I've already broached the issues that come with a tank that deals strictly magic damage. How would the job handle things like the second boss of Void Ark? Where one target becomes immune to magic damage? If you queue in with 3 of said magical tank you've now made them useless against one boss they need to tank. Or how about Turn 4 of binding coil? Where enemies reflect magic damage, you now have a tank that deals no damage to these and instead takes extra damage from them. How do you balance a tank that gets such a strong boost from another job as well? Will it just be weaker than the other tanks without a Bard? Will it be stronger than the other tanks with a bard? If it inflict's magic vuln up than would it be too strong and discourage groups from having physical dps in their makeups? Trickier to balance in the long run.
How, pray tell, does DRK have parry "covered"? With it's measly single parry cooldown that isn't even as good as WAR's parry cooldown? Absolutely tired of hearing people say DRK is some kind of parry tank when it only has one crappy 30% parry increase when WARs sit there with a 100% parry increase cooldown. The logic of it as well, that's like saying they shouldn't have added DRK because it has cooldowns that flat reduce the incoming damage it takes.
Samurai has a wide breadth of abilities across the history of FF games, and can provide plenty of different things. The magical attacks you want Red Mage to have? Well Samurai have history with plenty of those, such as FF Tactic's Samurai which dealt all manner of magical attacks summoning spirits from their swords.
Or how about countering/parrying magical abilities? Such as Swordmasters from Bravely Default
Or some of SAM's skills from Final Fantasy ExplorersOriginally Posted by Bravely Default
Elemental abilities AND abilities that create barriers on themselves? Haven't people been asking for a tank that defends itself with barriers? I'll be...Originally Posted by Final Fantasy Explorers
Except I keep my discussions in threads specifically discussing Samurai.
That's on you for being unable to see unique concepts and playstyles while still fitting within the archetype established by this game's idea of tanks.
That's entirely you're opinion then. Go to other MMO's that only update every 12-18 months then. SE is still reliably delivering content patches with more content then pretty much any other competitor is delivering, in a highly polished state no-less. Diadem was an example of them trying to introduce new content and it failed, a perfect example that even if they work hard to make something new it's not guaranteed to succeed. A fitting analogue to our discussion about taking a risk to try something new versus sticking to something more tried and true.