https://youtu.be/psSlGyseyZI Squeenix take notes. Less I'm firing my lasers and more fantasy takes on actual sword techniques.
There's the completes movesets on youtube but they are like 15+ mins long.

https://youtu.be/psSlGyseyZI Squeenix take notes. Less I'm firing my lasers and more fantasy takes on actual sword techniques.
There's the completes movesets on youtube but they are like 15+ mins long.

I don’t think the irl stance does make you spread your legs THAT much. It’s genuinely goofy looking.DRK's idle and running animations are fine I think (the former is based on a real guard), and while its sprint is not great, it doesn't even compare to the disappointment I felt seeing its basic combo (Hard Slash>Syphon Strike>Souleater) for the first time... the animations are so sluggish, as if your character's moving underwater, and Hard Slash is just terrible sword technique overall. DRK has so many unused animations that are so much nicer and more dynamic than what they decided to stick with, it's a real shame...
Wish they offered people alternatives with extra stances/running animations, that would be a more broad problem solver


Souleater sucks compared to Power Slash or old Delerium (now Interject), but the 'sluggish' factor is part of why I liked older DRK, it made the weapon have a sense of 'weight' to it, rather than swinging the sword you were sort of 'lugging' it in a direction and letting momentum carry it through. You can see it with eg Carve and Spit, the half a second of inertia at the end of the animation. This also tied into the haste effect, as you still had the same 'weighty' animation, but you were going faster, to sell the identity of 'Guts from Berserk'. With Bloodspiller, the weightyness started to fall away, and with the 5.0 rework that has us spam 3 of them in a row, coupled with all the different OGCD attacks like Edge or Shadowbringer, the sword kinda looks weightless, like an inflatable toy from the carnival. Quietus is pretty good though
oh yeh we also used to have low blow as part of our damage, just kick the enemy in the junk


Remove the auto darkside and turn it into an OGCD toggle
When not in darkside all moves give mana back
When in darkside mana is constantly drained, the final move in the weaponskill combo and all OGCD all cost mana but all heal the Dark Knight.
Obviously numbers for this need balancing to not make it OP but ideally keep the cost of the abilities low but keep the constant mana drain moderate, allowing for at least one full darkside weaponskill combo with 2 OGCD weaved in which then leaves you zero mana and kicked from darkside. the aim would be to balance the mana gain outside of darkside with mana cost of being in darkside, similar to the original design.
Take quietus and bloodspiller off the blood meter
Unlink C&S and Abysall drain
Remove the current delirium and bring back the old weaponskill
Remove Living Dead
New move Overwhelming Darkness to replace living dead so same cooldown time. Fills all darknight resources mana, blood and darkside meter, resources and health regen increased massively overtime for 15 seconds after 15seconds all meters except health are zero'd regardless of state when the ability ends and all gain for these meters are blocked for 5seconds.
Weaponskills:
When in none darkside you're effectively just using a greatsword, once in darkside you start using some of the more darkness themed moves.
None Darkside weaponskill combo
1 Hard slash
2 Syphon strike
3 Delirum
In Darkside weaponskill combo
1 Powerslash
2 Soul eater
3 BloodSpiller
OGCD non darkside
1. Unmend is now a OGCD
2. Scourge (bring it back)
3. Spinning slash (now aoe and a OCGD)
4: Carve and slice reduce cooldown to 18 seconds reduce damage
5: Plunge no change
OGCD darkside
1. Unmend becomes Abyssal drain
2. Scouge becomes Quietus
3. Spinning slash becomes Flood of Shadow
4. Carve and slice becomes Edge of Shadow
5. Plunge no change
6. Shadow bringer unchanged
Current UI elements
The counter for darkside is now the darkest night counter, instead of counting down it counts up while you're in darkside for however long you were in darkside. This is the resource pool for darkest knight and living shadow, at 50 is used to cast darkest night at living shadow can be triggered any point over 50 but last longer the more you use. Add in a second press to living shadow allowing the DRK to destroy the shadow early to return a portion of the cost to the counter.
Keep the blood gauge but give us a move that lets you absorb a portion of the blood gauge to either give a chunk of mana or heal depending on whether you're in darkside or not you could use the old dark arts animation for it.
(In a later change I would like to see this as a modifier with old dark arts. So give us dark arts as a button and bring back status effects either buffs or de-buffs on our some moves, have this bar the resource that is used for dark arts.
|
|
![]() |
![]() |
![]() |
|
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.
Reply With Quote



