As suggested by the title, I highly encourage the FFXIV development team at Square Enix to reconsider the 30-60 experience for new Dark Knights. Due to the lack of any in-depth mechanic, and only two different combos, the 60 (and especially below 60) DRK experience feels lackluster. It is bad enough where I, even as a new player, refuse to play my DRK in lvl 50 or below content due to the lack of abilities. The class feels hollow, as if the developers designed the class only to be whole at 70, rather than expanding and further defining its capabilities beyond 60. Given that the class can only be unlocked after completing ARR, it would make sense that the class is perhaps more complex than the other tank classes, as by the time players can unlock it, they would be well acquainted with how to play the game. But it seems to be the simplest tank class before 70.
With that said, I greatly enjoyed the class story for the DRK thus far, and I do find the class to be much more fun beginning around lvl 56. It would be great if the dev team could fill some of the holes in the DRK's skill suite, especially in terms of mitigation. My WAR feels much better for tanking bosses due to all the mitigation tools it has available, whereas I do feel a bit squishy at times on my DRK, due to lack of mitigation CDs.
Just to give a little background on my experience with FFXIV:
I am a relatively new player that began playing about a month before Stormblood's release. I played the WAR throughout ARR, until I reached HW, and unlocked DRK. Before I even began playing this game I had done a reasonable amount of research and found myself intrigued by the risk/reward mechanics of the DRK, and greatly looked forward to eventually trying it out. However, by the time I had unlocked the class, Stormblood had been released. I did not realize that the class would be changed as much as it has been. My only desire is to see some of that complexity added back to the class before Stormblood content.
TL;DR: Please add more mitigation and mechanics (such as another combo that applies a DOT) to the DRK's toolset that can be experienced before Stormblood content (i.e. 60 and below), so that even new players can enjoy the class.
Sorry for the long first post.
Edit: I notice I didn't really give any suggestions for what could be added, so here are some ideas:
-Instead of being forced to press Dark Arts for each ability only to increase DPS, what about adding different effects to each ability? For example, using Dark Arts on Blood Price makes it so that the Dark Arts effect will still last for 10 seconds, but will not disappear upon use of abilities. Or, when Dark Arts is used with Spinning Slash (while in Grit), perhaps a small but noticeable HP regen effect is applied. When Dark Arts is used with Dark Mind, the next magical attack is absorbed as HP. Some of these might be flawed ideas, but I am just trying to show that there are innumerable creative ways to add diversity to the DRK's abilities and make it more enjoyable at all levels.
-Returning the Low Blow + Reprisal proc facet of the class.
-Returning the Dark Dance ability.
-Reducing the cost of Dark Passenger to increase incentive to use it.
-Sole Survivor can be useful when soloing a group of mobs, but it would be nice if it had additional functions. As far as I can tell it is basically a worse version of Mercy Stroke (which was removed).