I think dk is weaker than before, in pvp at least. It has inflated tooltips on damage skills that can show high numbers. It has some skills that are clearly overpowered and I'm pretty sure they won't stay that way. But the synergy between class skills is way worse, the old design outclasses the new one by far.
So the Devs wanted to refresh the class. They added flashy animations nobody asked for. And they inflated to skills base damage. High numbers means better, right?
This is artificial boost because the class does not feel better to play at all, in fact is the other way around, it's clunky and people will play it because of the numbers and when those will get nerfed, because they will, well, the class won't have any incentive to be played.
Let's start with off balance, core mechanic for dks in pvp and used to be in pve as well. The class had its own means to proc off balance, with a combat that was smooth and had a nice flow. Talons - whip - off balance or fosilise - whip - off balance.
Now we have heavy attack - flame lash - off balance and after that power lash. That ha interups the flow of combat and the player is forced to do it to get off balance. So the dk now looks for external sources of off balance that are better than the ones build in its own class. That is really bad class design, especially when outside sources of off balance are better in terms of gameplay quality, like the templar or necro skills, therefore the class refresh made the class skills synergy worse than before.
Petrify is also worse as the delay between the cast and the stun or the roll dodge also messes with the flow of combat big time. The added minor breech and minor vulnerability is a poor way to compensate, and again just inflated the skill damage number, not the actual functionality and use.
Core of flame is a skill that trivialize the sustain in both pve and pvp. And they increased the base damage, and it's easier to use than before. An overpowered skill that won't stay that way for a long time and is against the basic principle the whole game claims it follows to not have both high damage and high sustain. True for every class, except dk.
New wings got also buffed as crazy with a stun and major expedition added making the choice between them and race against time pretty clear as minor force cannot compete with the added power for wings.
Dots were buffed but in the burst meta when direct damage skills have so high base damage, there is little incentive to use dots.
So we have a class weaker than the original design in terms of gameplay and class skills synergy and that only shines because of artificially inflated base damage and added buffs. When the damage numbers will go, becuase they will, as Zos still have the nerf hammer, the remaining class will be shallow and weak. Everybody plays it now just for the damage numbers, not because it's fun or immesive to play it.