Offensively; It's basically more WAR than DRK but without the guaranteed Direct Crits and Defensively; worse than WAR AND PLD because of being weak against physical damage, and as for Utility; has nothing to make people want to choose DRK over WAR or PLD...
My list of problems with of Shadowbringers DRK and how they could have improved upon them those skills;
-Removal of Sole Survivor when it could have been buffed to apply recovery effect to party within range of the DRK 15-25 yalms, as well as apply a vulnerability up effect that applies to enemies in range of 5 yalms when target dies
-Power Slash combo could have been reworked to maintain Darkside
-Scourge could have been re-implemented to be the start of Souleater combo, Scourge applies a damage over time AND healing over time effect, remove MP refresh effect on Syphon Strike and instead have it restores HP on hit and applies heal shield, and Souleater applies heal shield, all effects last 15 secs
-Darkside could have had haste effect when you get it and have Blood Weapon as a trait that adds HP and MP restore every time you deal damage to an enemy you deal damage to enemies and doubles the effectiveness of Scourge, Syphon Strike, and Souleater effects
-Removal of Dark Passenger makes no sense but keeping it and putting it on GCD and it combos into a new AoE skill "Dark Bane" would add more depth to DRKs AoE rotation(refreshes Darkside)
-Abyssal Drain being a cooldown is going to feel bad, but instead it should have combo into what should have been the level 80 skill "Tenebrous Blast" (this is the AoE HP recovery combo
-Dark Arts should have had recast increased to 15 seconds and boosted all of DRK spells by 200 potency, reduce recast of spells to 1.5 secs last 15 seconds, and effect end upon use of Tenebrous Blast
-Magic tanks and physical tanks are creating more balancing problems much like resistance debuffs did...
-Carve and Spit needs a shorter recast or have MP refresh effect removed and increase potency to 600-700
-Salted Earth re-cast was fine in Stormblood
-Delirium needs to be a trait that guarantees Direct Crits for Darkside
-The Blackest Night Shield was fine in Stormblood with %, either remove proc effects or reduce effectiveness
-Living Shadow is a glorified Salted Earth... that happens to be a pet... just make it really powerful single target damage over time effect... or have it be trait that buffs Sole Survivor that makes it inflict 100-300 potency with 100 potency of damage over time...
-And Living Dead is still the worse invulnerability due to one sentence; "If HP is not restored to 100%, you will be KO'd."
EDIT: some of those "fanfiction skills" I listed actually came from Dissidia: Final Fantasy, so blame Square-Enix for making those names not me...
Vulnerability up on Sole Survivor is going to be overpowered as someone pointed that out and Sole Survivor effect would still be weaker if the target didn't die.
"Dark Bane" is basically GCD combo so that DRK can still use Flood of Shadow as oGCD.
Delirium is basically problem child of DRK right now along with Blackblood gauge and maybe The Blackest Night...
The reason why I didn't mention Edge of Shadow is because it is oGCD that costs MP.
Scourge having healing over time and heal shields on Syphon Strike and Souleater is to make up for the fact their mitigation against physical attacks is really bad, also Blood Weapon doubling potencies of of healing over time and heal shields might be over kill...
And as for why Dark Arts would have the weird effect I proposed, I forgot to elaborate as to why I though it like that(being tired and getting ready for bed will do that); basically the following spells would have been Unleash into Stalwart Soul(MP recovery), Abyssal Drain into Tenebrous Blast(HP recovery), and Dark Passenger into Dark Bane(Darkside refresh), since making spell GCD for tanks to scale off of skill speed is impossible because of spaghetti code hence why I proposed that(just look at RDM weaponskills and how they don't scale off of spell speed and need the gauge to workaround that as well doubling as burst). As for duration I did not do math right because 10 would have been enough to get all of your spells into a burst window and trying to balance around Blackblood and MP as resources for burst is REALLY causing problems so Dark Arts being a 60 Second recast seems better than 3k MP with 15 second recast now that I have thought about it and read some of the other posts.
Also Direct Crits are also causing balancing problems...
EDIT2: The start of the topic is basically speculation
EDIT3: I just realized from the first edit that I mentioned Dark Arts could have also affected weapon skills to be 1.5 recast and also realized that that it could have also boosted potency of oGCDs by 200 as well for those single target rotations as well as AoE rotations(I would also make it affect role action but that would probably be WAY OP)...
EDIT4: After much thought it might be a good idea to upgrade Living Dead into Living Shadow, which removes everything everyone hates about Living Dead by making it a full heal and impervious to most attacks for 10 seconds