Sticking new animations on the 1 button spam burst abilities tanks have was actually a great idea to make them feel a little more impactful, never really got bored of paladin's blade combo the way I did with bloodspiller spam. But man I wish they'd focused more on making DRK feel less boring between bursts than on the burst phases, I miss having scourge and multiple combo enders..
I always felt like DoTs were a lazy way to add job complexity, but DAMN, that Scourge animation was so cool! They could at least reuse it for something else!
@@Mochachocakon They should let us customize soul eater with other animation they taken out like the Power Slash, Scourge, the old delirium combo ender or the now deleted Plunge.
Been praying for Dark Missionary to go to lvl 70, hopefully lots of people brought it to the devs attention and we get it in a later patch like Stalwart Soul combo in EW
Well 5 -> 3 stacks on blood weapon and removing damage on plunge might only matter in low level content, but there is a single encounter in which it might become very problematic if they dont increase other potency on other skills to make up for it. Im talking potd 180 behemoth push. Currently it can be so tight that if u dont use plunge early and it does not come off cooldown early enough you just might miss the kill by 0.1%. Of course its currently much better than pre living dead update shenanigans, but i hope they make up for that lost damage in some way.
It's going to be a tighter push for sure, but despite losing 400 potency on the push, it should still be fine with a str tincture. If in the event drk doesn't have the dps, they can do a double soul eater push to survive a 5th meteor. Hold strong \o/ edit: I simulated the push and apparently it's fine with the same tincture strat
I was thinking the same thing about GNB in Heaven on High solo as losing rough divide is just gonna make things possibly take more time and therefore have running out of time a bit easier. But it might be fine anyway. I can’t complain much as Deep Dungeons doing solo is very niche.
RIP Plunge. I won't like part of the reason I leveled DRK is because Plunge is so cool. Don't see why the potency could have just been removed but still have plunge as a gap closer.
For better self-heals than just 40% mit upgrade auto-heal. Transfer Abyssal Drain heal effect to its line aoe darkness ability but only as the Free proc when TBN breaks or duration its 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. Finally with Blood Weapon being Delirium later and losing 2 GCDs worth if blood gauge again. To make up for that, have Salted Earth regenerate blood gauge per tick now, like it use it before ShB.
Your not wrong. I was very upset a long time ago when Delirum just became weaker Inner Release but now that it just aesthetically looks different Im so much more on board with it. I wish it applied to lower levels like a weaker version but baby steps.
@@lacielaskari honesty then the only thing different about pressing gnashing fang three times for a combo vs fell cleaving three times is animations and continuation(which can make it feel worse in high end content) it isn't a rotation change necessarily but animations and potency are different which is literally what constitutes a separate move in FFXIV as a whole would you think differently if it wasn't all on one button? They added a lot of combos like this and I kind of see it as a less dedicated return to the multi combo thing
Gonna miss my Plunge :( Also, I'm still baffled that they haven't removed the shared OGCD of Abyssal Drain with Carve and Spit. I know that AD is not an ability that's used in raids/EXs and is primarily a dungeon ability, but I still don't understand the reasoning behind AD going from a GCD to an OGCD to sharing a cooldown with C&S. It's utterly baffling to me why they think that giving Warriors a 25 second CD Bloodbath on steroids is fine but keeping AD to 1 minute is also fine.
Imo AD should go back to be GCD with life steal and mana cost (like dark arts abyssal drain was) and rampart should be upgraded into Rampart+Blood Price.
@@crimsonwizahd2358 Exactly, it makes zero sense that they gave AD the MP regen that C&S has, but they DIDN'T give C&S the HP regen from AD. There's no point to the shared recast timer without them being single-target/AoE versions of each other, which they've only done half of.
I kinda wanted Dark Mind to get a slight change since while yes it is a answer to every tankbuster along with TBN it's really not the best for dungeons especially when we are definitively getting more criterion dungeons.
I really feel like DRK should have self-healing on any skill that uses Blood, possibly including the new Delirium combo. It really irks me that the only self-healing added was from the 40%.
Then you are feeling wrong. "Blood" skills in games usually refers to hp sacrifice in order to cast it, that is what FF series runs on. So its the opposite. Any blood skills and dark knights in the past were kinda squishy DPS (or should I say risky) because of their hp drain skills. Its weird that its even a tank in this game, probably because they had to make another tank job.
@@Alen725 Do you usually lash out defensively at people for no reason? You did nothing of the sort because that wasn't my point. Context clues would tell you that my point is that DRK lacks self-healing and attaching it to Blood skills would be a balanced way to give it to them. It has nothing to do with the premise of what the Blood gauge should or shouldn't be used for.
@@Matra77 Lash out defensively? Hahahaha that clown thinks he can threaten someone into a defensive position or something. Im not lashing out Im just pointing out facts, your pathetic attempt to clap back cant change it.
I was hoping to see Carve and spit get a personal heal since it shares CD with our only other healing OGCD abyssal drain. Like, it doesn't have to be massive, maybe comparable to Abyssal Drain when it hits 3 targets. But some kind of self healing for single targets.
SE can we PLEASE get flood and edge of shadow to be one button with a fall off after first hit. Theres no reason my hotbars need an aoe and single target version of the same button. Same with literally every other job.
It probably kills TBN prepull since you won't get mana back after using TBN + EoS before opener. Besides that it may change 2/6 rotation to 2/5, but since Living Shadow is free it can change into 3/5 rotation for DT.
After watching his gameplay, it's more like losing 1 charge since the new combo gives 600 mp total in addition to the 1800mp from BW. I'm not sure if 600 mp will be a make or break situation but that's what I saw
@@GoatOfWar to say it's objectively worse is,,, not true? I'm sure you may not enjoy it yourself but that's just gonna be your experience. To say it'll be worse for everyone else is a bit of a stretch, sure not everyone will welcome the changes, but I personally find it to be an interesting change of pace. As for the 123 consolidation, you're just plain wrong. They've made it very clear that it's not about consolidating your basic combo but allowing you to have the option to have combos like Living Shadow and the new move be one button, similar to Gnashing Fang or PLD's FoF and Goring Blade.
@GoatOfWar it feels different is the point. I haven't touched DRK in a bit since I wasn't a fan of button bloat but last I knew the delirium blood weapon change was considered good no?
@@GoatOfWar isn't less button bloat the goal?? I understand they took some things away and if the ratios on blood weapon weren't changed to fit the now only 3 cast instead of 5 then it's certainly a problem. As for plunge I'm in favor of it just being a gap closer and wish that was the case for all tanks since I do truly believe the idea of using it to squeeze in a tiny bit more damage has always been pretty dumb and unnecessary. As for the cost of Living Shadow I'm honestly pretty in different on it since it wasn't something that was hard to manage to begin with.
@@GoatOfWar that's fair, DRK just felt like it went a little too hard with it's button bloat, may have been because there doesn't feel like there's a rhythm to them like GNB does or at least it does to me, over all it feels like our buttons went down while still having glaring issues elsewhere
@@GoatOfWar Animation improvement is a valid improvement. Some of the GCDs and oGCDs feel so unimpactful in this game that people made animation mods specifically for that. We used to have Power Slash which looks super satisfying as opposed to Souleater spam, you can call them "same button it looks different", I call it "it's more fucking satisfying to blast a dark blast on your palm".
@@GoatOfWar looking different and sounding different actually makes it feel different. Part of enjoying a class to people in general is not just solely on the rotation but the feeling of satisfaction when pressing a button.
Maybe the lv84 trait (enhenced unmend) could change to: canuse plunge for one time (shadowstride changes to plunge). Total potency (plunge + unmend) is lower than 123, but it comes more flexible and useful (for dungens)
I like most of the changes, however the main issues DRK had in Endwalker are not being adressed at all + the change with blood weapon at 3 stacks has not been balanced (still at 600 mana per gcd). Hopefully some of these things will be adressed before savage and we'll see how it plays out ingame compared to the other tanks
@@aromenoir9552 Bloodspiller under delirium currently also gives you 200 MP/hit, so that hasn't changed. 6.0 Delirium - Grants 3 stacks of Delirium, each stack allowing the execution of Quietus or Bloodspiller without Blackblood cost, restoring MP when landing either weaponskill. Duration: 15s
weird stuffs: salt and darkness is still there. Abyssal Drain still shares cd with CnS and they haven't done anything to improve TBN like what the fuck ?
AD and C&S sharing a CD is good because using AD in single target always felt like trash and just added button bloat. I’m pretty underwhelmed with DRK but the shared cooldown is not one of the problems lol.
@@gasparguruoftime5475 what about getting rid of Salt and Darkness and replace it with AD, less button and at least I know it brings some value when I press that button, both good in raid and dungeon runs.
I'm sorry but you're wrong about TBN, at least in terms of the MP/opportunity cost. Could it be more powerful? Sure. But the opportunity cost is what makes TBN an interesting button I sorely wish other tanks had something similar that works with their own theme and rotation. Imagine, imagine if your mitigation and damage dealing kits were tied together. Fundamentally, the fact that DRK actually mitigates differently from other tanks is one of my favourite parts of it. Doing Rampart + Dark Mind + Oblation + TBN instead of just Rampart + Short Mit is just fun and it works.
I agree. I played all the way through Shadowbringers as a Warrior, and it got boring really fast. Yes, it's powerful, but the way it works is dull imo. I switched to DRK and haven't looked back, it's just a lot more fun to play, and TBN is part of the fun to me. It feels great to have TBN pop, and hear that chime that says I now have a free Edge. I commonly joke with my friends about when a tank buster is coming and I'll jokingly say "Oh! A tank buster! Yummy! NOM!" Eating the tank busters with TBN feels great to me, and I actually love that I can give it to other tanks as well. I will agree that DRK needs better self-healing though, it definitely needs more than Living Dead to fall back on. Dawntrail gave us something in that regard, but it still needs more. Though I will say Living Dead is a super fun ability to pull off. I actually get excited when my HP approaches 0, because it means I can pop LD and do a massive self-heal at the risk of dying. Yeah, the risk is big, but healing yourself this way feels amazing to do. Perhaps DRK could lean more into that a bit more, it's very thematic for the class.
Yeaaaah, I was really hoping for SOMETHING to happen to DRK. Dark mind is still magic-only. Ugh. After picking up WAR recently, I'm actually appalled at just how much better everything is. So many of WAR'S mit are just better versions of DRK's, and WAR's got MORE of them. I don't get it, man. I know they perform pretty well in raids, but I don't raid as tank. Does DRK's performance in raids justify how shit its mit toolkit is?
@@GoatOfWar That's only because dmg is the most important stat in this game. If a fight is balanced utility wise so that "damage tanks" can clear it despite missing utility, then the extra utility won't matter as much. Conversely, if damage checks get so much tighter that simply playing a different job can make the damage check easier, then the damage job that doesn't lack for utility stays the better choice.
@@GoatOfWar I'm not saying you should at all. I'm just explaining why you don't have a dps tank and a utility tank. Hell, I'm already peeved plunge is gone too, tbh.
@@GoatOfWar It was not even 5% in EW Release when DRK has the highest dps of all tanks the difference was about 2,5% something about to WAR.. it goes insane after P8S P1 where they fuck up the boss scaling and WAR was one of the "not enough damage for P8S P1 without Nerf" and sure the scream after WARs Buffs become _extremly_ loud.
I'm happy with the changes and it's what I wanted and kinda guessed: Blood Weapon fused into Delirium and Plunge turned into thunderclap. I didn't have issues with so many oGCDs but also using a MMO mouse does help. Then I do like TBN, for me it's fun learning when partywides are coming to use it on a party member (healer) and get that stack to get more damage during the burst window. Tho, looks like we'll get a EoS less during our burst due to MP generation
I must say, I love removing damage from gap closers, it is odd that WAR and PLD kept it, especially PLD with it having even range on req now so you can now do all that at a range but still have to gap close for damage and keep close for gauge and ofc the auto damage anyway
I think in the same way that blood weapon and delirium combined, they should have combined tbn and oblation. tbn not giving any kind of damage reduction makes bleeds hit way too hard in high level content, and having 2 short cds is just obnoxious
I love that SE has no idea about what to do with DRK. Removing plunge is stupid. The new delirium combo looks cool but it is effectively the same thing - a one button mash 3x. Oblation is still dumb as hell and should be removed or buffed or fused with TBN. TBN should keep its mana cost because it is the only thing that keeps DRK unique in some way. New effect on Shadow wall is nice because it is pretty close to the old Stromblood skill that they removed. Overall DRK got some quality of life but the job is still the same as it was after the Shadowbringes change. Not like we going to get another rework so this is it and i do not really like it.
@@Bleachedentity I want to agree but it's spent 3 expansions basically being the same barebones job with minor alterations. baby steps? the baby is barely crawling, man. it's got muscular dystrophy this is egregious 💀
Delete this post bro TBN need a rework plus should not cost mana because “is unique” buff and nerf don’t work like that and finally DRK is little better at level 100 that it
Honestly I'm pretty sure the reason why our gap closer still doesn't allow us to target allies is so we don't accidentally position a boss to cleave the party. That's the simplest explanation I can come up with
I dont really do savage content and dont main DRK but to my knowledge TBN is annoying because you NEED it to break in order to get the benefit and you are better off casting it on a melee DPS so it does break. yeah, even i can see the issue, its treated like heart of corundum by SE but it just isnt.
Dark Missionary not being something by level 70 will forever haunt DRK; it's bad enough it's biggest burst skill isn't available at that level (Esteem); not having it's party mitigation when every other tank does is just baffling. TBN also feels dated, especially since all 3 other tanks have seen their short cd mitigations all get giga-buffed last xpac. Rather see it lose the MP cost, go to 25 second cd, and gain a regen or something...y'know, self sustain, the one thing DRK has sucked ass at compared to the other tanks for at least 4 years and counting. I still am not a fan of losing Plunge for the animation alone, even if having a gap closer more akin to Thunderclap (which I LOVE) is what a gap closer should actually be. Would've been ok with it if all tank gap closers lost potency, but only GNB and DRK got slapped with that since WAR and PLD don't have as many oGCDs to work with during burst windows.
In my personal experience every time I've used TBN to take a real hit it's worked properly. It does time out if i just randomly do it during longer periods of not much happening like I would do with bloodwhetting to just reduce healing needed to zero so it's definitely not super usable in that case. Oblation just drives me insane though, just roll it into TBN. I actually think it only feels bad because DRK is the only job left with a meaningful resource, the S-E solution would be doing away with it completely and making the mp skills just generate dark arts pips along the bottom of the blood gauge sooo... careful what you wish for
I honestly feel like Dark Knight has just been shafted since Shadowbringers. It wasn't as bad in SHB since they were just starting to make a lot of dungeon stuff hit harder, but you could tell DRK was having a harder time staying alive. Come Endwalker, and WAR, PLD, and GNB all get massive buffs to their mitigations, AND get a whole ton of self sustain to the point that WAR is essentially Immortal. Meanwhile DRK got Obalation, and had C&S linked to Abyssal Drain without making them single-target/AoE versions of each other by NOT giving C&S HP regen while AD got MP. I honestly feel like TBN is fine for the most part, but just needs a 50% MP refund if it doesn't pop, so you get 1500 MP back. Otherwise, Blood Weapon/Delirium should get HP regen added to it's effect at 300 or 400 potency, C&S should get HP regen of similar potency. I feel like those would help DRK SIGNIFICANTLY. Other than that, maybe Obalation getting a bonus 10% mitigation for the first 4 seconds it's active like other tank mitigations have, since DRK doesn't have anything like that either.
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
But they also reduced the stacks to 3 and made it last 15 seconds total. Making the window much tighter. - What do you mean by that ? Blood weapon and delirium are 15 seconds currently with 5 and 3 stacks. How is that tighter after the change ? I sometimes run out of 1 Blood weapon stack in TOP when i pre-cast it at the end of phase 1 or during phase 6 because i'm using LB3. This change makes it less tight unless im missreading something. Otherwise i think DRK got destroyed in SHB and it will never recorver. Living dead change was the best thing that happened to DRK in years. But it will remain purple warrior for a long time. (7000 hours played as DRK)
@@lacielaskari Because before they were 2 separate abilities that you could time for maximum effect. Having them be one and the same is a good change that saves on the amount of buttons you need to manage, but it also means that *now* if you lose one, you lose both, and you need to manage your resources more so as to not let them go to waste. I'd have to see the changes in action and experiment to say anything more concrete, especially since they are prone to changes due to them ,essentially, still being in their beta state rn and are prone to being adjusted PS: I am a relative newbie to the game and I probably don't have HALF the experience with DRK as you do, so take this with a pinch of salt. As for the current state of DRK I both agree and disagree. On one hand, yeah, the Job is in a weird place. A lot of its identity has been stripped away over the years to streamline it and make it more accesible. But at the same time, I think that it IS getting better. Just at a snail's pace lol (Also , unless I'm misremembering, DRK didn't even have an AoE combo until WAY later on. It was adjusted to be accesible earlier on in the same patch that fixed Living Dead)
Because when you add damage to utility spells they are not utility anymore, you would save plunge for bursts so effectively you dont have actual gapcloser in a fight, players would resort to using it only if you force them lose even more dps otherwise. Having actual gapcloser that can be freely used 2 times would be more benefical to fight design and wont stress parsers for losing dps.
only thing i dont like about this game is that damage numbers appear right when you press the ability instead of right after the last hit of the animation happens. this reduces the combat impact A LOT for me, its like you expect the juci number after the animation ends but after it ends, there is no number, feels kinda weird to me personally
nope, it scales with buffs as they are applied/fall off of you, it's why you use it as early as possible to get the biggest hitting moves under raid buffs.
Buffs are not snapshotting on Living Shadow (same for Queen and old Egis), it just shares buffs you have (so all party buffs, pots, Dark Arts etc). You shouldn't prepull it early, but 1-2 gcd before burst should be fine since summon animation is long.
I also like the gap closers dealing no damage, but I think they should all generate enmity in an aoe to make sure we can get all the mobs on us in passing
@@D-Havoc I main GNB, but watched all of Xenos' tank reacts and this is where he addressed the two closers getting damage removed. For mob pulls, I Rough Divide into them then either Demon Slice or Demon Slaughter, or Fated Circle rarely. Not sure how that correlates to the DRK skills you mentioned
@@JovialRoger As DRK, you would generally want to pull trash with provoke so they group up a bit, Unleash and then flood right after moving past the pack. Enough enmity generated that not even DNC going ham will rip enemies off you, and you haven't stopped sprinting for even a moment. You could plunge into the second pack by a wall, but max range unmend into Unleash, or face pull Unleash work just as well.
I always wished oblation works like bloodwhetting but instead of getting healed from gcd hits, you get a percentage of boss damage as a heal woulda been a perfect buster sponge and TBN gives shadow and mana back from a succesful bubble break.
I think one of the most fun things they could have done with TBN, is to make it do damage to targets around the Dark Night when it breaks or expires. This would help you to see it as not a waste of 3k mana. Maybe it does a flat chunk of damage when it breaks but slightly more damage if it expires, based on how much of the shield is left. I feel like that’s definitely something they could balance around, too. If TBN doing damage makes the Dark Night do too much overall, just pull some out from a few places to balance it out. As Xeno said in one of the others, it’s about getting to do more fun stuff, not having a couple moves that do massive damage.
Arent mob pulls different now? Like you cant range attack, provoke, plunge anymore. Do we now need to face aggro the first mob, voke the second and range attack the third. Or range, voke, range? Ofc this doesnt matter when you can plunge and then aoe for all the mobs to get aggro'ed.
If I had to make an assumption, I’d say we Unmend, Provoke, and weave together the new closer with a Flood or an AoE. Clumsy. I bet they’d prefer we closer to the middle of the group and just AoE, but I liked getting to do all that targeting, made me feel good at something.
Salted Earth should have gotten additional effect of giving regen to the Drk when standing in it Carve and Spit and Abyssal Drain need to have separate cds again And Abyssal Drain should have been put back on the gcd as part of their AoE combo Drk new gap closer should function like Mnk’s Thunderclap…so last minute teleports to party members last sec to dodge an aoe after squeezing out a gcd before disengaging No need for keeping Dark Mind AND Oblation….Dark Mind could have been deleted imo and maybe Oblation moved to an earlier lvl unlock MP cost for Edge and Flood should have been reduced too
Just leveled a Drk to 90 this past week and I feel you 100% on the Dark Missionary should be 70. It really doesn't make any sense and it annoys me as well lol. Like, why? What is the point? All other tanks do have it at 70.
I'm so pissed right now: Abyssal Drain still garbage, Carve and Spit and AD STILL sharing cd, dark mind still garbage and only 1 new self healing option tied to a 2 minutes cd, Dark Missionary still the same, TBN STILL THE SAME FFS - i was so hyped man, they got me in the first half....another 5 years of lame job design
RIP Plunge :( Who doesnt want to do a front flip attack with a big ass sword? Not as egregious as when they took Scourge but still.... kinda let down on that one.
It's definitely shitty they took away such a sick animation, but it's much better functionally. I want my gap closers to be available when it should, rather than not because I have to use it to get more damage in.
@@TorManiak I mean they could have kept the plunge animation and just removed the damage from it... Bards repelling shot did that from HW > SB. Just feels bad to get a generic dash...
Can they really not make bloodweapon/del or carve n spit a 30 second CD to replace the plunge loss? The interval between bursts just got even worse for DRK. And I can't believe they still cant do anything interesting with abyssal drain and salt and darkness. Yea cool new buttons to use at 60 and 120 seconds, amazing. Sucks because there is some good QoL, yet on the other hand Drk lost while gaining little again.
hell even warrior has more apm than us now lol, we just became the generic job after always been the "advanced" imagine that new 123 with no plunges no bw, and less edges lol
So do you recover more MP since Bloodlerium only has 3 charges instead of 5 from Blood Weapon? If not then wouldn't that mean there's even less MP recovery than there is now? (Me missing Blood Price)
No increase to mp regen. You're losing 1200 mana per minute off it compared to endwalker drk. 12000 mana over the course of a 10 minute fight, a loss of 4 ogcd uses, a huge loss.
@@thisiswarhuhwow6120 thanks for clarifying! ogcd losses aside, even less MP reliance means the class identity has been drawn even further away from the job’s original concept.
i think tbn should continue to involve a risk of some kind it's probably the only reason i bother to play this job still. i value friction like that but i think that the ability can and should change. personally i really miss hitting b4b + price but those days are kind of over. i wish we had something new in that vein that could bring a new kind of excitement
GNB gets to do their cool combo every 30s but we have to wait a minute to use the delirium combo? like why, also less Blood Weapon stacks=less magic to use edge/flood. I dunno, I would prefer them adjusting Delirium to 30s and then just changing the potency of the combo to compensate for using it more often. Let me use my abilities more often because all the cool stuff happening every 1 or 2 minutes is just so lame.
Overall i do like the changes, I dont mind where TBN is at right now and i like the qol changes and the upgraded delirium blood weapon. Though i do think that Oblation needs a major change than what it is, (weaker and crappier tbn) and like i said dark mind needs a buff or change like add the blood price effect ( gain mana for damage received) plus the mit would be great. Salted earth i think should have an effect where it gives either gauge or a fixed rate of mana/or hp while active. So i'm kinda mixed but more so happy with changes
Wish they granted cure potencies to the delirium combo. Would be nice to have some type of life steal in comparison to the oodles of healing the other tanks have. For what this is though I’m not disappointed. Excited to try it out
Sad part is, pre-Shadowbringers, it did heal. Or was it MP steal… I wanna say it healed. Of course, it was harder to get to back then, but it did more.
3:35 it replaces qoitus with impalement? The difference? The size They could just swap quitus and missionary, flood and stalwart are still pretty solid for aoe for 70 or less content. Meh TBN is still shit to use, got it. Agreed
Overall the changes seem ok hopefully they listen to the feedback on tbn it def should be more like correndum, I like oblation just to have another mit, but maybe combining with tnb could be the play🤔
I really disagree with your opinion on tbn. If anything, I'd much prefer if every other tank had to think a bit more about their active mitigation rather than making tbn be the same as all the others. It's pretty much the one thing that puts dark knight apart from the others right now, and imo it should stay as it is, at least in concept. Sure, it could be a bit more rewarding or smth, maybe it should cost a bit less mp so it feels less bad to miss-use it ?
What I'm concerned about is BW being 3 stacks now, is it the case where it still restores the same total amount of MP but over three skills instead of five? Or does it still restore the same amount per attack, resulting in a loss of about a third of the total MP generation? Cause with TBN still costing MP for whatever stupid fucking reason does that not just place an unnecessary increase to the limiter we already have to deal with? I mean if it's still the same total MP then that's likely actually an amazing QoL buff, but if it's the same per attack it comes across as another annoying as shit oversight. I'm still torn on excitement and disappointment regardless though lol Like the changes they made are almost all just flat out good changes, even if BW's MP generation is nerfed combining it with Delirium is overall still great, and the new delirium combo is awesome even if it ends up being the same thing, but they didn't even touch any of the biggest issues... Like TBN still being shit, not only still costing MP but the fact Oblation still exists is annoying, cause yeah they really need to just combine them and change how TBN works (i.e. add the DR to TBN, increase it's CD to match the other tanks, but maybe nerf it's shield potency while giving it two charges like Oblation that actually stack together), they also didn't uncouple CnS and AD, AD itself should just be changed to an MP costing skill that just restores HP on a shorter CD, will finally bring DRK up to par in dungeons with other tanks and give it a bit of self reliance otherwise, SE and SnD are also boring as fuck fillers in PvE while their PvP counterparts are actually useful, strong, and unique, so why the fuck wasn't there any change to those abilities either? And ofc we still kept "enhanced unmend" for some reason..... yeah it doesn't matter if it's there or not, it's THAT inconsequential, but it's just another minor example of more that could have been done. Idk, I want nothing more then to go back to DRK as my main but idk if this is enough to pull me off of WAR, even if it only got a couple new skills that's all it needs lol
I respectfully disagree. I don't like the new changes. After having played it, it feels bad. Blood weapon was our only real source of mana management. We get a combo that grants a whopping 20 potency more than just having the five stacks of BW, but now we don't have the mana regeneration to go with it. Plus, combining my dps button with my mana management button and giving us less to work with is punishing defensively. The 5 stacks gave us 4200 mana regeneration every minute with the basic combo, but now we only get 1800 because of the new combo. Losing plunge also feels bad to play because now we have nothing to weave between gcd's and it's very dissatisfying. I thought combining carve and spit with abyssal drain was a bad idea. I thought only putting delirium to three stacks when I could originally get it to 5 was not the best but the blood weapon/delirium combo is the worst yet.
All i heard from the devs was: "we sacrified everything related to class identity, and that encompass visuals, animations, gameplay and ability effects, in order to optimize this class to only be useful in raid content.....again, of course that is, only if the potency are good enough, there is a 50/50 chance it will be OP or completely suck trough the entire expansion" Thanks, i hated this during shadowbringer and endwalker and was thinking "can't get worse, right?" Welp, as always i was wrong Time to either play dps or unplug the last remaining brain cells i have i guess?
@@alexandrezolla4959 Not mad i think, i would say dissapointed and a bit sad, but by choosing to play DRK since Heavensward i should have expected this on the long run with how it went during the years >
I like Salt and Darkness as an action, but Salted Earth should either be buffed or removed. 90 seconds for an AoE DoT that totals 250 potency is very weak. If it had some of the pvp abilities, it would be a little more justified. But it's bloat that hasn't synergized with any of DRK's other tools since Stormblood.
Also it feels weird we already have two "laser" abilities (flood of shadow and shadowbringer" So having a third line attack feels redundant And also the dark wings are coming a bit out of nowhere, maybe it's because of games like WoW but i always expect these kind of wings to pop out of the back of a paladin rather than a dark knight. (sorry in advance for bad english / pronounciation)
@@arkhon7966 i absolutely agree. I wish we would've gotten a sort of super edge of shadow instead of super shadowbringer which in itself is super flood of shadow. (Your english is totally fine btw, i had no trouble reading your comment)
I think the reason that they removed damage from DRK and GNB gap closers but not PLD and WAR is because DRK and GNB have far more oGCDs to begin with. With PLD and Warrior your gap closers make up a large portion of your oGCD attacks, with it being an outright majority of them on Warrior. I agree that most gap closers should have damage removed. Not all of them. Some attacks like Primal Rend or Dragoon jumps the gap closer is thematic. So in other words "attack that also closes gap good, using primary gap closers to attack bad".
I agree distance closers should have dmg removed, but.... the animation. That sexy animation is gone. That "Guts in berserk armor is charging" is gone. And that is sad.
Really hope disesteem stays as a GCD. Honestly I'm really happy with how the job played in the media tour build. honestly I still fucking hate oblation and just wish they would just remove it and and buff tbn.
Can't believe the Strummer made it to the Media Tour.
Tsk tsk yt frog
@@syllawblood I been busy with life that I haven't been able to watch a stream in a while.
He did???? Wtf
Edit: nvm i just read the full title. I know Im a mobile user.
@@syllawblood different timezone. work commitments. irl commitments. smadge
WARNING ⚠I AM NOW CASTING UNMEND⚠ I HAVE NOW TAKEN 5 SECONDS OFF SHADOWSTRIDE⚠
All the awareness spreading against mods have paid off... OUR KING MADE IT TO THE MEDIA TOUR🎉🎉🎉
I'm not used Xeno talking calm and comprehensible.
Sticking new animations on the 1 button spam burst abilities tanks have was actually a great idea to make them feel a little more impactful, never really got bored of paladin's blade combo the way I did with bloodspiller spam. But man I wish they'd focused more on making DRK feel less boring between bursts than on the burst phases, I miss having scourge and multiple combo enders..
I always felt like DoTs were a lazy way to add job complexity, but DAMN, that Scourge animation was so cool! They could at least reuse it for something else!
@@Mochachocakon They should let us customize soul eater with other animation they taken out like the Power Slash, Scourge, the old delirium combo ender or the now deleted Plunge.
Been praying for Dark Missionary to go to lvl 70, hopefully lots of people brought it to the devs attention and we get it in a later patch like Stalwart Soul combo in EW
Well 5 -> 3 stacks on blood weapon and removing damage on plunge might only matter in low level content, but there is a single encounter in which it might become very problematic if they dont increase other potency on other skills to make up for it. Im talking potd 180 behemoth push. Currently it can be so tight that if u dont use plunge early and it does not come off cooldown early enough you just might miss the kill by 0.1%. Of course its currently much better than pre living dead update shenanigans, but i hope they make up for that lost damage in some way.
For real though DRK is going to be borderline unplayable in POTD now.
It's going to be a tighter push for sure, but despite losing 400 potency on the push, it should still be fine with a str tincture. If in the event drk doesn't have the dps, they can do a double soul eater push to survive a 5th meteor. Hold strong \o/
edit: I simulated the push and apparently it's fine with the same tincture strat
I was thinking the same thing about GNB in Heaven on High solo as losing rough divide is just gonna make things possibly take more time and therefore have running out of time a bit easier. But it might be fine anyway.
I can’t complain much as Deep Dungeons doing solo is very niche.
RIP Plunge. I won't like part of the reason I leveled DRK is because Plunge is so cool. Don't see why the potency could have just been removed but still have plunge as a gap closer.
For better self-heals than just 40% mit upgrade auto-heal. Transfer Abyssal Drain heal effect to its line aoe darkness ability but only as the Free proc when TBN breaks or duration its 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.
Finally with Blood Weapon being Delirium later and losing 2 GCDs worth if blood gauge again. To make up for that, have Salted Earth regenerate blood gauge per tick now, like it use it before ShB.
Your not wrong. I was very upset a long time ago when Delirum just became weaker Inner Release but now that it just aesthetically looks different Im so much more on board with it. I wish it applied to lower levels like a weaker version but baby steps.
Xeno in the past would call this an illusion of change. Just like the new animations on Atonement combo. Still plays the same, just looks different.
@@axylum4453 Purple warrior intensifies (crying noises in the background)
@@lacielaskari honesty then the only thing different about pressing gnashing fang three times for a combo vs fell cleaving three times is animations and continuation(which can make it feel worse in high end content) it isn't a rotation change necessarily but animations and potency are different which is literally what constitutes a separate move in FFXIV as a whole would you think differently if it wasn't all on one button? They added a lot of combos like this and I kind of see it as a less dedicated return to the multi combo thing
Just a thought I had
I just wish we got tbn changes and maybe a little bit more healing
Gonna miss my Plunge :(
Also, I'm still baffled that they haven't removed the shared OGCD of Abyssal Drain with Carve and Spit. I know that AD is not an ability that's used in raids/EXs and is primarily a dungeon ability, but I still don't understand the reasoning behind AD going from a GCD to an OGCD to sharing a cooldown with C&S. It's utterly baffling to me why they think that giving Warriors a 25 second CD Bloodbath on steroids is fine but keeping AD to 1 minute is also fine.
Imo AD should go back to be GCD with life steal and mana cost (like dark arts abyssal drain was) and rampart should be upgraded into Rampart+Blood Price.
Hell, if they'd at least give Carve the heal effect AD has, it'd make slightly more sense, but they don't even do that much.
same. leaping into battle with big fuck-o sword has always been badass for me
hopefully its still there in PVP LOL
@@crimsonwizahd2358 Exactly, it makes zero sense that they gave AD the MP regen that C&S has, but they DIDN'T give C&S the HP regen from AD. There's no point to the shared recast timer without them being single-target/AoE versions of each other, which they've only done half of.
@@TheMaxinR I had never considered this but I love this idea so much.
You scared the hell out of me with the title until i learned it was blood weapon and plunge that they removed
I kinda wanted Dark Mind to get a slight change since while yes it is a answer to every tankbuster along with TBN it's really not the best for dungeons especially when we are definitively getting more criterion dungeons.
I really feel like DRK should have self-healing on any skill that uses Blood, possibly including the new Delirium combo. It really irks me that the only self-healing added was from the 40%.
Then you are feeling wrong. "Blood" skills in games usually refers to hp sacrifice in order to cast it, that is what FF series runs on. So its the opposite. Any blood skills and dark knights in the past were kinda squishy DPS (or should I say risky) because of their hp drain skills. Its weird that its even a tank in this game, probably because they had to make another tank job.
@@Alen725 That was not even remotely the point I was arguing, so I guess you're the one who's wrong.
@@Matra77 That was the point you were arguing, and that point is wrong, you got trashed and now you are crying in response. Anything else to add?
@@Alen725 Do you usually lash out defensively at people for no reason? You did nothing of the sort because that wasn't my point. Context clues would tell you that my point is that DRK lacks self-healing and attaching it to Blood skills would be a balanced way to give it to them. It has nothing to do with the premise of what the Blood gauge should or shouldn't be used for.
@@Matra77 Lash out defensively? Hahahaha that clown thinks he can threaten someone into a defensive position or something. Im not lashing out Im just pointing out facts, your pathetic attempt to clap back cant change it.
In this video, strummer cheers when jobs become more like WAR, laments when he has to deal with quirks that make jobs different
“And when everyone’s super…”
I was hoping to see Carve and spit get a personal heal since it shares CD with our only other healing OGCD abyssal drain.
Like, it doesn't have to be massive, maybe comparable to Abyssal Drain when it hits 3 targets. But some kind of self healing for single targets.
SE can we PLEASE get flood and edge of shadow to be one button with a fall off after first hit. Theres no reason my hotbars need an aoe and single target version of the same button. Same with literally every other job.
What about mana issue at high end with the lose of 2 charges from bloodweapon
Specially on older content 70-90
It probably kills TBN prepull since you won't get mana back after using TBN + EoS before opener. Besides that it may change 2/6 rotation to 2/5, but since Living Shadow is free it can change into 3/5 rotation for DT.
After watching his gameplay, it's more like losing 1 charge since the new combo gives 600 mp total in addition to the 1800mp from BW. I'm not sure if 600 mp will be a make or break situation but that's what I saw
@@GoatOfWar to say it's objectively worse is,,, not true? I'm sure you may not enjoy it yourself but that's just gonna be your experience. To say it'll be worse for everyone else is a bit of a stretch, sure not everyone will welcome the changes, but I personally find it to be an interesting change of pace. As for the 123 consolidation, you're just plain wrong. They've made it very clear that it's not about consolidating your basic combo but allowing you to have the option to have combos like Living Shadow and the new move be one button, similar to Gnashing Fang or PLD's FoF and Goring Blade.
From what I saw, BW is 3 stacks at 600mp, each Delirium combo gives 200mp and CnS give you 600mp, for a total amount of 3k mp each minute
i wonder if drk pulls in frontlines will still be really strong in 7.1
The greatsword finally feels like a greatsword with those big meaty hits on the new Delirium combo. Love it.
@GoatOfWar it feels different is the point. I haven't touched DRK in a bit since I wasn't a fan of button bloat but last I knew the delirium blood weapon change was considered good no?
@@GoatOfWar isn't less button bloat the goal?? I understand they took some things away and if the ratios on blood weapon weren't changed to fit the now only 3 cast instead of 5 then it's certainly a problem. As for plunge I'm in favor of it just being a gap closer and wish that was the case for all tanks since I do truly believe the idea of using it to squeeze in a tiny bit more damage has always been pretty dumb and unnecessary. As for the cost of Living Shadow I'm honestly pretty in different on it since it wasn't something that was hard to manage to begin with.
@@GoatOfWar that's fair, DRK just felt like it went a little too hard with it's button bloat, may have been because there doesn't feel like there's a rhythm to them like GNB does or at least it does to me, over all it feels like our buttons went down while still having glaring issues elsewhere
@@GoatOfWar Animation improvement is a valid improvement. Some of the GCDs and oGCDs feel so unimpactful in this game that people made animation mods specifically for that. We used to have Power Slash which looks super satisfying as opposed to Souleater spam, you can call them "same button it looks different", I call it "it's more fucking satisfying to blast a dark blast on your palm".
@@GoatOfWar looking different and sounding different actually makes it feel different. Part of enjoying a class to people in general is not just solely on the rotation but the feeling of satisfaction when pressing a button.
Maybe the lv84 trait (enhenced unmend) could change to: canuse plunge for one time (shadowstride changes to plunge). Total potency (plunge + unmend) is lower than 123, but it comes more flexible and useful (for dungens)
I 100% agree with TBN. Drk is due a rework with proper attention to it.
I like most of the changes, however the main issues DRK had in Endwalker are not being adressed at all + the change with blood weapon at 3 stacks has not been balanced (still at 600 mana per gcd). Hopefully some of these things will be adressed before savage and we'll see how it plays out ingame compared to the other tanks
From what I saw, BW is 3 stacks at 600mp, each Delirium combo gives 200mp and CnS give you 600mp, for a total amount of 3k mp each minute
@@aromenoir9552 sorry i only meant the blood weapon effect, if we're adding delirium we should be at 3600
@@aromenoir9552 Bloodspiller under delirium currently also gives you 200 MP/hit, so that hasn't changed.
6.0 Delirium - Grants 3 stacks of Delirium, each stack allowing the execution of Quietus or Bloodspiller without Blackblood cost, restoring MP when landing either weaponskill.
Duration: 15s
It's ass
weird stuffs: salt and darkness is still there. Abyssal Drain still shares cd with CnS and they haven't done anything to improve TBN like what the fuck ?
8.0 they'll begin to change it.
AD and C&S sharing a CD is good because using AD in single target always felt like trash and just added button bloat. I’m pretty underwhelmed with DRK but the shared cooldown is not one of the problems lol.
@@gasparguruoftime5475 what about getting rid of Salt and Darkness and replace it with AD, less button and at least I know it brings some value when I press that button, both good in raid and dungeon runs.
@@pastaboy1338 How about get rid of SAD *and* leave AD as-is? AD in single target is pointless bloat.
@@gasparguruoftime5475 not really.
I love it when you do stuff off stream
I'm so glad Xenos is real and doesn't let the media tour get in his head about how he feels about these classes.
I'm sorry but you're wrong about TBN, at least in terms of the MP/opportunity cost. Could it be more powerful? Sure. But the opportunity cost is what makes TBN an interesting button I sorely wish other tanks had something similar that works with their own theme and rotation. Imagine, imagine if your mitigation and damage dealing kits were tied together.
Fundamentally, the fact that DRK actually mitigates differently from other tanks is one of my favourite parts of it. Doing Rampart + Dark Mind + Oblation + TBN instead of just Rampart + Short Mit is just fun and it works.
I agree. I played all the way through Shadowbringers as a Warrior, and it got boring really fast. Yes, it's powerful, but the way it works is dull imo. I switched to DRK and haven't looked back, it's just a lot more fun to play, and TBN is part of the fun to me. It feels great to have TBN pop, and hear that chime that says I now have a free Edge. I commonly joke with my friends about when a tank buster is coming and I'll jokingly say "Oh! A tank buster! Yummy! NOM!"
Eating the tank busters with TBN feels great to me, and I actually love that I can give it to other tanks as well. I will agree that DRK needs better self-healing though, it definitely needs more than Living Dead to fall back on. Dawntrail gave us something in that regard, but it still needs more. Though I will say Living Dead is a super fun ability to pull off. I actually get excited when my HP approaches 0, because it means I can pop LD and do a massive self-heal at the risk of dying. Yeah, the risk is big, but healing yourself this way feels amazing to do. Perhaps DRK could lean more into that a bit more, it's very thematic for the class.
m'lord has made it to the tour of media, brings a tear to my eye
Yeaaaah, I was really hoping for SOMETHING to happen to DRK. Dark mind is still magic-only. Ugh. After picking up WAR recently, I'm actually appalled at just how much better everything is. So many of WAR'S mit are just better versions of DRK's, and WAR's got MORE of them. I don't get it, man. I know they perform pretty well in raids, but I don't raid as tank. Does DRK's performance in raids justify how shit its mit toolkit is?
@@GoatOfWar That's only because dmg is the most important stat in this game. If a fight is balanced utility wise so that "damage tanks" can clear it despite missing utility, then the extra utility won't matter as much. Conversely, if damage checks get so much tighter that simply playing a different job can make the damage check easier, then the damage job that doesn't lack for utility stays the better choice.
@@GoatOfWar I'm not saying you should at all. I'm just explaining why you don't have a dps tank and a utility tank. Hell, I'm already peeved plunge is gone too, tbh.
@@GoatOfWar It was not even 5% in EW Release when DRK has the highest dps of all tanks the difference was about 2,5% something about to WAR.. it goes insane after P8S P1 where they fuck up the boss scaling and WAR was one of the "not enough damage for P8S P1 without Nerf" and sure the scream after WARs Buffs become _extremly_ loud.
I'm happy with the changes and it's what I wanted and kinda guessed: Blood Weapon fused into Delirium and Plunge turned into thunderclap. I didn't have issues with so many oGCDs but also using a MMO mouse does help. Then I do like TBN, for me it's fun learning when partywides are coming to use it on a party member (healer) and get that stack to get more damage during the burst window. Tho, looks like we'll get a EoS less during our burst due to MP generation
they should have left the plunge as it was and make it unusable (grey out) in melee range, so ypu can still pull with it.
I must say, I love removing damage from gap closers, it is odd that WAR and PLD kept it, especially PLD with it having even range on req now so you can now do all that at a range but still have to gap close for damage and keep close for gauge and ofc the auto damage anyway
Holy shit finally we got another combo ive been asking for that for so long
Fake combo imo, in a 60s fucking SE. Really shits on drk
EXCELLENT VIDEO MY LIEGE
I think in the same way that blood weapon and delirium combined, they should have combined tbn and oblation. tbn not giving any kind of damage reduction makes bleeds hit way too hard in high level content, and having 2 short cds is just obnoxious
I love that SE has no idea about what to do with DRK. Removing plunge is stupid. The new delirium combo looks cool but it is effectively the same thing - a one button mash 3x. Oblation is still dumb as hell and should be removed or buffed or fused with TBN. TBN should keep its mana cost because it is the only thing that keeps DRK unique in some way. New effect on Shadow wall is nice because it is pretty close to the old Stromblood skill that they removed. Overall DRK got some quality of life but the job is still the same as it was after the Shadowbringes change. Not like we going to get another rework so this is it and i do not really like it.
you got the best take bud. imo its still shit. rather play dps this expansion lol.
You know what saved the 3x button mash for me, moment to moment?
Having plunges and edges to weave in between.
Baby steps in the right direction over time it's slowly molding it's identity
@@Bleachedentity I want to agree but it's spent 3 expansions basically being the same barebones job with minor alterations. baby steps? the baby is barely crawling, man. it's got muscular dystrophy
this is egregious 💀
Delete this post bro TBN need a rework plus should not cost mana because “is unique” buff and nerf don’t work like that and finally DRK is little better at level 100 that it
Every change except Abyssal/Salted and TBN that Xeno has suggested last media tour has made it into Dawntrail now... we've come full circle.
Honestly I'm pretty sure the reason why our gap closer still doesn't allow us to target allies is so we don't accidentally position a boss to cleave the party. That's the simplest explanation I can come up with
Replacing the Plunge animation with Generic Dash #5 is actually a crime.
Yeah I noticed this one - I was hoping to keep the Plunge but with just no potency.
yeah… but I mean the no potency gap closer is pretty nice
well it makes sense because if you jump someone with a big fckn sword it should deal dmg
@@lordzaradon6956 I don't want to hear what makes sense in a game where motorcycles and bears can fly.
@@lordzaradon6956 True
I dont really do savage content and dont main DRK but to my knowledge TBN is annoying because you NEED it to break in order to get the benefit and you are better off casting it on a melee DPS so it does break.
yeah, even i can see the issue, its treated like heart of corundum by SE but it just isnt.
Dark Missionary not being something by level 70 will forever haunt DRK; it's bad enough it's biggest burst skill isn't available at that level (Esteem); not having it's party mitigation when every other tank does is just baffling. TBN also feels dated, especially since all 3 other tanks have seen their short cd mitigations all get giga-buffed last xpac. Rather see it lose the MP cost, go to 25 second cd, and gain a regen or something...y'know, self sustain, the one thing DRK has sucked ass at compared to the other tanks for at least 4 years and counting.
I still am not a fan of losing Plunge for the animation alone, even if having a gap closer more akin to Thunderclap (which I LOVE) is what a gap closer should actually be. Would've been ok with it if all tank gap closers lost potency, but only GNB and DRK got slapped with that since WAR and PLD don't have as many oGCDs to work with during burst windows.
In my personal experience every time I've used TBN to take a real hit it's worked properly. It does time out if i just randomly do it during longer periods of not much happening like I would do with bloodwhetting to just reduce healing needed to zero so it's definitely not super usable in that case.
Oblation just drives me insane though, just roll it into TBN.
I actually think it only feels bad because DRK is the only job left with a meaningful resource, the S-E solution would be doing away with it completely and making the mp skills just generate dark arts pips along the bottom of the blood gauge sooo... careful what you wish for
I honestly feel like Dark Knight has just been shafted since Shadowbringers. It wasn't as bad in SHB since they were just starting to make a lot of dungeon stuff hit harder, but you could tell DRK was having a harder time staying alive. Come Endwalker, and WAR, PLD, and GNB all get massive buffs to their mitigations, AND get a whole ton of self sustain to the point that WAR is essentially Immortal. Meanwhile DRK got Obalation, and had C&S linked to Abyssal Drain without making them single-target/AoE versions of each other by NOT giving C&S HP regen while AD got MP.
I honestly feel like TBN is fine for the most part, but just needs a 50% MP refund if it doesn't pop, so you get 1500 MP back. Otherwise, Blood Weapon/Delirium should get HP regen added to it's effect at 300 or 400 potency, C&S should get HP regen of similar potency. I feel like those would help DRK SIGNIFICANTLY.
Other than that, maybe Obalation getting a bonus 10% mitigation for the first 4 seconds it's active like other tank mitigations have, since DRK doesn't have anything like that either.
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
If TBN cost health it would legitimately be unusable lol.
But they also reduced the stacks to 3 and made it last 15 seconds total. Making the window much tighter. - What do you mean by that ? Blood weapon and delirium are 15 seconds currently with 5 and 3 stacks. How is that tighter after the change ? I sometimes run out of 1 Blood weapon stack in TOP when i pre-cast it at the end of phase 1 or during phase 6 because i'm using LB3. This change makes it less tight unless im missreading something.
Otherwise i think DRK got destroyed in SHB and it will never recorver. Living dead change was the best thing that happened to DRK in years. But it will remain purple warrior for a long time. (7000 hours played as DRK)
@@lacielaskari Because before they were 2 separate abilities that you could time for maximum effect. Having them be one and the same is a good change that saves on the amount of buttons you need to manage, but it also means that *now* if you lose one, you lose both, and you need to manage your resources more so as to not let them go to waste.
I'd have to see the changes in action and experiment to say anything more concrete, especially since they are prone to changes due to them ,essentially, still being in their beta state rn and are prone to being adjusted
PS:
I am a relative newbie to the game and I probably don't have HALF the experience with DRK as you do, so take this with a pinch of salt.
As for the current state of DRK I both agree and disagree. On one hand, yeah, the Job is in a weird place. A lot of its identity has been stripped away over the years to streamline it and make it more accesible. But at the same time, I think that it IS getting better. Just at a snail's pace lol
(Also , unless I'm misremembering, DRK didn't even have an AoE combo until WAY later on. It was adjusted to be accesible earlier on in the same patch that fixed Living Dead)
What are your thoughts on the new Delirium having lower mana gain than old BW?
should have talked to Yoshi and ranted some to him about the dark missionary and tbn shit
Dark missionary, tbn, dark mind AND ABYSSAL DRAIN
Once again asking for TBN to be turned into a 25s Thrill of Battle with 10%, but tank homogenization is bad right?
Genuine question here, why is zero potency gap closers so amazing? Is it so that we don't weave extra mediocre damage into rotations?
Because when you add damage to utility spells they are not utility anymore, you would save plunge for bursts so effectively you dont have actual gapcloser in a fight, players would resort to using it only if you force them lose even more dps otherwise. Having actual gapcloser that can be freely used 2 times would be more benefical to fight design and wont stress parsers for losing dps.
Might be about that time to finally give up on DRK. I didn’t like the ShB rework and it’s looking like it’s gonna stay that way for a while.
yes as a DRK main, it's time to play warrior
Bald man made it to Media tour
do you get the same amount of mana from the 3 stacks of blood weapon?
Would be nice if they add plunge back just as a melee filler OGCD i really loved the animation.
only thing i dont like about this game is that damage numbers appear right when you press the ability instead of right after the last hit of the animation happens. this reduces the combat impact A LOT for me, its like you expect the juci number after the animation ends but after it ends, there is no number, feels kinda weird to me personally
doesn't living shadow damage scale with party buffs at the time of using it??
if that's the case there is no use of pre-pulling with it
nope, it scales with buffs as they are applied/fall off of you, it's why you use it as early as possible to get the biggest hitting moves under raid buffs.
Buffs are not snapshotting on Living Shadow (same for Queen and old Egis), it just shares buffs you have (so all party buffs, pots, Dark Arts etc). You shouldn't prepull it early, but 1-2 gcd before burst should be fine since summon animation is long.
I also like the gap closers dealing no damage, but I think they should all generate enmity in an aoe to make sure we can get all the mobs on us in passing
Don't tell me you plunged-pulled into mobs during dungeons when the bigger hitboxes of Unleash or Flood of Shadows are right there...
@@D-Havoc I main GNB, but watched all of Xenos' tank reacts and this is where he addressed the two closers getting damage removed.
For mob pulls, I Rough Divide into them then either Demon Slice or Demon Slaughter, or Fated Circle rarely. Not sure how that correlates to the DRK skills you mentioned
@@JovialRoger As DRK, you would generally want to pull trash with provoke so they group up a bit, Unleash and then flood right after moving past the pack. Enough enmity generated that not even DNC going ham will rip enemies off you, and you haven't stopped sprinting for even a moment. You could plunge into the second pack by a wall, but max range unmend into Unleash, or face pull Unleash work just as well.
This is the first expansion where LD being the same isn't a bad thing
I always wished oblation works like bloodwhetting but instead of getting healed from gcd hits, you get a percentage of boss damage as a heal woulda been a perfect buster sponge and TBN gives shadow and mana back from a succesful bubble break.
I think one of the most fun things they could have done with TBN, is to make it do damage to targets around the Dark Night when it breaks or expires. This would help you to see it as not a waste of 3k mana. Maybe it does a flat chunk of damage when it breaks but slightly more damage if it expires, based on how much of the shield is left.
I feel like that’s definitely something they could balance around, too. If TBN doing damage makes the Dark Night do too much overall, just pull some out from a few places to balance it out. As Xeno said in one of the others, it’s about getting to do more fun stuff, not having a couple moves that do massive damage.
Arent mob pulls different now? Like you cant range attack, provoke, plunge anymore. Do we now need to face aggro the first mob, voke the second and range attack the third. Or range, voke, range? Ofc this doesnt matter when you can plunge and then aoe for all the mobs to get aggro'ed.
If I had to make an assumption, I’d say we Unmend, Provoke, and weave together the new closer with a Flood or an AoE. Clumsy. I bet they’d prefer we closer to the middle of the group and just AoE, but I liked getting to do all that targeting, made me feel good at something.
Salted Earth should have gotten additional effect of giving regen to the Drk when standing in it
Carve and Spit and Abyssal Drain need to have separate cds again
And Abyssal Drain should have been put back on the gcd as part of their AoE combo
Drk new gap closer should function like Mnk’s Thunderclap…so last minute teleports to party members last sec to dodge an aoe after squeezing out a gcd before disengaging
No need for keeping Dark Mind AND Oblation….Dark Mind could have been deleted imo and maybe Oblation moved to an earlier lvl unlock
MP cost for Edge and Flood should have been reduced too
Just leveled a Drk to 90 this past week and I feel you 100% on the Dark Missionary should be 70. It really doesn't make any sense and it annoys me as well lol. Like, why? What is the point? All other tanks do have it at 70.
I'm so pissed right now: Abyssal Drain still garbage, Carve and Spit and AD STILL sharing cd, dark mind still garbage and only 1 new self healing option tied to a 2 minutes cd, Dark Missionary still the same, TBN STILL THE SAME FFS - i was so hyped man, they got me in the first half....another 5 years of lame job design
I WANT MY GODDAMN PLUNGE BACK.
RIP Plunge :(
Who doesnt want to do a front flip attack with a big ass sword? Not as egregious as when they took Scourge but still.... kinda let down on that one.
It's definitely way more sick, but having it not tied to damage anymore is for sure going to feel better
It's definitely shitty they took away such a sick animation, but it's much better functionally. I want my gap closers to be available when it should, rather than not because I have to use it to get more damage in.
@@TorManiak I mean they could have kept the plunge animation and just removed the damage from it... Bards repelling shot did that from HW > SB. Just feels bad to get a generic dash...
@@StormierNik I mean why not just Have Plunge then but without potency on it instead of this dash.
the devs have lost their mind and they hate drk apparently, removing the only remaining cool animation skill which gives the Guts feel
Can they really not make bloodweapon/del or carve n spit a 30 second CD to replace the plunge loss? The interval between bursts just got even worse for DRK. And I can't believe they still cant do anything interesting with abyssal drain and salt and darkness. Yea cool new buttons to use at 60 and 120 seconds, amazing. Sucks because there is some good QoL, yet on the other hand Drk lost while gaining little again.
hell even warrior has more apm than us now lol, we just became the generic job after always been the "advanced" imagine that new 123 with no plunges no bw, and less edges lol
no stat squish?
So do you recover more MP since Bloodlerium only has 3 charges instead of 5 from Blood Weapon? If not then wouldn't that mean there's even less MP recovery than there is now? (Me missing Blood Price)
No increase to mp regen. You're losing 1200 mana per minute off it compared to endwalker drk. 12000 mana over the course of a 10 minute fight, a loss of 4 ogcd uses, a huge loss.
@@thisiswarhuhwow6120 thanks for clarifying! ogcd losses aside, even less MP reliance means the class identity has been drawn even further away from the job’s original concept.
i think tbn should continue to involve a risk of some kind it's probably the only reason i bother to play this job still. i value friction like that
but i think that the ability can and should change. personally i really miss hitting b4b + price but those days are kind of over. i wish we had something new in that vein that could bring a new kind of excitement
GNB gets to do their cool combo every 30s but we have to wait a minute to use the delirium combo? like why, also less Blood Weapon stacks=less magic to use edge/flood. I dunno, I would prefer them adjusting Delirium to 30s and then just changing the potency of the combo to compensate for using it more often. Let me use my abilities more often because all the cool stuff happening every 1 or 2 minutes is just so lame.
Disesteem looks so cool and the new attacks at lv 96!
Someone has a massive hate-on for DRK.
Do you mean "fewer"?
why does living dead still exist?
edit: also if you complain about TBN use it on tank busters
They can just give you a free dark art every time TBN expires without popping, and make it 25sec cd
Damn wish blood weapon healed a little and gave mp
man i liked the plung animation... so sad
Honestly, I feel as though tbn should be tied to your health as opposed to mana. It takes away took much from your main damage pool.
You being fr rn...
Kinda wish they’d change dark mind as well, I’ve never seen a use for the skill anywhere
Overall i do like the changes, I dont mind where TBN is at right now and i like the qol changes and the upgraded delirium blood weapon. Though i do think that Oblation needs a major change than what it is, (weaker and crappier tbn) and like i said dark mind needs a buff or change like add the blood price effect ( gain mana for damage received) plus the mit would be great. Salted earth i think should have an effect where it gives either gauge or a fixed rate of mana/or hp while active. So i'm kinda mixed but more so happy with changes
Wish they granted cure potencies to the delirium combo. Would be nice to have some type of life steal in comparison to the oodles of healing the other tanks have. For what this is though I’m not disappointed. Excited to try it out
Sad part is, pre-Shadowbringers, it did heal. Or was it MP steal… I wanna say it healed. Of course, it was harder to get to back then, but it did more.
3:35 it replaces qoitus with impalement? The difference? The size
They could just swap quitus and missionary, flood and stalwart are still pretty solid for aoe for 70 or less content. Meh
TBN is still shit to use, got it. Agreed
Overall the changes seem ok hopefully they listen to the feedback on tbn it def should be more like correndum, I like oblation just to have another mit, but maybe combining with tnb could be the play🤔
i like drk and its aesthetic, but its just uncomfortable to play for me at least. so im def waiting for a rework some day.
I really disagree with your opinion on tbn.
If anything, I'd much prefer if every other tank had to think a bit more about their active mitigation rather than making tbn be the same as all the others.
It's pretty much the one thing that puts dark knight apart from the others right now, and imo it should stay as it is, at least in concept.
Sure, it could be a bit more rewarding or smth, maybe it should cost a bit less mp so it feels less bad to miss-use it ?
Agreed. A free Flood or Edge is too small for me, I’d love a unique attack or a cool down reducer for something big. I’m dreamin’.
What I'm concerned about is BW being 3 stacks now, is it the case where it still restores the same total amount of MP but over three skills instead of five? Or does it still restore the same amount per attack, resulting in a loss of about a third of the total MP generation? Cause with TBN still costing MP for whatever stupid fucking reason does that not just place an unnecessary increase to the limiter we already have to deal with? I mean if it's still the same total MP then that's likely actually an amazing QoL buff, but if it's the same per attack it comes across as another annoying as shit oversight.
I'm still torn on excitement and disappointment regardless though lol Like the changes they made are almost all just flat out good changes, even if BW's MP generation is nerfed combining it with Delirium is overall still great, and the new delirium combo is awesome even if it ends up being the same thing, but they didn't even touch any of the biggest issues...
Like TBN still being shit, not only still costing MP but the fact Oblation still exists is annoying, cause yeah they really need to just combine them and change how TBN works (i.e. add the DR to TBN, increase it's CD to match the other tanks, but maybe nerf it's shield potency while giving it two charges like Oblation that actually stack together), they also didn't uncouple CnS and AD, AD itself should just be changed to an MP costing skill that just restores HP on a shorter CD, will finally bring DRK up to par in dungeons with other tanks and give it a bit of self reliance otherwise, SE and SnD are also boring as fuck fillers in PvE while their PvP counterparts are actually useful, strong, and unique, so why the fuck wasn't there any change to those abilities either? And ofc we still kept "enhanced unmend" for some reason..... yeah it doesn't matter if it's there or not, it's THAT inconsequential, but it's just another minor example of more that could have been done.
Idk, I want nothing more then to go back to DRK as my main but idk if this is enough to pull me off of WAR, even if it only got a couple new skills that's all it needs lol
From what I saw, BW is 3 stacks at 600mp, each Delirium combo gives 200mp and CnS give you 600mp, for a total amount of 3k mp each minute
I respectfully disagree. I don't like the new changes. After having played it, it feels bad. Blood weapon was our only real source of mana management. We get a combo that grants a whopping 20 potency more than just having the five stacks of BW, but now we don't have the mana regeneration to go with it. Plus, combining my dps button with my mana management button and giving us less to work with is punishing defensively. The 5 stacks gave us 4200 mana regeneration every minute with the basic combo, but now we only get 1800 because of the new combo.
Losing plunge also feels bad to play because now we have nothing to weave between gcd's and it's very dissatisfying. I thought combining carve and spit with abyssal drain was a bad idea. I thought only putting delirium to three stacks when I could originally get it to 5 was not the best but the blood weapon/delirium combo is the worst yet.
If they changed souleater to something cooler looking the job will be perfect
:( getting rid of plunge which reminds me of berserk is sad
All i heard from the devs was:
"we sacrified everything related to class identity, and that encompass visuals, animations, gameplay and ability effects, in order to optimize this class to only be useful in raid content.....again, of course that is, only if the potency are good enough, there is a 50/50 chance it will be OP or completely suck trough the entire expansion"
Thanks, i hated this during shadowbringer and endwalker and was thinking "can't get worse, right?"
Welp, as always i was wrong
Time to either play dps or unplug the last remaining brain cells i have i guess?
i think you already have unplugged your last braincell, those are some weird takes
lookUp chatter? xdx oooooo he's mad
? what are you on about lol
@@alexandrezolla4959 Not mad i think, i would say dissapointed and a bit sad, but by choosing to play DRK since Heavensward i should have expected this on the long run with how it went during the years >
@@arkhon7966 Being a DRK main is rough.
as a DRK main, I'm just gonna play warrior man....
I like Salt and Darkness as an action, but Salted Earth should either be buffed or removed. 90 seconds for an AoE DoT that totals 250 potency is very weak. If it had some of the pvp abilities, it would be a little more justified. But it's bloat that hasn't synergized with any of DRK's other tools since Stormblood.
if i wanted to hit less buttons i would play warrior, stop making all the tanks the same to play ffs.
That ship has sailed with Shadowbringers.
funny enough, drk is still a must pick
diesteem looks mad weird idk
Yeah it's way too small and lacks impact...gotta have to wait for a mod i guess.
Also it feels weird
we already have two "laser" abilities (flood of shadow and shadowbringer"
So having a third line attack feels redundant
And also the dark wings are coming a bit out of nowhere, maybe it's because of games like WoW but i always expect these kind of wings to pop out of the back of a paladin rather than a dark knight. (sorry in advance for bad english / pronounciation)
@@arkhon7966 i absolutely agree. I wish we would've gotten a sort of super edge of shadow instead of super shadowbringer which in itself is super flood of shadow.
(Your english is totally fine btw, i had no trouble reading your comment)
I think it needs to bigger, just look at Warrior and Paladin's big nukes
I think the reason that they removed damage from DRK and GNB gap closers but not PLD and WAR is because DRK and GNB have far more oGCDs to begin with. With PLD and Warrior your gap closers make up a large portion of your oGCD attacks, with it being an outright majority of them on Warrior.
I agree that most gap closers should have damage removed. Not all of them. Some attacks like Primal Rend or Dragoon jumps the gap closer is thematic. So in other words "attack that also closes gap good, using primary gap closers to attack bad".
Noooo I loved how busy DRK was. Pressing buttons makes my brain do happy chemical
I agree distance closers should have dmg removed, but.... the animation. That sexy animation is gone. That "Guts in berserk armor is charging" is gone. And that is sad.
Man i dont care about the damage, but i cant frontflip anymore?
tbh i don't like that nothing changed for all tanks so far it is still shadow bringer 3.0 at this point nothing really change what you do
MediaTourStrummer
Really hope disesteem stays as a GCD. Honestly I'm really happy with how the job played in the media tour build. honestly I still fucking hate oblation and just wish they would just remove it and and buff tbn.