I feel as if I should add a few things to the thread before continuing. there were a few anecdotes i had to delete due to post limit, but maybe it would have been better to keep them and just spread the posts out more.
I'm well aware that current DRK is nowhere near as engaging as STB or HW DRK, but I am also well aware that there is a niche of people out there who really like the current direction of DRK.
as stated earlier, I do not mind some of the homogenisation as much as other do, due to it helping to lower the learning curve as well as helping new players to transfer some of their fundamental tanking skills across the 4 jobs. each tank job having streamlined cooldowns, a burst system for aligning with their teams raid buffs, and each tank having 2 aoe combos and a gap closer feels good for new players, but having the gameplay identity robbed from them does not feel good for us older players, and does not help differentiate them.
the reason I proposed these changes is because I feel that the current DRK has the POTENTIAL to become more complex and bring back the old identity, while still maintaining the shell that some newer players may have come to love. I feel that whining about old DRK will not get as much accomplished, nor will the new DRK players enjoy that overhaul of an experience. I would rather Square take this new DRK and move forward with it, than just ignore the feedback of their new build in favor for the older build, despite it being more complex and rewarding
Dark Arts coming back as a proc was a step in a decent direction for the streamlining and balance, but i feel that it was gutted as opposed to repurposed, hence why I suggested it not be brought back till lv 70, when the player has had time to get used to their kit and how it flows. this would only further add to the smoothness of the learning curve, and it would solidify its power and decision making, key cornerstones of old DRK gameplay
as for the tank damage thing, I do believe that changing the actions allowed on DRK would overall buff its damage output, but that it would be a more natural change to damage output as opposed to fixing some numbers. my goal however is that this new DRK damage output should be used as the standard for buffing the other tanks damage output, whether it be via potency buffs or making actions available for usage more often. clutch moments when a healer is down, or being able to solo a pack of enemies in the overworld used to feel really great in STB, and that feeling is no longer there due to the curtailed dmg of tanking jobs
don't get me wrong, I'd love nothing more than to play STB DRK all over again, but there is also a new generation of fanbase whose feelings must be taken into account, and to rob them of their love of the new DRK would be just as big of an injustice to them as robbing us of old DRK, which would not feel good for either the new players or the devs.