Quote Originally Posted by TouchandFeel View Post
...
Well, the thing is is that DRK right now has more resources to use and less ways to optimally use them:

* DA can be used on 9 different actions/abilities for a 140* pot increase on 7** actions/abilities and 2 "defensive" boosts
* Blackblood can only be used on 3 abilities. And while we have 3 abilities to gain this resource, its gain is the only burst we got.

The crux here is not just the way an ability affects gameplay, but how that helps the identity of the class. The job has two resources that can easily overflow and like you mention: "The job is too consistent in what it does"; everything DRK does can probably be measured by a metronome and never miss a beat. And we agree with this, it's not that its bad, but it's not just boring, it's overall unsatisfying.

Saving dark art shards is really not that different than having DA as an effect for (x)s. Which puts us back to square one. DA (and Blood abilities) need to be satisfying and have a flow that makes the DRK as a job feel satisfying and have a flow. We both agree, they CAN work on a job mid expansion to fix its issues. But IMO, changing the way DA works and making the blood gauge more useful is at the crux of it all.