I personally don't understand the adherence to having been or needing to be the "haste tank". Even when Blood Weapon provided a haste effect it was a quite small amount that only shaved off enough milliseconds per GCD to at most maybe squeeze in one extra GCD into the Blood Weapon window.
As I have presented before in multiple other threads, haste-style effects in a game like this, with its GCDs and server <--> client communication making ping a factor, tend to be problematic. Make the haste effect not be fast enough and it results in changing the game-play and feel by little to none. Make the haste effect too fast and while it makes the general GCD rotation speedier, it then vastly shrinks the time between them which negatively affects oGCD weaving and could cause problems with people with higher ping. While conceptually there could be a sweet-spot between being too slow and too fast for a haste effect to function properly and be meaningful, in FF14 that space between the two is incredibly razor thin to the point where I don't see that working well.
I also firmly believe that people's memory of Blood Weapon being "fast" before is in fact not due to the haste effect on it, but from its primary feature of resource gain. Back then DRK didn't really have any strongly defined periods of burst and the game-play cadence was much more level overall. The points where there were peaks of activity were when you could actively do more actions and most of those actions were fueled by resources. So you would pop BW and would be able to use more DAs, more Bloodspillers/Quietuses and the like due to the increased resource gain, resulting in a flurry of activity that unsurprisingly felt relatively "fast". In contrast when you look at DRK now you have a very strongly defined burst period with Delirium that then makes the bit of extra activity surrounding BW seem lesser and then couple that with the change to BW of not gaining more resources from hitting multiple enemies, taking away the crazy amount of resource gain and ability spam against packs of mobs, and BW ends up feeling relatively slower.
If you take a hill and stick it into a fairly flat landscape it will seem big and tall. If you then stick it in among other hills, it tends to just blend in. Stick the hill into the middle of a mountain range and it barely even registers at all. That is essentially what happened to Blood Weapon and it has very little to do with the haste effect being there or not.
In many ways the concept of speed, at least in such an instance as this, is determined by two things, 1 is the number of actions performed within a period of time and 2 is the amount of variance of those actions.
With 1 we have relative hard-caps on the amount of actions that can be squeezed into a period of time due to the GCD system in the game and we have already gone over the restrictions of said system in regards to "too fast" and "too slow", leaving the only real aspect of change available being the number of oGCDs that can then be used between those GCDs and so the only way to really increase speed along variable 1 is to increase the availability of oGCDs by either increasing how many oGCDs are in the kit or by increasing the frequency of use of the oGCDs in the kit. Since adding even more oGCDs to the kit could potentially result in button bloat, frequency of use is likely the better option to utilize with maybe the exception of many one more brand new oGCD or so.
With 2, while it is not increasing the actual number of actions occurring within the period of time it alters the perception of the amount done because in regards to effort, when we vary actions or tasks our brain is having to do more work to register and adjust for the changes and so we perceive more as having happened during that time period. To see this in action simply do the following. First press the 1 key on your keyboard 5 times at regular intervals over 5 seconds. Now instead press the following sequence of key-presses, again at regular intervals, over the same 5 seconds. 1-2-1-3-5. Even though both sequences of key-presses are the same length and occur at the same intervals over the same period of time, the second sequence is virtually guaranteed to feel "faster".
So based on the above, the whole "haste" concept is really nothing more than a red herring and that if players want DRK to "feel faster" they need to focus on the frequency of oGCDs and the variance of GCDs within the DRK kit.



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