A response! I love this, let's continue this discussion.
I'm a bit of a software lad myself, nothing professional though, big respect for the stuff you put yourself through.
Yeah, we are two different types of player coming to a similar conclusion that our job is unsatisfactory. That's the exact opposite of what SE intends when they do reworks. Usually, your side of the fence gets what's needed to lower the skill floor to an acceptable point for entry, and my side gets to keep a diminished, but still observable skill ceiling, with mastery being a goal with equivalent results. DRK is unique in that it fails at both of these things. Compare this to WHM, where casually, it's A-OK, super solid. Under mastery, the entire MP economy of the job falls apart. Compare this to AST, as you've stated where casually, it's an actual nightmare, there are so many buttons and bloat over the job with a card system that changes all over the place per expansion, but under mastery, some of the highest skill expression any job can have in the entire game.
We have angry casual players, both the DRK and the pug group, and angry hardcore players, both the DRK and the static. Confused newcomers and unsatisfied veterans. People straight ask me if they're griefing if they are playing DRK. How is that even something that happens in this game? That's not good when ALL SIDES can universally come to a consensus that something is badly designed when our goals are so diametrically opposed most of the time.
I certainly agree here. I am definitely seeing it as a healer-tank relationship, or more specifically rather how the base of the holy trinitiy in tanks/heals support the peak of the triangle, the DPS. If you are a tank, and your entire team is dead on a boss with 60% left, is it really suitable design for the one tank to solo the entire boss? Is there something wrong with an negative HP delta on tanks? I feel that tanks are that are not DRK are starting to seriously erode away healer agency both in casual and hardcore content(once it's on farm.) There is sub 1 month period of time every content release where healers can really flex their kits before gear creep and experience make the entire role trivial to it's own playerbase, but with how absolutely invincible tanks are with their sustains, and how non-punishing any damage intake is, I feel healers are being made increasingly irrelevant in their primary objective (healing). This is seriously evident on WHM, who doesn't have mechanics to distract from the nuke spam. Right now, it feels like tanks that are not DRK, especially WAR, are fulfilling all parts of the trinity at the same time, which doesn't feel right to me. I don't want to advocate for nerfs, those don't feel good at all, but something isn't right here. I could be wrong on this bit, and it might be too big of a issue for any single post to handle.
And I honestly think they aren't designing some things in a total vacuum. Things like Death's Toll were definitely designed in direct opposition to skills like Macrocosmos. Intemperances happen during 2 mins. Limit Cuts happen right before a pot window. Act 2 ends right on the two minutes as everyone comes in for raid buffs. DRK's damage is certainly scaled to utilize the team's damage increases, otherwise there would have been no reason to change the cooldown of things like Blood Weapon from 40s to 60s, Delirium from 80s to 90s, even if the design of those skills were different. Just, somethings don't seem to be thoroughly thought through before implementation, like Oblation. Or the quintuple-down that is Living Dead. It's feels like, the person who is designing DRK itself is given a note about what the team is trying to do overall this expansion with jobs, the damage dealt by players and mobs is, and then got shut in the Square Enix server basement where he can get consistent 5 hit Blood Weapons, and everything he did was implemented into live versions of the game with no oversight. That obviously isn't what happened, but that means that multiple people had to sign off on the Spell Speed thing, Living Dead, Blood Weapon, etc etc. Which is honestly worse.
I think that's a significant part of why things are so tumultuous. I think a lot of us are tired of them trying to hit the mark while simultaneously wearing earplugs and a blindfold. As I said before, I firmly believe that we need a conversation. We're chalking in at almost six years of questionable design choices of varying severity and 3 vastly different versions of the same job. An open letter, a community representative, someone to say "Yeah, this is under review." We haven't had that for a really long time, so people are getting out of control, which just perpetuates this non-stop negative feedback loop, emboldened by soundbites and really awful play experiences. Players should not have the responsibility of designing jobs or fixing very obvious mistakes when you have the design documentation, the feedback, the data and a test environment right there as the staff. I know there are people who can do this job justice. And if you can't get to it right now, let us know. Just tell us, and we're going to understand, we dealt with delays/cancellations for ultimate, delays for Eureka, delays for Endwalker itself, I'm sure we can handle a "We're working on DRK, give us until 6.3." We need something from them soon. Otherwise, we're just going to continue this death spiral, until people leave the job/game, or just continue to make themselves very visibly miserable because they have stockholm syndrome for greatswords and dark magic. I don't think I can deal with another one of my strats getting ruined because Living Dead makes it significantly harder to execute or having xivanalysis yell at me for the billionth time about a missed BW hit because I had to unmend once with that stupid 2.5 GCD.