Why does Dark Knight need changes?

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  • Опубліковано 12 вер 2024

КОМЕНТАРІ • 177

  • @Zrynnn
    @Zrynnn 23 дні тому +28

    reducing mp regen was basically a direct nerf to TBN, theres no real point in having it be 15 second cooldown when I cant even use it more often than the other tanks can use their 25 second mits. drk is awful compared to the other tanks in legacy ults now since the buff to their 123 to make up for the loss of plunge/edge/bloodspiller damage doesnt kick in until 94. Would really like to see them do something like change abyssal drain into pld's holy spirit where after you do your 123 you get a proc for a free drain which gives you hp and mp, this would solve a lot of problems, our mp regen, our hp self sustain, and it would give us another ogcd button to press which most of us want to help fill the void. Would also love to see them do something more with salted earth, like giving you a regen for standing in it and a big heal when using salt and darkness.

  • @DankTankXIV
    @DankTankXIV 23 дні тому +40

    Great video! Your point on only losing ~5% dps if you just... never spend blood... is painfully eye opening. I do really enjoy how flexible DRK is in Ultimates, but removing our most important blood spender and not replacing it makes me wonder why we even have the gauge anymore. I like to give the benefit of the doubt that with all this design space they opened up that they have some plan to fill it next expansion. I just wish they would've waited for replacements to be ready before taking so many things away from the job. Thanks for the shoutout!

    • @whodis3489
      @whodis3489 23 дні тому +7

      Design space is copium bro, look what they did with all the design space on SMN😂

    • @DankTankXIV
      @DankTankXIV 22 дні тому +8

      @@whodis3489 LMAO we're cooked

  • @Oizys0miseria
    @Oizys0miseria 24 дні тому +100

    I think DRK is really the victim of a long term lack of development on Jobs over all
    I think WAR is actually not much better from a design standpoint, but its systems are all functionally great. All its cooldowns are good, and its damage is super consistent, so people forget that its been using the SAME combo system since ARR, and the Jobs general APM is non-existent. Again, its just functionally good.
    I think the main issue with DRK, really comes from a lack of cohesive design, and just alot of "stuff" with no thought put into it.
    Its MP management might as well not exist. Ive said for a long time, that MP could be used to allow GCD/OGCDs to have a sort of "variable cooldown", where traditionally you would need to hit a 60s CD every 60s, if it costs MP.. you can do it at 55s or 65s, and not have it drift since its MP. Yet for DRK.. its just.. there? And tied to a low impact boring OGCD or TBN.
    You made Living Shadow.. yet you dont have any other part of your Job kit actually involve the Shadow.. despite having skills called Edge of Shadow.. and Shadowbringer.. I know it would kinda of pull into Reapers design a little, but is it really that big a deal? Why not have Edge of Shadow proc a GCD where you call out Esteem for an attack? Its what i mean by "no thought process", they had it right there.
    Then you have dumb cooldown design. Why is Shadowbringer even on 2 charges? You dont use 1, outside of fringe cases in Ultimates where you can get another during downtime.
    But you could have that effect if it was 40s? Or you could just not have it be a cooldown at all.. since you already have Edge of Shadow, and have it be a proc.
    Wtf is Salt and Darkness? Who??
    Why has Carve and Spit remained unchanged for the entire duration of the game, other than slapping Abyssal Drain to it, but on a shared cooldown?
    Why is so much of the DRK story about having this "alter-ego", yet in combat its again only present on a 120s CD.. as opposed to... YOUR ENTIRE KIT. Oh DRK doesnt have sustain? "Well it doesnt make sense", except it DOES? Esteem could TAKE DAMAGE for you, like you could power through hits, by having your other self summoned in front of you, and take a brunt of the damage, you could make it a shield or a block, or maybe after it dissipates, it heals you.
    DRKs entire lore is about feeding on inner aether and emotion, so why wouldnt all its cooldowns be related to some kind of retaliating effect AFTER being hit?
    Its just a Job that is astonishingly poorly thought out

    • @CakeorDeath1989
      @CakeorDeath1989 24 дні тому +9

      These are all very solid points, and to be honest, I feel like this isn't just an exclusively DRK issue. You mentioned WAR, but it's even present in different job roles, too.
      I main MNK, and although the addition we got in DT was overall a very good addition, I'm still having an existential crisis with the job. The question of "what is a Monk in FFXIV?", as the expansions go by, is growing increasingly more and more difficult to answer. I mean, just for starter's, MNK's exclusivity of being "the fast one" has been lost in DT due to VPR now being a thing.
      Although they've perfected MNK's core rotation in the new expansion, you look at the rest of the kit and go, "wow SE, you really have no idea what to do with Monk, do you?" The kit is *hella* dysfunctional - it's band-aids on top of band-aids on top of band-aids on top of band-aids. It's a veritable mountain. Things have been bolted onto the job left right and centre, only to serve as short term stop-gaps. The job's really feeling it now. Like WAR, MNK gets by with its mess of a kit *somehow* summing up to it doing good damage. I mean, it's not fun to play mind you, but it does good damage.
      And much like DRK, MNK's job quests are telling you what the job should be all about, but it just isn't. Considering the quests are talking a hell of a lot about chakra, I dunno, maybe the Chakra Gauge could be an integral element of MNK's kit instead of it *just* being an OCGD that gets weaved? That would be nice. Why do we have the tacked-on Nadi system, which is a budget SAM mechanic, instead of it being more like RDM's job gauge, *considering balancing darkness and light is part of the job quests story??*
      Like you say, no thought has been put into these jobs. I'm sure DRK and MNK aren't the other examples.
      Man, I wanted to try out tank in DT. DRK is the job I'm most interested in out of the four. But it's suffering from the same problems as MNK. I'm half tempted just to go off and play WoW instead, to be honest.

    • @Oizys0miseria
      @Oizys0miseria 24 дні тому +1

      @@CakeorDeath1989 I mained MNK this tier and i definitely get where you're coming from.
      Thunderclap is great.. but now its on Viper. Mantra/Healing is great.. but its not needed.
      Brotherhood is good.. but not better than just going Samurai.
      Its definitely in a weird spot. I still think Monk is really fun, but its definitely starting to show its age and sense of "patchwork" with just kinda weird undercooked parts to it

    • @captainziggy82
      @captainziggy82 24 дні тому +3

      This is such a good description of drk issues, it’s really just a bunch of cool skills with no synergy (design wise).

    • @NarutoUzumaki-jl9hk
      @NarutoUzumaki-jl9hk 24 дні тому +1

      Let him cook

    • @furnolucifer8700
      @furnolucifer8700 24 дні тому +3

      "DRKs entire lore is about feeding on inner aether and emotion, so why wouldnt all its cooldowns be related to some kind of retaliating effect AFTER being hit?"
      To feed into this point, how about Dark Art's can be spent on anything, instead of just Edge/Flood? Like those two work the same, but what if I could use it on a Mit thats on CD, or on a damage oGCD. Might actually give DRK some sustain since we could alternate Abyssal Drain -> TBN -> Abyssal Drain -> TBN, etc.

  • @skygIade
    @skygIade 24 дні тому +26

    dt drk finally got rid of my copium that the job will get better.
    i dont even think 8.0 drk will be better at this point. they'll find some way to make it bad

    • @armorparade
      @armorparade 23 дні тому +6

      @@skygIade the fights in 7.0 have been spme of the most fun ive had with the game in years and we haven't even gotten everything yet. there's a level of creativity we haven't seen in a while. i'm willing to be optimistic about their intentions to liven things up in terms of job design in 8.0, but ive decided that if they don't deliver on this i'm just gonna put the game down and spend my time on something else

    • @axylum4453
      @axylum4453 14 днів тому +2

      7.0 was the chance to make real changes to DRK but it still plays like its SHB version. Such a disappointment. They actually managed to make it more boring. Wow. Now we gotta wait til 8.0? Nah I'm good.
      You know what's even more funny? Yoshi p brought up the topic of job identity just after going over the drk changes in a live letter. Coincidence? I think not. Surely the devs are aware. They're either clueless or neglectful when it comes to. meaningful DRK changes. Reminder that it took them multiple expansions to fix living dead and a whole expansion to fix blood weapon (which they ended up removing lol)
      What a sorry state DRK has become. It used to be so good. It has so much potential. All we got was disappointment

  • @backslash4141
    @backslash4141 24 дні тому +43

    Honestly would it be worth making dark knight the "enshroud tank"?
    Instead of living shadow summoning esteem, it could turn us into them. Having its own HP bar and perhaps altering abilities in the process.
    Then things like abyssal drain could instead heal your inactive self, so it becomes a game of managing hp between the two forms and refilling the bar as much as you can each time.
    This way, it can incorporate esteem and the job story of embracing your other self, It can be a drain tank without just becoming warrior, and it brings something completely new to the table.

    • @v8046
      @v8046 24 дні тому +3

      Ooo this is a neat idea

    • @darknyx9876
      @darknyx9876 23 дні тому +4

      That kinda sounds like GW2 necromancer with their death enshroud mechanic, especially the second life bar

    • @ZALHERA666
      @ZALHERA666 22 дні тому +2

      I was gonna bring up GW2 Necromancer as well. I like this idea because it also enables you to design attacks that use HP as a resource. This fills the job fantasy of DRK being edgy and self-destructive. Other FF games use HP as a resource for Dark Knight, and having a second "enshroud" HP you can play with will fit that vibe.

    • @blugoo
      @blugoo 22 дні тому +1

      PET TANK PET TANK PET TANK PET TANK

    • @ryoujiarisato7308
      @ryoujiarisato7308 21 день тому

      cool idea for another game, not xiv

  • @stalok5963
    @stalok5963 28 днів тому +33

    It’s kinda weird how little DRK got compared to other tanks in EW. You talked about WAR, but GNB got a whole new combo, albeit on 2 min CD (also the loss of gap closer doesn’t saying that much for him if at all lol) and while you can say that PLD only got small improvement and adjustments it got reworked mid-EW, so it still counts imo.
    And you know, overall, I personally am getting kinda tired of so many years of SHB design and I honestly hope that 8.0 will breathe new life into job design (and if latest content design changes are anything to go by, I would feel a bit optimistic about it)

    • @chillidari-9392
      @chillidari-9392 24 дні тому +4

      I wouldn't hold out any hope for 8.0, you'll just be disappointed. Current class design and design philosophy is the new norm and the devs don't care to change or innovate.

    • @HurrikanEagle
      @HurrikanEagle 21 день тому +2

      honestly, PLD's atonement combo, while functionally changes nothing rotationally, also "feels" a lot better to play.

    • @axylum4453
      @axylum4453 14 днів тому +1

      ​@@chillidari-9392my tinfoil hat theory says their design philosophy is about player acquisition, not player retention. They design for other people who haven't played the class, not the people already playing (and enjoying) it. This is something we've all seen in the gaming industry. Lower skill floors and lower skill ceilings. The problem is that veterans who've spent countless hours learning and mastering their class get the short end of the stick.
      I could write an entire essay of the repercussions of lowering skill floor/skill ceiling.

  • @Itachiflameamaterasu
    @Itachiflameamaterasu 24 дні тому +19

    Here I am coping hard for DRK to get a small rework at least during this expansion like they did with PLD in EW......😢

    • @axylum4453
      @axylum4453 14 днів тому +3

      Nah I'd rather a full rework. I absolutely loathe how so many aspects of DRK's kit is just "budget WAR". The fact that people make WAR vs DRK comparisons more than any other tank is very telling. The whole job just needs a different identity. Like back in SB

  • @mirutee
    @mirutee 24 дні тому +10

    2:50 Idk about the correction, but you always had 200mp replenished from your delirium ( 3x bloodspillers) from ew so nothing changed there the only changes are 2 stacks less on bloodweapon which still means you lost 1200mp every minute from ew -> dt

    • @rajijam
      @rajijam  24 дні тому

      @mirutee yeah, I overcorrected myself there, late night editing does that.

  • @Jorvalt
    @Jorvalt 23 дні тому +4

    I think a full rework would be needed, but after the last "rework" I'm not sure I'd trust them to do it right lol
    Some small changes that could be made:
    - Remove fucking Enhanced Unmend, replace the trait with something that makes your blood gauge abilities also heal you for a bit, or something like that.
    - Give us back Dark Dance. There, Dark Mind fixed.
    - Divorce Abyssal Drain from Carve and Spit and make it a 30s CD that heals more (like you had suggested) or, if you're feeling spicy, make it a GCD spell that costs MP, does more damage, and heals for more. Kind of a throwback to how abyssal drain spam _used_ to work.
    - Remove the MP tax from TBN. It's a relic from a day where DRK's MP management mattered more and they had more tools to do it (plus the shield breaking effect was different), and it's just not fun to interact with at all. The upside of a shorter cooldown is almost never realized as you rarely use it outside of tankbuster windows for fear of it not breaking.

  • @LudaneRua
    @LudaneRua 24 дні тому +7

    I like TBN, I hope they buff it and not make it like another mit cooldown (what I mean its, how convenient is its short cooldown)

    • @c.q.32
      @c.q.32 23 дні тому +1

      If anything just add a regen like PLD got with Sheltron

    • @LudaneRua
      @LudaneRua 23 дні тому

      @@c.q.32 sheltron is so awesome xd, maybe a small regen to not standarize everything

    • @D-Havoc
      @D-Havoc 22 дні тому +4

      Butt he MP cost in addition to DRK revovering less MP from previous expandions, it's not THAT convenient by comparison to Holy Sheltron, Bloodwhetting and Heart of Corundum. And each of those still do different thjngs despite being learn at the same levels across the jobs. I don't know why people treat it like it's bad to buff something to be in line with what the others rank in strength and think it's going to lose "uniqueness." The other tanks are still proof of how silly that fear is.

    • @kalancosta7650
      @kalancosta7650 21 день тому

      I think turning into a haima type ability where it applies another shield after braking

    • @someclevername8167
      @someclevername8167 10 днів тому +1

      @@kalancosta7650now that would be a cool idea. Maybe even allow you to store more than one Dark Arts charge too. At the very least halve its MP cost

  • @Ben-ms3lb
    @Ben-ms3lb 24 дні тому +8

    I haven’t been playing that long, so coming into DT, I’ve only played WAR and GNB. Only picked up DRK and PLD during DT since I had the chance to get them caught up. Since I’ve missed the changes entirely, I don’t have a feel of what DRK lost. But I will say though, that DRK to me still feels different to the other three tanks at least. However, like many others including you have mentioned already, it is severely lacking in some areas compared to other tanks.
    1. The defensives aren’t on par with the other tanks. It’s not necessarily the lack of self healing or anything, it’s just the raw power of the defensives are just not on the same level. Xeno already discussed the TBN vs. BW/HS/HoC perfectly. Dark Missionary and Dark Mind could easily be like Feint/Addle where it can mitigate both but be stronger on magic or something. There’s clearly ways for them to improve the defensives without necessarily copying what the other tanks have.
    2. While the openers and burst are pretty fun, after that, I’m doing nothing except wait for C&S/Delirium or the burst window again. GNB has a GF combo out of NM, PLD has Atonement combo, WAR has Fell Cleave and Upheaval, and deciding a combo ender. DRK just has Edge of Shadow and occasionally a Bloodspiller. It just feels dull on the waiting periods.

    • @protatype7487
      @protatype7487 23 дні тому

      I’m honestly wondering if they’re intending to push people away from Dark Knight due to its story popularity. I dunno why they’d want to, but… just feels like it.

    • @someclevername8167
      @someclevername8167 10 днів тому

      @@protatype7487that doesn’t make any sense. They just made bad changes, that’s all

  • @poroking2974
    @poroking2974 24 дні тому +4

    I agree with a lot of the points you mentioned. As someone who has been going through MSQ as an omni tank, DRK has remained incredibly the same. I feel like I don't get new buttons or job aspects to play with, and it makes me not want to play DRK as much as the other tanks. I love the fantasy of DRK, it is still visually my favorite tank but it simply is not as enjoyable or satisfying to play to me. I do think that a rework is due for DRK as we are in too deep at this point. Small changes such as allowing us to get more mana through Blood Weapon or even the 1-2-3 combo would be nice, but I don't think it'd be enough to catch up with the other tanks in terms of interaction. I will still play it from time to time because, again, I love the fantasy and look of the job, but it just doesn't feel as good to play as the other tanks.

  • @Did_No_Wrong
    @Did_No_Wrong 24 дні тому +5

    The thing about DRK is why go through so much work when u can just play as GNB who can also be high damage as a tank and has way better sustain

    • @axylum4453
      @axylum4453 14 днів тому

      Playing DRK is like working as a surgeon for a McDonald's salary.

    • @bipedalanimeskull
      @bipedalanimeskull 9 днів тому +1

      because utilities is not the only reason why someone would play a job
      I share the same sentiments that DRK is poorly designed, but I'd still pick it over GNB which is my 2nd tank of choice. Simply because, i like DRK, despite all its flaws
      it fits my character, i like how it plays (yes, even when how lacking it is), i like swords
      choosing a job purely based on utilities is one quick way to get sick of the game

    • @carlobertolini7833
      @carlobertolini7833 6 днів тому

      @bipedalanimeskull i love DRK too, mained since Hw and still maining it but you Have to admit it, pressing 123 till the next short Burst window is Horrific. We be doin' this shit since Shb.. enough.

  • @StraifuLove
    @StraifuLove 24 дні тому +6

    WE NEED REWORK #DRKSTRIKE

  • @scorpiowarrior7841
    @scorpiowarrior7841 23 дні тому +6

    I think a lot of the older jobs are just showing SQE's inability to change and I think endwalker in particular shows how bad Stagnation has begun to set in for the game. I still LOVE THIS GAME, but DRK feels like 14 as a whole: only going on to do what it's always done because that's just what works. I still fully believe that 8.0 HAS to be a full revamp of combat or else the game is just going to fall off for me. I'm not a fan of change for the sake of change, but SQE look at DRK. Look at monk. Kind of look at DRG? DRG's kit just feels very odd at times, remeber pre rework DRG that literally couldn't even do their full burst on their opener? And then we got Wyrmwind thrust which feels...kinda pointless. DRG just feels like SQE saying "hey how many oGCDs can we fit into a single kit before it becomes literally unplayable due to latency?" a lot of the time. I've heard people like Xeno argue "well we tried class identity back in Hevansward, it didn't work". bull. fucking. shit. They FAILED at job idenity in HW, because if there's one thing wow proved above all in terms of class design it's that class identity and actual bloody balance CAN CO EXIST. We don't need to go to "well if you're not apart of this comp ya can't raid because we literally can't clear/it just makes the fight harder". So many older jobs I pick up genuinely feel like they have patchwreck kits stitched together with bobble gum and duct tape and sqe just refuses to address it. It's so frustrating that my complaints even about my beloved paladin, my main job, are ignored EVREY XPACK (the pld gauge feels useless half the time and ignores evrey single resource logic in almost any game because it's literally just ignorable until it's not, why does Cover cost gauge because it's so damn situational, why does Paladin literally feel dysfunctional the instant I'm synced below level 80...really it's more like 84 because at least I have healingthen ). That's not to say these issues aren't present in other jobs, my point is SQE has no idea what to do with jobs and kinda just feels like we're working towards making all jobs feel samey. That was my biggest complaint with Endwalker, it STILL remains my biggest complaint in Dawntrail. Job design in this game is so, so absurdly frustrating because it just feels like the devs are *OUTRIGHT* ignoring us sometimes.

    • @axylum4453
      @axylum4453 14 днів тому +1

      So so so much this...
      Especially with Xenos take on job identity.

    • @Freezeblow
      @Freezeblow 7 днів тому

      I have felt this way with SCH since Stormblood. I do enjoy the kit sometimes, but its a Frankenstein's monster with minimal cohesion. Our gauge is pointless (you could change Aetherpact to have a timer instead of using gauge and little would change) and we have a bunch of tools to patch together a plan. Ive been saying it since job gauges were hyped pre-Stormblood, SE doesnt know what they want to do with jobs and they just push changes, regardless of what those changes do for a job.

  • @kiretan8599
    @kiretan8599 24 дні тому +28

    I play healer this tier and oh boy, the moment I see DRK wanna MT, oh boy i know i have to baby that shit.

    • @xkey_blade9558
      @xkey_blade9558 24 дні тому +9

      Hey healer wanted more healing perfect we DRK support you with that 😊😅.

    • @kiretan8599
      @kiretan8599 24 дні тому

      @@xkey_blade9558 just don’t forget to use darkmind! At least pretend to be doing something 🥹

    • @crazymage5316
      @crazymage5316 22 дні тому +3

      So your saying when get a dark tank you actually gotta play

    • @xkey_blade9558
      @xkey_blade9558 22 дні тому +3

      @@crazymage5316 I mean Healer Community should finally decide I´ve they wanna heal or not.
      It not helps when they change alwyas there opinion ^^.
      I want also a DRK rework just wanted to make a Joke with the healer strike :D

    • @kiretan8599
      @kiretan8599 22 дні тому +2

      @@crazymage5316 can’t even play when i got to take care of a baby DRK 😢

  • @DragonessYT
    @DragonessYT 19 днів тому +4

    I'm in a weird camp with DRK changes where I want the aesthetic changed. There's videos here on UA-cam that shows the lost skills DRK used to have. DRK went from a sword fighter that uses some spells, to uh... ORBS. So many skills are just orbs now and the whole aesthetics is just weird.
    Like just... Bring back the old animations and it would at least make the job *feel* better visually. Also dear god the sound design for the 1-2-3 actually just sucks. The 1-2 sounds like I'm using a plastic tube and not a sword.
    As for job identity it doesn't help that what DRK is was given to Warrior and Gunbreaker. Being a health drain/parry tank made DRK unique and now it just... Has nothing. The loss of plunge was and still is huge. Esteem will use Shadowstride and it doesn't deal damage so we lost even more damage due to plunge being removed. Plunge should have just stayed a oGCD but remove the gap close if SE really just wants to remove damaging distance closers.
    It needs a full rework to just give us back what we had.

    • @axylum4453
      @axylum4453 14 днів тому +3

      DRK went from German inspired two hander sword fighter with tasteful dark magicks and dirty fighting tricks into "RANDOM BULLSHIT GO!!!" levels of dark magic with no weight to it. Seriously, why does Disesteem just arbitrarily summon 4 pairs of black wings?? Aesthetically DRK is all style over substance. Thanks SE, I hate it.e

    • @The_Remage
      @The_Remage 16 годин тому

      @@axylum4453 I completely agree with both of you. It feels like they saw how popular Berserk is (R.I.P. Kentaro Miura) and just went "BIG SWORD BIG SWINGS, EXPLOSIONS!"
      and completely missed the point of the people who did the entire design for HW DRK, like Axylum said. Feels like a remaster of LotR but by Michael Bay & modern Hollywood

  • @SunrisenStar
    @SunrisenStar 5 днів тому

    part of my problem is that DRK is also the only tank that specifically has magic damage resistance on it's mits, rather than just outright damage, so dark mind is a low-ish CD against magic damage, which is the less common type in trash pulls and tanking, and dark missionary only mits against magic raidwides, which most ARE, but there are some physical raidwides.
    if they added extra stuff to make up for how specialized they are, it'd make sense, but it's been so long now. honestly feels like everything that didn't get a tune up in DT for DRK needs a retroactive level 60-70 tune up to make things more palateable. maybe give a 10 second 10% mit to TBN once it pops, fiddle with abyssal / carve and spit, add a shield or some regen / self heal to dark mind, and a party shield to dark missionary. perhaps some trait to interact with oblation too.

  • @Xenoks01
    @Xenoks01 11 днів тому +1

    I started the game in ShB, with DRK being the job I wanted to play since the very beginning. I was so excited to finally get to Heavensward and immediately unlocked the job as soon as I got to Ishgard, only to find that the job quests hyped up a version of the job that... doesn't really exist?
    The job lore talks about maintaining a balance with your darkside in exchange for power, which implies its gameplay identity is about careful resource management. What I got after levelling the job was a WAR reskin, with the only things resembling resource management being "save 50 blood every 2 minutes" and "save 3k MP for TBN". None of the cool dark magic identity felt like it existed in the job design, so much as it was just a bunch of fancy animations
    And come DT, the job has been dumbed down more than ever. Its identity in EW was being a super busy but flexible tank with high damage, but you have so few buttons now that I struggle to call it busy at all
    We expected a lack of focus on job design in 7.0 in exchange for much better encounters and graphics, so I never expected the job to get much to begin with, but I really hope they rework DRK to give it an actual identity by 8.0 because what we have now is downright miserable. The job and its playerbase seriously deserve so much better than a recycled gauge with 0 management or reward tied to it

  • @DEEKPro
    @DEEKPro 23 дні тому +3

    At this point I just take what I can get, as long as the Darkside Aura remains.

  • @animanics
    @animanics 11 днів тому +1

    Drk as a whole has always suffered an issue with its job fantasy translating into ff14 and i'm not sure how they'll fix it without creating an entirely new identity for it. From the very start it was always a question to me at least of why that class was a tank to begin with as the core identity of Drk in FF has always been to use hp as a cost for greater damage. PVP shows it still exists and even in FF11 they're used as glass cannon dps that generates a lot of aggro and needs to avoid grabbing it or they die. In FF14 you take damage at very specific intervals and at least while progging you're meant to be full hp before the damage comes out so bringing in that Drk job fantasy would come at the cost of being an active detriment to healers that would need to spend resources on you.
    And it seems like they want to avoid strong support abilities from tanks between nerfs to tbn, removal of stoneskin long ago from plds, and general lack of supportive abilities in any tanks. They're just meant to throw out mit for raidwides it seems and the concept of job identity keeps drk locked into anti-magic because it doesn't have much left.
    The Job either needs a full rework or honestly never should've been introduced (as a tank at least) to begin with

  • @ezrasilver9819
    @ezrasilver9819 9 днів тому

    I've been saying this for a while now, but on the subject of The Blackest Night... what I think we need is another gauge tied to a second combo route -- the "Shadow Gauge" or whatever.
    Make the Blood Gauge exclusively used as a defensive cooldown resource, and the Shadow Gauge would be an offensive resource.
    Change Bloodspiller to spend Shadow instead of Blood (they could change the name of the attack if they really care that much about thematic consistency), and change The Blackest Night to spend Blood instead of MP.

  • @KaguyaEne
    @KaguyaEne 18 днів тому +1

    I think a change to TBN that could probably work is making it like Samurai's Tengetsu. Same MP cost, mitigates next hit taken by 25% for self or party member. When triggered, grants 1 stack of Dark Arts (up to 3). Dark Arts is spent on Edge of Shadow or Bloodspiller for bonus effects. Edge of Shadow is free under Dark Arts and Bloodspiller (not Delirium combo) refunds 1500 MP and generates 20 Blood.
    Dark Missionary should probably also get similar treatment where it gives you yourself a buff that triggers on hit to give a Dark Arts stack. In exchange could make Heart of Light give a small regen like Reapers Arcane Crest personal shield.
    Dark Knight really needs interactions within its kit where you get thing from doing other thing right and not just faceroll the keyboard to victory. There's a lot more to address than just that, like Blood having no purpose than to press Bloodspiller or Shadow just being a party scare tactic, but interactions inside of a kit is what pulls a lot of jobs together like Astrologian for example. Just poking the TBN with a stick and saying "pls break" is just not a fun thing to invest in when that 3000 MP could've just been another Edge of Shadow instead of "free Edge of Shadow if you get slapped first". I've been watching PF Dark Knights in EX2 pressing TBN and walking into the wall to break it and that's just silly that they have to do that to break the shield cause a boss doesn't auto enough or just tickles so little that the shield can't break because of gear.

    • @rajijam
      @rajijam  18 днів тому

      oh I am one of those drks in ex2

  • @okaycayko
    @okaycayko 27 днів тому +4

    good work, raj!

  • @bioniclepizzaman
    @bioniclepizzaman 8 днів тому

    Since the launch of Shadowbringers, I have been saying DRK needs a rework.
    In Shadowbringers, they torn the job apart and then rebuilt it using WAR and PLD as blue printa. This make DRK feel like a cheap imitation of the 2 tanks.
    It was a super fun and engaging Drain Tank in Stormblood and was my favorite Job in Stormblood.
    But no the job only causes me sadness when I play it because I remember when it was so fun I would just run dungeons all day long, long since capped on tome stones, just having fun with the job for both its gameplay and aesthetics.
    The other 3 Tanks do everything DRK can do in ways that feel so much better and rewarding.
    I was so upset that PDL got the rework in 6.3 while DRK was left high and Dry.
    I HOPE Drk gets a rework to make it fun again and give it abilities that actually feel fun and cool to use like the other tanks have

  • @T4k3itEZR3x
    @T4k3itEZR3x 23 дні тому +1

    I think they could do is remove abyssal drain and make it into a mitigation like other tanks. Make it for you leech onto 3 enemies (in a radius around you) and heal for a certain % for like 10 seconds. Also add tbn into it and lower the shield to 10% (since it’s a mitigation like other tanks now the shield doesn’t need to be as strong) and when the shield is broken it instead gives you back 1k MP or whatever they think is good to balance it

    • @D-Havoc
      @D-Havoc 22 дні тому +1

      Removing abyssal drain is just it losing another action (and damage) in addition to what it already lost and never got to as a replacement. Detaching it from Carve and Spit is fine. Removing it is just lazy and adding to the problem of DRK not having options and sustaining.

    • @T4k3itEZR3x
      @T4k3itEZR3x 21 день тому

      @@D-Havoc reason I said to turn it into the mitigation instead where it leeches onto 3 targets around it. Basically giving you a heal over time depending on damage potency

  • @TobinatorTx
    @TobinatorTx 24 дні тому +6

    What Square is gonna do now is to make all raidwides and some tankbusters into magic damage, so that drk feels more useful. Just a bandaid fix tho. Not expecting any substantial changes during dawntrail. 8.0 is supposed to rework some jobs and we shall see if anything changes. I personally view the jobs as somewhat final now after hearing that they dont want to increase the level cap anymore. So i guess we will stick with these jobs for the next few expansions

    • @chrism6880
      @chrism6880 21 день тому

      M3s literally has no magic damage and I makes playing DRK pretty miserable

    • @VForceWave
      @VForceWave 8 днів тому +1

      ​@@chrism6880the towers and knockback/flare of dive are magical. Gotta find good spots for addle/missionary lol

  • @vicariousxiv2436
    @vicariousxiv2436 24 дні тому +3

    Good video, well put together.
    Personally I think DRK needs a pretty major overhaul if not a complete rework, it hasn't really had much of an identity for a while now and losing PLUNGE and some MP causing enough people to finally see it's issues just proves it didn't have much going on to begin with, if literal button bloat was enough to distract people from the fundamental issues it had.
    It's not "UniQuE" to have so many problems in the kit, it's just bad design, and it's not "JoB iDeNtItY" to have so many detrimental aspects in your own abilities, it's again just bad design.
    None of it's major issues will go away without major work done to it.

  • @Freddie_ssm
    @Freddie_ssm 10 днів тому

    Listen! lvl 82 TBN. Gives a 15% HP shield that last 8 seconds. And also gives a 10% Shield that last 4 seconds, this one breaking gives you Dark Arts. Dark Arts Edge of Shadow has heal.

  • @Winky813
    @Winky813 9 днів тому

    The big problem with dark knight in regards to it's job fantasy falls on the fact that it's a tank in 14.
    Any other FF and dark knight would be a risk/reward damage job where you manage your HP to deal damage.

  • @michaelbowman6684
    @michaelbowman6684 17 днів тому +1

    I'm not a game designed, but I'm going to rant for a second.
    Blood Weapon should give 1000 MP per stack if they wanted to reduce it to 3 stacks, also maybe they should have dumped the damage from Plunge into the 1-2-3 combo as a baseline buff and not a trait, so that DRK doesn't do less damage in lower level content. Also, separate Carve & Spit and Abyssal Drain, I don't know make Abyssal Drain a third part of the AoE combo or something with adjusted numbers and make it a GCD, upgrade Carve & Spit to an ability that has a 30 second cooldown with an AoE and Healing competent so you have something to push more often outside your opener, make Shadowbringer a single 120 second cooldown that does double the damage with a sick animation (reuse the animation of Power Slash or something) and screw it, incorporate some PvP balance in the main kit, instead of making Abyssal Drain part of the AoE combo they could instead gives us Tar Pit and make Salted Earth heal you while standing in it, and for something new make Salt and Darkness heal for a lot and apply a 10% 10 second mitigation to anyone standing in it when you push the button, remove Oblation and replace it with two things, a trait to make Shadowstride apply a 10 second debuff where the enemy will do 10% reduced damage, and give an extra 10% magic mitigation to Dark Missionary.
    There are so many interesting ways they could choose to buff DRK that would fit the theme of the job.

  • @FlameHazeVT
    @FlameHazeVT 24 дні тому +1

    DRK just feels like everything goes in Slowmo.
    WAR isn't exactly insanely fast either but it doesn't feel as bad because the 1,2,3 combo looks decent and is not one super stretched out attack that looks like you are a turtle with arthritis or something.
    Plus the OGCDs and new skills WAR got just have such a big oomph to them it feels great to press them.
    DRKs animations are slow, sluggish, sound design is lacking, there is no oomph aside from maybe the new Delirium Combo.

  • @Chu.mungus
    @Chu.mungus 24 дні тому +68

    Square please rework dark knight. It's bad. Why play DK when all the other tanks are way better in everything.

    • @DarkEven33
      @DarkEven33 24 дні тому +5

      Solution Is simple: don't play it

    • @xL0stKIlah
      @xL0stKIlah 24 дні тому

      For respect lol

    • @alchemi8085
      @alchemi8085 24 дні тому +14

      To show solidarity with Sidurgu.

    • @michaels2077
      @michaels2077 24 дні тому +16

      Because drk is the embodiment of suffering and what greater form of pain than playing the worst tank in the game 😂

    • @TheObsesedAnimeFreaks
      @TheObsesedAnimeFreaks 23 дні тому +2

      Because all other tanks are not??? Drk plays like a tank, war is a one man army not a tank old is just pain on all lvls and the only other job that I would consider a tank, Is gnb because... It plays like a tank.

  • @StarshadowMelody
    @StarshadowMelody 9 днів тому

    as a WAR, if my main tank didn't get _anything_ in Dawntrail, I would'a been fine. It's a good class with a lot of Absolute Bullshit, and didn't really need those earth shattering pounds, even if they're cool. WAR was perfect as it was in Endwalker I'm amazed they even managed to improve it let alone chose to. DRK needed things more.
    Edit: I'm leaning towards the full rework, there's just nothing here anymore.

  • @crimsonpotemkin
    @crimsonpotemkin 6 днів тому

    Every MMO I've played had videos likes this made.
    FF14, Warframe, WoW, GW2, even ESO.

  • @Roxsaws
    @Roxsaws 8 днів тому

    DRK is the victim of making tanking so easy nowadays. when it got released in heavensward his unique ability was to have both up his tankstance with -20%dmg and his off stance with +15% dmg on the same time. abyssal drain was the holy grail of his kit it was dark arts, AD, DA, AD. and you just solo tank'd the first puppet in A1S back then because of this health regen you had back then. but then they took our tank off stances and since then dark knight lost its reason to be relevant. but I am more critic about tanks in general at the moment. for me there are two tanks in the game: warrior, holy warrior (paladin), edgy warrior (dark knight) and gunbreaker. I dont know but I play the fist 3 the same and for me its the same if I press fell cleaves on warrior or the equivalent of the other two jobs. I really hope they will give dark knight something new and cool in the next expac like giving us the ability to be consumed by our shadow...

  • @toamatanui401
    @toamatanui401 23 дні тому +3

    Just gonna put my thoughts on Dark Knights here real quick:
    1. TBN should be an upgrade from Dark Arts; switch out the useless Enhanced Unmend Trait with Enhanced Dark Arts Trait instead at LvL 70. Base Dark Arts would increase potency, but only for DRK's 123 and AoE combos for 10s; 50 damage potency(or cure potency, but damage potency feels more consistent).
    New effect while Dark Arts is active: Dark Soul - Gain a stack of Dark Soul after executing a 123/AoE combo, to a maximum of 2-3 stacks that restore 10% of maximum MP per stack after Dark Arts expires.
    Once upgraded to TBN, Dark Arts duration increases to 20s-25s and stacks of Dark Soul increase to 4-6. DRK changes their battle stance, which alters their 123 and AoE combo with new animations; increase damage potency applied to these skills from 50 to 100, once upgraded. Remove the requirement of breaking the TBN shield to activate Dark Arts; Dark Arts activates in tandem with TBN, even if you put the shield on an ally.
    New debuff effect when Dark Arts upgrades to TBN: Unwilling Succor - DRK siphons life energy from enemies, healing for X potency over time(X duration). Applies after successful 123/AoE combo; can be applied on multiple enemies after execution of AoE combo. Can be refreshed while under the duration of Dark Arts, but won't expire after Dark Arts expires. This will NOT be a DoT debuff.
    TBN shield duration should be increased from 7 seconds to 10 seconds. As for the MP cost, I'd rather they removed it. But if they kept it, the MP loss is mitigated by the huge MP gain after Dark Arts expires. Increase the recast timer to 25 seconds to match other Tanks.
    2. Oblation and Dark Missionary should have resource requirements. Oblation should make use of the Blood Gauge and provide health regeneration in tandem with its damage reduction. Dark Missionary should make use of MP and give MP regeneration to allies, in tandem with its magic damage reduction. Just make these two defensive skills do something else besides just being "damage reduction". An alternative thought for Dark Missionary: Could be a shield that blocks magic damage(or just overall damage) and provides MP regeneration if broken, for allies.
    3. Abyssal Drain should be combined with Salted Earth and use the Blood Gauge. It first starts out as Salted Earth; but instead of a static AoE, it should be a mobile AoE underneath the Dark Knight in a small radius, leaving behind a trail that fades over a few seconds. Then, when it upgrades to Salt and Darkness, it spawns the spiky ball(Abyssal Drain) - up to 3 max - and can be fired as at 3 targets. Now, it could function(both the AoE and ranged attack) similarly to Abyssal Drain and heal the DRK, or apply a damage debuff: Dark/Black Blood - Reduce an enemy's damage by 15% for X seconds. Oh, and make sure it's not tied with Carve and Spit in recast time(seriously, why is this even a thing?).
    3.5. Regarding Carve and Spit, alternatively, instead of DRK's 123/AoE combo changing to different animations when TBN/Dark Arts activates, CnS becomes a new combo when TBN/Dark Arts is activated. This new combo is MP regen, while the Delirium combo converts into a heal combo with alteration to Blood Weapon effect.
    4. At lvl 88, Enhanced Living Shadow should be changed from damage potency to faster action input - your shadow directly imitates any of your skill inputs. Instead of the slow summon animation, Esteem instead uses Shadowstride to appear next to you, ready to follow you in combat.
    Anyways, thanks for coming to my TED talk.

  • @roseaphile
    @roseaphile 24 дні тому +1

    as a new player whose first tank and maybe only tank job is DRK and loves everything about DRK, im oblivious to the changes and downgrades over the years but i can still feel the difference between me and the other tanks. so fucking squishy and i have to be mindful on my pulls based on who my healer is. i breathe a sigh of relief when i see a sage in the party. and its even obvious to me how magic only mits are.....kinda just there i guess. ive contended with the fact that ill always be an off tank, that i give my healers heart attacks without even meaning to, and the fact that my rotation is mindnumbing and my job identity in its mid life crisis. or as the youngins call it: copium.
    ive played terrible classes/characters in other mmos before simply because i liked the aesthetic and ff14 is no different. i want better for a class ive newly fell in love with but, yknow....seems like that been a wish on a shooting star already for years now.

  • @pBIggZz
    @pBIggZz 22 дні тому

    I have been playing cataclysm classic, and given that was the version of WOW yoshiP subjected his devs to in order to learn how to make a good MMO, I see the DNA of the Blood Deathknight in the Dark Knight. Im not a high level raider in FF, im not even lvl 100 yet, but it seems like the biggest issues are TBN not really working as intended, and the Blood gauge being basically superfluous, and I think there's a couple ways you could go about saving that.
    First, take a page straight out of the grand-daddy of the Dark Knight and give the class a functional copy of Death Strike; slaps the target for damage, and gives the caster an absorb shield equal to a % of that damage, scaled up by one of the stats. This should absolutely cost Blood, and maybe it could interact with the Bloodspiller combo, and the shield could also pop and give you a dark arts stack; that would give multiple sources for dark arts, and free up TBN to be used on friendlies more often.
    Another approach could be to give TBN a blackblood cost, and reduce its cooldown; making it a spammable blackblood dump that you could throw out onto multiple friendlies and yourself. Oblation could be given a shorter cooldown and an MP cost, or one or two extra charges, and made to give blackblood on use, in order to smooth things out. This is one of those areas where I definitely see the DNA of the Blood Death Knight; Blood DKs had Anti-magic shell, vampiric blood, icebound fortitude, Bone shield, Dancing Rune Weapon, Army of the Dead, and Death Strike; 7 abilities that either mitigated damage as a primary effect, or as a bonus. Its a high-damage leech tank with a million ways to avoid dying. Dark Knight should be the same; a high DPS tank with incidental leech and a ton of ways to cast a ton of shields for or at least on the cheap.
    Bare minimum though; any spell that costs blackblood should heal you. Even that change alone would make the blood gauge more relevant.

  • @DrakeWurrum
    @DrakeWurrum 24 дні тому +3

    I want to point out, since you did bring up Ninja, that Ninja hasn't really changed since its introduction either, but it's design still overall works and is consistently focused towards its' basic design. All of our individual button mechanics are disconnected from each other, so the kit overall doesn't really flow together exactly, but we can make it work because it all plays into the ONE idea of Ninja, which is "Burst real hard for Trick/Mug, boring downtime filler at all other times"
    Which is actually why I'm a little mad about the DT changes to Ninja. I like not having Huton to manage, but what is the point of the new resource we gained, kazematoi? It works for the filler, but it changed nothing about and it doesn't play into ANY other part of the job BUT the filler. And while you might think it makes the filler more interesting, it really doesn't. It's JUST as engaging as DRK Blood Gauge, except... we don't really get to use it in our burst, because we have too many buttons that hit harder for our burst.
    I think a lot of the older jobs are suffering from this lack of job design as well, with few exceptions, except most other jobs haven't suffered for job identity. It's really easy to keep the "weeb Naruto inspiration" in Ninja without really straying from that feel. It's clear that DRK doesn't really have a specified design feel or inspiration source (Dark Souls maybe? Berserk?), so the problems are more obvious, especially since every other tank gets all the cool new tank buttons that make them work... and TBN just hasn't changed. (Seriously, why does that button cost mana, but Heart of Corundum is free?)
    I'm hoping that the devs have some kind of big job design overhaul to bring ALL jobs up to the same level of care that they've put into VPR and PCT soon.

  • @Grimnoire
    @Grimnoire 6 днів тому

    I think you got DRK's identity wrong from an ideal pov.
    DRK in PvP is a good idea of what it should be, if you don't play pvp just look up the skills on icy veins. In game if you have it unlocked.
    It's supposed to sacrifice it's health for damage, the more hurt it is the more damage it deals.
    TBN is a good step in that direction but it's not good enough. We need something like macrocosmos that heals with a greater potency the more damage is dealt to you.
    Also remove the blood gauge, it makes zero sense, why is it even there. Give us like 4 more damage cooldowns as well, so I can finally hit something other than 123

  • @Riptide-ik5db
    @Riptide-ik5db 21 день тому

    I'm new to the game. I have only been playing for around 2 months( right before DT release) and a tank main highest being Paladin at 92 and lowest being warrior at 70. While I do have Paladin has my highest, I played through Shadowbrings as Dark Knight for thematic reason, and all throughout the expression, it just felt like something was messing all the time, whether it was Offensively or defensively.

  • @corrode5253
    @corrode5253 6 днів тому

    Не знал, что Радж тоже прошел guilty gear player to xiv player pipeline

  • @SirStrikeFreedom
    @SirStrikeFreedom 18 днів тому

    Easy fix - Abysal Drain Cooldown at 20 secs. Healing potency 400. There, done. DRK can now sustain itself

  • @Bismarck9871
    @Bismarck9871 22 дні тому

    Honestly a change i would like for living dead is so that healers CANNOT target you at all while it's on the first phase so it actually progs and you can actually make use out of it i swear living dead is hard to use because even if you call it out early for your healer 1 of 2
    1 they never read the chat
    2 they proceed to heal yoy any way but just enough to out last living dead duration and you just die

  • @Frankthetank302
    @Frankthetank302 24 дні тому

    They will have some fixes for it during the expansion idk why ppl feel like they won't adjust it to a playable state. Just because 8.0 is having reworks for most the jobs etc. They have multiple times given jobs reworks before expansions to make them playable it's happened to drg,mnk,pld etc

    • @K3fka_
      @K3fka_ 23 дні тому +1

      Mid-expansion reworks can and do happen, but there's certainly no guarantee that they will happen or when.

  • @crittomato7043
    @crittomato7043 13 днів тому

    I got my hands on drk aroun 6.4 or 6.5 and my question was "wtf is a dark knight? Is it a high dps tank? No, gnb had that covered, oh it has little self heal, but paladin has better and warrior just heals via existing. I was wondering why Drk knight even was a tank at that point. I want dark knight to succeed, since big swords are cool and I genuely like playing the job, but seeing how terrible it can be compared to others make me think that either SE has personal issues agaisnt Dark knight or then they dont play the class

  • @axylum4453
    @axylum4453 14 днів тому +1

    The stagnation of DRK's job design after SB is incredibly disappointing. It's a huge reason why I've unsubbed. If DRK had more skill expression and resource management like back in SB, I'd still be playing. Sadly job design in DT as a whole is incredibly mundane (except VPR and PCT I guess). DRK is like that guy on the pirate ship looking at the other jobs with a noose that is their "expansion worthy changes" on their neck.
    *Looks at SMN*
    "First time?"

  • @fordy5788
    @fordy5788 24 дні тому +13

    In M3s Dark Knights are embarrassing themselves with dark missionary with every raidwide 😂 it is really, really sad

    • @gmb3682
      @gmb3682 24 дні тому +7

      GNB is suffering from the same thing with Heart of Light. It’s just outdated design and not entirely sure why they both just can’t mitigate all sources of damage.

    • @randomaether
      @randomaether 19 днів тому

      ​@@gmb3682at least you dint implode at the last 2 tbs if your cotank forgot their invuln

    • @gmb3682
      @gmb3682 19 днів тому

      @@randomaether haha based! SE has some work to do for sure.

  • @OpXarxa
    @OpXarxa 21 день тому

    *all* the job updates on DT have been kinda underwhelming, even the "full reworks" like DRG or AST. Makes sense that DRK didn't really get fixed either.
    They said the plan is focus on harder fights this expansion, and do total makeovers for every single job next one. I still have copium.
    until then, drk at least remains the braindead ez tank to play at max damage, now that the opener and burst phase have been unfucked.

  • @Mesarthim
    @Mesarthim 8 днів тому

    Played it since heavensward. Finally moved on to Paladin. Animations are more boring but it at least feels like it has SOME amount of care put into it.

  • @sleepyherbs6303
    @sleepyherbs6303 24 дні тому

    OG heaven’s ward drk was my jam I don’t even care about how clunky it was dark arts was sick as was scourge
    Power slash was peak Drk and swapping out my tank stance for that fat carve and spit dark arts weave only to hastily turn it back on before the healer or dps could notice my acousticism was nutty 😂
    OG sneaky drk tech right there absolutely a ghetto act to commit 😈🤟🏽

  • @cutejustice
    @cutejustice 21 день тому

    DRK and Healers this expansion 🤜 🤛

  • @TajinQ
    @TajinQ 24 дні тому +4

    Square has failed to deliver on DRK since its rework 5 years ago, and we'll probably get stuck with it for another 2 years until we see some important changes. To me it's obvious that DRK needs to be reworked completely, because the core is just flawed.
    - Living Shadow needs to be deleted or work in a completely different way (Make it work like Bunshin or Enshroud, no more confusion for the team, make you actually feel stronger).
    - TBN must not affect dps anymore. Make the reward about defense (It could give you a heal on hit when it dissipate, and an even stronger/longer version when it breaks).
    - More basic GCDs to press between each burst phases. War has another combo finisher and gauge spender, Paladin has another combo and spell, GNB has another combo and a cartridge spender. Meanwhile DRK just has a gauge spender that he uses even less frequently than WAR.
    - Either replace the anti-magic cooldowns, or at least give them diminishing returns on physical.
    - More sustain in the kit.
    - Better animations, they removed the coolest one and kept the clunky ones in Shadowbringer. They don't even need to create new ones.

    • @arskakarva7474
      @arskakarva7474 23 дні тому

      Yea at the top of any list of must-have changes to DRK should be that LIVING SHADOW NEEDS TO GO. Not just because it's unreliable and clunky to use, it also just feels extremely lame. If it has to stay, it should work like Bunshin.

  • @southstar66
    @southstar66 21 день тому +1

    Yeah sure it still has its issues on dungeon survivability but drk is still very much viable in savage. Look at some of the top groups holding double drk comps

  • @NorthWolf97
    @NorthWolf97 21 день тому

    I was also very disappointed with how lackluster the new visuals are. Disesteem looks like you're laying out a small carpet. And the new Delirium looks like the character struggles to swing the sword properly.
    There's no weight behind them, so they feel unsatisfying to use. Eventide looks way cooler with being a massive shadow fire strike.

    • @inekd
      @inekd 19 днів тому

      Disesteem is unsatisfying to use, said no one ever who did m4s

  • @Runfaster93
    @Runfaster93 24 дні тому

    can I ask what Glam is that?? that chestpiece looks sick

    • @siosilvar
      @siosilvar 24 дні тому +2

      Lionsmane Cuirass from PVP; the other pieces all look like artifact armor (DT helmet, EW gloves, SB boots)

    • @Runfaster93
      @Runfaster93 24 дні тому

      @@siosilvar it definitely seems to share the same model as Lionsmane cuirass, but the Lionsmane set is only wearable by Paladin, and the one in this video seems to have different colors (red fur and golden piece on the chest) and perhaps even updated textures. Perhaps he’s using a mod because it would surprise me that a piece from the animals pvp sets would be reused for another set.

    • @Runfaster93
      @Runfaster93 24 дні тому

      Nvm it’s the Lynxfang cuirass

  • @moraowo3921
    @moraowo3921 24 дні тому

    Short answer: DRK has been kinda neglected and deserves a rework
    Long answer: This and every single other content creator that has made and will make a video about DRK's current state

  • @pittfail5896
    @pittfail5896 22 дні тому

    Yeah, job identity has been butchered everywhere. This is not inherent to DRK. But I do I think the rest is about all anyone can say about it right now.

  • @scaper12123
    @scaper12123 14 днів тому

    I don't have enough experience with DRK to really opinionate, but what I can say from my time using it to do my roulettes faster: TBN definitely needs to either last longer or guarantee the free blood attack, and Living Dead should just act like Superbolide and just drop us to one HP (Or if you wanna really give your healers a heart attack, drastically lower external heal potency ;) )

    • @Lusuo
      @Lusuo 2 дні тому

      10 second timer on LD is actually really good in certain scenarios where you have to be precise with your invuln or die

  • @Zoeila
    @Zoeila 24 дні тому +2

    why do people want to homegenize all tanks to have self healing????

    • @NarutoUzumaki-jl9hk
      @NarutoUzumaki-jl9hk 24 дні тому +3

      I mean they are already all self healing its just drk that was left behind and forgotten.
      I agree with u i dont want all tanks to be the same however rn all tanks can heal themselves just fine with 0 thought process except drk and if the game wanna be balanced like that then it only makes sense to have drk also heal.
      I hate true balance in any game bc it sucks the fun out of the game if all classes are the same u are bound to get bored eventually. I wish that they had like 2 tanks can mt very well and 2 other tanks that are more offensive and are just there to help the mt an the party(or something of the sort just like how they split healer category to shield and regen ). Then they can balace around these two categories its easier and better than having all 4 tanks play almost the exact same but it is what it is i guess.

    • @elpanchou
      @elpanchou 23 дні тому +2

      they already homogenize the jobs, but the encounter design doesn't even support the homogenization they're doing
      and tanks have always been able to self heal, the issue is the other tanks have new things to heal with while drk is stuck with abyssal drain and souleater, the same healing it's had since release
      they can easily add healing to drk without it being the same as the other tanks, but adding self healing to drk is the least of drk's issues

    • @pastaboy1338
      @pastaboy1338 22 дні тому +2

      tbh i don't want DRK to have strong self-healing like those pvssy WAR mains, I want it to have more engaging rotation and best dps of all tanks. Why need healing when it's already dead?

    • @D-Havoc
      @D-Havoc 22 дні тому +2

      Why do people not understand what "homogenize" even means? The other tanks each have unique and different ways of self-healing between them. They're not entirely the same in how they do it. Their only commonality is that they CAN do it at all. If you can't even see why DRK failkng such a basic standard like this is bad, you're blind or ignorant.

    • @D-Havoc
      @D-Havoc 22 дні тому

      ​@pastaboy1338 Then just play MNK Sergent "Big Dick".

  • @XDD50Hz
    @XDD50Hz 24 дні тому

    as someone plays MH the drk TBN problem is so relatable because lance’s silkbind move spiral thrust in rise has similar issue, the effect of ST gets worse when your guard lvl is higher, it just sucks and not even worth it lmao

  • @GuruGodPlays
    @GuruGodPlays 21 день тому +1

    "DRK is bad not because numbers, but because of our feelings." - DRK mains, probably

  • @Qkochan3
    @Qkochan3 24 дні тому

    theres quite a few jobs where i think they just dont know what they're doing. i think they've gotten incredibly lazy across the board with this game lmao and genuinely just dont care. cant even put hats on 2 races, insane how the quality has dropped so drastically. they have been glazed to hell and back so there's zero way they will fail because they will still keep sub counts relatively fine

  • @kikofernandez9184
    @kikofernandez9184 23 дні тому

    i would rework all tanks except maybe war. Since they need space to weave defensive their rotation must stay simple but at least the decision making can be interesting.
    For drk i would make all their defensive CD cost health while edge of shadow and flood of shadow heals him and TBN stays the same. The main combos would restore much more mana.
    For paladin the cd would cost mana and he would have a different spell combo instead of holy spirit and also make it restore more mana with the melee combo.
    For gnb the defensive cd cost bullets he would have 9 charges in total and restore 2 with the combo instead of 1.
    War is the one i would not change but he would have less options in comporation in exchange for more accesible to these so 1 tank stays simple.
    This way tanks while pressing less buttoms would have to think hard in order to not lose damage and still have the CD if needed.

  • @SlimeHaruki
    @SlimeHaruki 24 дні тому +2

    I like drk the way he is now way more then EW, but I think his mits lacks a lot and he needs more action on his filler combo for example one more Ogcd. But yeah I love drk and I enjoy him as it is rn

  • @thestrunzy5585
    @thestrunzy5585 24 дні тому

    I have 2 thoughts on Fixes for dark knight and I'm not even 100% sure they would work but I mean we have had Astro/paladin be broken messes to workable and enjoyable also take what I say as possibility OVERPOWER or something my thought are just to toss them out in the world in the vague cope that the ideas will take hold
    My first thought is bring back Dark Arts but do true rework of it don't get me wrong they will always be the case like how old DA spite and craver was the go to but Lets change how dark arts works on other skills Lets add some Regen or extra Shielding to abilities
    EX Abyssal Drain under "NEW" dark arts now give a bit of Healing and regen also 10% of damage is an shield if shield it splashes a bit of shield in like a 10 yalm mark or something so a cotank could get a shield
    1 2 3 also get changed 1 boost aggro 2 boost MP and 3 gives an regen Etc
    New Dark arts require a bit of blood to use once more balance to the needed amount as stated blood just used for a slight dps increase at this point this make Dark arts the new resource management skill that dark knight seems to have lost completely over the last few years heck if even only like 7 buttons were changed to use under dark arts we could at least have some thought (fringe cases as it be) to do something else also Blood/dark arts enhanced moves would use the old aggro combo animations if we saying we don't wanna make something "new"
    2nd thing and you slightly touch on this make The Blackest Night and Oblation more useable if they don't break/ change the recast timers I'm all for the risk vs reward and I'm sure there the same enjoyment an scholar get from Crit shielding saving someone as we do from TBN and Healer/ DPS that woulda died otherwise but the fact IN week one you had to UNDRESS to break TBN otherwise it was an pure waste of an CD/3k mana/Damage is just crazy.
    I feel like Blackest night or oblation should do more same with dark mission I know this will step on the toes quite a bit with the healers I think Oblation should be an 30 second cooldown and give the target regen/boost to healing given, and TBN should give a stack of something like "dark hope" something if it didn't break to either reduce the cost of a skill (aka if we got my dark arts it would cost 10 blood over 20 blood etc) or if it doesn't break the amount that didn't break should be apply as shield, give dark mission a lower level to be gain at (60) and give it the fient adder ordeal (keep its magical res but add some physicals so it not an total waste)
    at the end of the day I think Dark knight ID should be Shielding and choice of actions and the best way it so have are buttons CHANGE via a dark arts skill and we should lean heavier into shielding are ally with true shields if Warrior and paladin can give great regen/shield why cant dark knight as right now its noting like gunbreaker if that the idea there leaning into

  • @alchemi8085
    @alchemi8085 24 дні тому +2

    Just combine TBN and Oblation. Done and done.

    • @Redacted154
      @Redacted154 24 дні тому +3

      If they keep TBN and add Oblation effect to it, it will make it harder to break

    • @alchemi8085
      @alchemi8085 24 дні тому

      @@Redacted154 Crap, you're right. What if they added the oblation effect either after the shield wears off or breaks?

    • @alchemi8085
      @alchemi8085 24 дні тому

      Also, my above suggestion doesn't fix everything, of course, but it would be a strong start and should be relatively easy to implement without needing to worry about balance.

    • @Redacted154
      @Redacted154 24 дні тому

      @@alchemi8085 tbh I just want them to lean toward risk Vs reward. cus currently there's only risk and no reward, smth like if U break it you'll get free Bloodspiller or an increase of potency

    • @pastaboy1338
      @pastaboy1338 22 дні тому +1

      I would say if the shield broke, Oblation effect + regen for 7 seconds and trigger a guaranteed crit Edge/Flood.

  • @anjoumaaka
    @anjoumaaka 24 дні тому +2

    First, job identity has long since been defined by SE as its aethetics. They are unable to separate from that vision.
    The dps rotation is fine. The only thing the job lacks is self sustain. We need enough self sustain options added for dungeons for Living Dead to no longer be a button we press in dungeons.

    • @armorparade
      @armorparade 24 дні тому +1

      i just cant imagine hitting souleater combo and edge over and over and thinking the rota is fine
      and we should want to use ld in dungeons! an invul is a mitigation! i am happy and comfortable using my invul on large pulls in dungeons, and i regularly use ld and it is fine as long as i call it out. ld is fine in dungeons because a single abyssal drain will generally give you the healing you need to survive. its issues lie solely in raid content

    • @anjoumaaka
      @anjoumaaka 23 дні тому

      @@armorparade Congrats on being in the part of the community that clings to everything that's wrong with the job like it's your dying grandmother. Homogenization is the name of the game. I'm sorry, but if a tank is using their invuln in a dungeon, something has gone horribly wrong and either the tank or the healer needs to get good, and I'm sick of always seeing trash healers that will sit there and hit nothing but heals when the tank is a warrior, but only heal to grief Living Dead if it's a dark knight. This is a major problem whether you have personally experienced it or not. Too many of us dark knight mains are sick of doing everything correct in the dungeon and still ending up in the grave because the healer is a piece of trash. The job is literally unplayable in over 50% of the game's content because of this major problem. Open your eyes. Dark Mind, useless on wall to wall pulls. Dark Missionary, useless on wall to wall pulls. TBN, useless on wall to wall pulls. Oblation, literally worse than Reprisal, because it's single target 10%. 10% is literally nothing during a wall to wall pull. For someone to not see the problem with dark knight, you gotta be about as crazy and masochistic as they come. The rotation is fine in terms of it not needing any changes near as drastic as the changes that are needed on the job's self sustain. We lost 1200MP per minute and Plunge. A small price to pay for Shadowed Vigil. But Shadowed Vigil is a 2-minute cooldown. You are not going to have this every wall to wall pull, and it is only usable in Dawntrail content. That still leaves no self sustain at all for well over 50% of the game's content. Are you blind? Are you oblivious? Or are you just willingly ignorant?

    • @armorparade
      @armorparade 23 дні тому

      @@anjoumaaka i think you have made a lot of assumptions about what i think from one small statement. i think you need to dial it back a little. at no point did i say any of this. in fact if you look through my comments across this video you'll find i don't hold half the views youve projected onto me. it's weird. i've been playing this job since Stormblood. I am not happy with it as it is. I do not want it to become Paladin 2 for the sake of a shinier placement on FFLogs like Xeno might want.
      also calling oblation and tbn useless in w2w is really strange. it's like calling reprisal and arm's length useless. i think you have a lot of strange ideas about this job, if not tanking as a whole. you can clear criterion savage as dark knight. the issue isn't that drk is just ineffective it's that it's a collection of vestigial parts from old expansions reshaped and recombined into something that does not flow together well. you can do things fine it's just that you're doing way more work to get there and that's where the problem lies. you are hitting buttons that have effect and accomplish things but do not really tie into each other in the way the other tanks do. all of drk's tools used to be bound together by its stance and DA and now you just hit things on cooldown according to what you need and it feels bad.
      i played dark knight all the way through shb and enw and ever since LD got updated to grant lifesteal i have never had an issue with it in dungeons. the issues only start in raid scenarios where, especially at slower gcd melds, you may miss the opportunity for a full heal without a healer's assistance. if you are eating floor in dungeons you are using it incorrectly and dressing me down because you can't handle reading tooltips.
      the rotation is not fine because it's boring. it's not interesting. it's genuinely soul sucking if you had any context to what it was like in the past. I'm tired of souleater combo. i want them to get rid of edge. i miss Dark Arts, but I know we are not going back to that, so I would rather they reintroduce gauge management to this job somehow because as it stands we have two gauges that mean nothing. have a little creativity and imagination! want more out of the job!

    • @anjoumaaka
      @anjoumaaka 22 дні тому

      I was probably a bit harsh, but my point still stands. Is souleater boring? Maybe to some. But the lack of self sustain should be the top priority. I shouldn't be forced to play warrior if I want to not die to the incompetence of healers in dungeons. You have a funny conception and what constitutes boring when warrior is sitting there laughing at you in Fell Cleave.

    • @armorparade
      @armorparade 22 дні тому

      @@anjoumaaka warrior is simple and straightforward build gauge spend gauge but it's satisfying managing the gauge and the burst is simple but fun. it doesn't really need to be much more than it is- it feels good and satisfies the desired feel for a hulk smash hit-button-get-button warrior. but dark knight is essentially a less interesting warrior as it stands. our burst is a cobbled together mess of buttons that have little to do with each other, we have two gauges that mean nothing outside of "don't overcap" and "don't let it run out" which are ideas that other jobs all do so much better. our odd minute burst is barren and outside of burst this job is entirely mindless and unsatisfying. warrior has me considering tempest, gunbreaker is much busier across the board, even paladin has things to consider so as not to drift my cds into hell. ive never once in my life drifted my drk cds because a chimp with a keyboard and appropriately melded tank gear could squeeze out a pandemonium sav run with a decent parse if it wanted it bad enough
      the reason i am not as pressed about self-sustain in specific is because i think the job as a whole is very ill and needs a rework. i don't want Endwalker DRK but better, I want something entirely new. we can't go back to stormblood but we need this mess to get uprooted entirely. the rotation is made up of unsatisfying leftovers from a better time, our gauges are ideas done better elsewhere, our mitigations are unique but not allowed to be strong in the ways their previous incarnations were(or have lost synergy because of larger changes to the job or the role as a whole). this job used to be a fount of creativity but most of its cool buttons were ripped away and given to the other tanks and in return we get worse versions of things the other tanks have and are expected to be okay with it because we deal easy damage. a few of our new buttons like disesteem and oblation are cool, but it's not enough. i'm just tired of it. i haven't played dark knight much during dawntrail outside of my crystalline conflict matches. it's not fun anymore. i do not want to press edge of shadow anymore. i do not want to hit souleater combo anymore. warrior is a caveman job but nascent flash is really cool. hitting my burst and watching the big number pop up is satisfying. gunbreaker is tight and fast and makes me feel good when I don't clip my buff window. paladin has a lot of really cool utility that makes it fun to bring into arcadion. all tanks have issues but dark knight is fundamentally just not enjoyable to me anymore. I don't want it to be fixed, i want it to be reimagined

  • @chilled_beanz
    @chilled_beanz 24 дні тому

    job needs a full rework. plus it needs an identity christ the healers have more of an idenity than drk 😂

    • @cutejustice
      @cutejustice 21 день тому

      No, healers don’t. They’re all homogenized to the point where their kits bleed into each other. Both DRK and Healers could use a class identity and a rework.

  • @dragumkirisute1998
    @dragumkirisute1998 24 дні тому +3

    But Dark Mind, Dark Missionary, and TBN are "unique" and doesn't need changes... - Literally every DRK main.
    They refuse to see the job do better, and that's a problem, It's like DRK players are allergic to change.
    The people who want DRK to stay useless are on heavy copium, and they will say TBN is the best tank mit to this very day. When Bloodwhetting, Heart of Corrundum, Holy Sheltron, and now Great Nebula exists.

    • @armorparade
      @armorparade 24 дні тому +6

      im not really a fan of this misrepresentation of ppls arguments. very few ppl think those skills shouldn't change in some way. but they are unique and i think that they can be improved without doing what was done to those other tank mitigations. they're all just a ton of skill text that reads "free healing and shields wheee" and while it's strong it's not interesting lol
      all of us want change, we just don't want this job to go from "warrior but worse" to "paladin but you weave harder"
      TBN is obviously flawed but it is the most interesting mitigation. i miss blood price but tbn is what we got instead and i think rather than abandoning it for the sake of making drk stronger or whatever they should look into ways to make it better while allowing the job to regain some semblance of identity.

    • @LudaneRua
      @LudaneRua 24 дні тому +1

      @@armorparade REAL

    • @pastaboy1338
      @pastaboy1338 22 дні тому +3

      not sure if you're living in the same timeline with the rest but no one said that lol.

    • @Shuukuriimudaisuki-sama
      @Shuukuriimudaisuki-sama 21 день тому +2

      ​@@armorparade Did someone mention Blood Price??? 😆 HW and SB was truly DRK at its best... I miss Dark Arts enhancing your skills' functionality, the insane MP regen of Blood Price on large pulls, and Abyssal Drain being a spell you could use freely with proper MP management, rather than this nerfed potency, shared CD nonsense... Honestly, I would be happy to have all that back and rebuild the job around those core concepts for a base, but...probably not happening.

    • @The_Remage
      @The_Remage 16 годин тому +1

      @@Shuukuriimudaisuki-sama Honestly really like that idea, lol

  • @GuruGodPlays
    @GuruGodPlays 21 день тому

    Cope, MNK, DRG, and BRD have it way worse than DRK. Even SCH is more irrelevant and deserves much more of a redesign than DRK.
    I swear, DRK mains are all the same. Cooking drama the moment their golden child isn't #1 and demanding redesigns for 5 year old job designs. PLD from ARR to ShB would like to have a word with how much time you think you've waited, because it clearly has not been long enough.