Originally Posted by
Lyth
Let's say that you are the designer for this job. Set aside defensives, utility, sustain, and aesthetics for the moment. How would you redesign DRK's core gameplay loop subject to the following considerations:
1) The job has to still be recognizable as 'DRK' to meet the expectations of anyone who has played any previous iteration of the job (i.e. Using either prior or currently existing gameplay elements and resource systems).
2) The job must still be accessible to the broader playerbase (i.e. It can't be more complex than the average melee dps job, you can't leave the player stuck in a resource starved state where they are unable to perform basic actions, and you can't introduce 15 new resource systems with new edgy names).
3) The job should feel distinct to play from the existing tanks.