Good changes but... MORE MP REGAIN PLZ! That is all...


Good changes but... MORE MP REGAIN PLZ! That is all...

Hopefully 7.2 addresses DRK's MP issue and downtime between its bursts. Overall good buffs but are at band-aid level, doesn't fix DRK but at least they didn't ignore the job this go around.



X.1 patches tend to be the last time they even attempt to put effort into balancing.
Expect .2-.55 to be the WAR catch-up patches.




Interesting changes. I wonder if C+S/AD will be merged Expiacion style as a future upgrade. Dark Missionary is still a significantly less effective choice than SiO, but I suppose that's offset by Dark Mind being a much better choice than the alternatives. I wonder why they didn't upgrade Camo as well.
WAR mains report being unable to clear the M8S doorboss because they don't have healing on Upheaval/Orogeny. Buffs required.



They should have just made AD cost 4000 mana and extend darkside by 30s. Keeping it tied to CS is crazy because its still button bloat at the end of the day because its a button that you wont use in most content outside of dungeons and certain open world scenarios.



My favorite part is this is while it of course is only a band-aid fix in the grand scheme of things we're like WOO, PARTY! Speaks volumes to the neglect of the job.
Blood weapon being 3 stacks did seem like an oversight though or did they think a free living shadow was the solution? That... level 80 ability and not the low level ARR blood weapon. You know the more I think about it the less it made sense on why that happened.
After testing DRK 7.1 I still believe they should do full rework on how their mitigation should be implemented,
current mitigation feels rigged and pointless and no point of making it magic resist tank




DRK now has 3 Omni mitigations more than any other tank
What more could you possibly want out of their mit kit
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
Healing now increased passively with DRK which is the boring way to make it tankier.
Dark Mind is 10% extra physical damage which is great but I believe it is not enough for the job to make it more unique.
Dark Missionary same thing.
these changes wont save the job for being more homongized it will make it "Work" for at most next expansion.
DRK now feels like SMN 5.0 and we want changes in the same level as SMN 6.0 with avoiding the mistakes happened in 7.0 summoner

I agree, reducing damage taken is only a band-aid fix for a gameplay problem. The tanks need to have something that is unique to allowing them to mitigate damage that isn't just reduce damage taken for a set amount. Its a boring way to approach tanking when you can have something like Clive's dodge that is reactive and active mitigation.Healing now increased passively with DRK which is the boring way to make it tankier.
Dark Mind is 10% extra physical damage which is great but I believe it is not enough for the job to make it more unique.
Dark Missionary same thing.
these changes wont save the job for being more homongized it will make it "Work" for at most next expansion.
DRK now feels like SMN 5.0 and we want changes in the same level as SMN 6.0 with avoiding the mistakes happened in 7.0 summoner
Each tank needs something unique to their tanking that isn't just press buff and does the same thing as the other tanks. They need something that is comparative but unique to the job theme and allows tanks to be more active to their tanking instead of sitting in spot and pressing CD that reduces damage taken by percentage.
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