First, I want to address one thing, my post wasn't intended to come across as hostile. I just see a lot of the same suggestions being thrown around the tank forums where people just say thing without thinking about the consequences and how it might affect the game. So, sorry if it came off as too hostile.
So, to get onto the rest:

Originally Posted by
CVXIV
Wouldn't that be for the developers to decide and think about how it might affect things?
First, how do you know that haven't? In the case of a HP draining DRK, it would be the first thing they thought of, could we actually get this to work? The find they cannot do it and so relegated the task to the DRK's MP instead. Second, if you have an idea, just think about how it might affect things, what are the pros and cons you can think of, is there a way you might adapt your idea so that these cons are lesser? By bringing a more realistic idea forward, it has more of a chance of being realised as you envisioned it. It is why, when I put out ideas, I showcase what pros I have come up with, the cons I have come up with and leave it to others to criticise as well.
As an example:

Originally Posted by
CVXIV
All I can mention is how dark knight has been in previous games and that I think it would be cool if they could make it work like that, similarly to gunbreaker landing a critical hit whenever a cartridge is expended because of how ff8 works
I literally have no qualms about this. It would be a nice call back to FF8 and how the trigger was handled there. We could question whether we make the whole thing crit, the GCDs crit or just the continuation attacks crit. If I were to give my suggestion, just the continuation attacks should auto crit as that is what is closest to having a timed trigger. Opinions here can change, but ultimately, it is just a numbers game.

Originally Posted by
CVXIV
I don't think expending HP as a resource would work very well, which I've admitted several times in the past because it's easier to implement something like that in a single player game versus a multiplayer one so I believe they would have a hard time with finding the right balance for it.
Which to me seems odd that you even suggested it in the first place, however:

Originally Posted by
CVXIV
That said, why wouldn't it work?
Is it because the chance of a dark knight using too much health, and thus dying to attacks? It would be the entire point of the risk vs reward playstyle, to encourage calculated risks from players. They would still have mitigation so they could reduce incoming damage, but also be able to heal anything they expend, along with giving healers more to do which seems to be a common complaint in the forums.
(This is fairly lengthy, so I will hide it):
There are 2 ways you can use HP as a resource, damage and mitigation. Starting with damage, damage is king in this game. Any way you can do more damage, you do it. if you had a spammable action that took HP to use, you would spam it. You can have some HP regen on the DRK, but it isn't going to cover all that HP, however, what other source of HP do we have? Healers. Healers would be expected to pick up the slack, the more you can be healed, the more damage you can do. Healers like WHM's benediction then turn into extra resources for DRK to get more damage out of. If the DRK dies, it isn't the DRK's fault, it is the healers fault. It creates this harmful synergy between the DRK and healers that no other tank has and, with the increased risk of dying, you just aren't going to take DRK and it will be excluded.
If you have a non spammable attack, then the frequency of the attack has to be taken into account and if the DRK has self heals, how do you balance it out? It goes back to the WAR problem from earlier. Too much self healing and you give healers less to do, too little and they have to heal you more. There is a balance that needs to be met. We can also talk about mechanics that reduce your HP, preventing you from using the action, which can cause it to drift, reducing your DPS throughout the fight. It is just another barrier.
As for defensive purposes, taking your HP to increase your defences seems, counter intuitive. Take away some defensive tool to give it somewhere else, where, you only really benefit if the mitigation is incredibly strong and/or you get healed after using it but before the damage comes out. I don't think I need to elaborate further on this.
However, one of the bigger hurdles is just, how would you determine the HP cost in the first place? If you make it static based on level, then you run into issues with progression. Level X0 takes Y amount of HP, level up to X1 and it takes more HP, but your HP hasn't really increased, considering most of it comes from gear. Even looking at hitting level X0, it will cost a certain amount of HP, you get better gear, but the cost is the same, so you can use it more and your damage scales faster than every other job. If it were to take a % of your HP, we now need to talk about healers again. If you are a max ilevel tank and you have a group with lower ilevel healers, they will have to heal more to keep you alive than a higher ilevel healer. I know this is the same for all tanks, but it is disproportionately higher for DRK. On the flip side, a higher ilevel healer has an easier time healing a lower ilevel DRK. This leads to the case where it might not be beneficial to gear up a DRK past the minimum required. They will survive the encounter, the HP drain is going to be lower, so they are easier to heal. I guarantee I have not gone over everything here, but there is a lot to consider just balancing how much HP you use at a given time before we even talk about how it would actually be used.

Originally Posted by
CVXIV
Regarding evasion and parrying, if it's so bad then why shouldn't we encourage it to be fixed? We saw with the changes to Dark Mind, Dark Missionary, and Heart of Light, that they can add conditionals to mitigation, so why couldn't they do something along those same lines? Reduce x amount of damage, and have a chance to dodge / parry / block x amount of damage
If we give the parry/evasion mitigation, some other form of mitigation underneath (think Camouflage), then aren't you undermining the focus on parry/evasion? Now, to give credit where it is due, RNG mitigation works better the more individual hits you get to go into it. This is why they are fairly effective when faced with a group of mobs in a dungeon, or even a multi hitting tank buster, but aren't reliable for the single big hits. Noone is going to use solely Camouflage on a single hit tank buster, as 10% is not much and the parry isn't guaranteed. If we were to make parry/block/evasion all the same, then it is just % based mitigation with all the downsides (cannot use whilst incapacitated and doesn't reduce damage from DoTs). Plus, having them all be the same, just with a different name means, leans towards homogenisation. I don't know where you stand on that front, but that is where you are going with that line of thinking. By trying to be different, you make things the same.

Originally Posted by
Nero-Voidstails
the jobs should be balanced toward casual then make the harder fight balanced toward that not how it is today not gonna lie
I would be interested to know what you mean by 'balance around casual'.
EDIT: There is one thing I forgot to mention and this relates to how Darkside used to work and how it correlates with the whole HP resource thing. Darkside, during HW and SB, did not allow Dark Knight to receive MP restoration from outside sources. What do you think that is? Giving DRK more resources just makes them stronger and stronger. They had to specifically add in the code to prevent MP gain from elsewhere. How do you think this would have translated if it were HP based instead?