Drk In Futher Expansions.

RSS News

Syndicated News Service
First, I didn't write this thread with the purpose to mingle with other people. I would be satisfy even if only the ffxiv's job design team can see this. I've read enough opinions from the people in the tank forum in the past 3 years and I feel it would be a waste of time to try to convince the people who already addicted to the conditions of the tank job as they are right now.

I read some of DRK request and What I feel is that : DRK do not required haste and counter/proc attacks. If all DRK have are haste and counter/proc attack then DRK is nothing more than a reincarnation of "FF11 WARRIOR". If you replace salted earth and abyssal drain with haste and counter/proc atks and change the name of mp bar to stamina then this will be undeniable.

DRK is also not a revenge knight and the people doesn't became DRK because they want to have a revenge on anyone nor it is required for any crystal bearer to do so. Sidurgu didn't live to revenge, Fray didn't die trying to revenge anyone,Ompagne also didn't became DRK to start a revenge nor that he trained anyone to carried it. DRK being Revenge Knight is just a delusion of some player.

Further more, 100% uptime haste isn't great.

In Theory, have Blood Weapon gain haste effect back would fix some problem but the moment DRK press it the 2.4s weaving window that DRK have will be shrink down. Currently tank bis gear+food can give 2.4s gcd speed to DRK now if 15% attack speed buff is to be granted it would bring the gcd speed to around 2s. Keep in mind that many jobs action have animation lock duration.

Do you remember how much time/window DRK have to move out and move in to land a hit when boss cast a circle ground aoe? anyone want to test can try the first boss of "The Great Gubal Library [HARD]" and then imagine if you have more ogc abilities to weave and your weaving window shrink down to 2.0.

It is going to be complicated in situation like E6S or E7S add phase that DRK have to constantly moving/ dodging aoe while landing an attack. Imagine on 1 side the party have DRK that have 2s gcd speed with no way to turn it off while having to weave Edge of Darkness/Shadow and there is Reprisal/Low Blow proc in a situation that time is short and pass damage check or wipe mechanic is happening. On the other side the party have a PLD who have 2.4 gcd speed with ability to instant cast strong spells with a range of 25y.

Remember in the previous expansion haste was only active during blood weapon effect and can be extended by only delirium effect? which mean it's somewhat controllable and the strain on DRK by haste isn't too high.

DRK have 2 problems about the speed of gameplay.

1.The slowness of weaponskills animation.

Have you ever noticed why PLD weaponskills do not feel slow when it have 2.4 gcd speed same with DRK?

anyone who want to test this can teleport to the wolven den and test the basic weaponskill combo on the dummy and you will realized that it's because DRK attacks. The animations are simply too slow. too slow that it often caused the most awkward floor skating when moving while weaponskill animation isn't finished.

Why PLD single target combo doesn't feel slow when DRK single target combo feel so slow? Why requiescat+holy spirits doesn't feel slow like Bloodspiller spam despite having a 2.4s recast time equally?

If anyone is still do not realize than they can simply unlock NIN and compare Hard Slash+Syphon Strike vs Spinning Edge+Gust Slash with the same gcd speed on the training dummy[with out huton].

It is because the attack animation, which if the problem of slowness required a fixing then the real solution is to increase animation speed of all DRK's Weaponskills by 20%.

I don't think having DRK speed in heavensward back is to going to fix this because if as it show in this video https://www.youtube.com/watch?v=lrxzr_JUd4A DRK is skipping attack animation like mad which work as a stimulation to people who already addicted to it but seem like a mess of animation sequences to people who didn't. I don't mean it shouldn't have ogcd attack weaving in but the sequence should have be arranged to look like a real combo and animation does really look like it having a connection. We can look at GNB's continuation as an example.

2.The pacing
Another reason why PLD doesn't feel slow because it have a good pacing with low recast time for attack ability and medium recast time with resource spender attacks. DRK have twice as long recast time for attack ability and the amount of time required to gathered the resources to spend the addition attacks is about the same if not longer than PLD which subsequently causing a pacing of DRK to be slower.

I think maybe it could be fixed by make adjustment like these

Salted Earth
Cost 3000 mp
[Lv52 Trait : Increase Blood Gauge by 5 everytime enemy suffered by damage from Salted Earth
Effect does not stack when hitting multiple targets.]
Effect fade [and aoe will immediately disappeared] if another Salted Earth is used while ability is still active.
Duration 12s
Duration decreased to 12s so the full potency is reduced to 240
Allow a targeting assist by have a ground target appeared right under the current target automatically so DRK only have to quickly press salted earth twice to place it without losing the ability to manually move and place the ground target aoe.

Abyssal Drain [ Moved down to LV 52]
Blood Gauge Cost : 20
Absorb 100% of damage dealt as hp

Blood Weapon is replaced by Dark Art and learned at higher level

Stalwart Soul can replace unleash and only restore 300 mp

Quietus would then be a combo skill from Stalwart Soul learned at lv 40 and simply have higher potency

Both Stalwart Soul and Quietus are weaponskill [Enough with Spell aspect that we can't reap the benefit from it being a spell. I'm also not thrilled to be put in a pickle everytime I got inflicted with silent status and have my aoe spell disabled]

Carve and Spit
Potency : 500
Weaponskill
Addional Effect : Temporary upgrade Edge of Darkness to Edge of Shadow
Duration : 10s
Cost : 3000 MP
Recast : 60s

Edge of Darkness
Potency : 350
Ability single target
Recast : 30s, share recast time with Edge of Shadow

Edge of Shadow
Ability single target
Delivers a critical direct hit with a potency of 500
Recast : share recast time with Edge of Darkness

[There is no reason that DRK should be a slave to mp or have it bind DRK action too much

In "Ishgardian's Justice" Quest we learned that MP isn't required to draw power from darkness but repeatedly do so would put us in danger]

D1ujCdv.png

HLLbFjR.png

0qrE0eo.png

Zm5xSdZ.png

4pmqz6d.png

7itqqUG.png


[There is also no reason to flex dark side by keeping it up all the time. Everytime DRK use a dark ability they have draw the power from dark side]
-----------------------------------------------------------------------------------

Spinning Slash restore hp and replace Syphon Slash
Delirium[heavensward] restore mp and replace Soul Eater


From what I've read since in the past years it's appeared that there're several requests from other player to bring old lost animation back
however it can't be done without causing a button bloat with 6.0 and the futher expansions are expected to arrived eventually.

I would suggest have Blood Weapon replaced by Dark Art and have it learned later on
Dark Art would then act like a modified version of ten chi jin ability of ninja without movement restriction.

The current Delirium could be replace with something like this :

Anguish
Single Target
Range = 25y
Radius = 0
Damage over time, Potency 200
Duration : 15s
Action is changed to Requiem for the duration of the effect.
Recast 90s
Additional Effect : Trigger 500 aoe damage at the location of the target and absorb 100% of damage dealt as hp if the target dies while under effect of Anguish before Requiem is active.


Requiem
Ends the effect of Anguish
Grant effect of Requiem and Dealing damage to the target
total damage = depend on remaining duration
Requiem Effect : Allow any action that required mp to be
used without cost. [No duration like a dark art]


Dark Mind could be a lv 35 defensive ability that reduce both physical and magical. Imo magical/physical damage difference would make healer feel more engaged if it was given to all healers instead meanwhile it only cause imbalance and button bloats as a tank defensive abilities.

TBN
While some player would claim that The Blackest Night is DRK's identity there is no proof backing why it need to be a barrier. The whole quest chain in that expansion is about a boy want to mend/heal/repair and then required player to use a soul eater then at the end it have the boy going crazy and summon a simulacrums to fight DRK. When the fight ended the boy promise to aid DRK in the time of need. TBN could be like Essential Dignity/living shadow and it would still make sense. There's no need to force DRK to reserve 3000 mp for this ability either. You the job design team doesn't need to heed the word of player who can only see it as barrier. I didn't want to force your hand but it would be interesting if DRK's TBN is something that other tank doesn't have and I don't mean stacking Thrill of Battle with other defensive abilities.

Continue reading...
 
Back
Top