I have literally witnessed a tank who killed the party intentionally with a tank buster to solo a trial. Of course, you could report that, but at the same time, this should not be possible to begin with.
Ok I assume that you dont know how % Mitigation works. Popping 30% + 20% isnt 50% in this game.
Removing/Changing Bloodwhetting + giving Warrior a trait that increases his MaxHP + HP recovery from healing actions would never make Warrior unviable. If anything its the opposite looking back at Stormblood.
For Example: You are about to take a TB as Warrior. Having your 40% + 10/15% from your AST/WHM + 15% Intervension from your PLD makes it to where the trait for more MaxHP is much more effective than having 10% more from Bloodwhetting. Especially in High-End Raids.
Removing Bloodwhetting would never kill Warrior assuming the other tanks see some changes aswell.
Nascent Flash .. yes ..next lets copy PLD's entire kit and identity of being the "supportive" one and put it on all tanks.. shall we?
Forgot to add smth:
Changing all Tanks in selfsustain would also give them the possibility to give other jobs tools to help tanks tanking. Such as BLM's Apocastasis, BRD's Palisade, SMN's Eye for an Eye ect.
Needing to work as a team would increase fun aswell.
Then I assume you havent done any EW or DT's ultimate or play a WAR before, removing the damage reduction and shield from bloodwhetting as well as nascent flash and leaving WAR with only rampart and vengeance to cycle through and with how frequently and hard hitting the tankbusters come at it is a fast express ticket to "Why we even have a WAR in this fight?" We all know 30%+ 20% isn't 50% that's why we need 10% mitigations on bloodwhetting so you don't have to pop both rampart and vengeance and waste their big cooldowns to survive a tankbuster which is what you trying to justify its removal. Also the WAR doesn't need the trait of extra health and healing because it already has all of that as Thrill of battle and yet it still need extra covers from healers and co-tank in high-end fights. And in current Ultimates, tankbusters rarely hit one tank only, you can't expect the healers and the co-tank to dump resources on a WAR alone, removing nascent flash is also not an option since WAR needs it to cover their co-tank as well for those tankbusters, why would you want to remove "the supportive" one while also say "work as a team would increase the fun as well?" that's why we even have 2 tanks in fights. Also dps have their defensive skills as well and they been using them to help not only the tanks but the party to survive in Ultimates.
How about making the tanks tank, healers heal and DPS dps? Not having 8 DPS in different colors. That would ofc require that the masterminds behind this design choice come up with some game mechanics first.
I mean, they could at least try to make FFXIV endgame content as challenging and engaging as a lvl 20 dungeon in Vanilla WoW was.
This problem you could easily solve by increasing the auto attack damage of bosses, tanks can heal for a bit in Savage but not outheal auto attacks when one hit takes 20% of your health.
Normal bosses hit like wet noodles.
I think its a issue with how much mitigation and self healing tanks have, tanks have so many mits with passive mitigation that tank sustain can just keep them alive forever without healers, if you want to change that you'd reduce self healing to a extent but also reduce some mitigation value.
But you can also increase boss damage I think they need to if they keep op tank kits.
If you were to remove mitigative power from tank you could also put in some power to skills like aquaveil on healer which in comparison aren't really strong.
it's gonna be so funny when tank sustain gets nerfed into the ground and the tanks who helped it happen with stuff like this act all surprised about it. Personally, I play WAR because I love not being dependent on anyone in casual stuff since I tend to run it with randoms. But don't be a dumbass; read the room. If you've got a first timer and you wipe early in the fight, just wall it and redo. "Muh time, muh precious time" bro you're playing an mmo, your time is effectively worthless. saying this as someone who works way too much and barely even gets time to play. when i do log in and queue shit with randoms, it's because my time's available.
I'm not sure why people's first instinct is to gut Warrior's defensive cooldowns, that doesn't really solve the problem at all and will just make Warrior border on unviable in Savage content if they have to be babied by healers the entire time. Bloodwhetting is really good in dungeons, but once you go past that into actual high end content then it's about on par with the other short CDs and kinda gets outshined by TBN. I'm not sure why Warrior is getting the hate here when literally any of the other tanks can do this, even Dark Knight is extremely capable of doing this.
Honestly if you just don't want selfish tanks wasting time by not walling when most of the party dies early on, either implement enrages or throw mechanics that a tank just simply can't survive on their own. Or you could just have the boss's auto hit hard enough that the tank needs mit and healers to live. There's only a handful of bosses normal mode content that really hit that hard, Diabolos Hollow is the one I usually think of.
Im really not sure what tankbuster you are talking about that hits so hard it would immediately kill you the moment you dont have the 10% from Stem the Flow.
Even Wave Canon hits "only" for like 75k with 2Min, Your Jobs 90s , Physranged Mit, Tank Partymit , Succor , Expedient and Healer ST. The 10% would reduce what.. 15k at most? The old Warrior MaxHP trait would give you 27k more HP instead to a total of around 155k with your 90s, 137k without 90s.
But thats not really the point here. Taking away defensive options on any tank wouldnt fix the sustain and solo capability problem of tanks outside of savage and ultimates. The self sustain is the problem and needs to be nerfed on all tanks especially warrior.