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I keep hearing paladin was particularly messy back then, can you tell me a bit of how paladin was messy under that system?
It was mainly that in Heavensward it had physical mitigation when many bosses dealt magic damage, so to solve this problem all the mitigation was homogenized to just reduce all damage by a %. Paladin also never had self-heals except Clemency, which required you to stop dealing damage, which makes it "invalid" to use in the eyes of many MMO players. It wasn't until Endwalker that it got more self-heals, so it was extremely squishy until Endwalker compared to other tanks. It also had Divine Veil, but this had to be triggered by a heal unlike on other tanks, which was seen as unusual.
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I would have enjoyed a bard and machinist with more supportive skills added to their existing kit. given tht TP no longer exists, I'm contemplating what it would maybe be instead
It would be nothing, tbh. They'd only be able to have the MP regen, damage down and damage increase buffs.
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what did Holy Spirit look like before the nerf?
Same as it is now, but higher relative potency. It's actually pretty good now, last I checked, because the way it works now you wouldn't want to spam it and this makes the potency at range decent. But back then, if you could spam it, it became better than your combo due to its potency. You normally couldn't spam it, because you only had enough MP to use it 5 times without the help of Bards/Machinists, whereas now MP is sort of unlimited on Paladin.
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It is something small that could be done back then though I wasn't around so I'll trust your judgement.
Yes, Astrologian's cards were about buffing different things depending on RNG - MP, TP, Skill Speed, Spell Speed, Mitigation, Damage, Crit. But the only ones seen as valuable by many players were Damage and Crit. So SE changed them all to be damage cards, where 3 means melee and 3 mean ranged, and the goal is to get 3 unique symbols. Which I think is a good alternative.
If we looked at it today, TP would be useless, MP would be useless except for healers, Skill Speed at least wouldn't result in TP depletion like it used to, Spell Speed may be useful, Mitigation is useless in this game mostly because we have so much of it already, Damage and Crit would be the most sought. So that's really why it ended up this way.
Casual players would value the mitigation over damage, and use it all the time, similar to the "tank stance vs DPS stance" thing on tanks. Yet you knew as someone that understands the game that the mitigation just wasn't valuable because the game isn't that damage intense normally.
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Oh that's an interesting angle for MP management to take- I think I like that. how often was this used?
Mana Shift got used a lot, particularly in 8-person duties. People would request it, especially healers, when they needed more MP. Often casters just volunteered their MP to help the healers resurrect. I remember seeing it used a lot in A12 just because people died a lot there.
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in what situations would dps run low on TP?
They would run out of TP if they took an extraordinarily long time to kill mob packs in dungeons. An amount of time that just wasn't the case when I was a DPS ie. the party was undergeared or not playing properly. This was unfortunately quite common in Stormblood. They would also run out of TP if Astrologians gave them a Skill Speed card, which was essentially trolling. Bards once had a ranged AoE attack called Wide Volley which also would use a lot of TP, so the melee version was used instead (as a result, SE removed Wide Volley).
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Do you think anyone would have changed if TP could run out in more ways?
Maybe, but the way it worked, you rarely noticed TP existed (pretty much like now). So on very rare occasions, you noticed it existed because you couldn't attack at all! And this was just an annoyance, especially when it was due to things like low DPS.
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So this kind of problem of party uncertainty seems to have existed since the beginning.
Yes, and SE has slowly tried to remove this uncertainty over time. I don't necessarily think the uncertainty should be there if it's avoidable. For example, if someone is about to be hit by an attack and is low on HP, there is no uncertainty on whether I should use The Blackest Night on them. So if it can be done in a way where we have the information we need to be more certain, I think that's good. SE making the same jobs overwrite eachother's buff is probably not a good thing or they could just prevent matching duplicate classes in DF.
To a degree we had a lot of information with the enmity because you can see the enmity difference between you and the healer/DPS, so usually your judgement was going to be correct. But if they did generate a lot of enmity, you just had to figure out "is this a good player? will they use Diversion/Lucid?"
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What was the optimal tank stance strat?
Depended on the tank, really. Many Warriors just flat out never used their stance, or used it while a buff was up which nullified the effects of tank stance temporarily.
For PLD, the optimal thing was probably just to have people use Diversion, but personally, I needed to: tank stance+enmity combo 1 time in Heavensward, and tank stance+enmity combo 3 times in Stormblood. I also just used tank stance the entire time for mob packs so I could hold them and do damage (instead of using my damageless enmity generator called Flash). PLD suffered from the stance switch being a GCD, unlike the other tanks.
DRK could use both tank and DPS stance at once, and had a lot of strong enmity tools that didn't require their tank stance, but turning on their tank stance was an option if it was needed, and didn't use the GCD. So for DRK it was really just use the damage stance and use tank stance if needed, but also an option was using Dark Arts on certain attacks. Dark Arts was an ability that transformed the effects of most abilities ie. to increase mitigation, add enmity, significantly boost damage, depending on what it was buffing.
In raids, at least in Stormblood, I'd often just have a Warrior pull since they generated enmity better and had a buff to nullify the downsides of tank stance, then they could shirk me so I didn't need to stance on PLD.
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How were players intended to use their stance dancing?
My impression is SE just wanted us to stay in tank stance the entire time lol. But MMO players aren't like that. Except the ones that are and that's why SE had to decide for us by removing the decision.
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How well would tank dancing work into the current version of ffxiv?
Tank stance now generates a lot more enmity than it used to (and it already generated a lot). Virtually 1 hit secures enmity for the rest of the fight or a long period of time now. So the dancing now might be 1 hit then switch. Then again, I tanked an entire dungeon on GNB in Shadowbringers without tank stance and held aggro the whole time. So it depends on if the party is even good enough to out-DPS the tank...
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I really wish there was a way to play with old systems so that I could form opinions on this properly.
You can watch videos on youtube. I'd say the stance dancing was fun and made old dungeons fun for me, but I also understand why it had to change. Maybe they could have just reduced the damage penalty of tank stance to 1% and the increase of damage stance to 1%, so that there isn't as large a gap between people who do it right/wrong. You can see this mechanic being used in Thordan Unreal currently, where adds switch between Shield/Sword Oath.
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Has Esuna replaced Erase?
Esuna was always there for healers. Erase was just an additional (role) action for caster DPS.
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You mention the large population of casual players and I am curious if that has always been a fact of this game or has the proportions of casual to less causal players has shifted over time?
The game has always been mostly casual/new/returning players that don't really optimize. That's actually the case for all healthy MMORPGs generally. If it only has the hardcore players that know everything, then it's probably a dying MMO that isn't attracting new players.
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How do interplay abilities for tanks stack up now (numbers for each tank) compared to before?
To be honest, tanks had a lot of depth in the past, but it was selfish depth (except on PLD due to Cover, Clemency and Divine Veil). Whereas now they, jobs lost a lot of their selfish depth, but tanks were given selfless depth parity with PLD.