If you actually look at the history of FF games, and Square games in general, this is historically untrue. Dark Knight isn't much different from other heavily-armored, 'Tanky' frontline warriors aside from a slight offensive bent and a preference of offense-maligning debuffs over protective abilities. They still serve the same 'purpose' in the team as a Knight or Paladin or 'Warrior'-type class, just in preference of a party playstyle that prefers a little more recklessness.
FF3 - DRK is actually just the tanky Knight class with the ability to cast magic and use "Dark" weapons. In the DS remake, they gain Cecil's signature "Darkness" attack, but not much else.
FF4 - Cecil is a Dark Knight. Well, until he becomes a Paladin. He's actually one of the stronger physical damage dealers, but he isn't actually any stronger in terms of attack power than the 'Tanky' paladin Cecil aside from his ability to use the Darkness attack - which actually does worse damage than whacking away at single foes in the exact same way Paladin Cecil does.
FFT - Gafgarion is the only Dark Knight in the game, and leaves the party rather quickly. The Dark Knight job is actually a narrow mirror of the Holy Knight job Agrias uses; which derives its stats in turn from the tanky non-magical 'Knight' class. Both jobs use special sword techniques that inflict status effects; one of the Dark Knight abilities is notably unique in that it drains HP to keep the Dark Knight alive longer.
FFX-2: The next game wherein a Dark Knight appears. It turns out it's actually a fairly rare class in lore! This Dark Knight actually has among the strongest defense stats in the game and has bar-none the highest HP. It is actually a little broken - Darkness deals not Dark but 'non elemental' damage which causes it to do more damage than any other attack to most enemies, completely ignoring defense. This could probably be boiled down to an oversight - Darkness just plain isn't an element in the FFX games, and damage is either one of the four elements, physical, or non-elemental. Aside from this mis-designed special attack, they have one ability, Charon, which causes the Dark Knight to literally explode for thousands of non-elemental damage and then inflicts a 'Banish' type effect on the Dark Knight. The rest of their attacks are status effects that make it harder for enemies to hurt the Dark Knight or their party, and Drain-type spells that help the Dark Knight stay alive while using her HP-expending attacks. Actually probably the first incarnation of the 'offensive' Dark Knight, but they have a number of tanky characteristics as well.
FFXI - Dark Knight is a job that has a multitude of attacks that make it deal more damage in exchange for HP or becoming more vulnerable to damage. Interestingly, they also have multiple attacks that generate considerable bonus aggro when used, and one of their abilities even gives them as much hate as Provoke! They also wear heavy armor and have decent HP; however, the community (not the designers) adopts them in the metagame as melee damage dealers.
Then there's the Tactics Ogre series, which actually inspired FFT and is made by the same writer and game designer. In the most recent remake, TO:LUCT, Terror Knights (the Chaos-aligned advanced Knight unit) have better attack than their Knight and Paladin counterparts, but not quite as much as Berserkers, Ninjas, or other 'lightly armored' offensive fighters, but have a Rampart aura designed for 'tanky' classes and inflict Fear and other status effects to keep them alive. They make excellent supplements to an army focused on units designed to 'break' the front line quickly and effectively, but they aren't really the damage dealers themselves - they're fight initiators, debuffers, and opportunity-makers for the other classes. Essentially, a tank.
It's also worth noting that Final Fantasy has its roots in classical DnD, where the 'Tank' was not simply a meatshield, but the party member most adept at physical combat, and was competent at the frontline. They were big, durable, re-usable, and hit hard and hit close, and were damn good at breaking things, and most certainly not defined by a lack of damage. This carried into Final Fantasy's design where the 'Tank' classes - Paladin included! - were still capable of hitting big and hitting hard - they just also lacked the same tricks that Mages had, or the flexible utility that Thieves/Rangers/Ninjas/et al had. Dark Knight has always been in this 'Tank' category - A simple, hard-hitting frontliner distinguished from other heavily armored classes by a smattering of flavor gimmicks. One of these just happened to involve spending HP to do a little extra damage.



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