Those Dark Knight changes make me glad Bethesda dropped the Survival beta patch today...
Can someone from the development team actually explain Dark Knight to us? When compared to Paladin and Warrior, there is absolutely no way this Job can be considered balanced... Even if you factor something like Grit in, this is still stupid... I'd beg for some Dark Knight changes to be in 3.26, but having seen what I waited two weeks for... No... I'm having a hard time even bringing myself to care anymore, which is a shame, I loved Feast before interrupt changes took a dump on Dark Knight... Rating and matchmaking had issues of course, but I really enjoyed aggressively harassing healers on Dark Knight prior to 3.22... Dark Knights ability to chase and interrupt was all it really had, but with a few tweaks that was enough IMO...
EDIT
Patch is installing, so I'll just leave this stupid list of Dark Knight adjustments for you to work on, none of which are remotely balanced, before disappearing until the next patch;
Sole Survivor - Additional effect of dealing 20% of the Dark Knights total HP as damage, if the Dark Knight dies while the effect is on. Perhaps OP, but also very easy to counter (stop killing the Dark Knight until Sole Survivor wears off).
Enliven - Change this to Manadraw... Sprint changes render Enliven completely moot, for all Jobs, actually... Meanwhile I'd quite like Manadraw on Dark Knight...
Carnal Chill - Change the damage debuff to a potent Paralysis. Change its recast back. Paralysis is super annoying... I'd love it...
Tar Pit - Change the drain effect to being 100% with no AP spent, or 150% with AP spent. It's on a cooldown... There is no reason for its drain to be weaker than Abyssal Drain...
New Skill - Heals target party member for X% of the Dark Knights total HP, while also dealing that amount in damage to the Dark Knight. Effectively a more powerful Clemency/Thrill of War with the sacrifice aspect balancing it out and adding some nice synergy with Living Dead.
Delirium - Change to -10% Mind on target, rather than -10% Intelligence.
Dark Arts - Dark Arts all the things... All the things... Dark Arts Shadowskin? Similar effect to Vengeance. Dark Arts Blood Price? HP recovery rather than MP. Dark Arts Plunge? Stun. Dark Arts Salted Earth? Direct damage AoE. Dark Arts Living Dead? Raise a f*cking army of undead from all the salt 3.22 to 3.25 has caused me to produce and end days. OK that last one was a joke... I think... Some of these can apply to previous suggestions as well, Dark Arts Sole Survivor, for example, can switch it to dealing damage if the Dark Knight dies. Dark Arts Delirium can nerf Mind.
Oh, and this has bugged me for a while... Why do Job mechanics not play into PvP skills? I mean, Monk gets Perfect Balance and Greased Lightning out of theirs, which is kinda what I'm talking about... But take Ill Wind... That's essentially AoE Jugulate, why does it not function on the same basis? Wasp Stun, Viper Silence? Why do none of Dark Knights PvP skills make use of Dark Arts? Why do Summoner and Scholar have no PvP skills that make use of Aetherflow, or grant it?