Dark Knight has some problems... FFXIV Dawntrail

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Fell cleave fell cleave fell cleave... and that's the way uh huh uh huh I like it!

Hello everyone I am Jmulls of Jmulls Gaming and welcome to my little corner of the internet!

Walkthroughs, First Impressions, Critique and Reviews for all things video games, by someone who loves video games!

In today's video, I talk about the issues I have with Dark Knight in Final Fantasy 14 Dawntrail !

FINAL FANTASY is a registered trademark of Square Enix Holdings Co., Ltd.
© SQUARE ENIX CO., LTD. All Rights Reserved.

#ff14 #ffxiv #finalfantasy #finalfantasyxiv #live #livestream #pc #pcgaming
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Kind of funny, Square takes away the busyness of the job to make it more accessible. Instantly job gets widespread calls for a rework. It's almost like... it wasn't actually a good idea to flatten a job since then there's nothing that will stick out.

Shizuma
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Typical situation for a tank : healers are busy, my health is getting dangerously dangerous low from the boss auto-attacks.

=> PLD, GNB and WAR use small cd. Effective all the time, always feel great (especially WAR).

=> DRK use TBN (UNLESS you're OOM after your burst phase), you pray to god the boss isn't about to stop autos to cast something, and for the shield to pop. And if it doesn't you get punished, where every other tanks are rewarded.

I don't feel good when TBN works (and you know it won't always work), I feel relieved. Thats not a good thing

TajinQ
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My raiding CO tank is a Dark Knight and I am a Warrior and the amount of conversations we’ve had about this, where the warrior kit makes more sense for dark Knight is astounding. He does enjoy the magic management, but, I’ll tell him a Warrior story about some skin of the teeth victory I had tanking and he’ll be like I can’t talk to you right now. lol.

rho
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I agree with the person in Xenosys Vex's chat that suggested putting Abyssal Drain in the same position as Holy Circle after a combo to add sustain. It does need a rework though from the top down. Including the shadow clone that lasts 20 seconds but it doesn't even start doing damage for 5 or 6 seconds.

xxfrostxx
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I miss when dark knight had that high risk high reward style where it tanked pretty well and then you had that dps phase that uses your hp like a real dark knight did

malachor
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DRK is the Hydroid of FFXIV and it's sad to see. Anything DRK can do the other Tanks can do better. Gutting the job and giving all it's tools to all the Tanks and taking the Speed Tank identity from DRK to give it to GNB is what has been plaguing the job for almost 8 years.

Living Shadow is just Scourge with less control.

Shadowbringer is just Dark Passenger without the Blind.

Disesteem is just Eventide but boring and locked behind Living Shadow.

The days of Low Blow and Reprisal parry procs for more damage are over.

Blood Weapon giving you Haste and speeding up your attacks has long been removed.

Blood Price, Sole Survivor, Shadowskin, Dark Arts, Plunge and Power Slash deleted.

TBN outpaced by other Tanks adjacent skills not requiring to use up their damage resource to use it.

Living Dead requiring Team Support while other Invulns do not.

Other Tanks get lots of self-sustain meanwhile DRK gets barely any.

And to top it off it does the lowest damage out of the 4 Tanks overall?

DRK is the deal that just gets worse all the time.

MagiusNecros
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Here's how you can truly tell the issues are deeply engrained and systemic:

You're saying all of the same shit I was saying LAST EXPANSION! Like, believe me or not, I said all of this nearly identically after the EW job actions trailer showed us that all DRK was getting was some bubbles on SE and another line AoE with a high potency. Everyone told me to shut up cause "it does so much damage stop complaining, " to which my argument was "so?" Yeah I know damage is how most things are balanced but a job with no identity aside from "hit buttons for an opener, don't worry about order, you'll do good damage, " didn't alleviate any of my concerns and issues, then DRK fell behind in damage the further into EW we went, but I was told to shut up cause "it still performs well in Savages and Ultimates and that's all that matters." But obviously that's elitist bullshit using a well known fact to justify letting a job essentially just decay, and not just for the majority of content which falls outside of the top 5%. Then DT drops and I'm almost preemptively told to shut up cause the community and DRK mains are so happy that LD is off of the Blood Gauge, the new Delirium combo looks so cool, and omg healing with Vigil! "DRK complainers can suck it!" But now after the first couple minor patches, the first tier of Savages being out, and the DRK is underperforming in ALL OF IT for the EXACT REASONS I WARNED ABOUT feels both vindicating to see so many videos and posts popping up with people FINALLY seeing what I saw an expansion ago but also annoyed cause this was so fucking obvious a couple years

DRK had become nothing but loose damage potencies with individual timers not tied to anything else, so it lacks any kind of interconnectivity within it's own kit that the whole rest of the tank cast already have, the fact we had to actually fight for basic QoL changes every other tank got last expansion also showed how little squeenix actually understood the job and part of that was cause of how blind the community has been to it all but more so how loudly they defended it despite being so blind, and it's defensive capabilities were already subpar LAST expansion as every other tank got massive buffs and more QoL added onto their most commonly used skills while DRK got..

My concern is they just give it a ton of damage potency buffs, it jumps up to highest tank damage, and everyone who's FINALLY seeing the deeper issues with the DRK kit now that it's been stripped bare and it doesn't have it's damage to fall back on as an excuse for bad design, will just conveniently forget all of this and start telling me to shut up again.

Until DRK gets a rework that actually gives it it's own identity and unique playstyle again I'm gonna continue commenting on anything I see and making posts where I can or want to remind everyone they were wrong and a rework is necessary at this point. I mean FFS people are actually upset that it lost PLUNGE! The most basic, boring, bland nothing skill aside from the mobility it offered and we still have, and people are legit upset, and you know why? Cause The DRK has become a kit of Plunges, all of it's skills are just different forms of Plunge that you throw in on priority based on how much potency it has, so despite it doing actually nothing people are clamoring to have it back and refuse to see

vicariousxiv
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Even aesthetically, DRK is scuffed. What does it matter that Delirium gives Bloodspiller a new 3-part combo when you interrupt the animations with oGCD weaves most of the time?

Tyrbris
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You are 100% right. Not only is the class mad brain numbing when your not in the burst windows. Otherwise every other tank does any other aspect of tanking much better. Gunbreaker is the best off tank right now, Paladin is the best option for main tanking with self sustain just baked into the damage of the class without having to use cool downs. While Warrior is just better in all aspects compared to Dark Knight. The job needs a rework real bad and needs to take inspiration from it's HW and SB versions of the job.

D
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job lore:
DRK, using the enemies power to empower themselves

WAR, goes ungabunga and ignores damage taken

which sounds more like self barrier tank and which the self healing one?

anthonymcgundam
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Something that I've always wondered about Living Shadow is why Square didn't take a cue from WoW and look at a similar skill Blood Death Knights have, Dancing Rune Weapon. For those who don't know, the way DRW worked, at least when I last played a couple years ago, is that when you summon it the weapon gives you a passive boost to your defenses, but also will mimic every attack ability you make. It acts simultaneously as both a defensive and offensive cooldown that's actively more impactful the better you are at your class and the fights, and it looks cool as fuck seeing this animated copy of your weapon follow beside you and attack when you do. Obviously there's more to DRK that would need fixing in terms of making the class feel more exciting to play, but I could see something in that vein potentially making Living Shadow a bit more interesting than it basically being a pseudo-DoT that also lets you use two abilities while it's summoned.

TheManBehindtheScreen
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They should make abyssal drain every 15 seconds it would be a little closer to the healing from blood whetting
Or give blackwst night 15 percent mit for like 4 seconds after then a regen

oscarcueto
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To be honest, I think the simplest fact that DRK had enhanced unmend for years is a good indicator that a rework has been long needed.

大-gb
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Since Dark Knight is inspired by Berserk they should give it a transformation like Reaper, would be pretty sick if when you're in "normal mode" you have the slow animations like we have today but when you enter this transformation the animation changes and you just start going ballistic on the enemy just like Guts would do when he used the Berserker armor. The transformation could also give you sustain and maybe a little bit of mitigation (maybe remove oblation and put the 10% on that instead).

ThePlayer
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Moved to paladin. I used the hell out of DRK for EX1 in dawntrail but I think I've finally grown tired of the DRK mistreatment by SE.

Mesarthim
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Been saying for years; Abyssal drain should heal you based on enemies hit; place salted earth at the feet of the target, and standing in salted earth grants you regen of hp or mp, and salt and darkness could do damage and mitigate some damage all as it's own 90s cd combo.

NeoAstrisk
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I’ve always wanted to fire triple abyssal drains like Frey did during the DRK story quests.

colonelshades
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@5:29 - GNB doesnt have to choose between Blasting Zone and Bow Shock. They are separate cooldowns.

DrakeWurrum
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The new delirium skills feel good to press, with animations/ camera shake. But they don't really add anything outside of upgrades numbers ;_;

KarasuMayonaka
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Make edge and flood of shadow and TBN cost 2000 instead of 3000. All moves that give 600 mana back should give 1000-1200 mana. A second combo action that grants more mana similar to delirium combo now. Tbn needs the shield timer removed or extended with the damage proc occurring every time the shield ends or breaks and have a version that covers the party as well like picto. There should also be a 15%damage reduction and a 25% of hp heal when the shield ends or breaks. The same amount as the shield gives you. Dark mind and missionary need to just be flat reductions not just magic. Bring plunge back. Untie carve and spit and abyssal drain. Make heal and damage potency of Abyssal Drain higher. Let Living a Shadow mimic our moves. And finally, give us 5000 mana cost transformation (like Guts) that has a one minute cooldown (maybe 90 seconds) where a high potency combo is available and gives damage mitigation, healing and mana regeneration. Call it something like Dark Arts.

jg
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