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  1. #1
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,848
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    I think in general tanks need less defensive bloat (Such as Rampart, DM/Bulwark ect). I think the strength of things would be fine if we didn't already have so many cooldowns, also not saying everything has to go, I just don't really like having four cooldowns about self mitigating in different levels of strength I don't think its a good allocation of space all the time, I'd also like more individuality in these cooldowns.

    Focus on what actually we know works rotations theirs no reason why tanks should all have very basic 1, 2, 3 "spend gauge" rotations, they are already designed to be more slow in gcd I think it's time we had actually had tanks feel different in rotations and had more interesting differences DPS wise it would make them a lot more interesting in the way that counts (instead of having a slightly different heal/mit effect lol)

    These buffs might make Dark knight more strong and slightly more useful in AOE situations but they don't tackle the core issue and I think all tanks share the same core issues, that at the end of the day they have over bloated defensive kits while not really having actual fun dps kits, I really think it's time to bring back some actual rotations and combo paths to tanks, I mean even if we didn't remove any defensives I'm sure you can fit 1 or 2 skills to each tank to spice up their actual gameplay.

    I do hope 8.0 will evolve tanks in a direction that's more fun. Theirs some doubts in that with current design but I guess we will see, I don't think theirs a way to fix dark knight without actually looking into some core issues of tanks in general.
    (3)

  2. #2
    Player
    Nivarea's Avatar
    Join Date
    Dec 2015
    Posts
    69
    Character
    C'lhen Madder
    World
    Moogle
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Rithy255 View Post
    I think in general tanks need less defensive bloat (Such as Rampart, DM/Bulwark ect). [...]
    I'm not disagreeing. Tanks are very powerfu defensivelyl in XIV, that's a fact. I'm not against nerfing defensives tbh, but I don't think SE will take that direction with the game, I would be very surprised if they do. I've seen people arguing about removing Invulns for exemple, since they make mitigating fights too easy.
    That would be a complete philosophy change, for sure, and would probably meant touching up many fights.

    Quote Originally Posted by Rithy255 View Post
    Focus on what actually we know works rotations theirs no reason why tanks should all have very basic 1, 2, 3 "spend gauge" rotations, they are already designed to be more slow in gcd I think it's time we had actually had tanks feel different in rotations and had more interesting differences DPS wise it would make them a lot more interesting in the way that counts (instead of having a slightly different heal/mit effect lol) [...]
    Hard agree here. Nothing else to say.

    Quote Originally Posted by Rithy255 View Post
    I do hope 8.0 will evolve tanks in a direction that's more fun. Theirs some doubts in that with current design but I guess we will see, I don't think theirs a way to fix dark knight without actually looking into some core issues of tanks in general.
    Same thing, I agree with that and have some hope, but I'm not expecting a huge change in philosophy, just more identity and maybe, but that's a very non-comital maybe, a slight bump in overall job complexity.

    Quote Originally Posted by AnjouMaaka View Post
    Dark knight does not need a rework.
    You're right in that DRK works very well right now and that a rework is not needed if we take this approach.

    On the other hand, a good amount of people, myself included, do think that the current iteration of DRK is too simple, stripped off from its historical fun points of gameplay and needs more spice to become very fun again. hence why people, want a rework, it's not a number of efficiency thing, it's a playstyle thing.

    Quote Originally Posted by AnjouMaaka View Post
    The only ability on dark knight that needs a complete rework is The Blackest Night. Oblation needs a regen added to it. TBN is the last terrible job design gimmick for tanks that a minority of players are still clinging to for keeping the job "unique" when it is undeniably the worst tank cooldown in the game, and it's days of being so are probably numbered.
    That's a hard disagree for me. TBN is nowadays one of, if not the only thing, you actually have to pay some attention while playing DRK. Can it be improved? Sure, you can lower its penalty, you can add another effect on it. But just making it a clone of other tank short mitigation would suck, because Tanks are already too similar to each other. And contrary to Dark Mind, TBN works on all damage, even Darkness damage.

    Also, people do not value the real strenght of TBN (and DRK defensive toolkit by extension) being its flexibility and availability.

    Yes, in a vaccum, TBN is "weaker" than current other Tanks short cooldown. In situation, you would need to have an absurd amount of damage and only be using short cooldown for it and no other mit to actually really see a difference. The only fights the game can throw such amount of damage are basically Ultimates and... oh, surprise, DRK was, before PLD gained Bulwark after 6.3, the only Tank able to tank without any exterior help the abolute highest hitting damage ability of the game compared to our max HP, being Soul Teather in DSR without using its invuln. WAR, pre-6.3 PLD and GNB couldn't, they all needed help from the healers or a DRK with its second charge of Oblation.
    Also, TBN being a shield make it scale really well with other mitigations, so it ends up as powerfull as other short tank mitigation.

    The only way I would agree to have TBN lose it's fail state would be if the job was really reworked and had other mecanics to pay attention.
    It's fine, it's strong enough to do the job efficiently and its fail state is just a way to alert you that, if you weren't even taking 25% of your HP as damage in 7s, why would you actually need to use mitigation anyway?
    (2)
    Last edited by Nivarea; 11-26-2024 at 04:45 AM.