1, i'm not about to do your own homework for you
2, good catch. i should have elaborated. I'm talking about gordias savage tier when tanks were allowed str accessories.
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I could care less about how much damage I’m doing as my DRK. What I do care about is HOW I’m doing said damage, our skills are so straight forward and dull.
1. I've already done it, I just thought maybe you'd want to, you know, back up your statements instead of hoping I'm too lazy to do it. You can check in the thread, it's probably around page 60 or so.
2. Seems to me as early as Midas, they too decided Gordias was a dumpster fire. Gordias's closest contemporary is Deltascape, and by the time Sigmascape came around, that was no longer the case.
To be fair, Ninja's been knee capped for most it's existence to deal less damage. Why? Because people valued Trick Attack so much. Stormblood didn't fix it's damage, just merely gave it more utility to the point it was almost an auto include.
Only now with it's Raid Utility stripped have the devs allowed it to get more damage. Also tanks had to make their entire right side STR based which is debated to this day so it wasn't as clear cut as you seemed to make it.
Frankly I would like more meaningful Don't-Die-Do-Kill trade offs. It doesn't need to be a harsh stance system, though I would like one represented on one job.
The choice should be do damage, or don't die. Not do damage and still be hit less than every other archetype because the tank role is more bloated with passive stats than a whale that's been in the sun too long.
There is nothing inherently wrong with the tank archetype dealing high damage, but there is something inherently wrong with wanting our current version of them to do so.
And yet if it was the safest, easiest option for a bunch of random to go and do the content, an all Tank as damage dealers would become the meta.
We saw this with Rathalos on it's EX at first. It was simply easiest to bring 3 tanks and a healer, as the tanks could still pump out enough damage but also not instantly die to messing up mechanics. Sure as people got used to the fight, and gear came up, you started seeing more DPS in that duty but I still see to this day 3 tanks 1 healer.
Now, yes.
If people get the Damage numbers they seem to want, and the balance isn't taken into account, how would that shift the meta? Yes Rath EX was designed to be beaten by 'any comp' but Tanks became the preferred choice.
Look we have 2 endings here; 1) Tanks get their much demanded damage and fights aren't changed leading to Tanks possibly taking DPS slots because why wouldn't they if they do enough damage and are safer, or 2) Tanks get their much demanded damage and Fights are changed, making the enrage checks even tighter to compenstate for the new expected damage numbers or just giving the boss more HP, which makes the 'feel good damage numbers' basically a band aid.
There might not be anything wrong with either version, but the truth of the matter is that this high-damage tank hero is what we've been given for most of this game's life now. It's what we've come to expect, and that's what has drawn so many tank players such as myself to the role. Had we never known the other version, sure, 60% sounds like a delight and might be in comparison to other games. But that's not the case. We've been given this expectation and now it's been robbed of us, and is being robbed of us even further with the passage of time. That's why a good number of us are unhappy.