
Originally Posted by
Supersun
***, I would PM you but...
You read my mind, buddy. I started thinking about the Enable PM Already thread.
Somewhere in the middle there lies a happy medium where the concept is balanced (the point where economically the +DT outweighs the damage reduction from the debuff, the risk of the job being at the front, and it being the best option to increase the parties damage at that point). A concept by itself cannot be broken. Only when it's implemented poorly is it overpowered or underpowered.
If such a concept has been tried and failed then the concept simply hasn't been implemented properly in the past (and if you want I could argue that such a concept actually has been successful in the past)
I am genuinely interested to see how it worked in other settings, because personal experience has shown me how it miserably fails.
I'll white out and hide the rest so that anyone who cares can highlight and read, while the rest of the thread can continue with the PUP discussion.
The reason I say it fails is based entirely on my experiences as a Retribution Paladin during WoW's Burning Crusade expansion. Ret was designed and limited around the idea that you deal less damage than Warriors and Rogues because the utility and buffs (heals, out-of-combat Resurrection, stuff like Blessing of Protection, Divine Intervention and so on) were supposed to justify them being in melee range instead of the then-"traditional" and "expected" role of paladins, which was heal groups/raids and spam buffs.
Let me explain the design so that I may continue. When you specced Ret, you basically used a two-handed weapon and dealt less damage than a Warrior or Rogue, in exchange for an aura that increased the damage dealt by everyone in the raid. You used an ability called Judgment of the Crusader to give a mob a debuff to increase all damage taken. You had buffs to increase offensive power and mana regeneration abilities of the your group. Your utility also included Crusader Strike, which renewed the duration of all Judgment effects on a mob (which was there to encourage having multiple paladins in a group to put up different Judgments, and thus, various debuffs that could be renewed by a Ret Paladin to last indefinitely). Of course, Paladins also have healing spells baseline, so you had Holy Light and Flash of Light for use on others, not to mention the ability to cleanse most status ailments from group members (the only thing pallys couldn't remove was curses).
You look at this and may think "that's pretty nice design without allowing that ret to step on the toes of the 'real' heroes--I mean, 'real' DPS". The reason it failed was because, like it or not, if you're hitting things, you need to perform as well as the front liners you're not inviting, or at least so close that only a real number cruncher would be able to see the difference. This is what allowed people to quickly figure out that for all their utility, ret paladins were still lol-worthy because the damage was still lacking and there were plenty of ways to circumvent having one in a group or raid (the most common one being "invite a rogue or warrior to fill that slot"), and the lolRet stigma remained alive and well. We tried to argue that our utility justified our being there, and I had a flashback to the old RDM arguments of 2003 when the response was "good groups don't run into this, so lawlshutupandhealme".
Sole Concession: The stigma suffered a tiny dent when the very last raid instance in the expansion (Sunwell Plateau) came out. And that was because all the major guilds in the world could not get past the gear-check, coordination-check, skill-check, brick-wall-of-a-boss known as Brutallus with the same mindset that allowed them to get through Karazhan, Gruul's Lair, Serpentshrine Cavern, Tempest Keep, CoT: Mount Hyjal and Black Temple. Because Brutallus was so finely-tuned that you needed the extra damage taken from Judgement of the Crusader and the damage bonuses from Sanctity Aura to actually beat him. It didn't help enough, though, as it went from "lolRet" to "go heal me in my raids for most of the raiding content in the game and maybe I'll let one and only one of you melee for that boss in Sunwell".
A lot of this is eerily similar to how RDM plays. Utility out of the box, baseline access to heals, a limited selection of buffs and debuffs that are supposed to go in hand with the class' design. The only things paladins were missing at that point in time was sleep (which changed when Repentance was changed from a short-duration stun that only worked on undead to an incapacitate that affected most mobs in the game) and some sort of nuke (which also changed when Exorcism was changed from a nuke that only affected undead to a nuke that affected all targets but had bonus damage and crit chance on undead).
Unsurprisingly, Rets faced the exact same resistance to their style of play that the melee RDMs are so familiar with. Even the lead developer at the time pissed off a whole lot of paladins when he said "ret is a spec for leveling, holy (the healing spec) is your spec for groups/raiding". The only real difference as of now is that one had their problems fixed (granted, Ret wasn't really fixed until Wrath of the Lich King hit) and the other has had their problems ignored and been trolled by the developers over it on several occasions.
To those who want to bash this for mentioning WoW, I'll reiterate: Red Mage's problems are not exclusive to FFXI; Paladin is effectively Red Mage's soulmate based on both having the same problems and dealing with the same problems on a mechanics level and the myriad of "people problems" that come with it. Now, Supersun, let me hear your tale.