The question I asked was in the context of just the idea by itself, and not within the context of comparing it to current job designs.
Saying "its a nerf" means nothing, if DRK started off with its design this way, before it was given TBN in its original form. (I also dont think WAR should have had Thrill and/or its massive drain abilities, considering job identity of prior FFs. But thats a different argument) Also current thrill does boost heals, but didnt before.
Anyways, I do understand all job changes to DRK also means changes to other tanks (which is what usually happens in each expansion, or major changes to jobs mid patch, unless one job was rly behind compared to the others)
As for the comment about how much more effort a "HP sac tank" requires over a "non HP sac tank" requires, is a different argument, as youre talking about playstyles. Which obviously every tank should have something in their playstyle to manage. It doesnt have to be the same thing. Ex: a tank can press 123 combo (like DRK) having little focus on DPS/Threat, but instead have to focus on managing their mitigation (like HP sac in this case) while another tank gets easy to press/use mitigations, easy threat, but now has to worry about a longer DPS rotation/DoTs/DPS buffs. Kinda like PLD. (not to be confused with less dps, just more complex. also doesnt equate punishing either, as that can be balanced to be less punishing if u fail. thats not part of the argument. I bring this up, because its the #1 thing ppl try to argue back with, despite it being unrelated) as you get the idea. Now, I mentioned 5% Hp because its just within the range of almost seeimg like its enough to matter, but realistically, it doesnt. Heck back when I raided as MT and my healers refused to let me drop tank stance, I eventually sneaked "turning it off", and after awhile i mentioned it to them, and they were surprised it didnt seem any harder to heal me. Thats 20% mitigation through an entire fight. if 20% is mostly unnoticeable, then 5% on an occasion will never be a reason for anyone to actually care. Its pure job lore fantasy aesthetics. (I also mentioned this back when TBN used to be 20% HP shield, and i said "Up it to 25% with a cost of 5%". and thrill at the time had no healing attached.) You could even lower the HP cost even further, along with other alternatives i mentioned prior, but Im not really gonna type all that out. I doubt this is even being read >.>;
But you did mention "fine-tuning" which is of course correct, as my comment was in context of fine-tuning being done, and not just dumping the current HP sac into the game as is.
Over all, such a large amount of tank identity has been improperly divided between the tanks since 1.9. WAR being the heal tank, and PLD being the armor/def tank feels backwards. WARs heals mostly being tied to Drains also feels like a poor fit, if DRK was going to be a tank. They have taken DPS identities from 1 job, and given it to the new job next expansion before, no reason they couldnt have done that with tanks. (While DRK isnt the sole "Drain" user in FFs, it IS the only one of the 3 tanks that used Drains, so its the better fit) and as u mentioned issues like WAR having more HP, drains, and I mentioned HP healed, and something akin to thrill, fit the HP sac playstyle. Too much of what should be DRKs tool kit, was given to other tanks. (Made worse with superbolide going to GNB, so now a 3rd tank has something thats more of a DRK identity.) WARs mixture of Berserker, and Knight(Fighter really) identity should have been more flavored to be like the prior FFs. Berserks pacification didnt quite feel like typical berserk, but inner release seemed much closer. (before 4.0, the "dmg increase" and "repetitive attacks" were separate, where as with SBs inner release, they combined them, feeling more like classic berserk) Berserkers, and non PLD designed Knights, didnt self heal, and solely relied on their armor/defenses. And in a few games, berserkers had a passive dmg mitigation like a native tank stance... WARs invuln should have been something more akin to LD, except dying, some sort of loss of control over your characters attacks (maybe all attacks are just some basic WS for X amount of seconds) , leading to a similar amount of DPS loss as a death/raise/weakness. (what ever that value would be estimated to be) Anyways...
I know SE would NEVER do anything like this, but imo "setting things straight" should have been done years ago, before we got this far. So this is why i think its not a great idea to add HP sac to DRK now.