I would like to keep the Job feedback train rolling in hope Dark knight can get some more major adjustment in the future.
I'll start with the 6.1 QoL changes
Stalwarts soul now being lvl 40 is very good just makes the job nicer in lower levels and doesn't make Quietis awkward
Blood Weapon now granting 5 stacks fixes the issue with AOE and ping/sks
Living Dead now Dark Knight can very easily sustain itself and negate the death penalty of Walking Dead.
All these changes are amazing and I'd like to thank dev team for finally addressing these issues but Dark knight is still has alot of flaws in its kit
Dark mind
20% magic mitigation this ability is niche at best,
most enemies in this game do physical damage so Dark mind just goes unused most the time.
Oblation
10% damage reduction on 2 charges
this ability is not terrible but this ability is gotten way to late for it to make any major impact on the jobs especially compared to every other Tank lvl 82 ability,
best case scenario would be to merge these two into one ability 10% physical and 20% magical with 2 charges.
The Blackest Night
a fairly controversial ability in Dark knight kit its either praised or hated since SB,
this ability shorter CD does not justify the MP cost as its no where near as good as blood whetting or Heart of Corundum despite these having no cost at all,its good for mitigating Tank busters and on occasion some mean DOTs on players but this ability needs a rework to be on par with what PLD,WAR and GNB received.
Game play
Dark knights game play is very very basic and only real enjoyment of this job is seeing big numbers rivaling DPS in openers or Just aesthetic
but in terms of gameplay this Job has nothing
no identity,no gameplay mechanic
nothing to manage,nothing to build you just
1,2,3 don't overcap and you are good,
even though PVP Dark Knight has 7 buttons it still has more identity and a game plan which is sad since PVE is main focus of the game.
so i hope Dark Knight is still on the radar for the dev team.