My feedback and proposed solutions for DRK.
Note: I intentionally avoided adding new abilities or bringing old ones back and instead focused on integrating effects and changes into the current kit, as I feel new abilities and the like are less likely to be considered viable for implementation. Also I prefer the idea of "let us do more with what we have" instead of just adding more stuff to do because it provides a more flexible, dynamic, strategic and ultimately more fun set of tools.
1A) Problem: DRK is lacking in lower-end mitigation to be used for basic incoming damage such as auto-attacks when compared to the other tanks.
1B) Solution: Add an additional effect to Blood Price where X% (20%?) of damage dealt is returned as HP.
2A) Problem: Shadow Wall is discernibly worse than it's equivalents on the other tanks, Vengeance and Sentinel.
2B) Solution: Reduce Shadow Wall's CD from 180 seconds to 120 seconds. Maybe give it the additional effect of increasing evasion by X% (20%?) to balance out against Vengeance's longer duration and damage dealing effect.
3A) Problem: Dark Passenger no longer seems to be useful due to low damage and a steep resource (MP) cost.
3B) Solution: Reduce MP cost so it is equivalent to Abyssal Drain. Make blind effect part of the base ability. Increase potency to base 120 and 260 with Dark Arts.
4A) Problem: Unleashed has diminished value when you get Abyssal Drain.
4B) Solution: Additional effect of pulling enemies hit by Unleashed towards the DRK.
5A) Problem: The Blackest Night's duration feels a bit short, especially with a slight delay in activation (hope I'm not the only one that notices this).
5B) Solution: Increase duration from 5 seconds to 6 seconds, same duration as Inner Beast.
6A) Problem: Sole Survivor has little to no use in boss fights.
6B) Solution: WIP. Rethinking this one. With 4.05 I don't want to go with a DoT due to excess dps and am trying to come up with a utility focused idea.
7A) Problem: Living Dead is a way more cumbersome ability compared to it's equivalents on the other tanks, Hallowed Ground and Holmgang.
7B) Solution: First off it NEEDS better visual messaging for the activation of the Walking Dead status so that healers can easily see when this goes active and they need to react, this should at least include a much larger/noticeable visual fx on the DRK. Make self-healing count towards the needed incoming heals with maybe a buff to self-heals. Change the potential of dying if not healed to receiving a weakness/brink of death debuff for X seconds (30 seconds?).
8A) Problem: As of 4.05 Bloodspiller is not enough of a gain when used.
8B) Solution: Additional effect of reducing Delerium CD by X seconds (30?) when used without DA. Decrease potency of non-DAed Bloodspiller by 20 to 380, 455 in Grit. Increase potency of DAed Bloodspiller by 20 to 560, 670 in Grit.
Other things that would be nice to have.
- Delerium gets renamed to something more appropriate like "Blood Frenzy" or "There Will Be Blood".