Page 1 of 6 1 2 3 ... LastLast
Results 1 to 10 of 55

Hybrid View

  1. #1
    Player
    VicariousXIV's Avatar
    Join Date
    May 2021
    Location
    Ishgard
    Posts
    41
    Character
    Vyra Viator
    World
    Brynhildr
    Main Class
    Dark Knight Lv 100

    Some DRK changes seem annoyingly simple yet are ignored....

    So yes I know so many people have issues with the current state of DRK that the megathread for it is seemingly the most active place on the entire forums, so some of this may have been brought up and I just didn't find it or it's become "old news," but I'm just so befuddled by the apparent ignorance on this.

    There's a few things that to me seem like rather common complaints/requests that the community has brought up for years, and when the other tanks have issues they're almost always addressed in less time then a full expansion, but not with DRK.

    Firstly why the fuck do we still have SE and SnD in their current, nearly worthless states in PvE when they've already created interesting and useful version of both abilities in PvP!? I mean I get why people complain about how strong they are in PvP, but in PvE they'd work fantastically in dungeons without making the DRK better then the others, and would provide SOME functionality in endgame content whereas right now they're both just negligible amounts of potency. This feels like the easiest and most straight forward fix that might actually put DRK on par with the other tanks in dungeon efficiency, finally.

    Also, why the FUCK does everyone think we all actually like TBN in it's current state? Costing us our damage and only refunding it when used properly, and why do they all think we "celebrate" having the "lowest CD defensive ability" when it's so fucking rare to actually ever get to actually make use of it more then the other tanks get to use their much better and FREE defensives with their slightly longer CDs? I seriously can't tell if it's like some lingering ignorance by people from so many years ago, or if they're all just making excuses to "defend the DRK" cause they grew attached to it and it's awesome storyline but never played it in endgame to know any better, or if other DRK players actually like this subpar ability?

    On that note why the fuck does Oblation even exist?

    Make TBN free of MP, give it Oblations DR, increase the CD and increase the duration, but keep the breaking mechanic to actually provide a reward for using it properly instead of a means to avoid a punishment.

    Add in a new MP costing ability instead, like another oGCD attack that applies the old Bloodprice ability, where the target's attacks restore MP to the DRK (so it still works if you're offtank), so you have to weave it in to maintain proper MP generation, and it might honestly be necessary for something with more MP generation now that Delirium/BW gives so much less MP.

    Idk, changes like these seem so fucking obvious, like the BW and LD changes we had to practically beg for last expansion, basic shit seemingly every DRK wants yet we're constantly ignored.
    (6)

  2. #2
    Player
    WeakestZenosEnjoyer's Avatar
    Join Date
    Jun 2024
    Location
    Ul'dah
    Posts
    288
    Character
    Scrappy Moonlord
    World
    Halicarnassus
    Main Class
    Red Mage Lv 100
    Salted Earth pulling enemies to you in PvE could actually be useful, though it would have a billion exceptions when a boss is supposed to be in a particular spot.

    TBN is good actually and is DRK's strongest tool, as short cooldown mit it's only surpassed in dungeons by Raw "Hallowed Ground on a 25 sec CD" Intuition and it's older brother Bloodwhetting, while also being very potent at mitigating tankbusters. It is effectively already free unless you move MP out of burst with it actually being a damage gain when used properly and removing that element of DRK is quite literally the only uniqueness left.

    Oblation is just the extra mit all short CDs got in Endwalker except better because it's a flexible mit with charges, don't be disappointed just because the tooltip isn't 7 paragraphs, being separate also helps ensure TBN pops.

    Bloodprice but you don't have to be hit just isn't Bloodprice, DRK does need more MP management back though it's just Edge gauge now.
    (5)

  3. #3
    Player
    VicariousXIV's Avatar
    Join Date
    May 2021
    Location
    Ishgard
    Posts
    41
    Character
    Vyra Viator
    World
    Brynhildr
    Main Class
    Dark Knight Lv 100
    Yeah, bosses would have to be immune to forced movement and probably the blind on SnD as well, but the DR and HoT while inside of it would be the good part in such cases.

    And I'm not saying TBN is "bad," it's just worse then basically every other short CD mits the other tanks have, it's FAR worse in dungeons and only functions on par in endgame content, and only when used properly is it "free" cause otherwise it's an actual loss/punishment. The "uniqueness" is also already gone, cause I mean either you punish yourself for using it (the unique part) or you use it properly and it's just a shield "for free" and it functions exactly the same cause you don't have use for it more often then the other tanks cause bosses are designed around the CD for the other tanks. I'm also not saying "just remove it from the MP pool and nothing else," I am saying it should be replaced so the DRK has actual offensive choices to use their MP on, cause right now it's just "use it all on your one offensive ability then pop a shield when the indicator pops up." Mechanically it's all just subpar.

    But yeah Oblation is flexible, I'll grant that, I also just don't think that's enough to make it worthwhile as a separate ability. If TBN is so important to the kit they should have given TBN that flexibility and not added more unnecessary bloat.

    And yeah, it does not "need" more MP regen, but why not? We're talking about "uniqueness" of the job but at the same time you'd prefer to just keep it as an "Edge gauge?" Providing more tools in the kit to build and dump MP would be that actual uniqueness it's lacking.
    (2)

  4. #4
    Player MagiusNecros's Avatar
    Join Date
    Nov 2015
    Posts
    3,205
    Character
    Bastilaa Shan
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by WeakestZenosEnjoyer View Post
    Salted Earth pulling enemies to you in PvE could actually be useful, though it would have a billion exceptions when a boss is supposed to be in a particular spot.
    Bosses would be immune to the draw-in. Blue Mage's Hydro Pull works to great effect in all dungeons to keep enemies grouped up and would work great for the regular Tanks if they ever got a skill like that. Also doubles as a interrupt on enemies that cast spells if they get moved.
    (2)

  5. #5
    Player
    Agner's Avatar
    Join Date
    Oct 2014
    Location
    Garleans set my house on fire
    Posts
    76
    Character
    Rivane Azhcrove
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by VicariousXIV View Post
    Also, why the FUCK does everyone think we all actually like TBN in it's current state?
    I believe you misunderstand. While some people definitely love TBN, I wouldn't be surprised if most are attached to it as a relic of a bygone era. It's not clung to out of love, but out of desperation that whatever fun we had does not proceed to fade into the genericisms of the present. At least, that's where I'm at—and I do not trust the current team to improve upon it without somehow managing to knock the wind out of DRK's sails yet again.

    I actually don't mind the spot DRK is in currently with regards to defense. It doesn't seem great in comparison to the others, but I feel like they are tuned much more strangely. I just find the offensive toolkit to be, well, offensive.


    Quote Originally Posted by VicariousXIV View Post
    Idk, changes like these seem so fucking obvious, like the BW and LD changes we had to practically beg for last expansion, basic shit seemingly every DRK wants yet we're constantly ignored.
    Back in 2022, I posted that around 4 years ago was the last time any major decisions were made to better the feeling of the job. About 3 months later we ended up getting a great change in the revamped form of Living Dead, and a convenience in the form of BW stacks. I could be completely off base and forgetting other major changes, so do correct me if I'm wrong.

    With that said, you're not really wrong. DRK was always that kind of job where you needed to put more effort into play in order to come out equal to others, so maybe they just wanted to apply that to our job feedback as well. It would explain why WAR feedback seems to be implemented more often, at least.
    (1)
    Last edited by Agner; 06-12-2024 at 07:28 AM.

  6. #6
    Player
    VicariousXIV's Avatar
    Join Date
    May 2021
    Location
    Ishgard
    Posts
    41
    Character
    Vyra Viator
    World
    Brynhildr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Agner View Post
    I believe you misunderstand...... knock the wind out of DRK's sails yet again.
    I think that's a fair concern, it's just that I've always played both WAR and DRK and when EW dropped the DRK gets random button bloat and basic bitch potencies, while WAR got all of the potential QoL it could have ever asked for while also getting new abilities that weren't just for damage, so I get to play WAR for a whole expansion where it's fucking awesome! Yes, it's currently overtuned now that it also does the second most damage of the tanks, not arguing that, but I got to experience them actually doing a good job with one of my main jobs, so I'm just left wondering WHY THE FUCK the DRK has barely been touched in comparison?

    Cause I don't like where it is right now in terms of defense, it's the least interactive (ironically) when it comes to endgame and it just flat out fucking sucks in dungeons for no good reason. Yeah I know many will just say "dungeons don't matter," and they really don't cause anything can in fact clear them, but the fact DRK struggles so much in comparison is just such a clear and obvious indicator that some things are off with it and it would be so simple to address it if they ever bothered to. But yeah, WAR heals themselves with abilities, GNB gets an excog they can combo with other abilities, and PLD has always had the most defensive options since I started playing, but the DRK just uses some MP to make a shield, it breaks, and they use the damage ability they'd have used otherwise anyways? Yeah it works just as well in endgame as any other tank, there's no denying it's still entirely viable and functional, but it's basic as fuck while also some how being convoluted in how basic it is....

    Quote Originally Posted by Agner View Post
    I posted that around 4 years ago....... It would explain why WAR feedback seems to be implemented more often, at least.
    Yeah those are the exact scenarios I was referring to actually, not your comments in particular or anything but those instances of getting BW charges and a mini-rework to LD. I really don't think those would have ever happened if not for people making a fuss about it, cause while we were bringing it to light most non-DRK players were also actively arguing AGAINST any of those changes! "You don't need charges on BW, it works fine and now you deal the most damage for the tanks, stop complaining!" or "if they change LD and it doesn't have such a nasty drawback to it's usage it'll be instantly OP and break the balance of the tanks!" Now we have charges, deal less damage then WAR and GNB, and LD simply functions like always should have and is still not even the best invuln, it's just finally comparable.

    You might have a point though, they dumbed the job down mechanically so they have to ramp up how hard it is to get any meaningful QoL or updates lol
    (2)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Agner View Post
    I believe you misunderstand. While some people definitely love TBN, I wouldn't be surprised if most are attached to it as a relic of a bygone era. It's not clung to out of love, but out of desperation that whatever fun we had does not proceed to fade into the genericisms of the present. At least, that's where I'm at—and I do not trust the current team to improve upon it without somehow managing to knock the wind out of DRK's sails yet again.
    I mean, it's a more frequent, more flexible (outside of maybe Holy Shelltron), more precise, and higher-skill-ceiling tool that allows us to cheesily keep ourselves from even getting debuffed. It's also the last unique "on-demand" defensive of the bunch. Liking it doesn't require desperation nor nostalgia, only having played without and with it.

    It's also pretty absurd that people who didn't play in Stormblood blame it for the loss of this or that other capacity... despite its addition also giving us the largest extent of those other capacities simultaneously. DRK's vampirics reached their most unique, most synergetic, and most powerful... all with the release of TBN.
    (1)

  8. #8
    Player
    VicariousXIV's Avatar
    Join Date
    May 2021
    Location
    Ishgard
    Posts
    41
    Character
    Vyra Viator
    World
    Brynhildr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I mean, it's a more frequent, more flexible (outside of maybe Holy Shelltron), more precise, and higher-skill-ceiling tool that allows us to cheesily keep ourselves from even getting debuffed. It's also the last unique "on-demand" defensive of the bunch. Liking it doesn't require desperation nor nostalgia, only having played without and with it.

    It's also pretty absurd that people who didn't play in Stormblood blame it for the loss of this or that other capacity... despite its addition also giving us the largest extent of those other capacities simultaneously. DRK's vampirics reached their most unique, most synergetic, and most powerful... all with the release of TBN.
    It's only "more precise" cause of a shorter duration, artificial "preciseness" if anything cause all defensives still have to be used roughly at the same times, and it's "skill ceiling" is actually incredibly low. If anything it's got a higher "skill floor" as it takes slightly longer for new players to grasp it's proper use but once you get the basics you're practically at the low as fuck ceiling already lol Not that the other tank's low CD defensives are "skill intensive," but they all have auxiliary effects that aren't just "use damage ability you'd have used anyways" and actually provide for and emphasize a playstyle that again isn't just "costs MP."

    And sure, maybe the DRK felt the best right when TBN was released, that's subjective so I won't deny anyone that sentiment and there's plenty of reason to feel that way, but that was YEARS ago, we've moved past that period of time and the DRK is being left behind because of this apparent need to maintain this now subpar defensive ability.
    (1)
    Last edited by VicariousXIV; 06-13-2024 at 04:37 AM.

  9. #9
    Player
    Agner's Avatar
    Join Date
    Oct 2014
    Location
    Garleans set my house on fire
    Posts
    76
    Character
    Rivane Azhcrove
    World
    Leviathan
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by VicariousXIV View Post
    it's the least interactive (ironically) when it comes to endgame and it just flat out fucking sucks in dungeons for no good reason.
    To reiterate, I would consider the other defensives stacked more "meaningfully" in jobs other than DRK, but that DRK is still alright defensively. It's fine to say otherwise, but I feel like DRK is hilariously a better baseline for what tanks should be closer to—it obviously feels "squishier" in dungeons, but I don't want my healer to be as bored as I am tanking a dungeon. It's been not difficult to tank a dungeon on DRK whatsoever, assuming your healer is paying a small amount of attention. I remember hearing this big funk about how EW DRK is difficult in dungeons, which is why I actually bothered leveling it this expansion. It still wasn't difficult unless your healer was straight up AFK. That, or paying about as much attention as a tank needs to in a dungeon. Fun stuff.

    With that said! What I would certainly not argue against is more interactivity between our defensives, or kit in general. However, I still don't have the trust that the team would make that happen without it still managing to be bland. Things like the already simple DA+AD loop while keeping up Blood Weapon and using Quietus to refill MP seem to have been shot out of the game in favor of one button, no failure copies.


    Quote Originally Posted by VicariousXIV View Post
    I really don't think those would have ever happened if not for people making a fuss about it, cause while we were bringing it to light most non-DRK players were also actively arguing AGAINST any of those changes!
    Well, as you said:

    Quote Originally Posted by VicariousXIV View Post
    You might have a point though, they dumbed the job down mechanically so they have to ramp up how hard it is to get any meaningful QoL or updates lol
    "To walk the path is to suffer. To sacrifice. Justice demands no less. But we must never lose sight of why we chose to walk it."

    Surely, too, we are meant to internalize that at this point. :)


    Quote Originally Posted by Shurrikhan View Post
    Liking it doesn't require desperation nor nostalgia, only having played without and with it.
    Ya, that's totally fair. I think it's ok to read my former post (or posts) in a dramatic boomer voice, yappin' about "ye olde days" and such.

    Quote Originally Posted by Shurrikhan View Post
    It's also pretty absurd that people who didn't play in Stormblood blame it for the loss of this or that other capacity...
    I feel silly missing things as simple as dungeon pulls in Stormblood, but I get it. Kits would actually flow back into each other regardless of their issues, and there were at least a degree of inputs required to achieve it. It wasn't hard or anything, but it at least took a little bit of attention to perform. To avoid getting too off topic, I'll end with saying that I'd actually prefer that I don't need to multitask to keep my skull occupied. It'd be nice to focus on just the game when playing the game.
    (1)

  10. #10
    Player
    VicariousXIV's Avatar
    Join Date
    May 2021
    Location
    Ishgard
    Posts
    41
    Character
    Vyra Viator
    World
    Brynhildr
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Agner View Post
    To reiterate, I would consider the other defensives stacked more "meaningfully" in jobs other than DRK, but that DRK is still alright defensively. It's fine to say otherwise, but I feel like DRK is hilariously a better baseline for what tanks should be closer to—it obviously feels "squishier" in dungeons, but I don't want my healer to be as bored as I am tanking a dungeon. It's been not difficult to tank a dungeon on DRK whatsoever, assuming your healer is paying a small amount of attention. I remember hearing this big funk about how EW DRK is difficult in dungeons, which is why I actually bothered leveling it this expansion. It still wasn't difficult unless your healer was straight up AFK. That, or paying about as much attention as a tank needs to in a dungeon. Fun stuff.

    With that said! What I would certainly not argue against is more interactivity between our defensives, or kit in general. However, I still don't have the trust that the team would make that happen without it still managing to be bland. Things like the already simple DA+AD loop while keeping up Blood Weapon and using Quietus to refill MP seem to have been shot out of the game in favor of one button, no failure copies.
    Yeah dungeons are easy on everything, but DRK is the only tank that can't make it through on it's own and that is the issue, but you have a point that maybe all 3 other tanks being so much stronger in such easy content might be more of the issue. Regardless, either all three others need to be brought in line or DRK needs to be brought up so the difficulty can be increased, cause if it is as things are now the DRK is boned, strangely in the easiest of contents lol

    "To walk the path is to suffer. To sacrifice. Justice demands no less. But we must never lose sight of why we chose to walk it."

    Surely, too, we are meant to internalize that at this point.
    I think we are, the problem is where there are three other paths to walk that do not require such "suffering or sacrifice," it's hard to not just walk those paths and pray that the outlier is eventually smoothed out, call me weak but if I can unga bunga with WAR and generally just do everything better then the DRK can, or play GNB and retain even more uptime, or just go PLD for more complexity, I don't know if my love for the story and edgy aesthetics are enough to keep me on board even though I would very much like to be, the clunkiness and lack of interactivity within it's own kit is just such a turn-off when it's not an issue the other tanks have since they've already received all the QoL their playerbases asked for, especially when there are people who actually want to keep the bullshit for bullshit reasons. Kinda makes me want to just go to the easier roads and let everyone just be happy with their faux "uniqueness."

    But honestly putting it so poetically, that has been the most convincing thing to keep me playing it, for now at least lol There's honestly just so much I do like about the DRK that it's infuriating that it still also has so much nonsense built into it.
    (1)
    Last edited by VicariousXIV; 06-13-2024 at 02:08 PM.

Page 1 of 6 1 2 3 ... LastLast

Tags for this Thread