A thread about DRK - What I think is good, and what I think can change.

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Greetings.

I have been playing DRK for a bit, since Shadowbringers, and will probably continue to play it. It is mostly related to the fantasy of it. In virtually every game I like, big sword guy has been my aesthetic. Furthermore, DRK as a job has an amazing legacy in Final Fantasy and has always had wonderful flavor. The job quests of DRK brought me in and I will probably never quit this job.

I have done all savage tiers since E9-12 as DRK, and have completed two ultimates, plus nearly finished DSR. (P6 PF experience was hell and I took a break from that, especially for dawntrail).

The changes in Dawntrail were a little bit disappointing to me. I want to talk about what I feel like the biggest issues are in hope that this is read and at least brought to the a neutral point where we were in Endwalker.

First, I will start with the positive:

1. If we are talking about *good* ways of removing button bloat, the basic idea of combining the effects of blood weapon and delerium into one button is good. I will talk about a potentially inadvertent issue this has caused in a moment. But the buttons were always used together. This is the type of streamlining I endorse.

Some will say that this can cause you to overcap if you arent careful but I think this is an amount of rotational awareness that people can play around.

2. The delirium combo is very cool. No notes. The animation is great, and its so much better than spamming bloodspiller 3 times. I would almost recommend providing parts of the combo at earlier levels!

3. I like that Diesteem has significant range on it. Even in EX2 I use it during the chains mech to maintain uptime on the boss. Considering there is some flexibility on when it is used in the burst, allows for skillfull DRK to optimize its usage for uptime.

4. Removing the blood gauge cost of Living Shadow is good. Whether planned or not, it is good that you are not punished for pulling a boss with Unmend. It is way easier to align in raid buffs.

5. Removing potency from gap closers is good and encourages tanks to use them as utility, and not for damage. (I will talk more about this in negatives however)

Now I will go into some negatives. These are changes that have hurt the job from a feel and performance perspective that I would like to see changed.

1. I sort of referenced it with my first point. The change to making blood weapon and delerium one the same has meant that DRK lose about 2400 mana every two minutes. To some, this may not sound like a lot, but that is a TBN every 2 minutes, and also a slight reduction in blood gauge per minute (offset by a free LS). There are significant damage implications to this, but I will more focus on the defensive loss.

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