I thought Xeno was just memeing.
Then I leveled up DRK. And holy hell, it is genuinely trash. Every. Single. Dungeon. I die. I cannot pull more than 1 group without the healer struggling or completely failing unless they're a WHM.
Use my "invuln", and I die unless it's a WHM with their insta-full heal ability because I die unless I am healed to full before the timer ends.
I have no idea if the defense values are just lower than other tanks, but I have barely any survivability. From what I've gathered SE now wants DRK's to be the magic resistance tank.....what does that even mean in this game? How am I supposed to tell what is an isn't a spell? When it's only my own abilities I can tell are physical or magicaly because they have etiher a "weaponskill" or "spell" on their icon. But that doesn't help me with enemies. And in a game where it's extremely freaking vague as to what is an isn't a spell just based on visual effects alone, it's even worsened by some abilities that look like they're magic-based being an "ability" or "weaponskill". Such as PLD's Circle of Scorn, where you bonk your sword into the ground and cause several beams of light to burst from the ground. That's an ability, not a spell, an ABILITY. Why? I have no idea, but it establishes that I have no way of telling what is and isn't a spell in this game because what should logically be magic based on how it looks could not be and since I have no way of telling the type of ability an enemy uses because it doesn't show "spell" or "weaponskill" alongside their attack it could be either or for all I know thereby I have no idea when I should even use my magic invulns.
Worse still is most enemies obviously use physical attacks only, a lot of enemies just auto-attack and occassionally use an ability that is vaguely either a physical or magical attack. This game fundamentally fails to differentiate between what is physical or magic because it was never built for it.
It's crap. I have crap survivability. I have a suicide button masquarading as an invuln. Half of my damage mitigations are for "magic" which is barely relevant and I can't even tell if what is hitting me is physical or magic 99% of the time. I get that you want to prevent homogenization, but making classes unique does not mean making some classes grossly OP like WAR or utterly garbage like DRK, it means making them feel different while still being equally viable for their role. This is not difficult. I don't feel like DRK is too similar to PLD, or GNB, or WAR, they all feel very distinct from a visual, sound, and gameplay aspect. The difference is that the other tanks are actually not crap, and DRK is complete and utter crap. Making one class completely and utterly suck is not making it different.
Make my invuln not suck. Make me have good survivability. Drop this absolutely useless "magic invuln" idea and just give me flat damage mitigations. This job is borderline unplayable in dungeon content right now.