After playing ShB DRK a lot more now that I'm 80 (and having done quite a bit of extreme runs by now), my opinion on it kinda changed. It's still not perfect and still less engaging than HW DRK, but I think that it's way better than SB DRK was, and it's better designed than HW DRK (even if it felt incredibly fun it was still pretty clunky in a lot of ways, which I loved but gotta admit that it was bad design). I can see a very good and solid foundation to build on for DRK now. Lyth gave a very good detailed review earlier on this thread which I agree with on a lot of points.
Firstly, the MP regen/expenditure ratio is actually very close to HW DRK. There is a priority system in Blood expenditure with Living Shadow reminiscent of DA Carve & Spit's old priority with MP. DRK is also the only tank that has to think about using its on-demand mitigation (TBN) since it costs resource that can only be refunded when used correctly. The other tanks can just pop it without really thinking about it since it doesn't potentially cost them 500 potency. Delirium, Blood Weapon and Living Shadow lining up in different ways during the full fight (60s, 90s and 120s) makes for some very interesting situations in terms of resource expenditure and actually creates some form of decision making (something that DRK lacked in SB). It's not crazy but it's there.
But it's not all perfect and beautiful. Here I'll share the issues I personally still have with this iteration of the job :
- It feels a lot slower. I really loved the haste buff on Blood Weapon and I would immensely love seeing it come back. oGCD frequency is actually fine as is but could still be increased a bit (it's almost as good as HW's frequency, only lacks Low Blows). Reducing either C&S, Salted Earth or Abyssal Drain's CD should do it.
- C&S doesn't feel as impactful as before since we no longer use DA to amp it. It's just press once every minute and that's it. The MP it gives also feels underwhelming for its CD. It might be just me tho. If it was used more frequently OR made more powerful it'd feel better.
- Salted Earth, why ? It's so weak now, might as well merge it with Abyssal Drain like other people suggested.
- Abyssal Drain still feels like shit in single target and great in AoE (even if it's now a free oGCD). They could just make it so that it heals for 1200 pot instead of 200 and make it divide with the number of targets hit. It would fix the current lack of self-healing DRK suffers compared to the other tanks. Or merge it with Salted Earth and make the DoT like an over-time lifesteal. Either way would be really good for this ability.
- One combo is still unacceptable. Even if you've got some form of decision making and even with resource management looking closer to HW DRK's resource management, it's still not as engaging and seeing the same Souleater animation so frequently is very very very boring. The only thing that changes your GCD routine are Bloodspiller usage and the Delirium window.
- Speaking of Delirium, I'm still very disappointed that SE decided to just copy-paste Inner Release. I find it very unfun and it feels even worse than IR since there's no guaranteed DHCrits. It could've been something more unique. This is IMO the absolute worst point about ShB DRK alongside the "only one combo" point.
- TBN should last 2 seconds longer. I'm not even at the current max iLvl and I'm already struggling to have it break in level 80 dungeons even while pulling wall-to-wall. When WHM is spamming Holy it just outright won't ever break. Outside of dungeons it's fine tho since you'll use it for tank busters.
- Quietus feels weak, could be better (bring back MP regen on it ? Increase potency ?).
- Living Dead still requires outside resource. There's plenty of ways to change it while still keeping its "identity", as a lot of people already suggested. I've died like 5 times last Sunday on Titania EX PF runs because the WHM would use bene too soon when I LD Fae Light. They bene between the second and third hit, then I get one shot by the third hit because Walking Dead is gone. It's the only tank that can have that happen because of a healer not knowing how its invuln works. The healer should only have to heal so that we don't die by the next auto attack when the invuln ends. He/she shouldn't have complete control over the duration of our invuln. I believe that change needs to be made so that we're in control of it. It could even make for the most engaging tank invuln if done right.
TL;DR : There it is. It's still not quite there, but I think that ShB actually created a good base to build on. It's on SE's hands.
Also what's with deleting all the coolest animations ? First Scourge, now Power Slash and Dark Passenger... Souleater was literally the worst looking combo from the 3 original HW DRK combos and it's the only one we're left with. I would have loved to see Power Slash repurposed instead, I really liked the animation and was sad that it was the never-used aggro combo back then.