While I'm not complaining about the DPS since I don't play it in meta content, my issue lies in the lack of DRK's theme or role in the tank department. Can anyone explain to me the unique design of what DRK does so well that the other tanks can't? What is the point of this job even existing right now for the sake of just being a third tank? It's been my issue since DRK first came out that, while it has an awesome visual theme, it appears to lack a gameplay theme/role. For example,
Paladins: Off healing, Support, consistantly high mitigation
Warriors: Heavy duty burst damage/mitigation, highly offensive
Dark Knight: .......... used to be a magic tank?, fast rotations
I can easily explain what you do as a PLD and a WAR, but DRK is a little on the difficult side to summarize into a specific or unique play style to entice people for it's gameplay and not it's visual design. Even if SE buffs DRK, then once again, why would you bring WAR if a DRK has higher DPS? I'm seeing far more people pushing for higher damage lines rather than filling in a role that the other two can't fulfill already. To fix Dark Knight, I think it would be more logical to give it a unique trait to build it's gameplay around and rebalance it from there so it's less about DPS comparisons, wouldn't it?
Finding a theme:
Perhaps instead of being a stance shifting DPS class, it could play with tradition Dark Knight concepts such as compromising himself while bolstering the party, compromising the party to bolster himself, and playing with life and death (HP values) to help bypass certain mechanics in ways only a DRK can.
Gameplay examples:
-Dark Arts could be a conversion tool that swaps MP costs with HP costs and higher burst damage output by depleting MP then converting to burst down using your own HP as the mana pool.
-Sole Survivor could work as a single target status you apply to a party member that compromises their defenses or healing effects, while adding an HP/MP rejen to the DRK or some sort of positive status effect.
-Allowing for "Ultimates" such as a greatly enhanced Dark Passenger/Bloodspiller/Abyssal Drain that eat up 80% of your MP (Or can be converted to HP with Dark Arts).
-Changing Living Dead/Walking Dead to casting a positive party buff, such as a full party Blackest Knight, upon death. That way you can get your party support, but at the DRK's expense. You could even use those "Ultimates" in a Dark Arts conversion to intentionally suicide and force the DRK into Walking Dead (Their god mode ability).
-Possibly eating up a (safe) party member's HP to do a powerful HP recovery so that they might be able to use those ultimates at their leisure without fear of dying by quickly healing afterwards.
Those are just some ideas and I'm not saying that they are perfect by any means, heck I'm sure a lot of healers would be pretty flustered if they saw a DRK in the party and opens up a bigger door for trolls, but what I'm getting at is that the job needs more variables to tweak for balancing since all they can offer (To my knowledge) is more damage, which Warrior already claims the throne for. If Paladin got another DPS nerf for whatever reason, while not as enticing as it currently is, I'm pretty sure it would still have a role in meta content due to the mitigation and support with their Cover, Clemency, Veil, PoA, and Intervention to help bypass certain mechanics.
Sorry for adding on to the pile of DRK threads, but I felt people get too bottlenecked into DPS charting for their class balancing and wanted to offer a (hopefully) newer point of view on the topic. Once again, not saying that the ideas I put up there are the greatest, but what do you guys think? Should DRK get a full thematic rework or just simply buff it? I find that it will be harder and harder to find it's balance in the future when more tanks come out if all this class offers is flat mitigation and damage.