Transfer Abyssal Drain heal effect to its line aoe darkness ability but only when it gets Free proc from TBN breaking or its duration ends, that way still has decent heal for dungeon mobs frequently. When TBN effect ends, it grants Obilation instead but it's own duration is the remaining seconds of TBN's cooldown. So you always have 10% mit on DRK when TBN isn't up, similar to PLD often having 15% mit from Shelltron early levels. with Blood Weapon becoming Delirium later and losing 2 GCDs worth if blood gauge. To make up for that, have Salted Earth regenerate blood gauge per tick now, like it use it before ShB.
@obamaorb7426 oh that would work, then the drk standing in it giving a 50 potency regen tick per enemy that is also standing in it too? So like W2W pull of 12 enemies 50 pot tick times 12 = 600p heal over time as an example. Be such a cool unique regen for dark knight...oh well
I really love plunge though :'( thats a sad change. If the new ability gets changed to let you dash to allies that would be positive, but I'll still miss my cool jump attack. The other new stuff sounds interesting - mostly just hope it'll still feel engaging to play with some of the weaving removed. Thanks for making these videos!
i cant believe they just sneakily removed the cool jump animation with sword raised up, and all the drk mains seem to be silent about it, we better speak up now before they make it permanent for next 2 years
@@rizzy9000 yeah, I don't necessarily mind decoupling the movement ability in the way where you're intentionally holding on using an attack as a safety net, but it's so satisfying to do and feels fun/flavorful when I use it. It's not the end of the world by any means, but I've always loved how ferocious it feels!
@@machinaeZER0 yea thats fine if they remove the damage from it, i just want the aesthetic to feel like we are jumping onto an enemy and booping them with our sword rather than just a flash-step dash
No, it feels so cool! Half the reason I love DRK so much is because the animations have this kind of weight to them. And I do understand why they merged stuff like delerium and blood weapon, since I imagine a lot of people just used those in tandem. I am a bit worried about having less buttons to press in general. If I don't have enough things to do in between GCDs like with PLD I get twitchy and end up using things I shouldn't lol.
it's been like that since the 'rework' the got in Shb. Ever since then, the job has basically played the same and it looks like it will continue to play the same in DT. If SE's goal with DRK was to ensure Sb era DRK enjoyers would be disappointed every expansion, they've done a good job.
I think it's because the intention was to reduce how many ogcds were being weaved at once. DRK and GNB have the busiest ogcd weaving windows of the tank jobs, so removing damaging gap closers means that some space is freed up. Whether that's a good thing or not is a matter of opinion, and I've seen plenty of people arguing both ways, but that seems to be the direction the devs were coming from when picking which jobs got these gap closer changes.
@@ashtoreth1095 It is inconsisent when the sole purpose is to make Gap closers mroe used as a mobility tool but you don't actually make it for all and just a selected few.
@@Xxiev Diiiid you read the comment at all? Clearly the "sole purpose" wasn't keeping gap closers as mobility tools considering PLD/WAR/RDM still have damage on theirs. It was obviously done to reduce weaving during DRK/GNB burst windows, which is a complaint a lot of people had about the jobs.
@@Xxiev PLD and to a lesser extent warrior have a lot more mobility outside of their gap closers. Having your only two tied into your burst means they effectively aren't gap closers and as such are pointless outside of just another ogcd to cram into burst. This is a very good change for GNB and DRK
The last change I would like is another source or an increase in mana gain to compensate for the loss of the 2 Blood Weapon stacks (-1200MP per minute is hot), increase mana regen with Siphon Strike (600 current > into 800), increase the mana gain with carve & spit (600 current > into 1200), remove the abyssal drain CD share while leaving the spell's MP gain (600mp), or simply reduce the Shadow edge and TBN mana cost at 2400 (my preferred option) For the loss of gain in gauge they compensated with the shadow which becomes free, but nothing is done on the MP side
Another way would be giving each bloodspiller stack getting also 600 mana instead of 200, the problem is it would be 1200 per hit if done with blood weapon but it would get you back the 1200 you missing (600-200 x 3). But really idk SE didnt touch drk the entire endwalker because it was too strong compared to other tanks when comes to damage then they made all the tanks stronger than drk in anabaseios and didnt do a thing to compensate drk (because in ultis it was matching up due to the drks design) so I'm not expecting SE to do something to make the drk better to match the other tanks. We still miss healing sources besides living dead and 2 min cooldown as the other tanks have.
I'm really gonna miss the loss of the old tank gap closers, as I enjoyed the dynamic of using them either as an option to gain damage or saving them to reposition onto mobile bosses. Losing choices like that isn't particularly fun.
@@darkuscarlet a generic tele-dash that looks like it could belong to any other magical class, if they could at least put in some black mist or red spikes, i mean anything to fill the DRK visuals and identity, here it just feels lacking
@@arkhon7966 Got a lot of lacking going around the jobs this xpac. About half the jobs are looking great, but the other half are abnormally lackluster, and its a little upsetting. I'm expecting a LOT of people swapping mains for Dawntrail.
Not a fan of using it when there's no actual gap to close but the aesthetic of Plunge is PEAK. It makes me feel like Guts and I will miss plunging from my FC roof onto the training dummy to scare people.
@tbnwontpop8857 And now they're just arbitrarily always available when you need them, making them completely braindead and unengaging so people like you, who don't play the job will enjoy not playing them slightly more. I'd legit rather have no gapcloser so you at least have to look for more creative ways to maintain uptime. 14 already has too little gameplay friction..
I’m gonna muscle memory plunge so much accidentally hahaha. But I am so in love with our new animations and buffed mitigations. I also absolutely adore the level 100 gear.
So the only new Button I actually press is Disesteem, and in exchange, I lose 3 Buttons to weave. I always liked DRKs busyness. I feel like it will be very boring now. Especially below 100. Can they at least make Carve & Spit and Abysall drain seperate CDs again?
Yeah, that would be a nice change. Having a busy burst window was fun, and while I like the gap closer changes (minus losing plunge’s animation), Dark knight just looks less interesting to play than before.
Uh you are mistaken. Disesteem the worst ability name ever created is not a new button, it just swaps with carve and spit when living shadow is up. Dark Knight lost buttons, the end. We gained exactly nothing new. Just a bunch of our skills when button X is pressed turn into slightly better versions of the same skills. A few other skills got a buff.
@@DKarkarov Disesteem has nothing to do with Carve & Spit, it replaces the Living Shadow Button. You can see the at 2:02. And with "Bottons to weave" I was reffering not to the total number of Buttons asignable to the Hotbar but to the number of button presses I do in my burst phase. Thus, it is an additional button press. I don't really care about buttons being consolidated as long as the main Combo remains seperate. If I don't like it I will just put them on seperate buttons manually.
@@seriodenoyarohi7403 that's fair I misspoke on which button got swapped for dysentery so that is better than I initially thought. That said it's just pressing the same button one more time, not exactly complicated, especially when you also lost plunge and blood weapon so lost two presses already.
Happy to lose plunge tbh, though I'll miss the animation. Not having burst window be a carpal tunnel speedrun makes me a whole lot more willing to play it. Also helps that there will be more room to weave mitigation during burst
@@Bluelyre And now gapclosers are always available when you need them, making them completely thoughtless and unengaging. I'd genuinely rather have no gapcloser so i have to find interesting ways to maintain uptime. Planning your gapclosers was NOT a big ask man. This game already has too little gameplay friction.
@@GoatOfWarthey were always available though since you always saved one, and PLD and war likely will still do so. It was worse for jobs like drg because you always used it for damage so you didn’t even use it for mobility.
I like the self healing on that mit and even if we lose a bit of business the new gcds seem cooler than bloodspiller spam during burst. I’m gonna miss plunge tho
The easiest fix to the 600 MP loss is to just make the new delirium combo 1000 MP each. I do not know why they didn't do this from the start to keep it in line with the MP economy that's been established for years.
Thank you for this, I thought I was going crazy because I knew I used to have two buffs but hadn’t played drk in a while. Nice that they were merged, I only ever used them together anyway
I hate the removal of plunge, that animation is so cool. Also I'm not hot on the new combo, going fell cleave but dark was way more fun. Idk that dash is lame, I'm sad :C
we got a trait slot wasted on a boring potency upgrade for you generic skills called melee mastery 44583754. Pretty on brand for DRK to waste trait upgrades per expansion, just look at enhanced unmend. Which ironically got nerfed in DT because Plunge > Shadowstride
@@axylum4453 Almost every job got a trait like that. Almost every job gets a trait like that almost every expansion. This isn't some specific DRK thing.
@@grim9212 Not every expansion. Just Endwalker, and now Dawntrail. We didn't have boring traits like this in Shadowbringers or Stormbloood. We had traits that changed animations or added new effects to existing skills. Much more creative and interesting.
Some interesting notes for people who main DRK and/or will be optimizing: At the current values, using Disesteem outside of buffs is a gain over Unmend. In most cases you will probably be saving it for movement like how Ninjas save Phantom Kamaitachi for movement. This tiny change gives DRK so much more room to optimize and is very unique. Scorn lasts 30s, which isn't terribly long but it is still some flexibility. Having a disengagement/reengagement option puts it in line with PLD and WAR. At the current values, Impalement is a gain on 2 targets if the next pull is 3 targets + raid buffs, or 4 targets without raid buffs. This is due to Quietus/Impalement having 300 more MP regeneration per hit over BS/Scarlet Delirium, and Impalement greatly closing the gap between ST and AoE Delirium. At the same time, *outside* of delirium, BS is still a gain on 2 targets. This provides again a lot more room to optimize. The skill ceiling is now higher. Just enough to be interesting but not enough to ruin it for casuals. Also, after level 94 (Melee Master II), on 2 targets ST combo will now be higher damage due to the increased potency. Personally hope they revert this as it makes optimizing volatile depending on whether you can finish a full ST combo or not.
im gonna be real. i want that new gapcloser for DRK and GNB to allow for it to target party members. if this happens then we can make the dash comp. DRK, GNB, WHM, SGE, VPR, MNK, DNC and BLM (switch out any dps with any that can gap close like picto, ninja and dragoon). that would be so fun
Not according to any released tooltips, no. I'd chalk it up to smol catgirls and a camera that's hella pushed in to show off the skills xD Way more than is typical when doing normal content, anyways
Probably yeah, living shadow is still OP and not at the cost of GCDs while lionheart is, damagewise, replacing 3 burst strikes which are only a bit more powerful. DRK will prob still be the king of burst
Thunderclap? Am I missing something. Also I'm pretty sure the reason why we only dash to enemies is so we don't accidentally position the boss to cleave the party if we have agro
What i don't like is that you lose mana regen with only having 3 stacks of blood weapon. This means it's alot more tight with your Edge of shadow or TBN you don't have alot of room to throw it out. Which was a fun thing dark knight could do. Throw TBN on party members but now the risk is too great often times. You need every mana for damage.
@@GoatOfWar When one of the primary complaints from DRK players literally all Endwalker was how busy their burst windows were, I'd say yeah people are okay with that.
I still feel DRK needs better self-sustain. Give C&S HP regen to make the link between it and Abyssal Drain make any sense whatsoever. Blood Weapon/Delirium having healing per hit equal to Souleater, or 400 potency.
Oh my god, they're STILL not upgrading TBN? And were just getting an upgrade to their LONGEST CD, the heal of which is almost never going to happen in randoms because healers dont know how their tanks work. Great.
They could atleast make Oblation less useless with a secondary effect. Like maybe a regen or something to help with Dark knights god awful sustain in dungeons.
@@MeldinX2 Oblation is at least OK at filling in the gaps between mitigation, but I'd much rather have an actually useful mitigation. Like just bring back Dark Dance or something.
Something I noticed in floating text there during Scarlet Delirium, looks like mana return is 600 + 200 for some reason? 600 mp return is standard for blood weapon enhanced hits currently, so what's the other 200 from? There's no mention of mana return in the tooltips for Scarlet Delirium/Impalement either. Seems an odd choice for them to implement the mana return this way. Granted, it's a small quibble, assuming 600 mana left out every minute, you lose two shadow ogcds over 10 minutes lol, but it feels strange when the math could have been easy to implement to just say 1000mp return per hit to make it a clean +1 ogcd per minute as it is currently. Perfectly happy to get rid of potencies from dash effects though, I hope they do that for every gap closer frankly, feels punishing to be forced to use it as "another bonk button for the 2 min meta" instead of as a gap closer to maintain that Into the Fray life.
It's most likely still from Delirium. The way it is now if you use both at the same time you get the 600 + 200 so it's probably still from that since they just baked them into a single ability.
Oblation still exists, a gap closer (that can’t move to players???), tbn got nothing, no lifesteal move (is it even DRK at this point?), AD has mp cost, GNB shits on it as usual. It’s another 2 depressing years.
i cant believe the devs are replacing the cool plunge animation with a lame dash that is a copy of monk, they are making the job look like a mage rather than a fighter aesthetically and nobody seem to be talking about this which is crazy
@@rizzy9000 Oh yeah that's absolutely fair, more of a mage-knight vibe, for sure. I guess I don't really get the complaint since the vast majority of DRK's animations are already sword swings and thrusts just interlaced with magic and shit.
Oblation is alright as a skill. Should it have been built into tbn in endwalker? Yeah. Does DRK lack the powerful tools of the other tanks and will now seemingly even fall short damage wise? Probably. But oblation isn't the worst offender here.
@rasrandir The issue with bulking anything into tbn is that it will make it harder to break it consistently. Imho the best way to buff tbn is to have it double down on the reward of breaking it by either having it reapply a second shield or giving it a heal proc for when it breaks the first time. Building mit into it would only hurt the ability.
@@obamaorb7426 Literally ALL I ever wanted them to do with TBN was to extend its duration by at least 1 second and have the Dark Arts effect give a slight potency increase to the OGCDs it affects when TBN is broken... but no, they didn't even do THAT!!! So now I won't even be playing Dawntrail, I'll watch streams of the MSQ and meanwhile play Warframe instead, there will be no rewarding from me at all of this BULLSHIT
''Button bloat'' Is just an excuse for oversimplification to help drive player participation. Aint no way i'm using the trash gapcloser we got more than twice in any given encounter. That's ACTUAL button bloat.
Oh no... I can already hear it... The rage of Darkknight and Gunbreaker mains! "Why did we loose our damage on the gapcloser but Warrior and Paladin still have them?" In my opinion they should have taken the damage from all tank gapclosers 😅
@@DKarkarov Exactly. And how often did I hear in my short raiding time from the tank "Ah, I can't get to the boss! I have no gapclosers!" because they used it for damage output -.- Annoyed me always :X
I play both as Main and im _thankfull_ for that change i want that since i start in Shadowbringer, i was in Shadowbringer literally a WAR Main just because he was the only tank without annoying gap closer spamming. Losing Damage on the gap closer on GNB/DRK is for me a huge win i have problems with other changes like.. no Continuation for Lionheart
I swear every time they change DRK its one leap forward and a skull-shattering flip backwards. Fusing Blood Weapon and Delirium is great as it removes the busyness of the Job. But they also reduced the stacks to 3 and made it last 15 seconds total. Making the window much tighter. The new gap closer having 2 charges is nice, but removing Plunge affects DRKs damage output more than you'd think. It also doesn't help that the animation is kinda lame tbh Salted Earth (PvE) is STILL unchanged, same with TBN which should do more or be more in line with DRK's identity, like costing Health instead of Mana maybe(?), or other Tank mits need to be nerfed a bit too so they actually have to worry about using them correctly
Really not a fan of how plunge was removed for a really lame looking skill. So Drk loses its double plunge for a single gap closer with the same range. If the ranged was buffed or it added what you mentioned that would be nice.
In exchange if less weaving and heavier hitters moves , it’s honestly a fair trade off, i main drk and it was very annoying weaving in like 5 skills for a single burst window then all your stuck with for a good while is your 1 2 3
@@crazymage5316 A bad trade off. The weaving is what makes people play the job.. If you don't like it, why not just play something else? Why do i have to compromise my gameplay? I HAAAATE the changes.
@@ignavis tell me you hadn’t played dark knight without telling me you hadn’t played dark knight. Tell me how many of darks skills are used only to weave for a 3 hit burst damage like 6 of em. All just to buff yourself then. Go back to 1 2 3
Imo the heal from Shadowed Vigil should be stronger something about 1800 Potency.. it heals less then Equilibrium (1200 + Hot) or Heart of Corundum in the end with 700 Potency but a 25 seconds Cooldown. I mean Gunbreaker get literally _Thrill of Battle_ for his 2 Min Mitigation Will still probadly main DRK in DT or GNB
True Dark knights sustain in dungeons are just awful in comparison with every other tank. Sure Warriors are OP as always but even Gunbreaker feels better Heart of Corundum is just better as a cooldown defensivly. And Paladins also has alot of tools to negate alot of damage and have nice sustain. While Dark knight basically have Oblation and TBN that breaks in like 2 seconds and they you just take a shit ton of damage.
i feel like they remade the gap closers to have 0 potency bcz maybe they were not intended to be used in the class rotation, but all they could have done is not to be able to use them in melee range, i mean come on....no more pulls with the gap closer? i hope its not a gcd tho
It was strange at first that they removed damage from DRK gap closer (and then changed the animation completely), but then I wasn't aware that people were using Plunge during their rotation, given that it didn't do much damage and didn't combo into anything, I only ever used it to jump back into a fight after mechanics forced me to move and the damage was just a bonus, so ultimately it's a case of "why did they remove it" but also "why did we even need it". Also, unrelated to job functionality, but I kinda hate DRK's artifact armor this time around, lol.
The first Dark Knight was a Dragoon who saw that Ishgard was corrupt. That's also why they both have the spiky armor. Dragoons had to fend off Dragons and DRKs just kept it. Dark Knights can jump like their armor weighs nothing because the original trained to jump towards flying dragons.
Why didn’t SE just remove the job at this point. The dude been suffering for so long it’s not even funny anymore. As far as I’m concerned there’s only 3 tanks in this game and the fourth one belongs to fashion week.
Tbh save fir GNB the tanks didn't get much. I don't really find WARs new stuff anymore engaging than what DRK got. WAR literally got "Finisher on top of finisher"
every player-affecting tool in the game has the ability to be misused, ive had a healer rescue me into the group as im getting tb'd in the final aglaia raid. if they arent actively trolling its just a case of using your eyes and brain to find a safe time to jump to your party :shrug:
So this was incredibly uninspired. No new skills just a bunch of button swaps for slightly better versions of skills you already had. Nerf to plunge, nerf to blood weapon which even had to be button merged to make the class more brain dead. I guess shadow wall giving healing gives me a reason to press it more often and not just when I actually needed it. The artifact gear is even one of the worst looking weapons and sets of the expansion. Very exciting stuff... sigh.
month later, job sucks complete ass to play. shadow stride suuuuuucks. they want to be 11 so bad half the time just make the job a dps LOL, it will get way more love as a melee dps
Same uninspired shb design now with no cool animations. new delirium looks bad, especially when compared with blood weapon. shadow stride is a downgrade in every way from plunge. a gap closer with no damage on it is even less use than shield bash. C&S and abyssal drain are still tied together for no reason. abyssal drain is still not a spell again. sustain is still low. Living scourge is still a thing. What exactly am I meant to be looking forward to here?
I was hoping Asyssal Drain would be reworked to be more useful.
It's pretty good at it's specific niche but I miss when it was an MP cost instead of a shared cooldown with carve and spit
Transfer Abyssal Drain heal effect to its line aoe darkness ability but only when it gets Free proc from TBN breaking or its duration ends, that way still has decent heal for dungeon mobs frequently. When TBN effect ends, it grants Obilation instead but it's own duration is the remaining seconds of TBN's cooldown. So you always have 10% mit on DRK when TBN isn't up, similar to PLD often having 15% mit from Shelltron early levels.
with Blood Weapon becoming Delirium later and losing 2 GCDs worth if blood gauge. To make up for that, have Salted Earth regenerate blood gauge per tick now, like it use it before ShB.
SE will take every chance they can to ensure DRK remains a disappointment throughout every expansion.
I wish they'd just make it so firing it places salted earth centred on the boss
@obamaorb7426 oh that would work, then the drk standing in it giving a 50 potency regen tick per enemy that is also standing in it too?
So like W2W pull of 12 enemies
50 pot tick times 12 = 600p heal over time as an example. Be such a cool unique regen for dark knight...oh well
I really love plunge though :'( thats a sad change. If the new ability gets changed to let you dash to allies that would be positive, but I'll still miss my cool jump attack.
The other new stuff sounds interesting - mostly just hope it'll still feel engaging to play with some of the weaving removed. Thanks for making these videos!
i cant believe they just sneakily removed the cool jump animation with sword raised up, and all the drk mains seem to be silent about it, we better speak up now before they make it permanent for next 2 years
@@rizzy9000 yeah, I don't necessarily mind decoupling the movement ability in the way where you're intentionally holding on using an attack as a safety net, but it's so satisfying to do and feels fun/flavorful when I use it. It's not the end of the world by any means, but I've always loved how ferocious it feels!
@@rizzy9000 I like it. Less oGCDs to weave, actual mobility to be used as mobility, even though it's not critical.
@@machinaeZER0 yea thats fine if they remove the damage from it, i just want the aesthetic to feel like we are jumping onto an enemy and booping them with our sword rather than just a flash-step dash
No, it feels so cool! Half the reason I love DRK so much is because the animations have this kind of weight to them.
And I do understand why they merged stuff like delerium and blood weapon, since I imagine a lot of people just used those in tandem. I am a bit worried about having less buttons to press in general. If I don't have enough things to do in between GCDs like with PLD I get twitchy and end up using things I shouldn't lol.
Not having lifesteal still is a huge oversight
it's been like that since the 'rework' the got in Shb. Ever since then, the job has basically played the same and it looks like it will continue to play the same in DT. If SE's goal with DRK was to ensure Sb era DRK enjoyers would be disappointed every expansion, they've done a good job.
It's strange that DRK and GNB lose their damaging gap closers, but not PLD or War.
I think it's because the intention was to reduce how many ogcds were being weaved at once. DRK and GNB have the busiest ogcd weaving windows of the tank jobs, so removing damaging gap closers means that some space is freed up.
Whether that's a good thing or not is a matter of opinion, and I've seen plenty of people arguing both ways, but that seems to be the direction the devs were coming from when picking which jobs got these gap closer changes.
@@ashtoreth1095 It is inconsisent when the sole purpose is to make Gap closers mroe used as a mobility tool but you don't actually make it for all and just a selected few.
@@Xxiev Diiiid you read the comment at all? Clearly the "sole purpose" wasn't keeping gap closers as mobility tools considering PLD/WAR/RDM still have damage on theirs. It was obviously done to reduce weaving during DRK/GNB burst windows, which is a complaint a lot of people had about the jobs.
@@Xxiev PLD and to a lesser extent warrior have a lot more mobility outside of their gap closers. Having your only two tied into your burst means they effectively aren't gap closers and as such are pointless outside of just another ogcd to cram into burst. This is a very good change for GNB and DRK
More like gain a gap closer that can be used to... close gaps. DRK and GNB won.
The last change I would like is another source or an increase in mana gain to compensate for the loss of the 2 Blood Weapon stacks (-1200MP per minute is hot), increase mana regen with Siphon Strike (600 current > into 800), increase the mana gain with carve & spit (600 current > into 1200), remove the abyssal drain CD share while leaving the spell's MP gain (600mp), or simply reduce the Shadow edge and TBN mana cost at 2400 (my preferred option)
For the loss of gain in gauge they compensated with the shadow which becomes free, but nothing is done on the MP side
yeah level sync (under 80 mainly) DRK is just getting nerfed with less mp and no plunge damage (which aint much but still there)
Yeah I'd agree with these, I think it should still be fine overall, but in some ways I almost like the extra challenge of a little more mp management
@@chickennugget6684tbf all you need.is to ensure you have at least 3000 mp at any time for TBN. Other then that you can spend them how you like
Another way would be giving each bloodspiller stack getting also 600 mana instead of 200, the problem is it would be 1200 per hit if done with blood weapon but it would get you back the 1200 you missing (600-200 x 3).
But really idk SE didnt touch drk the entire endwalker because it was too strong compared to other tanks when comes to damage then they made all the tanks stronger than drk in anabaseios and didnt do a thing to compensate drk (because in ultis it was matching up due to the drks design) so I'm not expecting SE to do something to make the drk better to match the other tanks.
We still miss healing sources besides living dead and 2 min cooldown as the other tanks have.
I'm really gonna miss the loss of the old tank gap closers, as I enjoyed the dynamic of using them either as an option to gain damage or saving them to reposition onto mobile bosses. Losing choices like that isn't particularly fun.
Also plunge was just a very sexy animation. REALLY fit the job identity vs a generic tele-dash towards an enemy like reaper.
@@darkuscarlet a generic tele-dash that looks like it could belong to any other magical class, if they could at least put in some black mist or red spikes, i mean anything to fill the DRK visuals and identity, here it just feels lacking
@@arkhon7966 Got a lot of lacking going around the jobs this xpac. About half the jobs are looking great, but the other half are abnormally lackluster, and its a little upsetting. I'm expecting a LOT of people swapping mains for Dawntrail.
Not a fan of using it when there's no actual gap to close but the aesthetic of Plunge is PEAK.
It makes me feel like Guts and I will miss plunging from my FC roof onto the training dummy to scare people.
@tbnwontpop8857 And now they're just arbitrarily always available when you need them, making them completely braindead and unengaging so people like you, who don't play the job will enjoy not playing them slightly more. I'd legit rather have no gapcloser so you at least have to look for more creative ways to maintain uptime. 14 already has too little gameplay friction..
I’m gonna muscle memory plunge so much accidentally hahaha. But I am so in love with our new animations and buffed mitigations. I also absolutely adore the level 100 gear.
So the only new Button I actually press is Disesteem, and in exchange, I lose 3 Buttons to weave.
I always liked DRKs busyness. I feel like it will be very boring now. Especially below 100.
Can they at least make Carve & Spit and Abysall drain seperate CDs again?
Yeah, that would be a nice change. Having a busy burst window was fun, and while I like the gap closer changes (minus losing plunge’s animation), Dark knight just looks less interesting to play than before.
Uh you are mistaken. Disesteem the worst ability name ever created is not a new button, it just swaps with carve and spit when living shadow is up. Dark Knight lost buttons, the end. We gained exactly nothing new. Just a bunch of our skills when button X is pressed turn into slightly better versions of the same skills. A few other skills got a buff.
@@DKarkarov Disesteem has nothing to do with Carve & Spit, it replaces the Living Shadow Button. You can see the at 2:02.
And with "Bottons to weave" I was reffering not to the total number of Buttons asignable to the Hotbar but to the number of button presses I do in my burst phase.
Thus, it is an additional button press. I don't really care about buttons being consolidated as long as the main Combo remains seperate. If I don't like it I will just put them on seperate buttons manually.
@@seriodenoyarohi7403 that's fair I misspoke on which button got swapped for dysentery so that is better than I initially thought.
That said it's just pressing the same button one more time, not exactly complicated, especially when you also lost plunge and blood weapon so lost two presses already.
Rip plunge. I wish we still kepted it.
Instead it became a semi-reaper teleport.
Though that delirium change is a big change
Happy to lose plunge tbh, though I'll miss the animation. Not having burst window be a carpal tunnel speedrun makes me a whole lot more willing to play it.
Also helps that there will be more room to weave mitigation during burst
@@Bluelyre And now gapclosers are always available when you need them, making them completely thoughtless and unengaging. I'd genuinely rather have no gapcloser so i have to find interesting ways to maintain uptime. Planning your gapclosers was NOT a big ask man. This game already has too little gameplay friction.
@@GoatOfWarthey were always available though since you always saved one, and PLD and war likely will still do so. It was worse for jobs like drg because you always used it for damage so you didn’t even use it for mobility.
@@GoatOfWar I mean, some of the problem seemed like nobody DID plan their gapclosers at all, the answer was 100% "use them for damage".
@@hanegawamidori4081 And now they'll be pressed once, maybe twice per encounter on average. Actual button bloat for no reason.
I like the self healing on that mit and even if we lose a bit of business the new gcds seem cooler than bloodspiller spam during burst. I’m gonna miss plunge tho
The easiest fix to the 600 MP loss is to just make the new delirium combo 1000 MP each. I do not know why they didn't do this from the start to keep it in line with the MP economy that's been established for years.
Abyssal drain on a mp cost and no CD again, and blood price for that mp regen. One can only dream.
revert that non-thunderclap ability NOW
Thank you for this, I thought I was going crazy because I knew I used to have two buffs but hadn’t played drk in a while. Nice that they were merged, I only ever used them together anyway
I hate the removal of plunge, that animation is so cool. Also I'm not hot on the new combo, going fell cleave but dark was way more fun. Idk that dash is lame, I'm sad :C
Was hoping for a trait that lets them heal a slight amount on every GCD to keep em as healthy as the other 3 tanks.
SAME
we got a trait slot wasted on a boring potency upgrade for you generic skills called melee mastery 44583754. Pretty on brand for DRK to waste trait upgrades per expansion, just look at enhanced unmend. Which ironically got nerfed in DT because Plunge > Shadowstride
@@axylum4453 Almost every job got a trait like that. Almost every job gets a trait like that almost every expansion. This isn't some specific DRK thing.
@@grim9212 Not every expansion. Just Endwalker, and now Dawntrail. We didn't have boring traits like this in Shadowbringers or Stormbloood. We had traits that changed animations or added new effects to existing skills. Much more creative and interesting.
@@axylum4453 We still have those traits too. We're getting several right now.
Some interesting notes for people who main DRK and/or will be optimizing:
At the current values, using Disesteem outside of buffs is a gain over Unmend. In most cases you will probably be saving it for movement like how Ninjas save Phantom Kamaitachi for movement. This tiny change gives DRK so much more room to optimize and is very unique. Scorn lasts 30s, which isn't terribly long but it is still some flexibility. Having a disengagement/reengagement option puts it in line with PLD and WAR.
At the current values, Impalement is a gain on 2 targets if the next pull is 3 targets + raid buffs, or 4 targets without raid buffs. This is due to Quietus/Impalement having 300 more MP regeneration per hit over BS/Scarlet Delirium, and Impalement greatly closing the gap between ST and AoE Delirium. At the same time, *outside* of delirium, BS is still a gain on 2 targets. This provides again a lot more room to optimize.
The skill ceiling is now higher. Just enough to be interesting but not enough to ruin it for casuals.
Also, after level 94 (Melee Master II), on 2 targets ST combo will now be higher damage due to the increased potency. Personally hope they revert this as it makes optimizing volatile depending on whether you can finish a full ST combo or not.
These videos all have such a good layout, thank you so much!
im gonna be real. i want that new gapcloser for DRK and GNB to allow for it to target party members. if this happens then we can make the dash comp. DRK, GNB, WHM, SGE, VPR, MNK, DNC and BLM (switch out any dps with any that can gap close like picto, ninja and dragoon). that would be so fun
they will never allow tanks to gap close another player so long as tank busters exist.
Im mostly sad by the loss of the animation of Plunge, i loved the cannonball splitter so much
I didn't hear anything about Salted Earth but did they buff the AoE on it? It looks pretty big at around the 2:00 minute mark.
Not according to any released tooltips, no. I'd chalk it up to smol catgirls and a camera that's hella pushed in to show off the skills xD Way more than is typical when doing normal content, anyways
Do we think Drk will still have the best burst of the tank classes?
Gunbreaker will 100% now.
Probably yeah, living shadow is still OP and not at the cost of GCDs while lionheart is, damagewise, replacing 3 burst strikes which are only a bit more powerful. DRK will prob still be the king of burst
Thunderclap? Am I missing something. Also I'm pretty sure the reason why we only dash to enemies is so we don't accidentally position the boss to cleave the party if we have agro
SE doesn't give a fuck about dark knight.
That armour looks gorgeous
My main worry was no cure potency upgrade to LD since its barely enough to get a full heal at 90, hope they didnt overlook that
What i don't like is that you lose mana regen with only having 3 stacks of blood weapon. This means it's alot more tight with your Edge of shadow or TBN you don't have alot of room to throw it out. Which was a fun thing dark knight could do. Throw TBN on party members but now the risk is too great often times. You need every mana for damage.
Looks about the same as current DRK and I like current DRK well enough so I’m satisfied
Honestly I was worried for DRK in Dawntrail but this keeps me feeling alright with it.
Are you alright with losing more than what you're gaining?
@@GoatOfWar im impressed so many people are fine with these changes, now warrior has more apm than us, wtf
@@Xienus so they are not only stronger but now they can also brag about out busy/hard their job is
@@GoatOfWar When one of the primary complaints from DRK players literally all Endwalker was how busy their burst windows were, I'd say yeah people are okay with that.
Nah class is definitely mid of not ass now. Should have more damaging moves and lifesteal
I still feel DRK needs better self-sustain. Give C&S HP regen to make the link between it and Abyssal Drain make any sense whatsoever. Blood Weapon/Delirium having healing per hit equal to Souleater, or 400 potency.
Oh my god, they're STILL not upgrading TBN? And were just getting an upgrade to their LONGEST CD, the heal of which is almost never going to happen in randoms because healers dont know how their tanks work. Great.
They could atleast make Oblation less useless with a secondary effect. Like maybe a regen or something to help with Dark knights god awful sustain in dungeons.
@@MeldinX2 Oblation is at least OK at filling in the gaps between mitigation, but I'd much rather have an actually useful mitigation. Like just bring back Dark Dance or something.
My god watching dark knight in this vid feels like its so much speedy than whwn i used it in endwalker o.O
Something I noticed in floating text there during Scarlet Delirium, looks like mana return is 600 + 200 for some reason? 600 mp return is standard for blood weapon enhanced hits currently, so what's the other 200 from? There's no mention of mana return in the tooltips for Scarlet Delirium/Impalement either.
Seems an odd choice for them to implement the mana return this way. Granted, it's a small quibble, assuming 600 mana left out every minute, you lose two shadow ogcds over 10 minutes lol, but it feels strange when the math could have been easy to implement to just say 1000mp return per hit to make it a clean +1 ogcd per minute as it is currently.
Perfectly happy to get rid of potencies from dash effects though, I hope they do that for every gap closer frankly, feels punishing to be forced to use it as "another bonk button for the 2 min meta" instead of as a gap closer to maintain that Into the Fray life.
It's most likely still from Delirium. The way it is now if you use both at the same time you get the 600 + 200 so it's probably still from that since they just baked them into a single ability.
They found a way to make enhanced unmend even worse. W dev team.
Oblation still exists, a gap closer (that can’t move to players???), tbn got nothing, no lifesteal move (is it even DRK at this point?), AD has mp cost, GNB shits on it as usual.
It’s another 2 depressing years.
i cant believe the devs are replacing the cool plunge animation with a lame dash that is a copy of monk, they are making the job look like a mage rather than a fighter aesthetically and nobody seem to be talking about this which is crazy
Well, thats probably 'cause its a problem just for you 🤔
It has literally always been a magic-themed tank.
@@SaltNip yea thats fine, but it still is a job with a big sword, needs to have "melee attacks" with swings rather than caster feel to it
@@furancodensetsu2086 No trust me, not just them.
@@rizzy9000 Oh yeah that's absolutely fair, more of a mage-knight vibe, for sure. I guess I don't really get the complaint since the vast majority of DRK's animations are already sword swings and thrusts just interlaced with magic and shit.
I haven't played in a bit. But it looks like Oblation is still a meme.
Oblation is alright as a skill. Should it have been built into tbn in endwalker? Yeah. Does DRK lack the powerful tools of the other tanks and will now seemingly even fall short damage wise? Probably. But oblation isn't the worst offender here.
@rasrandir
The issue with bulking anything into tbn is that it will make it harder to break it consistently. Imho the best way to buff tbn is to have it double down on the reward of breaking it by either having it reapply a second shield or giving it a heal proc for when it breaks the first time. Building mit into it would only hurt the ability.
@@obamaorb7426 Would prefer the second shield. Heal proc seems meaningless if you don't take damage over the shield value.
@@obamaorb7426 true yeah, but an effect like panhaima would be cool.
@@obamaorb7426 Literally ALL I ever wanted them to do with TBN was to extend its duration by at least 1 second and have the Dark Arts effect give a slight potency increase to the OGCDs it affects when TBN is broken... but no, they didn't even do THAT!!! So now I won't even be playing Dawntrail, I'll watch streams of the MSQ and meanwhile play Warframe instead, there will be no rewarding from me at all of this BULLSHIT
Rip my sub feed
WHERE IS DREAD SPIKES
How the fuck is Oblation unchanged? If you wanna cut down on button bloat, why dont you roll that worthless button in with The Blackest Night?
''Button bloat'' Is just an excuse for oversimplification to help drive player participation.
Aint no way i'm using the trash gapcloser we got more than twice in any given encounter. That's ACTUAL button bloat.
Oh no... I can already hear it... The rage of Darkknight and Gunbreaker mains! "Why did we loose our damage on the gapcloser but Warrior and Paladin still have them?"
In my opinion they should have taken the damage from all tank gapclosers 😅
Main GNB, and I say good fucking riddance.
I would have been fine if it was an across the board change. It would still be a bad change, but at least fair.
@@DKarkarov Exactly. And how often did I hear in my short raiding time from the tank "Ah, I can't get to the boss! I have no gapclosers!" because they used it for damage output -.-
Annoyed me always :X
I play both as Main and im _thankfull_ for that change i want that since i start in Shadowbringer, i was in Shadowbringer literally a WAR Main just because he was the only tank without annoying gap closer spamming.
Losing Damage on the gap closer on GNB/DRK is for me a huge win i have problems with other changes like.. no Continuation for Lionheart
Noooooo they took Plunge. It looked so cool
DRK got a one winged angel? we are becoming Sephiroth
You're so right actually
I'm pretty sure Plunge would still be in PVP mode lol
I swear every time they change DRK its one leap forward and a skull-shattering flip backwards.
Fusing Blood Weapon and Delirium is great as it removes the busyness of the Job. But they also reduced the stacks to 3 and made it last 15 seconds total. Making the window much tighter.
The new gap closer having 2 charges is nice, but removing Plunge affects DRKs damage output more than you'd think. It also doesn't help that the animation is kinda lame tbh
Salted Earth (PvE) is STILL unchanged, same with TBN which should do more or be more in line with DRK's identity, like costing Health instead of Mana maybe(?), or other Tank mits need to be nerfed a bit too so they actually have to worry about using them correctly
banger vid
Really not a fan of how plunge was removed for a really lame looking skill. So Drk loses its double plunge for a single gap closer with the same range. If the ranged was buffed or it added what you mentioned that would be nice.
In exchange if less weaving and heavier hitters moves , it’s honestly a fair trade off, i main drk and it was very annoying weaving in like 5 skills for a single burst window then all your stuck with for a good while is your 1 2 3
@@crazymage5316 A bad trade off. The weaving is what makes people play the job.. If you don't like it, why not just play something else? Why do i have to compromise my gameplay? I HAAAATE the changes.
@@GoatOfWar so you like only doing your 1 2 3 combo for most the fight?
@@crazymage5316 as most other jobs, yes
@@ignavis tell me you hadn’t played dark knight without telling me you hadn’t played dark knight. Tell me how many of darks skills are used only to weave for a 3 hit burst damage like 6 of em. All just to buff yourself then. Go back to 1 2 3
HUGE
Huge L for Dark knight, unironically the most braindead job in Dawntrail so far. It lost way more than it gained in the transition.
@@GoatOfWar ok doomer
Imo the heal from Shadowed Vigil should be stronger something about 1800 Potency.. it heals less then Equilibrium (1200 + Hot) or Heart of Corundum in the end with 700 Potency but a 25 seconds Cooldown. I mean Gunbreaker get literally _Thrill of Battle_ for his 2 Min Mitigation
Will still probadly main DRK in DT or GNB
True Dark knights sustain in dungeons are just awful in comparison with every other tank. Sure Warriors are OP as always but even Gunbreaker feels better Heart of Corundum is just better as a cooldown defensivly. And Paladins also has alot of tools to negate alot of damage and have nice sustain. While Dark knight basically have Oblation and TBN that breaks in like 2 seconds and they you just take a shit ton of damage.
i feel like they remade the gap closers to have 0 potency bcz maybe they were not intended to be used in the class rotation, but all they could have done is not to be able to use them in melee range, i mean come on....no more pulls with the gap closer? i hope its not a gcd tho
NOOOO PLUNGE
welp time to be dps main dark is fucked and so does gnb both my fav tanks dont feel right anymore what even is this
It was strange at first that they removed damage from DRK gap closer (and then changed the animation completely), but then I wasn't aware that people were using Plunge during their rotation, given that it didn't do much damage and didn't combo into anything, I only ever used it to jump back into a fight after mechanics forced me to move and the damage was just a bonus, so ultimately it's a case of "why did they remove it" but also "why did we even need it".
Also, unrelated to job functionality, but I kinda hate DRK's artifact armor this time around, lol.
So Heart of Corundum but with 4.5 times the CD and 10 levels later. U-huh. Man, DRK just can't win.
Plunge had cool animation and was fun to use. Shadowstride looks a reaper knockoff; basic ass animation, no damage, just LAME.
You know is dark mind still magic only defense
it's unchanged
Big L for Dark knight
the DRK role armor clips SO BADDDD I HATE ITTTT
The loss of the plunge animation hurts the lore of the job. I'm genuinely upset by this. I don't care if it doesn't do damage, but let DRKs jump.
How so
The first Dark Knight was a Dragoon who saw that Ishgard was corrupt. That's also why they both have the spiky armor. Dragoons had to fend off Dragons and DRKs just kept it. Dark Knights can jump like their armor weighs nothing because the original trained to jump towards flying dragons.
@@namedelemental ok?
@@namedelemental all classes can already jump by default
Why didn’t SE just remove the job at this point. The dude been suffering for so long it’s not even funny anymore. As far as I’m concerned there’s only 3 tanks in this game and the fourth one belongs to fashion week.
Meh. DRK looks boring. Nothing really changed gameplay wise. Probably will pass on this Job.
Yeah honestly it's 95% the same as it is right now, most of the changes are very micro
Drk lost more than it gained
Tbh save fir GNB the tanks didn't get much.
I don't really find WARs new stuff anymore engaging than what DRK got. WAR literally got "Finisher on top of finisher"
@@siriuslydude
Tank Sustain not being nerfed is the biggest issue for me. At this rate, healers will heal less.
I don't think giving tank ability to tp to party a good choice especially when bosses cast tank busters that cleaves.
every player-affecting tool in the game has the ability to be misused, ive had a healer rescue me into the group as im getting tb'd in the final aglaia raid. if they arent actively trolling its just a case of using your eyes and brain to find a safe time to jump to your party :shrug:
Yunno while im gonna miss plunge, that dash looks fucking sick
So this was incredibly uninspired. No new skills just a bunch of button swaps for slightly better versions of skills you already had. Nerf to plunge, nerf to blood weapon which even had to be button merged to make the class more brain dead. I guess shadow wall giving healing gives me a reason to press it more often and not just when I actually needed it. The artifact gear is even one of the worst looking weapons and sets of the expansion. Very exciting stuff... sigh.
I'm just going to take the hint and quit tanking tbh. They obviously don't want us to play the job.
month later, job sucks complete ass to play. shadow stride suuuuuucks. they want to be 11 so bad half the time just make the job a dps LOL, it will get way more love as a melee dps
Why are they craping on dark knight yet again?!? HW was peak DRK and they kept shafting it! Ffs just put it as a dps at this point.
nice video sucks tbn still has not gotten a buff and i hope they remove darkmind or buff it
Same uninspired shb design now with no cool animations. new delirium looks bad, especially when compared with blood weapon. shadow stride is a downgrade in every way from plunge. a gap closer with no damage on it is even less use than shield bash. C&S and abyssal drain are still tied together for no reason. abyssal drain is still not a spell again. sustain is still low. Living scourge is still a thing. What exactly am I meant to be looking forward to here?