Greetings fellow Dark Knights,
after some testing and figuring out different combinations and design mechanics like mana regen stop, gauge gain etc. I've settled with 2 versions I'm actually quite satisfied with.
1st version:
Blood Weapon provides 5% haste bonus, and 5 Blood+200MP/GCD. Starting duration is 20s.
Darkness/Shadow actions increase the duration by 10s, cost remains 3k MP, but reduced potency by ~30% (e.g. 350 pot EoS).
Delirium provides 50 Blood and 3k MP. Also increases haste bonus to 10% for 10s. Recast 120s, so the 50 Blood gain can be used for Living Shadow at lvl 80, or for an additional Bloodspiller pre-80.
Because the Delirium mana bonus on Bloodspiller is lost, Bloodspiller now provides 200MP.
Darkside still active, either as a 2nd bonus from Darkness/Shadow actions or via trait, or all actions recieve a 10% potency increase.
The rotation map shows: 7 CPM on every Souleater combo skill, 5 CPM on Bloodspiller, 6 CPM on EoS. Combo CPM is closer to SB and HW. EoS' CPM is slightly higher than DarkArts in HW was, but still waaay lower than in SB. Yet Bloodspiller still keeps its relative high CPM at 5, down from 6.
2nd version:
My personal favorite. BW grants 10% haste, 200MP/GCD, but gauge bonus has been removed! Also starts at 20s duration.
Darkness/Shadow actions increase the duration by 10s, mana cost increased by 20% (to 3.6k MP), potency also reduced by 30% (e.g. 350 pot EoS). Bloodspiller + ~10% potency.
Because BW already has the 10% haste, Delirium just gives Blood and MP, for the same reasons and usage as in the 1st version.
The duration increase is necessary, as the casts per minutes have gone down. It's also more comfy than the 1st version, but can still be punishing if you mess up your mana management and got greedy by overusing EoS at some point. Not as punishing as old Darkside used to be, that's something of the past.
Darkside/10% damage buff still necessary.
Note: at first. I was against the 10% haste, as it might cause clipping problems during double-weaves. But the 10% haste proved to be more solid -and because BW is now a sustained buff- the little clipping ain't that much of a deal. Additionally, as the "mana burst" has been removed or greatly reduced, mana overcapping is improbable, and single-weaving becomes possible.
CPM on the rotation map: 8 CPM for every Souleater combo skill, 2.7 CPM for Bloodspiller, 5.3 CPM on EoS. Combo CPM is higher than it ever was -no wonder, with permanent 10% haste- Bloodspiller CPM has gone down to SB numbers, but has more impact (+10% potency), should be more enjoyable. EoS CPM is reeeaaally close to HW DarkArts CPM numbers... well, minus the Dark Passanger numbers.
I still believe there is more to do, so that DRK might get its image of an advanced tank back, through e.g. another combo (finisher *cough* -old Delirium-), a strong dot (that doesn't appear in form of a pet), and imho old Dark Arts HAS to come back. Dark Arts was probably the most unique way of buffing your damage. No other job in this game used a design for buffing GCDs in a way as DRK did. But there are enough jobs that deal damage by spaming simple damage buttons -SAM Hissatsu: Shinten; MCH Ricochet/Gauss Round; DNC Feathers- we need more unique jobs, less streamlined. (Also, less DelIRium-1-button-burst-spam.)
Old - 04-20-2020
if you followed recent DRK threads you noticed that most DRK players are not satisfied with the Shadowbringers changes, especially on Delirium, myself included.
I don't want to repeat every argument others have already given, you probably have read those anyway.
Previous DRK iterations fit this scheme of a "gotta go fast" GCD-based the most, and I want to present some suggestions to BW and Delirium how it might look like if we revert some of the changes done in 5.0.
First of all, Dark side in its current form removed.
Blood Weapon (BW) bonus halved (from 10 blood to 5, and mana gain from 600 to 300), but now it also reduces weaponskill and spell recast time by 5%.
Similar to DRG's Blood of the Dragon, BW's duration can be increased up to 30s.
Its duration is increased by 5s every time Edge of Darkness/Shadow (EoS) or Flood of Darkness/Shadow (FoS) is used.
E/FoS mana cost reduced to 2400, potencies adjusted.
(obviously, TBN mana cost also reduced to 2400)
The goal is to grant a permanent BW buff, constantly gaining blood and mana. On lower levels (pre-Delirium), it will probably be impossible to keep up BW for 60s - before applying it again, but still close to. Anyway, onto the Delirium changes.
(Nit-pick: rename it to Blood Delirium(BD), just like in every other language...)
A simple change: Increases BW duration by 10s, and grants you Dark Arts (DA) or 2400 mana. Can only be executed while under the effect of BW. Recast: 90/120s
A more "complex" change: Enter BD, holding BW duration for 10s, similar to Life of the Dragon. E/FoS have no cost, but don't increase BW duration either. During BD, you don't gain the mana bonus from BW, but blood generation and GCD recast reduction is doubled (to 10 blood, and 10%). Can only be executed while under the effect of BW. Recast:120s
With these changes BW should gain 100% uptime when played right. Even tho the mana and blood generation is reduced, through its longer duration, BW effectiveness is more than doubled. The increased GCD and E/FoS casts should make up for the lost damage from Darkside.
The reduced mana cost for TBN and E/FoS, and reduced potency also makes TBN less of a huge gamble. While at best dps-neutral, you lose effectively 550 pot ST. These changes make TBN more available, and easier to cope with a loss.
Now, why not 10% like the old BW? I believe this would just cause too much clipping. Even when your distance/connection to servers was great, old BW almost always caused GCD to clip when double-weaving. While it wasn't that of a huge problem, it still felt frustrating (like NIN clipping GCDs when using Mudra pre-5.1).
Thanks for reading.
tl;dr: Change BW + Delirium into a full uptime 5-10% Huton + (5 blood+)200 mana/GCD