Hopium? Aight, I'll bite.
Living Dead: Completely reworked. Now applies a DoT that consumes 100% of the DRK's current HP at the moment of execution over 10 sec, but provides immunity to most other sources of damage until the DoT ends.
Keeps the original DRK flavor of "power at the cost of HP" with a bit of risk-reward on it: the lower your HP when you use it, the easier the damage effect is to heal off for the whole duration.
Salt & Darkness: Now heals the DRK for as much damage as it deals when activated.
Blood Weapon: Now on a 5 charge system, duration extended to 15 sec.
Carve & Spit: Potency reduced back to 450, but now heals the DRK for as much damage as it deals to the target.
Enhanced Unmend: Removed and replaced with --
Enhanced Blackblood II: Reduces the recast time of Carve and Spit and Abyssal Drain by 2.5 sec when using Bloodspiller or Quietus.
Dark Mind: Also increases potency of all healing effects received by 20% while active.
Because Halone knows it could use a reason to actually see use outside of a handful of encounters.
Oblation: Now a trait given at 82 -- Extends the duration of The Blackest Night to 8 seconds, and gives it the effects of [Effect 1] and [Effect 2].
- [Effect 1]: Restores HP to the target equal to the damage absorbed by The Blackest Night while active
Duration: 4 sec
- [Effect 2]: Reduces damage taken by the target by 15% when the barrier given by The Blackest Night is completely absorbed
Duration: The time remaining on the original effect
Very carefully chosen as not to create anti-synergy with the original barrier. Too lazy to name them and don't care what they're called.
... Just a fairly conservative amount they could probably cram into a 6.X patch. Not that I expect it of course.
I'd go much more in depth for stuff I'd want out of 7.0, but I'll wait and see if we get anything before then that might change my opinions.