to mention how surprisingly consistent the rune-magic on DRK is. And not just for the runic language, the red sword lines or the theme of hexagons, but also how many spells and effects share a similar design language when summoned. I particularly point out similarities in the out-reaching thorns of Grit, Oblation, Dark Missionary and TBN on a level plane under the player pointing outwards, with Living Dead having two sets of thorns rotating around the player, something that doesn't happen on the other skills, with ground sigils from Salted Earth, Shadow Wall, and a more intense effect of OG Darkside. Even the light that appears when you grasp a Blood Weapon is similar to the lights that appear on the activation at the tip of the blade for Oblation and TBN. And even further, despite Dark Knight being a chaos themed job by nature, almost every one of the skills, whether on the sigil itself or the effect are perfectly symmetrical, and some cases, perfect spheres. Dark Force is the perfect capstone as an LB3, because you are creating complete, total order out of what is traditionally a "very unsettling" skill, per the Encyclopedia V1, and even has sigils that imply it's drawing from similar, aetheric roots as Ishgard's magic wards, or the Heavensward/clergy, altered in appearance, but noticeably, not corrupted. I guess Oblation's naming makes more sense from that angle. Take a look. I like little things like that, even if it's rambling headcanon, and dressing up asset reuse at best. Really reinforces the job identity and internal logic.
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Allow me.
When you combine this with the information and confirmation from recent live letters, it means PLD is primed for a 6.3 rework.
PLD needs to have it's skeleton broken to fit into the 2 minutes.
Based on current job design, and previous rework incidents on support roles in particular, that's probably not going to turn out too well for the PLDs already playing the game. We'll get more details soon, but a lot of PLD's I know are either living in fear or have already given up. Like, it hasn't worked out for almost anyone else, why would they be any different?




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