Your mistake is assuming grind parties for SP. I have a feeling a good chunk of content and progression as a whole is going to be tied to dungeons...where you need a tank to get through as much as you need healers and DPS.
You're thinking all or nothing, whereas I like to think of emphasis on player choice. The comparison to healer/nuker is pointless and baseless at best, because they're both melee classes with tanking potential. People do things for reasons other than most DPS or most damage mitigation (hence why I am a melee Red Mage enthusiast). It can remain this way provided the devs don't do something stupid like start copying the timesinks and risk/reward ratios from FFXI. Ideally, if a guy likes tanking with a two-hander instead of sword and board, then by god he should be allowed to. Specially so if it helps increase the pool of available tanks.If you make mrd anything other than a mediocre tank then you completely eliminate gladiator's usefulness. If you enhanced gladiator's damage capability then you completely eliminate marauder's usefulness. If you make them both about the same then what is the fundamental point in even making them different at all, why don't you just make it a heavy nuking class that can heal.
We need to stop this crap about choice being non-existent. Multiple playstyles per weapon class is a good thing. I just wish the Matsui had opened that option for the upcoming jobs as well.



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