
Originally Posted by
Brian_
Balance.
Like I said, you cannot make an intellectually honest argument. Your argument is based around ignoring everything we know about the game and comically rudimentary math. We know SE already has difficulties balancing the existing jobs, skills, and comps. We know the player-base will try to push for optimization even if it's only marginally better. You are opening the pandora's box of imbalance.
How do you think SE is going to deal with balancing stacked physical DPS comps like DRG / MNK / NIN / MCH / BRD? Or DRG vs. NIN vs. MNK when DRG's piercing debuff is much more likely to actually buff the DPS of both a MCH and BRD? Or Foes vs. Hypercharge when you suddenly have 5 physical DPS or 2 casters? Or the ability to have your ranged support both buff party damage AND restore MP on the fly? You're throwing SE into an uncharted wilderness of balance issues and expecting they'll find their way out with their broken compass.
And before you try and type out your usual misinformed and completely ignorant explanation for how SE can deal with all that, consider that all of that redesigning and rebalancing is taking away from the limited man power SE has to develop more content for a player-base with an overwhelming majority that doesn't care about your vision of what a tank should be.
Spoken like someone who doesn't raid. 1 person making 1 mistake will still straight-up wipe you even in the Creator. It'll likely continue to be that way if this is SE's idea of what an easy raid is.
But again, you miss the point. I wasn't talking about punishing mechanics. I was talking about mechanics that are composition based and dependent on you having 2 tanks, 2 healers, and 4 DPS. What happens to all the current mechanics that mandates you have 2 tanks or has debuff prioritization based on assuming you have a 2/2/4 comp? Stuff like Digititus, Liquid Gaol, Quarantine, Jails, Gavel, GA, Time-gates, Void of Repentance, etc.
Yea, they could rebalance all those mechanics so that they can also work with 2/1/5, 1/2/5, 1/1/6 comps in early prog but that only leads to the homogenization and simplification of mechanics. Mechanics that were tuned to only be for tanks / healers now have to dumbed down so that DPS can also handle it. Damage intake from adds / tank swaps has to be scaled down or redesigned so that it can be solo-tanked through the typical massive vulnerability or damage boosts SE uses to force add splits or tank swaps. Again, you are just limiting SE's options in terms of mechanical design to fulfill your delusion about what tanks should be.