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ORIGINAL POST
Did you ever stop to consider that maybe YOU are the one doing it wrong?
Let's talk a little bit about mastery, and what it means to be good at a video game. It should go without saying that any video game of any genre worth it's salt rewards players for being good at it. The earliest example I can cite is Metroid, which gave you special endings based off of how fast you could complete the game. Good game designers incentive people to invest time and energy into their games by making them feel rewarded for the time investment, like it *meant* something. Rather it's something as simple as a Sonic The Hedgehog style clock and grading system to motivate people to speed run stages, completion rewards for doing all the side stuff in an RPG, and special challenges that unlock bonus content. Mastery, time investment, is a massive part of any game and is pivotal to a good game's longevity.
The huge fuss I've been seeing on a lot of general forum discussions lately has to do with how FF14 rewards mastery. Specifically when it comes to Healers/Tanks. So many people on these threads are locked in the mindset that a masterful tank MUST ONLY mitigate all of the damage, and that a masterful healer MUST ONLY heal all of the HP... However, that's simply not how FF14 is built. Let's take a look at 'skillful' defensive abilities of all the tanks, for instance. Each tank has one reasonably low cooldown defensive move that they can time well to prevent huge amounts of damage. For PLD it's Shelltron, WAR has Inner Beast, and DRK has Dark Mind. Not only are Shelltron and Dark Mind exclusively locked to a certain type of damage, but the cooldown *is* significant enough that they can't be used consistently to great effect.
This type of thinking is flawed, in my opinion. After all, if a masterful tank is able to mitigate extreme amounts of damage and prevent all the harm, then where exactly is there room for a masterful healer? What's stopping a masterful healer from getting bored out of their skull because there's nothing to heal? We know from past experience, Pharos NM, Steps of Faith, Chrystalis, you name it, that this game's community doesn't have the skill level required to make an engaging experience for a full party of masterful party members.
Instead of that approach, in FF14, Yoshida and company made the decision that instead of excessive and superior mitigation and healing, that mastery is better displayed by allowing a Tank or a Healer who is skilled and comfortable in their role to pour their extra 'time' into dealing damage while performing their primary duties at the same time. To confirm this, we need look no further than the skills for each Tank/Healer job going into Heavensward
WAR got their whole Deliverance suite, with Fell Cleave and Decimate
PLD got Goring Blade and Royal Authority
SCH got Broil
WHM got Aero 3, Assize, and Stone 3
So clearly, even going forward into modern content, the dev team believes that giving tanks and healers the opportunity to deal damage to be the correct course of action. This resulted in a tun of people, myself included, trying a role that otherwise would have bored us or not kept our interest. I absolutely love being able to push enough damage on my WAR to keep up with the DPSes in my party, while still mitigating when it matters and keeping my healers comfortable. It certainly helps that not a single piece of content outside of Savage hits hard enough to require more than a Vengeance here, an Inner Beast/Equilibrium there, and a Raw Intuition just to be safe.
So many people are screaming, pleading from the high heavens that this isn't the way the game was meant to be... Why? If you look at any modern MMO, it's clear to see that the 'trinity' is an antiquated system that's on it's dying gasp. For all we know FF14 could very realistically be the last true trinity MMO ever made, why try to take a step backwards when the dev team is trying to take a step forwards instead?
Tanks and Healers putting out damage is the way that the game is meant to be played at the highest level, it always has been, and I believe that it will be for as long as FF14 runs. If you cannot accept that fact, if you cannot live without your brick wall fantasy, perhaps you'd be better off finding another MMO to play instead, because I can't imagine that the dev team is going to back down or change their vision any time soon. Everybody keeps talking about the tank damage formula changes in 3.2 like it's going to completely gut DPS tanking... At most it's just going to give a greater incentive for Fending accessories, which will most likely STILL not end up being taken unless the changes are extremely significant, seeing as how Parry is a worthless stat which has been proven to have almost no value whatsoever.
TL;DR: Tanks and Healers who DPS are core to FF14, and are here to stay. There are many of us that like it this way, please stop complaining about it now?