Mm. About the way I see it:
- Lacking competitiveness in a given raid tier?
If multiple other tanks are ahead (or any tank has advantage over all others), we should complain.- Lacking a certain capacity?
Well, does it affect our competitiveness, either in prog or parse-run frames of reference? If so, we should complain.- Having merely different portions of capacities, such as less self-healing (but more damage absorbed, to a roughly nearly total, even in practice)?
Unless it affects our competitiveness, probably not a concern.- Having a more convoluted way of doing the same thing?
Unless it affects our competitiveness and/or is no more fun (in any way) for having that unique procedure, probably not a concern.
At minimum, DRK lacks some a competitive invuln, to-be-minutely polished QoL, either broader applicability of its defensive, and/or self-sustain. I could spitball some quick "solutions", e.g....but that still wouldn't make DRK outright fun or particularly appealing. (Though I would probably enjoy the aforementioned Bloodspiller windows.) And if it comes down to "simple fixes first" or "identity/gameplay first", I'd rather start at the latter. So when something is presented as the easy/obvious fix, with links drawn to other tanks rather than the benefits for DRK's gameplay itself, I tend to be wary of it.
- Blood Weapon would be fixed if it just lasted 11 or 12 seconds (4.2 to 4.6 GCDs when counting for animation lock costs, given how its MP-granting procedure works) instead of 10 (effectively 3.8 GCDs),
- TBN's applicability could be widened by not giving merely all-or-nothing MP recuperation (instead giving, say, MP cost reduction on next Flood/Edge proportionate to barrier consumed),
- Bloodspiller and Quietus themselves could grant a 5-second %lifesteal window (Quietus at lesser percentage, but refreshing the Bloodspiller effect), and
- Living Dead could simply convert would-be fatal damage into healing-absorption, and deals 1 point more damage at the end of its duration (so you die only if left at 1 or, effectively, less HP, rather than costing your healer 100% of your HP's worth of healing just to un-Doom you.
(Again, no longer worried about that from your idea. I'm glad to see you have the gameplay loops at interest in DRK's own right.)