Theses are idea, but in the end, lowering the penality could solve some troubles tied to them. While I still don't think "sturdy low DPS" could change the balance due to how enrage timers are the key in the current meta.
However I can observe some PLD actually dealing more than fewer geared low tier DPS on some fights, due to some kind of positionnal screwed by mechanics (and probably, the inequality of gear, but to match or even be higher than DPS, the current fork of gear seems really tight to allow such situation).
I won't say that "the player base" is the main problem if the game design itself make threat irrelevant and sturdyness only viable at specific timings. I've never seen as much trouble in tanking stances as in FFXIV, thus I consider their design and the encounter design as the major reason, and even in any previous MMO I played, I never had a reason to turn of stance while beeing focused by fire. Why ? Because the stances accounted for an increase going up to 50% more resilience, for the cost of less than 20 or 10% damage, or even no cost at all if your gameplay was fully tied to the stance, making offensive stance irrelevant even for damages.
Less penalty / more bonus, less defense on gear to compensate if the damage reduction is increased, and more "sustained damage fights" where the stance is relevant every swing timer and not every 15 to 30 seconds with a long and previsible cast. (or at least, make some bosses with totally RNG burst attack that cannot be predicted).

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