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  1. #1
    Player
    Nhakaba's Avatar
    Join Date
    May 2024
    Posts
    2
    Character
    Nhakaba Kyokotsu
    World
    Omega
    Main Class
    Dark Knight Lv 90

    7.0 DRK Feedback

    The job action trailer and what was said about DRK afterwards by Yoshi P and the team has me extremely worried.

    While FFXIV was not rly known for its complex Job design before i feel like this is taking things too far.
    These 2 seemingly small changes of baking BloodWeapon and Delirium together as well as removing the gauge cost of Living Shadow made it so you can effectively no longer make mistakes on DRK. Arguably it also slips below Warrior in difficulty now.
    Yoshida-san said in a interview with Famitsu roughly 2 months ago that video games need stress and mentioned the anecdote of scrolling games without holes to fall into not being fun.

    So my question to the dev team is what is the "holes you can fall into" when playing DRK in Dawntrail?
    The need to save up resource after downtime is removed by Living Shadow being free.
    Yes you could argue you can save up the gauge for another Bloodspiller but this is way less punishing as Living Shadow is a 2min cooldown that you would drift this way.

    Furthermore it seems the potency of GNB and DRK gapclosers was removed with no replacement ogcds. The reason being that these jobs are so much more busy then the other 2 tanks. Why do we need to homogenise EVERYTHING. Why is it the end of the world if not all jobs are exactly the same amount of busy
    (6)
    Last edited by Nhakaba; 05-17-2024 at 04:05 AM.

  2. #2
    Player
    Nhakaba's Avatar
    Join Date
    May 2024
    Posts
    2
    Character
    Nhakaba Kyokotsu
    World
    Omega
    Main Class
    Dark Knight Lv 90
    Its been pointed out to me that i should give Feedback on how to improve the job instead of just stating what i dont like:
    Keep the gauge cost for Living Shadow.
    The new 0 potency "dash" seems like a new spell and not plunge. so you could keep plunge and make it quite short range (almost melee range or flat out melee range) as to not give too much mobility but keep the extra 2 ogcds for burst windows.
    this would keep the job fairly on the level of current enjoyment
    bonus:
    instead of the new spell being after living shadow it could be after every 3 or 5 or so Bloodspillers. i ofc dont know what the spell is yet and maybe it doesnt work. but this could make it a more frequently accessable extra spell and ontop of it you could hold it until 2min window so you get two into buffs.
    (2)