I meant, it seems arbitrarily chosen to give more Gauge than any other skill.
As that's the only reason why that's the optimal DPS combo over the Enmity one. If Storm's Path gave the same Gauge as every other WAR combo, then their best DPS would be their Enmity one.
Similar thing for other Tanks, part of the issue is sticking resource generation into the "DPS" combo's which is honestly an easy fix... Just have resource generation on the Enmity follow up too.
It's not that they're "Heavily penalized" on top of the "Heavy penalization" from Tank Stances. It's only relatively minor things that actually make them inferior which are easy to tweak.
Well, you seem to be doing a good job of taking every suggestion that is made under the pretense of having things changed so that things like Mitigation and/or Enmity are more prominent things a Tank has to consider and then analysing those suggestions in the current iteration of things.
Which kind of misses the point. Which is that stances and stance locked abilities aren't inherently bad design. They're only "Bad" due to the current issues with balance that make defences redundant and thus means Tank Stances and defensive skills locked behind Tank Stances are unused.
Again, this means NOTHING.
This has absolutely zero value. This metric is like saying, "I'm wearing a red t-shirt right now. Therefore FFXIV healers aren't healing for THAT much"
You can't just compare HPS to DPS of classes in a PvE environment, because they don't scale equally and are not scaling to tackle equal things.
You have to compare HPS vs incoming DPS from bosses. As that's the only ratio that is important. How much of the damage from a boss is being healed. Thus, how much is being mitigated/shielded/healed by the Tank.
The amount of damage a DD does will not even enter the equation. As it's only relevant in PvP scenarios.
In WoW, as a DK I would be having about the same HPS as the healers in WotLK/Cata/Pandaria/WoD this means that the majority of damage incoming, I was dealing with because I was about matching my dedicated healer in self healing/shielding but also was mitigating damage through defensive CD's. In Legion, I wasn't able to compare as I was maining DH at that point after they thoroughly gutted the DK class for the 3rd expansion in a row.
No but you were comparing the number of CD's. To which, DK's and Pala's in WoW had a similar number to Tanks in FFXIV with roughly equal strength.
Also, again, WoW Tanks all have active mitigation skills to boot, which serve as mini-CD's when they're basically popping what is essentially Shake It Off/Bulwark/TBN/Anticipation every 5-10 seconds.
Which is part of the difference. WoW Tanks have to deal with damage that is high enough to need a high uptime of healing, even through optimal usage of active mitigation in their defensive stances. This is not even accounting for the TB skills they deal with (Which are as a result, less potent than FFXIV's)
FFXIV tanks don't give a damn about anything except Tankbusters. As such, their powerful CD's seem better because well... They flat out ignore the only damage that matters. Compared to in WoW where ALL the damage matters and the TB's just matter a bit more than usual.
It's not just about the frequency of TB's, but the damage in between them. In WoW and well, pretty much every other MMO, the damage in between TB's is actually threatening. Be it auto attacks or other minor abilities that can't be dodged. It all deals threatening damage to Tanks, so they have to care about mitigation (Often, Active Mitigation as that's been the norm for every MMO released after the year 2000. Heck, even Anarchy Online, released 18 years ago, featured active mitigation for Tanks)
In FFXIV, this is not the case. Passive mitigation and massive shields/HoTs from healers means that most damage is irrelevant.
It actually isn't that slow. It ramps up pretty fast. Even syncing down doesn't really do much as you still run around being super OP (To the point where as a Healer who's sync'd down, I'd easily out DPS and DD classes that were at the level for the dungeon. Meanwhile, I'd just toss a shield/HoT on the tank and that's them immune to damage for a pack or 2)
Hence why you can also quickly get into the raid meta where Tanks play in DPS stance all the time and healers focus on oGCD's for most, if not all of their healing.
Yeah, but there's the catch 22 with this.
If you just implement Tanks to fit into the current balance, so Tank Stance is irrelevant outside of gearing up. Then there is much less pressure to do anything to change the status quo and make Tank Stances relevant.
Not to mention, it means severely limiting the design potential of classes and thus if there was ever a change to balance (Which, I think we can both agree, should happen) there would be a lower likelyhood that Tanks that have been designed to be boring because they needed to fit into the boring balance archetype would be changed into ones that are more interesting and capitalize on a new balance archetype.
It's more like:
Do you design a car to be a 2 seater sports car because you're currently single.
Or do you design a car to be a 4 door because maybe someday you'll start a family and thus be able to use the additional seats. Even if you're still currently single.
The former makes sense if you don't think anything will change, or at least not within a reasonable period of time.
The latter is not the most useful right now, but will fare better when a change occurs.