You'd just run into the exact same problem that every instance of tying offensive and defensive uses to the same resource/skill throughout the history of this game has created; with how much salt and darkness does in mass pulls, holding it for any amount of time is bad when it means losing multiple uses of it by the end of the dungeon. There's a reason almost every system that weaved defensive & offensive actions into the same resource got axed; in a game all about damage, defensive aspects of a skill are useless if they provide an offensive gain when used sub-optimal defensively. Even TBN, for the dps gain it grants by shuffling Edge of shadow around to burst windows, still has issues due to this design philosophy.
Blind in particular is problematic since its literal anti-synergy with TBN and the worst contender for any sort of addition to DRK's kit at this point.
As for your other point, it's a blunt answer: you can't return reducing an opponent's effectiveness as a purely DRK shtick. Homogenization of tank design means all tanks would have to get an equivalent due to their tank design philosophy of general parity.
That, and honestly as Archwizard mention, there's far too many instances of damage hits that come from non-debufable sources that skills like reprisal/addle/feint are simply harder to utilize than Shake/Veil/Missionary/HoL are due to them not requiring a target. Giving DRK targeted debuffs and the other tanks more non-target mit would just be handicapping DRK on every heavy hit that comes from a non-targetable source.
Because 'activation on target death' is a terrible condition when compared to 'push button, receive effect' (Clemency, Equilibirum, etc). Until it got the excog timing like buff in 4.3, it was almost entirely useless in raids, and for dungeons where everyone should be aoeing and mobs die generally around the same time as each other as a result, the self sustain wouldn't be triggering during the part of the pull where it would matter the most, only near the end where having an extra influx of HP would be mostly useless when the pull was about to be over. It was axed because it was a niche skill with a terrible activation timing and clunky to use.
Besides, giving DRK self sustain in dungeons would be ultra simplistic with absolutely no extra buttons to bloat the hotbar needed.
-Flood of Darkness/Shadow: Restore HP with a cure potency of 100-200.
-Quietus: Restore HP with a cure potency of 200-300 per target hit.
Done, ez. Gives DRK much stronger dungeon presence without buffing their already insanely strong raid kit even further. Would even give a bit of dynamicness to DRK's dungeon gameplay by making it a fun balancing act of not overcapping/getting too low on MP while using Floods strategically for sustain between TBN uses.



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