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I find it situational use, like throw it at enemies further away to have them move out of their positions.
So, if you have your cleric concentrating you can just toss a fog spell instead of f.ex. a sanctuary or does that break concentration?
But for realsies, it's a fantastic early crowd control option. If you're worried about ranged attackers while their melee runs at you, drop Darkness on them so they can't attack you. You can also drop it in front of your party so the enemy has to run through Blinded to get to you.
Warlocks can get evocation that makes them immune too so you actually can have a decent advantage of you build and gear your team well
Darkness (which is a magical dark where dark vision doesn't work) is always useful to negate foes dark vision, giving advantage and penalties to rolls to everyone involved negating their advantage. This also works on the opposite, if you are facing foes that lack dark vision that placed magical light sources. This counters opposing Fearie Fire placed where you are removing them and their debuff.
If you found yourself surounded by ranged foes using it defensively allows you time to prepare for them since they can only shoot you from within they either wait outside or enter and lose their ranged advantage to be able to shoot you, either way you win. Inside Darkness can be used to remove attacks of opportunity and provide easy access to Hide.
For better utility it requires you plan ahead for it. A common and easy to pull tactic is casting Darkness covering your foes and the area in front of them and having your Martial classes with Blindsight (a passive feat) go in for the kill. This protects your martial classes from a lot of stuff while negating all debuffs. Devil’s Sight from Warlocks also works. Truesight also works.
If for some reason the enemy has easy sources of advantage on their attacks and you don't, then casting Darkness can even things out provided that they don't have a means of seeing through it. Any amount of advantage and any amount of disadvantage negate each other, so if they're at a disadvantage because they can't see you it ends up not mattering that you can't seem them, either.
By casting it on your party and playing the waiting game you will force the enemies to come to you. It's also great to hide your squishy ranged casters who can hop out, blast the enemies then walk back in.
Warlocks with a proper invocation don't even need to leave it as they can just eldritch blast from inside the cloud and no one can touch them, and if you go pact of the blade then any enemy that comes in and gets close to you you can melee with advantage.
This makes it alot easier to manage the encounter and get more drows un-petrified
Defensively however you can use it as a zone where your units can't be easily targeted, mostly usefull for long distance spell casters and archers while they pop in and out of the darkness.