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  1. #1
    Player
    AlienDiplomat's Avatar
    Join Date
    Aug 2013
    Posts
    67
    Character
    Irae Tsukatsi
    World
    Hyperion
    Main Class
    Miner Lv 100

    Dark Knight Suggestions 7.3+

    After recently hitting 100 and running the newer DT dungeons I have to say that for this level of content DRK is feeling pretty good right now. However, there are always areas things can improve. Specifically I would like to see a few "job identity" type changes that would also shore up the one area DRK still lags a bit behind at least 2/3 other tank jobs, that being self sustain.

    1) Breaking The Blackest Night also reduces Carve and Spit & Abyssal Drain CD by 10s.

    This one change I feel would go a long way to enhancing the job's identity while bringing self sustain more in like with WAR/PLD. The CD reduction could be tweaked, however tying this to TBN breaking adds 3 qualifyers to gaining a more frequent significant self heal: You need to have TBN available, you need to pool enough MP, and TBN actually needs to break.

    2) Add an ability change action to Living Dead: Cross Over (or w/e edgy name here!).

    After activating Living Dead, allow activating the ability a 2nd time to force you to 1 HP and transition into Walking Dead manually. This would allow the iconic invuln to also potentially function as additional self sustain, bypassing the frequently maligned aspect of relying on healers knowing not to heal you by giving you the ability to either force the action, or use it as a safety net as it currently functions.

    More suggestions are welcome!
    (1)

  2. #2
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,225
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by AlienDiplomat View Post
    After activating Living Dead, allow activating the ability a 2nd time to force you to 1 HP and transition into Walking Dead manually. This would allow the iconic invuln to also potentially function as additional self sustain, bypassing the frequently maligned aspect of relying on healers knowing not to heal you by giving you the ability to either force the action, or use it as a safety net as it currently functions.
    I'm not sure I understand that correctly, do you mean forcing just the self-healing portion? As in, drop to 1HP like the old Superbollide (please bring that back, Square!) and then getting the self-healing, but not actually Undeath? (since you only went to 1HP, you didn't die)

    In that case, that's a neat idea. If Living Dead never triggered, can use it for self-healing instead of an invuln.

    Alternatively, I'd maybe just make it so that passively, we reduce our maximum HP by 10% while LD is up, with no limit. At the end of LD, we hit 0 HP either way, so it will trigger.
    (0)

  3. #3
    Player
    AlienDiplomat's Avatar
    Join Date
    Aug 2013
    Posts
    67
    Character
    Irae Tsukatsi
    World
    Hyperion
    Main Class
    Miner Lv 100
    Quote Originally Posted by Carighan View Post
    I'm not sure I understand that correctly, do you mean forcing just the self-healing portion? As in, drop to 1HP like the old Superbollide (please bring that back, Square!) and then getting the self-healing, but not actually Undeath? (since you only went to 1HP, you didn't die)
    That is basically the idea, yeah. Although what I was thinking is this: You hit Living Dead. This normally gives you 10s where if you are KO'd it changes to Walking Dead for 10s where you gain strong self healing on weapon attacks and can't be reduced below 1hp (but if you don't receive healing equivalent to your total HP in that 10s, you get KO'd when that 10s ends).

    With this change you could hit Living Dead, and get the 10s "safety net" where going to 0hp would transition to Walking Dead as normal. However, if it looked like you were not going to be KO'd by the time the 10s was up, or if you just wanted to force it early for the self healing and invuln, you could manually hit the button again and instantly transition to Walking Dead as if you had been KO'd during the first 10s. You would drop to 1hp to simulate this, and receive both the invuln and self healing.

    Basically it would allow you some control over how/when you enter Walking Dead and get the self healing and invuln, and ensure you never use your 5min invuln CD without getting to actually use the invuln part!
    (0)

  4. #4
    Player
    Doomfist's Avatar
    Join Date
    Apr 2024
    Location
    Luwateninyawawsa
    Posts
    49
    Character
    Fionn Flamecrest
    World
    Carbuncle
    Main Class
    Paladin Lv 100
    1. Remove Edge of Shadow

    2. Make Flood of Shadow deal Edge of Shadow's potency on the first enemy with falloff damage on others.

    3. Bring back Plunge as a damaging OGCD on a 30 second cooldown, add an upgraded version that also does falloff AOE.
    (3)

  5. #5
    Player
    Carighan's Avatar
    Join Date
    Apr 2018
    Posts
    1,225
    Character
    Carighan Maconar
    World
    Zodiark
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Doomfist View Post
    1. Remove Edge of Shadow

    2. Make Flood of Shadow deal Edge of Shadow's potency on the first enemy with falloff damage on others.

    3. Bring back Plunge as a damaging OGCD on a 30 second cooldown, add an upgraded version that also does falloff AOE.
    Yes to 1+2, there's exactly 0 reason not to do this, and in fact I'd love to do it a lot of abilities of Dark Knight, with the idea being that since we carry this big sword, all our attacks are also our AoE attacks.
    (0)

  6. #6
    Player
    Oizen's Avatar
    Join Date
    Oct 2021
    Location
    playing other games like yoshida intended
    Posts
    2,376
    Character
    Alondite Ragnell
    World
    Marilith
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Carighan View Post
    Yes to 1+2, there's exactly 0 reason not to do this, and in fact I'd love to do it a lot of abilities of Dark Knight, with the idea being that since we carry this big sword, all our attacks are also our AoE attacks.
    The only reason I can think to not do this is we already have two other sword beam attacks in Shadowbringer and Disesteem.
    But I also think Edge of Shadow could very easily just be AOE with its current animation as it is.
    (1)

  7. #7
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,856
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Oizen View Post
    The only reason I can think to not do this is we already have two other sword beam attacks in Shadowbringer and Disesteem.
    But I also think Edge of Shadow could very easily just be AOE with its current animation as it is.
    This. I'd much rather Edge get the Shoha-AoE treatment than be stuck with just the shadow-shart launched from our steel sword tube.

    I'd also be fine just keeping them separate, though, if Edge every applied some sort of effect that'd be worth manually spreading to multiple focal targets.

    ...and would also of course be fine with replacing both with Dark Arts again, or even a Continuation-like revised Dark Passenger.
    (0)

  8. #8
    Player
    Derio's Avatar
    Join Date
    Jun 2015
    Posts
    3,361
    Character
    Derio Uzumaki
    World
    Sargatanas
    Main Class
    Dark Knight Lv 100
    I would much rather them get rid of flood and edge and combine them to Dark Passenger. That animation was so good and just like was said have damage with aoe falloff. That will help with button bloat.

    I would actually like plunge to be apart of a new 3 part combo so we have two combo chains.

    To the OP's #1. I have to say no to this. In a casual setting this is fine. In a raid setting its really bad. Imagine if you used TBN correctly so much to the point where you reduced the cooldown to push C&S out of the two minute burst window
    (0)