(Just to be clear: I generally agree, though to a different breakpoint, but... food for thought.)
In a given party, there will be twice as many DPS as Healers or Tanks individually. This has some trickle-down effects worth noting.
Let's take a compositionally optimal 8-man. (Not all this will apply if balancing changes fix some of these rigidities.)By the last DPS, there are only the same number of choices as there are for the cohealer or co-tank. They can be one thing, or the other thing.If you take a SCH, you have the option of a WHM or an AST.
If you take a WHM, you have 2 options: a SCH, or kind of maybe an AST.
If you take an AST, you have the option of a SCH or kind of maybe a WHM.
If you take a DRG, the next DPS has the options of: BRD, MCH, NIN, MNK, or RDM.
If you take a MNK, the next DPS has the options of: BRD, MCH, NIN, DRG, or RDM.
If you take a BLM, the next DPS has the options of: SMN, BRD, MCH, DRG, or NIN.
And so forth.
Now, with additional balance we may yet see RDM usable with casters. With the inclusion of rDPS-based percentiles on fflogs, SAM and BLM may become more accepted (as the meta will then be to tether the convert-string BLM for percentage, rather than exclude the "selfish dps" for your own percentiles -- not at all selfish, right?). That would reduce (mutual) exclusion, and increase the above count.
But, that would still leave you with only a minimum of 3 choices for each DPS slot -- only one choice more than any slot of tank or healer despite needing twice as many of them. Tanks get 2; Healers get 2; DPS, as numerous as tanks and healers combined, get 3.
Now, of course, this applies onto the highest levels of play, and one can decide who to play with in order to be accepted into a comp, or to avoid such a need altogether. In such a case, we do currently have many more flavors of damage-dealing than tanks or healers. Agreed. There's just no contesting that.
But, I still don't think it's ever necessary for tanks or healers combined to outnumber just the DPS. I know, that sounds imbalanced, but hear me out. I hate to come back to higher level play, but... this is an MMOrpg, and to a degree the classes you play with should, and currently do (at high-level play), matter.
You should feel something different as a result of having a different job with you. And the more jobs we have that go unseen, the less effective the addition of a job is to everyone else, too. That does have more to do with balance that just the amount of jobs benched due to roster too large, proportionately, for the team size, but the latter is still a factor.
I think the rule of thumb--assuming we actually have the job ideas to fill it out well, rather than just for the sake of filling it out--should be 1/2/1 T/D/H, rather than 1/1/1. At least until those roles blur and that T/D/H bit doesn't even matter.
This.Also, argument that "it's for the balance" is just plain stupid. What's the point of balancing the classes at lvl70 if they will no longer be balanced at lvl80?! To balance the classes they'd need to not bring any LEVELS, not jobs. It's impossible to properly balance the classes at the new level cap without the game going live for several months. And just about the entire two years with the way they decide to release content that is actually needed to gather data on the jobs balance. So there's NEVER going to be a time to add new healers/tanks...
At least in WoW, also, there's rarely been an increase in balance as a result, directly or indirectly, of reducing a pool of choices. In WoW, that had to do with customization configurations or "talents", but that would probably work the same way in restricting (not growing as would normally be the case) our job pool, unless NO real changes or additions were made to the existing classes with the coming expansion.
Part of this will simply have to do with what is reasonable given the toolkit. It isn't exactly reasonable to regularly expect a tank to both redirect mobs as quickly as possible, which usually requires that they be immediately next to the mob, and to be at range ("ranged").If you wanna be a tank you have 3 choices.
If you wanna be a caster you have 0.
If you wanna be a ranged you have 0.
If you wanna be a melee you have 3.
If you had a BST, for instance, who fires from afar while his pet holds things in place, that's not really a ranged tank. That's a melee tank bundled with his sidekick, the player. Now, if you had a <Psychic Puppeteer> of sorts, perhaps it could swap between positioning itself and relatively positioning the mobs, moving them with WASD as if standing at the edge of their hitbox in lock-on mode. It would be able, therefore, to quickly intercept or cover for blows around self and the enemy -- usually one and the same positionally, but by swap here -- then so be it. But you're very limited in what's possible across multiple jobs there without being redundant or compromising. Creating two caster tanks who actually feel like they belong as tanks, rather than casters who are just currently holding back mobs who are focused on them (which, say, a physics-inclusive BLM and GEO/CNJ could probably do just fine with Ice and Earth magics), is tremendously difficult. Possible, I'm sure, but... not worth the attempt just to fill a quota.
That's especially true when you consider that the niche, within already niche tank players, who would like a caster experience while tanking are probably a very small portion. Most tanks like being in the thick of things; it's often why they're tanks.
		
		

			
			
  Reply With Quote
			
			
			
			
			
			
			
			
			
			
			

