Actually fight design is the issue as opposed to the categories listed. Non-instant defensive support plays a limited role in fights as it's simply unnecessary, it's a crutch - not a mechanical necessity. This is partly due to the design of fights and partly due to Job design, in that only 2 Jobs have significant defensive cool-downs which aren't and as such they cannot be required.
I agree that PLD's should have more distinction, but I think that about every Job. Despite liking FF14 there's one area which is frankly atrocious and that's the level of homogenization present in every role. However, I personally don't agree that PLD's require buffs at this point.
What's relevant in in mitigation with Warrior is the reliability. Effectively all tanks have equal mitigation, but reliability is important. WAR's defensive CDs compete for resources with WAR's offensive CDs. This is untrue of the other two tanks. A WAR having to emphasize mitigation loses a substantial portion of their DPS, far more than a DRK or PLD doing so. This is all while requiring very precise timing, which even among good Warriors leads to massive numbers of wipes, and having to hold back resources on a constant basis. To give you a basic example of this - Warriors tend to have a difficult time managing the Serpent (no legs) add in Nidhogg Ex as most players don't time busters and to survive the second stack safely requires IB + Storm's Path + Vengeance, the third (if DPS is low) requires Holmgang.
To be clear, I'm not suggesting WAR is weak - not even close. My point is that people have a very optimistic view of what WAR can accomplish, the reality is a great deal less significant - unless the fight allows. Content where WAR can stay in Deliverance is an issue; that's where WAR starts to creep ahead of other tanks. Unfortunately there are a large number of fights designed in this manner, or with incredibly easy to predict timing which facilitates stance swapping. I want more tanks to see the spotlight than just WAR, but I hope SE accomplishes it through improving fight design rather than buffs which will likely leave one or more tank behind.


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