
Originally Posted by
Sapphidia
This is causing quite a bit of friction in the tank community. The majority of tank players love it - tanks are now in a state where they're very dynamic to play and you can truly compete as a DPS. Players who hated low damage tanks in other MMOs are flocking to the Warrior and Dark Knight because suddenly they're able to play as a tank but as a class that feels like the DPS classes they enjoy.
What's pulling people to those classes are the aesthetics. The gameplay may become part of the reason once they level it enough, but some people just want to be the guy with the big axe/sword. It's a popular aesthetic and I can't fault them for wanting to sign up for that reason.
This said, using DPS as a lure is a losing proposition due to the inherent nature of tanking. You play a tank to sacrifice damage for survivability. That's the core of the role and supersedes anything else you want to add to it. You don't roll a tank for e-peen deepz or to top meters. You do it because you want to be the one to somehow survive the 100-foot tall firelord's stomp.
The minority though are silently seething.
As I said in the reddit thread, calling people who don't like the meta a minority is disingenuous. There's a difference between adhering to the meta for the sake of progression and actually liking it, and there are plenty of people who hate the meta but follow it because they want raid clears.
You look at the Warrior, and you see a hulking berserker with a huge axe. A complete brute, raw strength and unrefined damage. What would your "average" Warrior player want to feel when playing their character? They'd want to feel like a threat. They'd want to feel scary to their opponents, to feel that every slow swing of their axe was capable of massive damage. They'd obviously want to feel tough too, but the archetype of the berserk warrior charging into battle with no shield is one of aggression, damage and power.
Yes and no. There's a reason the 2.0 WAR questline emphasizes taming your inner beast for the protection of others instead of lashing out at your enemies or cleaving someone in half while in a berserker rage (the latter is even painted as a very bad thing in the storyline); the abilities themselves reflect that quite well. The HW WAR questline repeatedly hammers on that point, too. In part because the writers help shape the player fantasy and justify why this dude with a huge axe is a tank (an archetype known for dealing less damage than the DPS).
We had people complaining about this during ARR's launch, too. Individuals whose argument was "WAR has a huge axe so why aren't I topping DPS meters?", forgetting the fact they're a tank and why tanks deal less damage than the DPS.
Non-sequitur:
I'm of the opinion WAR in part created the problem because of how Deliverance and its related abilities were designed. The intent is crystal clear: the devs felt that WAR having to drop Defiance and losing their entire resource system while off-tanking was a waste (and I agree with that notion). The main issue is that they made it too easy to switch from Defiance to Deliverance, and in making it too easy allowed it to creep into parts of the gameplay it shouldn't be involved with. That in turn affected the other tanks because one of the three was able to pump out more damage, causing the other two to try to mimic it to keep up. And while one was able to sort of get away with it (DRK), the other could not and has suffered for it (PLD).
Keeping the design's intent in mind, what the devs were most likely expecting is WARs to tank in Defiance and make use of Abandon stacks while off-tanking (via Deliverance) and having damage-oriented abilities in that stance so that the system doesn't go to waste. The way Equilibrium is designed also points to this, since the TP from it is useful while off-tanking (for upkeep, and we know what a big deal this is for off-tanks in general) while the self-heal is useful while main tanking. Chances are they figured the 10-second cooldown was enough to discourage stance swaps, and allowed the 1:1 Wrath-to-Abandon conversion so that WARs don't get screwed over during taunts. They were likely not expecting triple fel cleaves and players ignoring tank-oriented skills.
Going the route of hindsight, the mistake was allowing 1:1 Wrath/Abandon conversions. While I'm not in favor of switches dropping all stacks, reducing stacks by one half rounded down when switching would kill triple Fel Cleaves. Making Infuriate a buff that is lost upon switching (leading to any stacks added by the ability to be lost) would also have helped in keeping things under control. It would also mean that Unchained's purpose is not completely undermined like it currently is.
The problem with that though is that the mentality of Str>All and "tank outside of tank stance" is filtering into levelling players who don't really understand the positives and negatives.
As I've been constantly saying in these discussions, "shit rolls downhill". And I'm glad to see it brought up here.
Does anything even need to be done? The next hard raids wont be coming out until 3.2. All we know is there'll be a bit more physical damage rather than magical so Paladin mitigation wont be quite as far behind Dark Knights as it was on A4S... but this doesnt really say if anything is going to change for the meta.
Changing the damage type is a band-aid on a bullet hole, and has a big chance of placing DRK in the latrine (specially if the next tier favors physical damage). While encounter design would need to change a bit, the issue won't really be fixed unless all three tanks are adjusted as well.
The problem we have currently is the binary notion of tanking. If you change encounter methodology in FFXIV to be more like first three "ways to die" listed above, then you're likely to upset FAR more players than you please. Imagine if every encounter in the next raid requires Warriors to stay in Defiance 100%, only ever using Inner beast as much as possible for mitigation, and to stack vitality due to huge burst damage. No fell cleaves, no strength spec, no interesting stance dancing. I'd wager most Warriors would probably consider rerolling to dragoon or something.
I guess I'll be the one to say it: a person that rolls a tank without understanding why a tank doesn't deal huge e-peen damage rolled a tank for the wrong reasons.
If the current tank meta doesn't change, I feel a lot of disgruntled tanks will quit the role. However, these tanks are very much in the minority, and changing the way things work is likely to drive away the much larger numbers of tanks who enjoy FFXIV tanking purely BECAUSE of the high DPS focus.
Again, don't dismiss those who don't like the meta as a minority.
If this is really about more involved gameplay, then I'll throw out a suggestion I mentioned in both the reddit thread and another thread on these forums: a "hard mode" tank. A tank that is designed to stance dance and do all that comes with it. The catch is that at peak level gameplay it'd be on par with a Grit DRK or Shield Oath PLD. Everyone talks about how fun and "interesting" the gameplay is, so this way they get their wish and those of us who like being a brick wall are not undesired anymore because numbers-wise we're on par with each other.