With the forums ablaze with everyone providing feedback on the current state of DRK, I wanted to add my own feedback and conceptual changes that could hopefully improve the quality of our beloved job. But before I begin, I'd like to take a moment to thank and appreciate the FFXIV team at Square Enix for all the love and dedication they pour into a game I have grown to love so much. <3
As mentioned in the title, my suggestions will use the 5.0 rework as a base, so please keep that fact in mind if you wish to drop a reply in the comments below. One of my goals was to provide feedback that could be feasibly added to DRK sometime during 6.0, so most suggestions are QoL adjustments that aren't overly grand or sweeping. Sadly, this means the 3.0 mechanic of Dark Arts won't be included, as reincorporating it would absolutely require a full-rework. Potency and durations are obviously conceptual and are not intended to be perfectly balanced, and I try to add as little new abilities as possible to prevent button-bloat.
Legacy Revisions
Blood Weapon. QoL buff for general play, especially for low-ping players.
Blood Weapon (Ability)
Grants 5 stacks of Blood Weapon.
Blood Weapon Effect: Increases Blood Gauge by 10 and restores MP upon landing weaponskills or spells.
Effect does not stack when hitting multiple targets with a single attack.
Duration: 30s
Dark Mind. Removed completely. Dark Mind is instead replaced with the ability Shadowskin (90s recast) at level 45. Performs best as an anti-magic mitigation tool like its predecessor, but has a slight physical reduction baked in to help deal with physical only dungeon/trash packs. It bears mentioning that Dark Mind doesn't necessarily need a complete name/icon change, as simply altering its current effects could easily suffice. The change would more or less exist to prevent returning players from glossing over Dark Mind and its changes due to remembering its old functionality.
Shadowskin (Ability)
Reduces magic vulnerability by 20% and physical damage taken by 10%.
Duration: 10s
Living Dead. Reworked into having a less punishing fail-state. I tried to respect the original lore and thematics as best as possible, replacing the "if 100% HP is not restored you will Ko'D" effect with the less detrimental effect of the Weakness debuff.
Living Dead (Ability)
Grants the effect of Living Dead. When HP is reduced to 0 while under the effect of Living Dead, instead of becoming KO'd, your status will change to Walking Dead.
Living Dead Duration: 10s
While under the effect of Walking Dead, most attacks will not lower your HP below 1. If, before the Walking Dead timer runs out, HP is 100% restored, the effect will fade. If 100% is not restored, you will be afflicted with the weakness debuff.
Walking Dead Duration: 10s
Weakness Duration: 60s