Quote Originally Posted by Raidriar View Post
snip
1) baking oblation into another skill is quite frankly a straight up nerf to DRK. the skill's insane flexibility & 60s CD is part of the reason DRK just snoozes so hard during double dragons of DSR and laugh at cauterize w/o invuln while the other tanks have to ration their CDs out. Removing user control is always a bad move imo. Oblation's problem is that outside of niche situations like double dragons where there's tons of high damage tankbusters and not enough CDs to go around in a short period of time, the skill is pretty lackluster, which can be fixed by giving it a side effect to make it more pronounced in all situations, like heals.

2) Imo, it's likely several things:
-As far as we know, there's like, one guy that handles all the tanks on the job team. Dude's probably overworked and just plays it safe on design.
-The dev might have a perceived notion that DRK is meant to be the 'preventative damage' tank through barriers, rather than healing after the fact. Which is a fine philosophy for raiding content, but falls short when barriers rapidly fall behind % mitigaors and heals in mass pulls of dungeons which is where more complaints show up due to how strong DRK's raid kit is. Which would also make sense in the vision that the devs have on how you're 'supposed' to tackle dungeon content, one pack at a time, where TBN's issues aren't really prevalent since it can easily block 2 sets of autos from 2-3 mobs and self heals are less useful due to the much less incoming damage. Thus in his eyes, giving DRK self sustain would be massively OP when TBN already is strong in the dev's ideal dungeon scenario. Without knowing the dev's thoughts however, thats just mere speculation.

3) Honestly, calling for a rework is a very bad idea. Every 'rework' they've done in the past few expansions has almost always ended up worse than the original. WAR went from a great gauge management job to unga bunga in 4.2. SMN got intensely streamlined and gets memes for being a 2-4 button job due to how many skills just use the same button. MNK's rework is extremely hit or miss, but in my own personal experience, seems to be a greater miss than a hit. Don't even get me started on the NIN job design at the beginning of EW. Even the hinted at DRG rework sounds like more simplification rather than a meaningful one.

For all we know, the dev might think the reason people are calling for a rework is due to complaints there's too many buttons, and just make it more like WAR by reducing the total button counts and making things hit harder / crit+dh to compensate, remove MP costs and make things static charges to remove any remaining critical thinking, and call it a day.