1. Yes, I'm lamenting the loss of a counter attack with gameplay weight behind it. Just like I lament prior Shield Swipe. It's almost like these two actions represent a category we need more (Actions that take some thought) while old Reprisal and New Shield Swipe represent what we need less of (It lit, hit).
2. !@#% in stormblood !#@%ing hurt. A 20% slow is significant when you aren't plodding around in plate armor. I used lethargy because I -didn't- MSQ stormblood as monk, so the amount of my face being punched was on -Black Mage-, but one can easily extrapolate that desire to wanting something to punch you in the face less to another Job that had an appropriate response to said face punching.
3. I said parry procs aren't guaranteed to happen. Which is why you -likely hit the ability the moment it flashes up-. At most waiting until the end of the current timer. Which based on the amount of times you hit the ability in the time frame given is likely what happened. "Context."
4. Given the absurdly high uptime on it, we can move forward in Stormblood knowing that encounters are designed around the lack of near permanent 10% reductions. Reprisal in its current form is superior as it no longer relies upon parries to activate, it is useful against all damage, and it can be tailored specifically around where your party struggles most.
5. Salted earth functions in an enemy centric fashion that Leylines does to Black Mage. It creates a specific area you play around and work with. The target's movement and mechanics that in turn force you to move play around this -gameplay-, that this zone you have thrown down is of interest to you for whatever reason, and -adds consideration-. It is entirely possible to miss some or all the benefit by hitting Salted earth the moment it comes up.
Reprisal is "It's lit, hit". Your own anecdote shows that. Even if you missed a tank buster, or a raid wide, or a high auto attack segment, odds are as long as you hit the button you gained almost all the benefit regardless of the timing.
You could remove the Potency of Plunge, but Plunge itself remains an integral and interesting part of the Kit. It can be utilized as a gap closer and in other ways to effectively cheat Mechanics that others can not. Now if you said "remove plunge" we'll !@#%ing riot.
Reprisal is "It's lit, hit."
FoFi and Reqqy Cat can be removed without any real detriment, sure, but that's more equitable to Blood for Blood, Raging Strikes, and otherwise any other % increase than it is to Dark Arts. They really just serve as giant signs saying "Do this now." and if they didn't exist, Paladin would still play the same, just like Dragoon and Bard would play the same sans Blood for Blood and Raging Strikes.
Darks Arts by contrast is ultimately part of the Dark Knight's resource management game. FoFi is not. I personally wouldn't say Reqqy Cat is of the same importance to Paladin's, mainly because if Reqqy Cat didn't exist, you'd still cast the same number of Holy Spirits, just at different times. (But probably still all in Trick Attack windows so what really changed)
Reprisal? "It's lit, hit."
Here's the thing. -I don't find Dark Arts spam appealing-. I just don't see the merit in moving the button press two slots over and calling it something else. This is at best a lateral shift and at worst regression.
6. This discussion is between you and me, so those other people should not factor in. Because "Numerous people" who do and numerous people who don't want them back exist here, as well as numerous people who don't care one lick one way or the other, and numerous people who didn't like HW Dark Knight, and numerous people who did, so on and so forth.
So for you, you don't need all that. You think it was interesting enough on its own. That's your opinion. I disagree with it.
I need more than that. I don't think it was interesting enough on its own. That's my opinion. You (and others) disagree with it.