I know about that workaround, but the end result tends to be a huge wall of text that often scares away all but the most dedicated, and frankly it ends up being an accessibility issue for a lot of non-neurotypical people. Thus why I prefer the topic breakdowns and post breakdowns, even if the excuse is kinda weak.
(Also I'm a game designer by craft; writing a lot and trying to make it readable kinda becomes a constant habit)
And oh, don't worry, we're just two different kinds of DRK player. You're a Savage raider (probably in a static, I assume) who uses parsers to optimize every tidbit of your rotation. I'm a more casual player that sometimes does Savage content with friends, and never ever touches a parser because I've been a WoW player (that started playing during Cataclysm, experienced all content there was at the time, and just jumped ship months before Pandaria hit, never really looking back) and I know the toxic hellhole that comes with obsessing with Recount.
See, this is an example of what I said above. At the level I experience the game (I rotate between all 4 tanks, with DRK being the most fun for me), that being mostly roulette content and the occasional Extreme/Savage with friends when they're on a break from their static, that's where I bump into the issues you mentioned; not necessarily the lack of raw damage, but "somebody somewhere in the balancing team ran the numbers and found out that this is the damage potential of DRK -- except it'll only be experienced in Savage by spherical chickens in a vacuum", and the tooltips aren't exactly intuitive in pointing towards that direction.
That's why I'll take your word for it and just point out that it's not what's perceived by me in the level of content I run, by reasons you already explained yourself.
Hmmmmm that depends, and I think we're seeing it from different angles.
You're looking at the question from a Tank + Healer pairing, and that's fair, I agree with all of your points.
But my point was from the PoV of a tank, relying on her own skills. Because, say, the healer screwed up and died, or because they don't have enough healing output to balance out the incoming damage even with all mitigations on (....the fact some Sages I've encountered seem to expect me to have ALL mitigations on at ALL times instead of spreading them over the course of the very long Endwalker pulls is a whoooooole different can of worms).
From that point of view, it becomes a very simple matter: your only "reliable" source of healing is yourself. You pop your mitigations and your TBN. ...And now what? Granted, you won't take real HP damage for a long time, and during that time your Souleater will heal a few chips of health, and maybe you'll sacrifice single-target damage from Carve to use Abyssal Drain to get a tiny bit more health, but.... Then what? The shield will be gone and your overall HP delta was still negative. Unlike PLDs, WARs and GLDs that can heal far more than they shield, your humongous TBN shield only delays your inevitable death.
And that's the gripe I have with this particular shield-to-healing ratio.
As for your quoted post on DRK x Sage and the experience of trying to put effort vs playing very casually, that very much lines up with my experience, yes. To the point that one of the Sages that let me die in [First lvl90 dungeon, spoilerydoo] recently told me "Yeah, I'm way too used to healing Warriors that basically heal themselves".
And like... I don't tend to bring food for Roulettes or anything, but I do gear up and overmeld as if I were preparing to Savage, and I do try to use my defensive kit to the fullest, so I should be no slouch to any competent healer.
...And yet, almost every time I die, it's because a Sage expected me to just TBN everything to the face without taking damage, and their burst wasn't enough to prevent me from dying.
Yeah, actually I transitioned from PLD to DRK back in 3.1~3.3 when I was trying some Savage runs with friends, and a friend from a static mentored me into the basics of DRK. So I learned pretty fast about how important Dark Mind was for surviving mechanics (specially since TBN didn't exist back then to wallpaper over the role with less skill required).
As for Dark Dance, well, only if they reworked it for the new damage model (as that was a regalia from the Parry days), and that would demand a new button to the bar, so I doubt it.
And I don't even ask for the classic "Wah, Dark Mind should apply to everything". We have plenty universal damage mitigation already. I just ask them to keep improving the QoL stuff that visually differentiates kinds of damage (like we have visual markers for tankbusters, penetrating tankbusters, stacks, numbered stacks, individual stacking, area buster, etc etc). Some people do catch up pretty quickly what kinds of damage are magical and which ones are physical (some are indeed obvious by context), but having some kind of color coding on the casting bar or something more explicit on the battle log would be nice.
At least that would make people whine less about Dark Mind and Dark Missionary.
And lastly, yes, I do agree that we need more direct information on the direction they want for jobs/classes. And I do mean in general. I could write an essay on how bad it felt to play 6.0 Astrologian when compared to back when I played it in 3.0. I could summarize it as "Trying to play with a Texas Instruments calculator with RNG issues" but that's a looooot of simplification on the table.
But what I think they want for DRK, by comparing it from 3.0 to 6.0 DRK, is a "tank that can feel like a DPS on-demand, but by spending limited resources". Back in 3.0 this manifested as having to pop Dark Arts to empower stuff. Nowadays this manifests as weaving Shadowbringer/Flood/Edge. A lot has changed and I know a fair share of people who miss the 3.0 "complex mana-and-TP-management when-should-I-DA" Dark Knight of old times, while I particularly appreciate the flawed-yet-seemingly-well-meaning streamlined version we have now.
I just think they haven't hit the mark yet, and they could at least make the class far more comfortable with VERY PUNCTUAL changes. But so far, we'll have to wait. And as someone who knows how hectic things are on the behind-the-scenes of game development and production, this is not mere laziness or even pride or people just sitting on their asses. If I could risk a guess, I'd say it's akin to what happened to WAR between 2.0 and 3.0: keep it functional, test a few things here and there, but our hands are too full for a proper rework right now, so until the next window of opportunity, this will have to do.


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