The things I would like to see out of DRK, going forward...
1. Oblation is turned into a passive trait that modifies The Blackest Night, giving it 10% damage reduction for the full duration regardless of whether or not the shield breaks. Maybe also have it replace TBN's animation with Oblation's.
2. TBN loses its MP cost entirely, but also loses its Dark Arts proc and has its recast timer raised to 25 seconds.
3. Dark Arts procs are generated once every 30 seconds while Darkside is active. You can have up to two charges at a time.
-- This is literally Enochian, but unless they do away with Dark Arts entirely, it has to come from somewhere, and I'd prefer this to a button that does nothing but generate charges.
4. Living Dead's proc, Walking Dead, loses its healing requirement entirely. If this is somehow too powerful, then reduce the duration of Living Dead itself to compensate.
5. Dark Mind gets some small mitigation in addition to its magic resistance.
-- DRK used to have Dark Dance for that, iirc. Maybe they could bring back that effect and bake it into Dark Mind.
6. Dark Missionary is given at the same level as Heart of Light (64).
-- It is literally the same ability, so I don't see why this wasn't the case to begin with.
7. Blood Weapon grants five charges that are expended upon using any weaponskill or spell. The duration is raised to 30 seconds.
8. Shadowbringer replaces Edge/Flood of Shadow while you have a Dark Arts proc available, and consumes those procs in place of Edge/Flood of Shadow.
-- Note that this is technically a nerf. It's using up Dark Arts procs, which otherwise would have been used by Edge of Shadow. Assuming 2 Dark Arts procs per minute, that would mean going from 1600* every 60 seconds (Edge+Edge+Shadowbringer*) to 1200 every 60 seconds (Shadowbringer+Shadowbringer). To compensate, Shadowbringer's potency could be raised to 700 or 800.
*I've heard Edge of Shadow's potency will be lowered in Endwalker, but I'm only familiar with the current number.
9. Stalwart Soul is given at level 40, just like Mythril Tempest, Prominence, and Demon Slaughter. Traits are added at 64 and 72 that let it restore MP and generate Blood respectively.
10A. Abyssal Drain's base heal potency is raised to 800, with every additional target healing you for 200 potency.
10B: Alternatively, Abyssal Drain grants you five charges that cause your weaponskills and spells to heal you for 400 potency (ST) or 200 per target (AOE).