To be fair, without external healing, (A) self-heals plus an expanded health pool and (B) experiencing that damage over time while able to purge portions of the delayed damage... have virtually the same features -- higher passive eHP and active self-scaled sustain (as opposed to enemy-scaled sustain per having only %DRs).
But yeah, I thought the same as far back as ARR. Though, at the same time, I'm not sure self-healing fits DRK, either, as they're not actually vampiric necromancers in this game, but more akin to heretical/unorthodox paladins who take dynamis so far that they substitute reality with their own rules (void and the dark/umbral elements being representative mostly of that unfettered freedom or declined external order more so than anything naturally evil or even naturally dangerous). We (used to) see this even with the color scheme of its abilities, wherein red-toned weapon skills ignored the weight of the blade (replacing that reality with their own) while blue skills simply drew in more force (as if from conviction). The red and all things void was very... "Transgressing"/"Transgression" (ignoring authority, instilling one's own) themed.
Same... ish. But mostly because they're both multiplicative anyways. If you keep the full health bar but didn't, back in the day, have the MP to multiply it via, say, DA-Dark Mind for massively more eHP vs. magic damage (67% more eHP at 40% DR, for instance), you'd screwed yourself just as surely as if you'd spent 40% of your HP right before a tankbuster. And if, say, it'd cost only 25% of your HP to apply a 40% DR for a few seconds, you'd still be better off until very low HP to pop the spender anyways and hope for heals to catch up soon enough after.
That said, I don't think it's any more against the current design philosophy than, say, the ability to spend too much Oath Gauge all at once, or to spend all one's MP on Edges before a necessary TBN.



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