The main problem you run into here is a disconnect between the "job system" of the mostly single-player Final Fantasy series and the "holy trinity" role system the developers have not only placed but enforced in XIV.
They can get around the problem by adding completely new jobs (as most "job system" FF games do), but there's a long list of favorites both the developers and the players want to see added first. This becomes an issue when the majority of the games in the series are single player games where hard tank roles are either unnecessary or simply undesired - the strategy in those games comes from managing actions per given turn rather than managing hate for the most part. So you have a long list of jobs people want to see, none of which have ever been tanks because they come from games that didn't have tanks at all. Literally the only tank job from classic FF games is Paladin, because of Cover and low HP auto-Cover.
They can of course turn non-tank classic jobs into tanks, as they have done with Warrior and Dark Knight, but there tends to be a fine line here with what players will accept. Though Warrior mostly went off without a hitch, some people (though still a minority I think) have complained about Dark Knight being a tank. If they go too far with certain jobs that people love for a specific thing just to make them fit the tank role, you'll have a lot of unhappy players. Red Mage in particular is very touchy given its already-poor treatment in XI.


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