The "parry" and "magical" tank notions put aside, what stood out for DRK in 2.0 was that it was a more active job than either PLD or WAR. We had more defensive cool downs, we could toggle Grit, we had to weave Dark Arts in to many moves. When we parried, we could throw up reprisal, and we have to maintain scourge. Beyond the aesthetics of the job, it was just simple a lot more fun, to many people, to play than either P or WAR.

Then 3.0 was released with the express intention or reducing button bloat to simplify the jobs so they could focus on more complex content, and much of what made the job fun was taken away or reduced. Our identifying feature is Dark Arts, our ability to weave that into our moves to strengthen them is what does set us apart from the other 2 jobs, and it's one that SE needs to expand on.