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  1. #71
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,422
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    The problem with DRK is that parts of it feel unique and they all come together to make………a tank that is functionally last in every single category that is actually relevant to a tank to be good at

    Last in damage, last in survivability, last or second last in rigidity negatively affecting its potential to mitigate, equal worst AOE mitigation ever since they buffed SIO and DV to hells or high water, second hardest of the tanks to play

    DRK actively suffers from stacking mitigations like oblation was obviously designed to do because it makes it less likely TBN will crack (though otherwise oblation is a good skill, it just suffers from feeling weak compared to the other 3 82 skills), dark mind is situational at best and a lot of its remaining skills are relics of a bygone era (why do we even have dark side as a gauge anymore considering you produce a hilarious amount of it, why does abyssal drain and C&S still share a hilariously long CD)

    The job is just a hot mess even if WAR was warping tank balance harder than the mod beasts do to their character models
    (2)

  2. #72
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,309
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Yeah I'd agree with that. Dark Knight feels like its not as rewarding as it should be, and its mitigations are too situational for too much content. Which was basically my thoughts on how I'd change it without changing its gameplan. The original gameplan seemed to be to make GNB and DRK the high damage low utility tanks, but then with enough bitching they equalized everything and now DRK and GNB just offer less for no real upsides, something that should definitely be looked at if they want all tank damage to be equal.
    (4)

  3. #73
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Oizen View Post
    I'm not sure I agree with this. Dark Knight does have some unique benefits and identity to it that the other tanks don't

    Its the only tank that mits uniquely, its not just pressing rampart + Overtuned lv 82 button, and its reliance on shorter cd mits of weaker power allow it to mit in ways that end up feeling more effective than the other jobs can.
    Its the only tank that has a unique AOE game that isn't spam circle aoe. Switching between circles, lines, ranged circles, salted earth and living shadow feels more fun to me than press aoe in center of mob.
    Its the only tank that operates on a 2m burst rather than a 1m one. GNB's Bloodfest is the only thing that comes close to this but it doesn't really compare.


    I think the biggest issue DRK has right now is that outside of bursts it doesn't feel all that eventful, I honestly think it has a more defined identity than a tank like WAR does, who's entire gameplan has basically been 100% stagnant since Fell Cleave came out, and they compensate this by adding 50 lines of additional effect text to every skill to try and make it feel like it does more.

    Not saying the job doesn't need help, but I've never agreed with the idea that Dark Knight doesn't have an identity right now. Its just an identity that needs to be fine tuned and pushed further honestly, and I'd rather see that then trying to bring back heavensward jank for the sake of it.
    None of the tanks necessarily have an idendity as long as War is just arbitrarily allowed to be the best at everything due to a streamer's demand. None of the tanks have anything they specialise in, because Warrior will just do it too, and better. They're all just worse-warrior but with more complexity and extra steps.
    (4)

  4. #74
    Player
    Valence's Avatar
    Join Date
    Oct 2018
    Posts
    4,030
    Character
    Sunie Dakwhil
    World
    Twintania
    Main Class
    Machinist Lv 100
    Another one that I forgot: stop making tanks actually burst higher than dps jobs, kthx.

    And heal better than actual healers for some.
    (4)

  5. #75
    Player
    Colt47's Avatar
    Join Date
    Jun 2011
    Location
    Uldah
    Posts
    1,809
    Character
    Kan Himaa
    World
    Balmung
    Main Class
    Gladiator Lv 100
    Quote Originally Posted by Oizen View Post
    Yeah I'd agree with that. Dark Knight feels like its not as rewarding as it should be, and its mitigations are too situational for too much content. Which was basically my thoughts on how I'd change it without changing its gameplan. The original gameplan seemed to be to make GNB and DRK the high damage low utility tanks, but then with enough bitching they equalized everything and now DRK and GNB just offer less for no real upsides, something that should definitely be looked at if they want all tank damage to be equal.
    Anti Magic damage is probably the least situational of the mitigations given that almost everything that does damage at end game is magic. What happened is two expansions worth of tech debt stacking up on DRK because when they shifted to put all skills on a 2 minute window in order to align them, they reduced the skill ceiling on the jobs so that it rendered a lot of the extra skills pointless, and they also kind of hastily came up with a DRK rotation that is difficult to build upon without it changing or shifting into something else.

    In hind sight, DRK probably should have a modal switch button like Sage for some of the actions to reduce button bloat and add timing to when to use certain skills. DRK would benefit from having the sage modal button for swapping between group and single target mitigation, for example, like the single and group style anti-magic mitigation. They also should have an AOE shield and a single person shield given they are literally the shield tank, yet we still only have single target blackest night which has its own set of problems due to how it ties into the damage dealing capabilities of the DRK. Tanks and DPS are the roles that count in the DPS calculations so this is a bit of a problem. My grievances with DRK come from them lazily adding 2 charge oblation and 2 charge shadowbringer to the job, when those skills have no synergy with the kit that the established in the last expansion.
    (2)

  6. #76
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,309
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Colt47 View Post
    Anti Magic damage is probably the least situational of the mitigations given that almost everything that does damage at end game is magic.
    Not anymore, Dark Magic mitigation is practically worthless in Criterion. And soon as you step outside of niche of raiding its pretty hard to find places where you'll ever press Dark Mind or Dark Missionary.
    Which wouldn't be so bad if TBN wasn't in the same boat, of having awkward gaps where its a nonfunctional skill due to not poping due to being over geared/random parries/how the boss is feeling that day
    Which wouldn't be so bad if the job also didn't lack any sustain or ways to shrug off chip damage.

    Its kinda just compounds itself into being too much of a detriment for no real upside.
    (0)

  7. #77
    Player
    LianaThorne's Avatar
    Join Date
    Aug 2020
    Posts
    2,405
    Character
    Lorelai Oshidari
    World
    Diabolos
    Main Class
    Dancer Lv 100
    Quote Originally Posted by Valence View Post
    Another one that I forgot: stop making tanks actually burst higher than dps jobs, kthx.

    And heal better than actual healers for some.
    This lol. It would really be nice for healers to actually have a purpose, especially in 4 man content.
    (1)

  8. #78
    Player
    Nighthawky2010's Avatar
    Join Date
    Jul 2015
    Location
    Limsa Lomsa
    Posts
    284
    Character
    Nighthawky Mlmlxix
    World
    Midgardsormr
    Main Class
    Summoner Lv 100
    I have read some great ideas.

    My main is RDM & then it is SMN, MCH, BLM

    RDM:
    -as someone stated may the aoe rotation Impact then Verthunder2/veraero2
    -replace verthunder2/veraero2 with something different like verquake, verblizzard, verwater
    -add some DOTs with some of those magic spells
    -do not remove verraise & remove the ridiculous mp cost of using it.

    SMN:
    -add Shiva, Ramuh, & Leviathan to the mix. It's boring just seeing Titan, ifrit, & garuda every rotation.
    -Please bring back SHADOW FLARE.
    -shorten Ifrit cast times & add a combo hit like Titan.

    MCH:
    -I really can't stand SHOTGUN as the aoe skill. I like the scattershot better.
    - add some explosive devices on the ground for aoe attacks.

    Thats it for now.
    (0)

  9. #79
    Player
    GoatOfWar's Avatar
    Join Date
    Jul 2022
    Posts
    976
    Character
    Pepper Oni
    World
    Twintania
    Main Class
    Samurai Lv 100
    Quote Originally Posted by Valence View Post
    Another one that I forgot: stop making tanks actually burst higher than dps jobs, kthx.

    And heal better than actual healers for some.
    Awfully specific talking point. Did you know that outside of that burst they deal very little damage comparatively? Not a single fight ends in the first 30 seconds. So the burst being higher than some dps jobs actually is completely irrelevant. Especially when you take into account that the lowest dps tank has the highest burst.
    (3)

  10. #80
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Bonoki View Post
    Remove Dragon Sight completely from Dragoon. I stopped playing that job because it's completely obnoxious to use on controller and I will never play that job again until that skill is removed or at the very least turned into a DRG version of Dance Partner.
    After getting DRG to 90 and taking it across several duties, my evaluation has come up with the same conclusion. The skill as of right now feels tacked on and cumbersome to not only apply, but if your partner dies you lose the buff. I believe that double weaving should be kept to a minimum, and consolidating Lance Charge with Dragon Sight and making it a personal buff would be an ideal way to accomplish this for DRG.

    I also think DRG should lose Litany and have it replaced with some kind of personal damage mitigation, which is something they completely lack. I believe DRG should be another selfish DPS that hits like a truck. The job feels like a powerhouse, and its damage should reflect this. The job is similar to BLM in the sense that playing it correctly grants you Focus similar to how BLM gets Polyglot, granting access to Wrymwind thrust after two uses of Radien's Thrust/Draconian fury which requires successful combo successions. I think this should be extended to Life of the Dragon and this status effect should work just like Enochian and the DRG focuses on keeping this active once the Eye is opened. Remove LoD from Mirage Dive and tie it to successful combo successions, after which the gauge will be extended with continuous combos. CDs for Nastrond and Stardiver can remain the same. With this change, DRG would see Geirskogul once unless LoD drops.

    Positional should also go away. Not just for DRG, but from the game entirely. Lastly, DRG combos need some flexibility. Currently, DRG is forced to clip their DoT in order to keep Power Surge active. They should be able to flow into Heaven's Thrust/Chaotic Spring from the second string in their combo as needed. The forced skill should come at the end of the string so Fang and Claw can only follow Heaven's Thrust, and Wheeling Thrust can only follow Chaotic Spring. HT and CS can still alternate each other and should in order to keep LoD flowing, and Raiden's Thrust/ Draconian Fury will still grant Focus so they can use Wyrmwind Thrust.

    I am hoping the DRG rework in 7.0 incorporates these changes. I am quite sure DRG mains are concerned about what the devs are going to do this job in DT. I haven't been playing the job that long, but I really enjoy it right now and the suggestions I made here are hopefully favorable.
    (1)

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