First let me say I'm not one to immediately give in when people claim a class is in a bad spot. I've taken a small break from FFXIV until recently, I'm actually quite glad with the changes, though I think they sit more as a bandage than an actual solution.
DRK currently sits with a few challenges to their play style, and I'm not looking at removing these, but slightly altering them with a few skill adjustments to give the class a slight bit more fluidity in game play.
Challenge 1: Damage or defense.
Drks main defensive skill TBN is directly harmful to their DPS if it does not shatter. Square is aware that players parse each other, it's time to come out and finally accept that this isn't an ideal situation. There are more examples of this, but this is the most prevalent.
Challenge 2: Lack of party utility
DRK's main skill again TBN is arguably their only party utility skill of worth.
Challenge 3: DRK's DMG suffers the most of the 3 tanks for downtime on the boss.
This one is explainable in the title.
Challenge 4: Dark Passenger
This skill have a very small window of usefulness, it currently is almost unanimous among players that it needs a revamp.
Possible ideas and changes
Currently I can think of a few things that DRK could have to increase their viability in most instances. However a few of them I would be hesitant to add just due to alienating the other tanks, over buffing a class is just as harmful as under buffing them. Compared to most MMO's FFXIV is quite balanced (down-vote me on that comment if you must).
Idea 1: Rework of blood price to being a trait, not a skill. Blood weapon useable in grit.
An idea to give DRK a niche is to double down on their concept of being able to be in both their tank and defensive stances at once. Remove blood weapons requirement to be in grit and allow blood price to be a trait.
However blood price as a trait needs to be worked that they do receive blood and mana when hit, but only at a maximum cap per 3sec. This will cap them from gaining too much, but also keep DRK's from intentionally getting damaged to build up dps.
As the skill blood weapon with this suggestion being now usable in grit the skill would need a nerf to it's effectiveness while up.
To give an incentive players to stay in grit it's overall damage reduction should be reduced.
Idea 2: Dark passenger and Salted Earth rework
DRK currently suffers a lack of party utility. I would like to rework DP, and salted earth to fix that.
I feel DP should have it's DA effect and mana cost removed. The skill also might see some resurgence if it is reworked to doing an effect much like reprisal but however being used as an aoe effect version of it. I understand doing this would likely result in a much longer CD but it does give a partial effect to the player request "Party shield."
SE is also a candidate under this idea being that it's a zone based skill. Having it get a minor buff to players standing in it (TP cost reduction comes to mind, this would help with the increased speed of MNK, SAM, DRG, and NIN) a small buff to incentize bringing the DRK further. This would also counteract a weakening of Blood Weapon allowing DRK's to not become TP starved at higher SkS.
Idea 3: Burst
An idea for improving DRK's burst DPS, though one I'm hesistant to talk about is a change in Blood Spiller. BS might benefit from being removed from the GCD and having it's DA effect removed. Doing so would make one's rotation feel a bit less clunky and also increase burst slightly.
Overall of the ideas
- Slight increases to their raid utility in the form of a TP use reduction and a boss dmg reduction skill
- Less incentive for staying out of grit making DRK able to do deal more dmg while MTing, however still having respectable numbers as a OT.
- Possibly more burst dps, but I'd be hesitant on this one due to more chances to use TBN resulting in the DRK being able to "Eat" skills that might normally require them to run.
- Two skills reworked to no longer have DA requirements means slightly more mana to spend on skills like TBN
This post will be edited and changed based on peoples reactions or ideas.