Given that there's an entire thread previously dedicated to this on the front page of the forums, I'm guessing that the answer to your question is inside here. And here. And here.
As far as dungeons are concerned, DRK is really fun. There's a lot of interplay between abilities and resources. Blood, MP, and Lifesteal all build off of each other, and you're overflowing in resources. TBN, Quietus, Blood Weapon, and Abyssal Drain all play off of each other. If DRK played in single target anything like it does in AoE, it would be another thing entirely. The job that really suffers in this category is actually PLD. I know a few people like the defensive potential of Clemency and block, but I really hope that this area of their kit gets re-evaluated in the next expansion.
As far as raid content is concerned, all three tanks have been viable throughout this expansion. They were all viable at launch, when a vocal minority of WAR mains complained about "utility" and being a bit behind in dps. They were all viable before the completely unnecessary WAR rework in 4.2, when tank balance was at its absolute worst. You don't need to be particularly observant to see why change was necessary.
The message in 4.0, 4.1, 4.2, 4.3, and now 4.4 has always been the same. If you like a job, and you're good at it, you will find groups who want you, and you will clear content on it.
Change is difficult, though. The devs have found a formula that seems to work in the short term, so they've stuck with it. Why experiment if it seems to produce results? 1-2 dungeons, 1 primal, 4 disconnected raid bosses per patch. Grind fates for widgets/light to build a redundant relic. People like WAR? Promote WAR to promote tanking. Give everyone more Fell Cleaves. Turn every tank into an inferior WAR clone. Excitement ensues.
The problem is that it gets old, at 6 years and counting. MMOs are built around a revolving door model, but they still need to adapt, evolve, and re-invent themselves in order to keep their playerbase. The formula is getting old. The dominant jobs are getting old. It's time for a change. And the starting point is to break down the systematic advantages that make certain jobs perennially dominant and make room for more unique and varied job identities.


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