You know what, I thought I was done in this topic but it turns out I actually have more to add. People always theorize and ask for rework ideas, and always talk about the things they liked from before, but look just HOW MUCH, minor and major, they stole from DRK?
Gapcloser? Believe it or not, previously unique to DRK, a unique gauge version given, and then taken from WAR, then given to PLD, and now GNB has Rough Divide at 2 stacks innately while DRK just kinda has 1 until ShB.
Dark Dance being a physical equivalent to Dark Mind that had synergy with the kit via Low Blow counters? First, replaced with Anticipation role-action, then deleted from tanks, coming back as Camouflage on Gunbreaker with innate damage mitigation. Low Blow also relegated to a role action stun, despite both PLD and WAR having unique stun skills in their kits.
GCD DoT in Scourge, so you had something to look at every 30 seconds? Removed. GNB can have Sonic Break though, that's fine. (???)
Reprisal? Removed from DRK, role action now.
Shadowskin? Removed, even if it would be perfect for a weaker version of TBN pre-70.
Dark Mind? Nerfed by 10%.
Manual placed Salted Earths? Removed. I liked it.
Salted Earth giving RESOURCES? PER ENEMY? Removed.
Blood Weapon scaling MP gained with enemies hit? Removed.
Blood Weapon working on physical off-globals? Removed.
Quietus having MP regen attached as a base attribute. Removed.
Delirium? Not removed, but considering the torture it's been through over the years I kinda wish it was.
Infinite sustain in dungeons? Removed! Then buffed, and given to WAR for ONE skill instead of like the five, offensive and defensive, it took for DRK to do the same thing!
Darkside management? First, removed the drain aspect of MP, removing a significant portion of risk from the skill floor, but still allowing optimizations from quick math from BW hits in SB. Removed entirely in ShB.
Being able to turn off Darkside during downtime to gain MP from passive MP regens or even things like Refresh and Mana Shift? Removed in ShB, along with those skills, wouldn't want to have too much team interplay outside of the buff windows!
The ability to buff skills, at all on DRK? Removed, in two pieces! Rotation-wise, given to GNB via Gnashing Fang, and thematically, grafted onto Sage via Eurkrasia.
MP spenders having variable amounts? Removed. 3000 MP or nothing.
MP having more than 2 player influenced acquisition sources? Deleted! Soul Survivor, gone. Blood Price, gone! SB Delirium, gone! I do not count CnS now giving it's 600 MP all the time suitable, because the only impact it has is that it allows a single extra Edge of Shadow to fit more comfortably into an opener/2 mins. It's not actually MP management.
MP having more than 2 ways to spend it? No. GCD Abyssal Drain, gone, a SERIOUS tragedy considering all the complaining that goes about "sustain". Dark Passenger, gone. (All you had to do was make DP a AoE version of old CnS enough potency to be worth it in single target, this deleted 4800 MP per use!!!!) I even miss GCD Grit of all things, because it didn't take a GCD to turn off, was in actuality just a 1200 MP toggle-able Rampart, and if you had to stay in it for a little while, as long as BW was off cooldown, your Syphons gave more MP as a mitigating factor. Unlike on PLD, where Shield Oath would just screw you and say lmao. It was so cool to use it, and Dark Mind, and TBN to completely trivialize Hyperdrive, or Flare Breath, or Homing Lasers(safety), and the flip back into the offensive. Now everybody is a kitchen-sinking god, so the uniqueness isn't there.
Job gauge that increments slowly in single digit increments, but steadily? No, it's just going to be big huge chunks of 10/20/30 like every other job in the game.
TBN feeding into a resource? Kept, but the urgency of preventing a Blood overcap is totally gone, and a DA proc can be held infinitely, while +50 Blood was often gained in the process of SPENDING that Blood to free up the room in the gauge. When you can Edge whenever you want with no GCD investment, the failure states are not equivalent.
TBN as a concept? Versions of it given to every tank, shrinking the defensive DRK niche.
Variable GCD speeds/Haste? Removed, as we've been over.
More than 1 combo? Aggro combos were removed, even if DAPS was the highest GCD aggro generator in FFXIV, usable even outside of Grit. Note, aggro combos were not changed, they were not adjusted to fit into another system, or retooled to fit into the rotation in a different way, those skills and the system were removed, with nothing to replace them. But as a DRK specific bonus, OG Delirium relegated to the Interject interrupt.
3/7 role actions have DRK origins.
Scheduled Mana Demolition? Kept! But only because you don't have any other options, but 2 mins. Taking trick attack off the 1 min was a DRK nerf. You had teams with 60s? Dump MP in the 60s. You had teams with 90s? Dump in the 90s. You had teams with 180s? Dump in the 180s. Someone died and you have to hold burst for a bit? Didn't matter to you! You just moved most of your burst around depending on composition, you were a SUSTAIN TANK.
Sustain tanks? Soon to be deleted in January.
Whoa, that's a lot of things that I just wrote from my memory alone, I might've even missed some stuff! But with that many removals, that means there's a ton of room for additions! So what did we gain?
Dark Missionary for a raidwide mitigation. One of the biggest issues after the SB Shake It Off change.
A 5% stronger TBN.
Passive MP regeneration.
Oblation.
Fire and forget moves like, Shadowbringer, Living Shadow, and Salt and Darkness. In full uptime encounters with no phasing, there are no creative ways to utilize these skills.
And most importantly, a Living Dead that is 99% usable, after like six years or something jesus christ.
So, yeah. Like I always say. Remove to improve and consolidation is the only thing they know how to do. They will not add systems, they will not intentionally add complexity, and they will not return us to where we were. They have certainly had the opportunity. Why would I trust them to do anything? To reiterate:
Reworks are something to be feared now. To think otherwise is edging closer to delusional rather than optimistic. Always remember.
They very rarely rework a job for the people who actually play it to enjoy it more. They don't care about you.