Also gonna drop my full opinion even though I agree with Bundy and that the devs are set in their ways.
- Delirium being a copy/paste of Inner Release sucks and I don't find it interesting to spam one button for five GCDs.
- Blood Weapon is jank because it lasts for less than the stated 10s, making it difficult to get the full 5 GCDs in, a stark difference compared to Delirium which lasts for ~11s.
- The Job feels slower compared to previous iterations because of the lack of Haste on Blood Weapon now. Going fast is fun, that's why MNKs are a bunch of crack addicts hopped up on Grease Lightning. Going fast good, going slow bad.
- Living Dead is still terrible and kills the DRK when it fades. It requires significantly more Healer resources compared to the other Tanks, such that even if it's used to invuln during a Tank swap, the DRK still needs to get fully healed while the rest just don't care once they've moved into the OT position.
Blood Weapon is the easiest to fix, give DRK a 10% Haste and adjust the duration so that a DRK can get an appropriate amount of GCDs in, possibly the same 3k MP and 50 Blood, whatever, the goal is to go fast. Additionally, merge Skill Speed and Spell Speed so DRK can get the appropriate amount of GCDs in during AoE situations as well. Feels real bad that our Spells don't get that sweet 3k MP and 50 Blood.
For Living Dead, remove the whole "heal to full or the DRK dies" garbage. It's a blackhole for Healer resources, just let it time out after 10s and the DRK becomes vulnerable again, I'd say it's longer cooldown keeps it balanced against Holmgang.
For Delirium, much harder to say. Pressing Delirium to spam Bloodspiller is boring as hell, but other, smarter players have highlighted the issue with SB Delirium and the sheer amount of excess resources it generated. I think it'd be neat to see something similar to Banner of Honored Sacrifice from Bozja, but the HP drain would be guaranteed to piss off Healers so that's a bad idea, even if it's thematically appropriate to past iterations of DRK in the franchise.
Maybe give Delirium the following:
- Grant 10% Haste and Damage Up
- Hard Slash, Syphon Strike, and Souleater generate +10 Blood
- Bloodspiller and Quietus generate +1,000 MP
- Delirium drains MP while active
- Lasts for a maximum of 15s, ends early if MP bottoms out
This would make Delirium similar to the old Darkside, draining MP but providing bonus damage that players want to dump their oGCDs into. Players can maintain Delirium through their combos by doing their 123 to generate more Blood and spending that Blood to regain MP. If used during Blood Weapon, players will obviously be getting even more Blood and MP, making it far more likely they stay in Delirium for the maximum duration, and the two Haste buffs will stack to grant the DRK 15% Haste. Proper resource management would be necessary, to make sure players have a good amount of MP and Blood banked before Delirium so it doesn't end early. It might not play nice with DRK as the main Tank though, because using TBN would mean a huge chunk of your MP gone, but a workable solution to that would be the Dark Arts effect allowing the usage of an Empowered Bloodspiller/Quietus that restores double or triple MP under Delirium. Either way, it checks the boxes of going fast, encouraging resource management, interplay between Blood and MP, and providing a burst phase to the DRK through the bonus damage.
Despite all that, SE would absolutely toss the above in the garbage bin, likely deeming it too complex for players, especially when players at a low skill level are sitting there with a 4s Delirium saying the skill sucks so it's likely on the very low end of what SE would consider viable, if at all. Anyways, I just know that spamming a single button is uninteresting and does not make for engaging gameplay to me.
In the past, I liked the aforementioned Haste on Blood Weapon, I felt it made the Job more interesting, standing out as the "fast" Tank compared to PLD and WAR. Resource management was also more interesting, making use of both MP and Blood to great effect in AoE situations. Spend MP on TBN, it breaks and generates 50 Blood that's used on a Dark Arts Quietus to restore a hell of a lot of MP, the MP is used on Dark Arts Abyssal Drain to restore HP, Salted Earth generates even more Blood for another Quietus into another TBN, so on so forth. The interplay between MP and Blood worked, and that's now gone since TBN just refunds MP through a "free" Edge of Shadow and does nothing for your Blood. Resource management wasn't perfect though because of the shitloads of MP DRK had which led to the whole Dark Arts spam, but I feel like MP cost adjustments could've brought that in line rather than nuking the whole gameplay system from orbit. Rather than tossing the problem in the bin, ask why it is a problem and then work out a solution from there. Feels like SE just gave up and didn't want to problem solve.
Again, the aforementioned speed and resource management. The animations and the Job Story also drew me in, God knows you'll find people preaching about the Story everywhere you look. TBN was also incredibly enticing with the big shield it provided, but nowadays it almost feels like a crutch because of how good it is compared to Sheltron and Heart of Stone.
Anyways, that's my two cents on DRK. I loved it for the speed, the resource management, and how Blood and MP worked together. I'll have to see the full list of tooltips for DRK once the Media Tour drops, but I ain't holding my breath when it comes to Delirium since they reduced it to 60s, likely to keep it in line with Inner Release. My pessimism isn't good, but damn is it difficult to stay optimistic.