Originally Posted by
shao32
nope you didn't understand me here, im talking about gameplay not overall performance numbers, example WAR was always around fell cleave hit harder with it preparing his burst windows and DRK was about cosntant manage his MP and priority uses of his resources and now both are just hunga bunga innder delirium desing with no variance whatsoever.
all tanks need to have similar damage ouput like now and how they did in SB last tier, have similar mitigation potential and around the same utility, but that's doesnt meant every tank should be doing unga-bunga requiem inner delirium or have the same copy pasted mitigation tools and raid shields, here is the main diference.
if we look at SB last days and you give a WAR an single target suppor skill and DRK a aoe shield and you will have a greatly balance roster with great diversity on how each job works, PLD working on his combos and RC, WAR working around inner release and deep gauge management, and DRK being the faster heavy resource management job.
i hope you undertand that gameplay identity/diversity doesnt translate to X job doing moar damage than others or having way more mitigation since you can have several jobs operating way to diferent and still archiving the same performance wich is what i personaly ask.
thats a missconception, on past expansions any new player could just sit on tank stance and do his job perfectly well on the 99% of the game content with the sole exception of savage and ultimate, it wasn't hard to new players get it to it since agro management under tank stance was a joke as it's right now, the hard part comes when you have to start reducing tank stance usage and mid max the rest of the kit to archive the best performance of the job thats again just requested for savage and ultimate and even on savage you could keep being a tank stance baby on the first turns when you team overgear it.
im a