I've tried this thread like 10 times, no one will agree...they're all fanboys. Somehow, someway, people started to believe that 15 mitigation skills is fun game design.

I've tried this thread like 10 times, no one will agree...they're all fanboys. Somehow, someway, people started to believe that 15 mitigation skills is fun game design.
We're not fanboys (well, most of us aren't). We're people that recognize that PLD and WAR were built differently. PLD is *designed* around being the simple tank, which is why it has straightforward abilities with no real opportunity cost, a single major combo that is just spammed ad nauseum, a bunch of CDs that do pretty much the same thing, and a laughably simple secondary resource. WAR is *designed* around being a more complicated tank, which is why it has multiple abilities with opportunity costs that have to be factored in, multiple combos that are supposed to be nested, a broad range of effects on its CDs, and a secondary resource that actually requires planning to use properly with opportunity costs when using them.
If you don't like PLD's simplicity of play, stop playing it. Continuing to do so would be like complaining about BRDs having too many off-GCD attacks and yet continuing to play it. If you want more complexity, there's another tank job waiting for you. If the only reason you're playing PLD is because you always play PLD, stop complaining about the way PLD plays because you care less about how you're playing than *what* you're playing.
Once the devs add more tanking options, you'll have even *less* room to complain because there will be more points on the tanking continuum to use as references of comparison, and, personally, I can't wait for it because it will just mean that people who complain about how PLD (or WAR) plays will have all the less reason to do so.
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