But according to your logic, AST requires no fixes. They still clear A3S. In your words, it doesn't matter because statics will adjust around them.
Obviously, reality is different. While they can clear the content, balance issues are apparent just as with PLD.
Again, unaddressed in your posts is the tanking meta. Variation is fine, but with tanking, there are 3 aspects that are obviously king because they are the baseline functions of the job. First, they need to be able to live through the incoming damage and mitigate it in a meaningful way. Second, they need to be able to hold aggro. The third is their DPS output. Those are the three main functioning points of a tank in this game. If you have a tank unable to live through the damage, they are unplayable. If people are constantly ripping hate off the tank, that's not going to work. If you have a tank unable to pull their weight offensively, they are swapped out for one that can. Again, we have real examples of this happening in past and present terms.
Currently, all tanks live through the incoming damage with no real differentiation in healing so the "safety" advantage you keep harping on is irrelevant. IT'S IRRELEVANT. All three tanks survive just fine. All three tanks hold aggro well enough. Only one tank obviously lags behind the other two in DPS.
As for the homogenization, variety should come from their utility. So STR debuff vs. INT debuff vs. Path (stacking issues aside) is the type of variety that should set the tanks apart and differentiate the jobs. Self healing vs. weaker targeted healing is another variation in utility. TBH, tanks should all provide their own damage type debuff. WARs have slashing, DRKs and PLDs should also have their own damage debuffs -- so maybe piercing so you aren't so heavily incentivized to pair a DRG with a BRD.
Variety should also come from their play styles and visual styles. It's called different means to the same end.
If you're having a PLD OT, you might as well just have a DRK OT instead. They're better suited for the job than PLDs are and allow you to further increase raid DPS by dropping MNK for NIN / DRG.
Again, why does this problem arise? Because of an imbalance in the baseline. If the DPS was the same, then you would be having a real debate rather than one swayed so heavily by DPS. There is a reason why people call this game DPSXIV.
First, you're just agreeing with what I said. PLD does not always have the best survivability. Plain and simple. But, again, they are always the lowest DPS.
Second, if you played PLD or watched any PLD clear videos, you would realize something. PLDs are spending the large majority of fights IN SWORD OATH. In ideal situations, they spend basically the entire fight in sword oath. Why? Because that's the only way they push out even close to sufficient DPS. So much for that safety and effective healing advantage.
Third, it's hilarious that you're basically saying "the difference in survivability doesn't matter because PLD (and DRK/WAR) are still living through the damage just fine" to prove your point but you seemingly ignore that truth when it's true for the other tanks and is basically the crux of the larger issue with trading safety for DPS. SAFETY DOESN'T MATTER. PLDs are dropping that safety to MAKE UP FOR THEIR CRAPPY DAMAGE ANYWAYS. So in the end, you have a tank that isn't safer and just deals less damage. BALANCED.

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